Silent Hill A message from god |
- A message from god
- It’s right behind me, isn’t it...
- Time for a new journey..... First time playing, literally just completed the first game a few minutes ago. Exited AF
- Follow up post from the guy playing silent hill for the first time on ps1 with a crt. Wow what a game! Throughly enjoyed my first play through and a massive thanks to the reddit SH community for helping me out when I needed it.
- Best Way to Play Silent Hill 1 to 4 in 2020 and Beyond
- I feel obliged to share my results. This is my first time playing and done (almost) completely without using a walkthrough. Really liked the puzzles and combat in the game can't wait to crack into SH2 which just arrived in the post this morning.
- 10 detailed ideas for a new Silent Hill game
- Poor choice of fighting stance, Alex. lol
- What feeling playing SH2 gives you?
- Working on different ways to configure SH2, is there a reputable NOCD of the .exe?
- You guys seemed to like the guitar behind O.R.T, here’s another one behind Elle’s Theme!
- Silent Hill 2 or 3? Which Do You Prefer?
- I got a PyramidHead avatar in VRChat, anyone know what I should do with it?
- Is there any way to play the playable teaser on Pc after it was taken down?
Posted: 20 Jan 2020 08:37 AM PST
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It’s right behind me, isn’t it... Posted: 20 Jan 2020 11:29 AM PST
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Posted: 20 Jan 2020 06:06 PM PST
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Posted: 20 Jan 2020 06:01 PM PST
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Best Way to Play Silent Hill 1 to 4 in 2020 and Beyond Posted: 20 Jan 2020 06:35 PM PST Every other day I see someone asking about how to play these games, so here's my take on the best way to play them in modern days. Introduction to the whole ordeal: Consoles from generations before the PlayStation 3 and Xbox 360 only offered analog video connections and for most people that meant using composite cables (the RCA/yellow/white/red connectors). What that implies is a very poor signal, which means a suboptimal image quality as all the information is sent by a single connector. Better cables includes S-Video and Component, the latter being the best. For people in PAL territories, there's a connector called SCART which may carry composite, s-video and RGB signals (with "may" being the key word here). Note that all TVs can convert analog to digital, otherwise they wouldn't show any picture. However, they are quite bad at that, with awful techniques to fill the whole screen as most people would play DVDs. OSSC is an external hardware that converts analog to digital without any delay. You can hook up any analog system that supports composite and RGB through SCART. Not only that, it multiplies the input lines, giving your games a shaper look without any weird blur. Silent Hill This game has two video resolutions, 240p for the game and 480i for the menus. In modern displays it means that it takes longer to go back and forth the menu, which may result in something attacking you while the screen is adapting to the new resolution. PlayStation: Suggestion 1: connect the PlayStation through Rad2X for the cheapest option that is not a complete garbage of image. PlayStation 2: PlayStation 3: PlayStation emulation [BEST OPTION]: https://www.libretro.com/index.php/mednafenbeetle-psx-pgxp-arrives/ Silent Hill 2/Silent Hill 2 Restless Dreams PlayStation 2: Xbox: PC [BEST OPTION]: Relevant links: https://www.pcgamingwiki.com/wiki/Silent_Hill_2:_Director%27s_Cut PlayStation 2 Emulation: Silent Hill 3 PC: https://www.pcgamingwiki.com/wiki/Silent_Hill_3 PlayStation 2 Emulation: Silent Hill 4 the Room PlayStation 2 [BEST OPTION]: PlayStation 3: Option 2: The game is available as a PS2 Classic on HongKong PSN Store: https://store.playstation.com/en-hk/product/JP0101-NPHD00025_00-0000000000000000 Xbox: PC: PlayStation 2 Emulation: What to avoid: - The PlayStation 3 and Xbox 360 HD Remasters - Pound/LevelHike/Hyperkin HDMI cables. - Any cheap composite/scart to HDMI convertor on sale at Amazon, eBay or AliExpress. Links (none of them are affiliate links): MyLifeInGaming on understanding RGB and Sync: https://www.youtube.com/watch?v=LAlrdCBjUAQ Have any doubts? Just ask, I'll do my best to answer them. If I find any errors I'll also correct this post. [link] [comments] | ||
Posted: 20 Jan 2020 06:05 PM PST
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10 detailed ideas for a new Silent Hill game Posted: 20 Jan 2020 04:45 AM PST While I know that there's almost zero chance that a new Silent Hill game is ever going to happen (unless someone decides to buy the rights of the IP from Konami), I still decided to make this expansive list out of my personal ideas about how I would imagine a potential new title in our beloved series. I made this list because I wanted to make it clear how easily the earlier games could be innovated upon, by listing and explaining mainly gameplay-related ideas. Just a little background about me, if you are interested: so far I've completed nearly 700 video games, including tons of horror titles. As for Silent Hill, I completed all main titles, all side-titles and all cell phone games from the series. Also, Silent Hill 2 is in my Top 10 games of all time. With this background, I felt confident enough that I could come up with some good suggestions about the potential direction and future of the series. But before you dwelve deep into the list of my ideas, be prepared, because it will be a long read. I wanted to give my thorough reasoning behind every single one of my ideas in order to avoid reader confusion and to make my thinking process entirely clear. Some ideas will be more broad, while others will be extremely specific, but rest assured, every single one of them will be explained and most will have an example to tied to it in order to demonsrate how the given idea would improve the core Silent Hill formula. Also ideas will be grouped to categories ( in "[ ]") for easier reading. Are you ready? Then let's get started! --- 1. [CAMERA] Context-sensitive camera system The series is well-known for its fixed or partially fixed camera angles that are present to evoke some specific feelings inside of the player and basically give certain scenes a more artistic and cinematic flavour. Thanks to the fixed camera angles, we can see the game's world through the designers' eyes, we can see it in the way it was meant to be seen. The problem is, however, that sometimes this artistic vision can conflict with the gameplay itself. Sometimes the gameplay inevitebly suffers because of it, especially when it comes to precise navigation, to enemy encounters and interacting with some items, based on the already released titles. Therefore I think it's important to recognize these situations and learn from them. An ideal camera system should give more or less control to the player and should also adjust its position and distance relative to the player depending on the given situation. The undeservedly underrated Silent Hill: Downpour already experimented with this with mostly great results, but I think it's time to take this concept to the next level. --- 2. [CAMERA] More innovation in camerawork As I previously impiled in the first (1.) point, fixed camera angles are a huge part of Silent Hill's DNA and they should definitely stay. But I also think there should be new camera types to further enhance the player's experience and to also make the game more varied and more interesting visually. Just think about how the excellent Nier: Automata adjusts it's camera angles depending on the situation - sometimes the game rather feels like a side-scroller, sometimes it resembles a top-down shooter. Or just think about the first person segments in Silent Hill 4: The Room, or Oldboy's (movie) famous hallway scene. There are a lot of ways to make the camerawork truly stand out and make it an even more iconic element of the game. --- 3. [CAMERA|CONTROLS] Individual flashlight and player control If I remember it correctly, in Until Dawn (which is a great PS4 exclusive story-driven horror game), it was possible to individually control the player's character and the beam of the equipped flashlight (using the Left and Right Sticks). This would actually be a wonderful little addition to a new Silent Hill game. First of all, it would add a little bit of extra immersion to an otherwise already atmosphere-heavy game. But It would also make exploration a little bit more seamless because it would be easier to notice different items and pieces of lore even while moving with the character. What's the most interesting though is how this mechanic could be utilized for new forms of gameplay. For example, there could be a puzzle where the player would need the shine the flashlight on specific items in a certain order. Another idea is that there should be an enemy type that you should continously focus on using your flashlight while going past it, because failing to do that would result in the main character's death. --- 4. [CONTROLS|INTERACTIVITY] Everything should be real-time Immersion is one of the most vital parts of basically any video game. It's something that is hard to properly describe but it's also something that can heavily determine how deeply you will connect with a given title and eventually how enjoyable and memorable your experience will be. One of the ways to make a game more immersive is to make it purely driven by real-time in-game interactions. I think this is something that a new Silent Hill game could heavily benefit from. For example, while the classic inventory system from the series certainly has its charm (just like the old tank controls), I think it is also quite cumbersome and it constantly pulls me out of the general flow of the gameplay. Switching weapons, reloading, using healing items and performing other kinds of actions in real-time wouldn't just feel more seamless and more immersive, but it would also force the player to make additional choices and get more involved in the actual gameplay (just think about how you can change items in Metro: Exodus using your backpack, in real-time). It would amplify the level of tension, especially in more dangerous situations. This real-time approach should be applied for exploration too, meaning that entering/exiting buildings and rooms should be totally seamless. This change alone would lay the groundwork for tons of interesting and new gameplay scenarios - and I'm going to describe and explain some of these in later points. --- 5. [CONTROLS|INTERACTIVITY|EXPLORATION] More explorational/traversing options A critical part of Silent Hill games is exploration, finding the right way to approach and enter a given site/building/room. Yet interestingly enough, the only way to explore and go to different areas is to... walk through doors, in 99% of the cases. It's just strange. In terms of traversing, the level of environmental interaction is extremely limited - or perhaps non-existent in the series. A Silent Hill game could be way more fun if the player would have to solve all sorts of navigational puzzles aside from the normal, regular puzzles in order to be able to get into certain areas. For example, by moving some items' position and climbing onto them (like in the old Tomb Raider games, or more recently, in the Uncharted series). But it's just one of the many possibilities. Another way to make the traversing/explorational part of the game more fun is to give a wider moveset to the playable character. It would be awesome if the only way into the Alchemilla Hospital would be to climb up on the downpipe on the side of the building, all the way to the third floor's balcony, then from there, climb into the building through a broken window. Then for example, another room could only be reached by using the air vents in which the camera would shift to first person (just like in Batman: Arkham Asylum). --- 6. [CONTROLS|INTERACTIVITY|COMBAT] More ways to deal with enemies It doesn't matter which Silent Hill game I pick, it will become clear soon enough that my choices when it comes to dealing with enemies are rather limited. I can either fight with them using a quite clunky or competent enough combat system (depending on the title), or try walk/run past them, again, in a quite clunky way. While it's certainly true that Silent Hill games were never been about combat (and it shouldn't be the main focus either), it's not a good enough excuse to try to legitimate these titles' general clunkiness when it comes to dealing with enemies. Enemy encounters are an integral part of the series and therefore I think there should be additional and more refined ways to deal with the otherwordly creatures. Ways, that could potentially make these encounters more fun, thrilling, exciting and engaging. Such titles come to my mind as Alien: Isolation, The Evil Within, or Resident Evil 2 (2019). Silent Hill should learn from these and should adopt some of their features. I'm mainy thinking about the ability to stealth past enemies or stealthly kill them, or just lure/disract them with something and perhaps hide from them under a table when it's necessary. Also, the ability to tactically decapacitate enemies would be an interesting addition as well. These things would evolve the well-known gameplay of Silent Hill to a whole new level. Of course, many different gameplay tweaks and changes should be made if these would get implemented in order to maintain a proper gameplay balance, but I'm going to talk about these in detail in the following (7.) point. --- 7. [INTERACTIVITY|COMBAT] A higher level of realism, more focus on survival horror aspects In the fourth (4.) point I explained how a completely real-time approach would make a new Silent Hill title more immersive, tense, and potentially more active from a gameplay standpoint. The other way of enhanching the level of immersion could be making the game more realistic in certain aspects. Of course, too much realism can have a negative effect and can hurt the game instead, but I think that my ideas tied together would work very well and would retroactively balance out the other types of ideas that I've mentioned in the sixth (6.) point. I'm mainly thinking about three key changes. First, you would only be able to carry one close-combat weapon in your arms (fireaxe, steel pipe, etc.). You would either hold it or drop it. As for the firearms, you would be able to holster your pistol and you could carry a shotgun on your back. The second change is that ammunition would be very limited, so you would really need to think through in which situations would you use your firearms. The last important change is that similarly to Silent Hill: Origins, every single close-combat weapon would be breakable. Now here comes the explanation why I think these changes would work. But not just work, but would actually make the game way more fun and interesting to play. In basically all Silent Hill games, the close-combat weapons were only there for very early parts of the games, but later they didn't see much use-case - if any at all. It's because even on hard difficulty it was rather easy to gather enough ammo to run through basically the entirety of these games using only firearms.This I one of the things I would like to change. First of all, because there would be a huge ammunition shortage through the entire game, you wouldn't have the luxury to waste any bullets - and you definitely wouldn't be able to breeze through the game using only your handy shotgun. On the other hand, it would incentivize smart play, such as tactical dismemberment that I've mentioned in the previous point. It would be a good way to save some ammo. Also, it would possible incentivize the usage of close-combat weapons. However, you would only able to carry one close-quarter weapon that would eventually break. This would make the game more challenging, but on the other hand, you would have the option to stealthly go past enemies or stealthly kill them, or even distract them and hide from them, when it's necessary. I hope you are starting to see the connections. Basically the ideas in this point (7.) and in the previous point (6.) would balance each other out, so the game wouldn't be any easier as a result of these changes (in fact, it would possibly be harder), but it would be way more interesting and fun to play because as a player, you would be able to make way more decisions... and I haven't even talked about different forms of environmental interactions, that would also have the ability to enhance combat encounters in new ways. --- 8. [INTERACTIVITY] A higher level of environmental interaction I already touched this topic a little bit in the fifth (5.) point, but I would like to elaborate on it further. Interactivity is the most essential part of games and I think this aspect of the series could be heavily expanded upon. In previous titles, the explorable world was basically just a static backdrop to your actions (actions like picking up items, exploring, solving puzzles on static screens, etc.), but you weren't really be able to interact with it any meaningful way. I would like to see this changed. Obviously, one of the ways to make environments a little more tangible in the game is to implement a traversing system that gives more freedom to the player - this is what I've talked about in the fifth (5.) point. But there are countless other ways aside from this and while I'm not going to list everything, I'll give you some interesting examples. In the previous points, I've mentioned things such as hiding from enemies or luring them away, the importance of real-time interactions and no loading screens, or the ability to only carry one close-combat weapon that could break after some usage. These elements would either increase the level of environmental interaction or would be the direct result of that. For example, luring enemies away would often require some item to be picked up and then thrown away. Items that generally wouldn't be that good for combat, but could be used for purposes like these (such as plastic or glass bottles). That means that there would be certain items scattered throughout the world that the player could pick up and use accordingly to the given situation. This really simply thing could also change the way the game plays, because if the player wouldn't be careful enough, he would be able to run into glass bottles on the ground that would make noise and potentially alert nearby enemies. The hiding mechanic could be interesting as well. It should be possible to use the environment for hiding purposes. You could hide under tables or beds, or even in a cabinet to try to escape from tense situations. But there could be something similar that I've seen in Silent Hill: Shattered Memories and in Resident Evil 5 too. The ability to pull down objects while running in order to slow down an enemy who is chasing you or perhaps even barricading up yourself by pulling a desk in front of the door in order to prevent enemies from getting through - this would be possible because of the absence of loading screens and because of the real-time approach. --- 9. [INTERACTIVITY] Changing how area transitions work While this is something that is really connected to the previous point (8.) that discusses the types of environmental interactions, I still wanted to talk about this topic in a seperate point because it would also affect the general flow of the game in a lot of other ways. In existing games from the series, individual areas were pretty much always seperated by doors that also acted as disguised loading screens. It was possible to easily escape from dangerous situations by simply just going into the next room, because enemies weren't able to go through and then their position also get resetted most of the time that gave another huge help to the player. But with the absence of loading screens, everything would be different because enemies would be able to chase you through even an entire building. Yes, it would make the game harder but it would also make it more tense and immersive and it would also further incentivize smart and thoughtful play, such as utilizing a steathly approach. Just imagine how scary it would be if enemies would be able to follow you wherever you would go. You could even encounter an enemy while you are crawling through a narrow vent... it would just appear in front of you and would try to reach and grab you. Finally, I want to shine the light on how the simple ability to go through doors to reach other areas without loading could fundamentally change and expand the ways how you would actually approach these doors, especially locked ones that you don't have a key for. I'm mainly thinking about three new and exciting ways to interact with them. I think that there should be an option to interact with locked doors that would compliment that more stealthly approach and lockpicking is what comes to my mind. It would certainly be exciting, tense and fun trying to get from the hallway into a room that could land safety to the player while enemies would be roaming around in the hallway. It would be slower and potentially more frightening but it would also mean that as a player, you could lock the door behind you after you have gone through it, because the lock certainly wouldn't be destroyed or damaged. The second way to go through doors that are locked from the other side would require a level of aggression. You could use shotgun shells to torn a part of the door into pieces but obviously with that, you would waste precious ammo, or you could use specific close-combat weapons such as an axe to make a hole on the door so you could unlock it from inside, but this would come with the penalty of reduced weapon durability. Aggressively going through doors would be loud and would certainly alert enemies, while it also wouldn't be the best idea if you would want to spare your resources, but it would be faster and you would still be able to re-lock the doors after going through them. This is an option that could be mainly useful in situations where you would really need escape from a group of enemies and you wouldn't really have time, or if you would be out of lockpicks. The third option would be to ram through doors by running towards them, or kicking them, or by perhaps utilizing the force of a crowbar. This way you wouldn't need much time and you would certainly save your ammo, but you would destroy the lock on the given door and then you wouldn't really be able to stop enemies from going through it. This forceful opening could also be also utilized if a door would be slightly open but it would be barricaded from the other side so you would need to apply additional force to be able to open the door enough. --- 10. [STORY] More focus on the character and preserving the mystery I like those Silent Hill stories the most where the real focus is on the protagonist and on his personal journey, rather than on the things that surround him. I like when the town of Silent Hill remains in the background, preserves its mystery all the way to the end, and acts as a metaphysical extension/reflection of the main character's subconscious, mind, and soul. I like to be unsure about what the town of Silent Hill really is. I like when it leaves me with a message at the end, and with a lot of themes, ideas, and concepts that I can think about for a long, long time. I like those Silent Hill stories that have a deep underlying message about things we can relate to - love, loss, regret, truth, fears, etc. I like those Silent Hill stories that make me think and feel at the same time. This is the reason why I love Silent Hill 2 and Shattered Memories so much, and this is also the reason why I have strong feelings about The Room and Homecoming. Silent Hill 2's story is purely cathartic and it has important messages about euthanasia and facing our past. Shattered Memories shows us how a child's life and reality can get completely ruined and turned upside down if a parent falls out of her life early on. In the story, Cheryl basically builds up an alternate world in her mind just so she can protect herself from the truth - either from the fact that her dad is dead from a long time ago, or from the fact that her dad was an abusive, raging, cheating alcoholic. As for The Room, it's very interesting because how it deals with themes such as depression and claustrophoby, while Homecoming is also memorable because of its PTSD related segments. To me, the more I get to know about the cultist aspect of Silent Hill and the crazy residents of its town, the less interesting it becomes for me - after that, it's basically just another "weird people in a secluded place" story. I have similar feelings too about Resident Evil and all of its biohazard related things as well - I think that this biohazard aspect most of the time worked against the series instead of its favor. The point is that I like Silent Hill the most when it's deeply mysterious and purely character driven. And this is the approach I would like to see taken for a potential new game. [link] [comments] | ||
Poor choice of fighting stance, Alex. lol Posted: 20 Jan 2020 08:29 AM PST
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What feeling playing SH2 gives you? Posted: 20 Jan 2020 09:17 PM PST Sometimes i read that game makes people feel sad or scared, but IMO the game gives you a diferent feeling based on the person who is playing it. SH2 gives me a pretty loneliness vibe, but is good smh [link] [comments] | ||
Working on different ways to configure SH2, is there a reputable NOCD of the .exe? Posted: 20 Jan 2020 07:37 PM PST Hi all, just want to start off by saying that if this goes against the rules I'll gladly pull it. With that being said, any SH-modders in the subreddit have a good suggestion? I'm looking to compile this and get instructions on how to set it up for some SH on-the-go on things like laptops and so on. This being for those with a lack of an optical drive, as it is perfectly runnable on a low-end system with EE and a random CD inserted. Thanks guys. oh and obligatory fuck Konami. [link] [comments] | ||
You guys seemed to like the guitar behind O.R.T, here’s another one behind Elle’s Theme! Posted: 20 Jan 2020 12:54 PM PST
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Silent Hill 2 or 3? Which Do You Prefer? Posted: 20 Jan 2020 07:38 AM PST After completing both games recently, I can't help but compare them since they feel very similar gameplay wise, but are so different in many other ways. I prefer Silent Hill 2's characters, plot, and subtle creepiness, but I prefer Silent Hill 3's monster design, visceral otherworld, and weapons. I like Heather, but I prefer James as he fits more with the setting if you know what I mean. What are your thoughts? And which one do you prefer? [link] [comments] | ||
I got a PyramidHead avatar in VRChat, anyone know what I should do with it? Posted: 20 Jan 2020 12:24 PM PST My cousin made me a PyramidHead avatar in VRChat, and I was wondering if anyone had some good ideas of what I could do with it? I don't have VR yet, nor can I afford it. but I'm really hoping that someone will have a good idea of what to do! Btw, just wanted to thank you in advance, if you have any good ideas. 😊 [link] [comments] | ||
Is there any way to play the playable teaser on Pc after it was taken down? Posted: 19 Jan 2020 09:06 PM PST I really wanna play it and missed out on it a couple years ago. [link] [comments] |
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