Quantcast
Connect with us

Editorials

[#SilentHill at 20] How ‘Silent Hill’ Made Map-Reading Fun

Published

on

The way that video-games enable players to navigate fictional worlds – via mini-maps, waypoint markers, or directional arrows – is an undeniably dry topic, as reflected by the lack of mainstream interest in the subject. Not many people are willing to talk about such tedious minutiae, when they could instead be marveling at more attention-grabbing features, like shiny new graphics or dynamic weather effects. Yet make no mistake, this sorely overlooked area is every bit as important as those details, if not more.

Why then, are good examples of gaming cartography so rarely acknowledged? Well, as with clunky user-interfaces or obnoxious loading times, orientation is the kind of thing that pundits only pay attention to when it’s done badly (e.g. the infamous Library mission in Halo: Combat Evolved). Which is somewhat understandable. After all, getting lost is certainly a momentum-killing slog and if you’re unable to decipher where the Hell you’re supposed to be going, then any sense of fun is, of course, going to dissipate.

Bearing that in mind, if poorly communicated geography can hinder an otherwise enjoyable experience, then it’s worth considering if the inverse is possible too. In other words, can a developer’s mastery of direction be so tight that it’s actually one of their greatest assets?

In case this article’s title didn’t make it clear, the answer to that question is a resounding ‘’yes!’’ Solid navigation mechanics are obviously underappreciated in the realm of gaming. Not only are they fundamentally necessary for minimizing player frustration, but they can even be a source of entertainment in their own right. Though that might sound like a bit of a stretch, well-conceived maps can honestly transform the arduous task of wayfinding into an utterly compelling joy.

For evidence of this, look no further than the original Silent Hill releases, which are true exemplars in the field. Each of them thrusts you into overwhelming, Metroidvania-style environments, that demand plenty of backtracking and puzzle-solving to complete. Indeed, tackling any given level here requires you to follow numerous diverging paths, memorize obscure interconnections and collect dozens-upon-dozens of keys. As a result, it can be rather daunting to enter a new location and see all the stuff you’ve yet to accomplish.

In the hands of less capable developers, aimlessly wandering these labyrinthine corridors and dizzying street layouts would probably be an onerous chore. Luckily, Team Silent have an ace hidden up their sleeve. You see, each of these elaborate levels has its own dedicated map, which tends to be the first item you come across. Granted, there’s nothing too special about that in isolation, but what’s so unique here is that you can use these indispensable tools to record your discoveries and visualize where you’ve already been.

Essentially, once you’re in possession of a map, then your character will automatically start to note things down, scribbling over the document itself. For example, inaccessible areas will be crossed out, dead ends will be marked with bold lines, shortcuts will be highlighted, and points of interest will be crudely sketched in red ink. By offering this practical and coherent overview, the developers simplify their formidable-looking environments into something much more manageable.

For my money, it’s the ultimate way of handling geography, as it’s the perfect middle-ground between being too ambiguous and too hand-holding. To expand upon this point, the system is not as outwardly patronizing as giving your audience a massive arrow to follow, nor is it as restrictive as funneling them down a linear pathway. This means that you can provide them with the immersive experience of solving these convoluted and oppressive mazes themselves. But at the same time, it’s not like you’re leaving them completely in the dark, as they’re still getting considerable support.

To get a feel for the system in action, let’s take a look at the opening sequence of Silent Hill 2. Here, you are dropped right into the center of the titular ghost town, with no explicit steer or assistance. All you have is a vague destination and your trusty map. You inevitably run around the place like a headless chicken, chaotically bouncing from obstruction to obstruction. It’s a thoroughly distressing ordeal and you’ll be entirely dependent on the map to get through it. This is presumably what the team we’re going for, as the document is constantly being updated to reflect you’re discoveries, like blocked roads, doors that need specific items to unlock and other landmarks.

From all this signposting, you’ll notice that you are being boxed-in and implicitly shepherded towards a disused apartment block (the game’s first real level and your de facto objective). It’s a clever and resourceful way of using the map to guide players, whilst also letting them believe that they figured it out on their own. Meanwhile, by tracking your progress and marking everywhere that you’ve been, the map also gives you confidence that you haven’t missed anything out. It’s an extra bit of help but, again, one that goes a long way.

On that note, another (possibly unintentional) benefit of Silent Hill’s approach is that it’s innately rewarding from a player-perspective, bestowing even your most insignificant actions with a sense of purpose. For instance, simply checking to confirm that a door is locked will actually be useful here, as it will log this information on the map. Whatever way you slice it, that’s some kind of progress and it means that, wherever you go and whatever you do, you’ll always arming yourself with more knowledge about your surroundings.

Watching the initially blank document get covered in these jottings is thus very satisfying, like you’re ticking off holiday destinations on one of those scratch maps. It’s basically spurring you onwards, reassuring you that you’re not going in circles or wasting your time. That’s quite motivating for a series that built its reputation on an atmosphere of eldritch dread and crushing hopelessness.

All in all, the maps in Silent Hill are more than a mere formality. They’re an integral part of the gameplay, acting as both an invaluable survival tool and a much-needed source of encouragement for the player.

Opinionated, Verbose and Generally Pedantic. Loves Horror in all of its forms.

Click to comment

Editorials

6 Dark Fantasy Films That Every Genre Fan Should Watch

Published

on

Dark Fantasy Films

From child-eating witches to village-burning dragons, fairy tales have always had a foot in the horror genre. That’s why it makes sense that, for every The Hobbit and The Chronicles of Narnia, there are also darker and more adult-oriented stories about magical worlds inhabited by ravenous monsters and cruel villains.

Funnily enough, these sinister tales were precisely the ones that I gravitated towards back when I was a kid, and I was reminded of this while watching Netflix’s recently released I Am Frankelda, Mexico’s first ever feature-length stop-motion animation and one hell of an entertaining parable about the intersection between fiction and reality.

In honor of this special kind of horror-adjacent fairy tale, today I’d like to share this list recommending six Dark Fantasy films that horror fans might enjoy.

For the purposes of this list, we’ll be defining Dark Fantasy as fantastical stories that don’t shy away from the more macabre elements that fuel classic fairy tales. That being said, don’t forget to comment below with your own grim favorites if you think we missed a particularly thrilling one.

With that out of the way, onto the list!


6. Hansel & Gretel: Witch Hunters (2013)

I’m fascinated by bizarre attempts at blockbuster filmmaking – especially when the resulting movies are somehow still fun despite their corporate-mandated origins. Hansel & Gretel: Witch Hunters is precisely one of these strangely compelling studio projects, as this surprisingly successful action-thriller boasts a lot of heart (and tongue-in-cheek humor) for a CGI-heavy creature feature.

Directed by Dead Snow’s Tommy Wirkola, Witch Hunters re-frames the classic fairy tale as an origin story for a duo of badass monster-slayers. Of course, it’s the flick’s anachronistic aesthetic and overall visual flair that make it stand out from other action-horror endeavors from around the same time.


5. The Wolf House (2018)

Made in the tradition of faux cursed films in the same vein as Antrum: The Deadliest Film Ever Made, the eerie backstory to 2018’s Chilean animated flick The Wolf House (La Casa Lobo in the original Spanish) already makes it a nightmarish experience before the flick even really begins.

After all, the movie is presented to us as a faux propaganda film produced by the leader of a death cult (heavily inspired by the real life Colonia Dignidad), with this hybrid animated feature using complex movie magic to simulate a single uninterrupted shot as it tells the story of a lazy young girl who runs away from an isolated colony and encounters a creepy old house in the woods.


4. The Brothers Grimm (2005)

Out of all the Monty Python alumni, Terry Gilliam has had the most interesting career outside of the original comedy group. From fascinating canceled projects (such as his scrapped adaptation of Watchmen) to dystopian parodies that feel more relevant by the minute (1985’s Brazil), even his “lesser” films are still intriguing in their own way.

2005’s The Brothers Grimm is one such project, with this peculiar movie attempting to combine the comedian-turned-filmmaker’s unique visual style with a more blockbuster-oriented plot reimagining the titular brothers as con-artists rather than mere writers. The end result isn’t exactly a masterpiece, but it’s still a legitimately fun ride with plenty of memorable monsters and wonderful performances by both the late, great Heath Ledger and Matt Damon.


3. Dante’s Inferno: An Animated Epic (2010)

2010’s Dante’s Inferno game may have a reputation as something of an unapologetic God of War clone, but I’d argue that the now-obscure game was aesthetically unique enough to deserve a bigger fanbase. However, while the title remains trapped on the seventh console generation, its highly underrated anime adaptation is a lot easier to get a hold of!

Animated by 6 different studios in order to make the 9 circles of hell feel unique from each other, this may not be a completely faithful adaptation of Dante Alighieri’s poem, but it’s still one heck of a great (not to mention gory) time that I’d highly recommend to fans of Netflix’s take on Castlevania.


2. Underworld: Rise of the Lycans (2009)

My personal favorite entry in the Underworld franchise, Rise of the Lycans, is a highly ambitious prequel that actually works better if you haven’t had the story spoiled to you by the previous Underworld films.

While the rest of the series features plenty of urban fantasy elements as the movies combine machine guns and modern environments with gothic storytelling, Patrick Tatopoulos’ prequel fully embraces its fantastical origins and tells a classic tale about a doomed romance between a werewolf and a vampire amid a medieval uprising.

And the best part is that we get a lot more Michael Sheen as the fan-favorite Lucian.


1. Solomon Kane (2011)

One of my personal favorite movies on this list, MJ Basset’s criminally underseen adaptation of Robert E. Howard’s other iconic warrior is thoroughly steeped in horror ambience and features plenty of memorable monsters. However, it’s also a classic origin story for a swashbuckling hero that wouldn’t feel out of place in a tabletop RPG.

While I’ve already written about how the film deftly combines both horror and fantasy elements without breaking the bank, I’ll never pass up an opportunity to recommend the bizarre movie where James Purefoy expertly plays a puritan John Wick.

It’s just too bad that we never got the other films in this intended trilogy.

Continue Reading