tag:blogger.com,1999:blog-2858586393857050613.post7189537426798829797..comments2024-01-26T11:56:46.170+10:30Comments on ST Wild: On Roleplaying: Game Translation: Silent HillShannonhttp://www.blogger.com/profile/00456068019298922261noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-2858586393857050613.post-27349874812615157812013-10-11T09:56:48.342+10:302013-10-11T09:56:48.342+10:30Which is one of the benefits of surreal horror in ...Which is one of the benefits of surreal horror in psychoactive landscapes. You can get away with the 'Rule of Cool' or, rather, the 'Rule of Scary' because anything could happen. In more realistic games those tactics just seem like lazy thinking.Shannonhttps://www.blogger.com/profile/00456068019298922261noreply@blogger.comtag:blogger.com,1999:blog-2858586393857050613.post-10488700462420298822013-10-11T05:16:46.662+10:302013-10-11T05:16:46.662+10:30One thing that struck me while playing Silent Hill...One thing that struck me while playing <i>Silent Hill 2</i> was that it got away with all the gamist stuff like finding medallions to open doors and so on -- the stuff that <i>Resident Evil</i> gets mocked for -- because the setting is explicitly artificial. Raccoon City is supposed to be a real place so it's absurd that to open a door in a police station you have to turn a statue to the west, but because Silent Hill is a psychological-supernatural construct, that kind of artificiality isn't a problem.thekelvingreenhttps://www.blogger.com/profile/01928260185408072124noreply@blogger.com