Silent Hill: Movie vs. Games

By Shamus Posted Monday Apr 24, 2006

Filed under: Movies 9 comments

As I mentioned in the previous post, there are several nods to the games in the Silent Hill movie. Here are as many as I can remember:

Note: Mild spoilers, mostly of things you see, not of what happens. There isn’t anything in here that isn’t revealed in the trailer.

  • The big one is that the town transforms at various times. In the games there are 3 versions of the town. First is “Foggy” Silent Hill, which is just a big empty town with little else wrong with it. Then “alternate” Silent Hill, where things look far older / more rusty / full of decay, and there are monsters about. And finally there is “hellish” Silent Hill, where the place is converted into a place of horrors, spikes, freakish images, deadly creatures, and vile evil. Yet even the “hellish” Silent Hill retains the basic layout of the real thing. This worked a little different in the movie, but the same idea is still there.
  • In SH1, as Harry drives into town he spots a motorcycle cop who has taken a spill by the side of the road. Then a figure appears in front of the car. He swerves to miss, and crashes. When he wakes up, his daughter is gone and he must search the town for her. Once he enters town he is trapped there by a massive (and seemingly bottomless) abyss that cut through the road.

    A very similar setup is used in the movie.

  • In both the games and the movie, the town is always out of date. The cars and buildings seem to have a late 60’s / early 70’s vibe.
  • Almost every game has your character reaching into a hole or some other nasty spot. In SH2, James had to stick his arm into a hole in the wall up to his shoulder to reach an important item. Later he had to reach into a very nasty toilet. In SH3, the main character starts to reach into a toilet and then chickens out, in a humorous nod back to SH2. In SH4, your character has to crawl into a number of very spooky holes, the worst of which is a very nasty narrow hole in the wall of his own bathroom. Note that most of these involve creepy stuff happening in bathrooms.

    In the movie, the main character must reach into the mouth of a corpse that has been contorted and bound in barbed wire, and then suspended over a toilet.

  • In SH2, James enters one apartment building and then reaches an adjacent building through a door that opens into a narrow alley, where he must jump across. Since he’s not on the ground floor, this means jumping over a short but deep gap between the two buildings. The movie has the same situation and uses almost exactly the same camera shot.
  • SH2 had Pyramid Head, the very spooky, invincible, cruel, horrible, awful, bloody, bad, mean guy with the giant sword. He’s in the movie.
  • Silent Hill is always some sort of town of corruption, although the reason for the corruption shifts a bit from game to game. At the root of it is always some nasty cult, who either worship evil or bring about evil through overzealous pursuit of good, such as witch-burning. The movie follows this pattern.
  • The finding of maps and building plans is always a big deal in the game. The movie has a couple of moments where the main character must consult or memorize flooorplans and maps.

    Like maps, finding flashlights is a big deal in the game. In a video game, this makes for spooky lighting. In a movie, they have lots of different and more advanced lighting tricks available, but yet they still feature a few “you found the flashlight!” moments. There is even a “you found the keys!” moment. These are subtle and I don’t think they stand out to people who didn’t play the game.

  • Instead of following movie tradition of big claws and teeth, the games usually have creatures that are disturbing because they look like horribly mutilated humans. They are human enough for us to recognize them as being “people”, but are inhuman in construction in such as way as to unsettle the viewer. In SH2 there were creatures that looked like people, except their arms were underneath the skin of their torsos, as if they were wearing a straightjacket made of their own flesh. Their heads were also encased in flesh, meaning they had no face, no eyes, no mouth. Now, a human with no arms and no mouth isn’t very dangerous, combat-wise. The fear of these things comes not from what they might do to you, but from the fact that they exist at all.

    The movie has several such creatures.

    Another thing that makes the monsters frightening is that while they are human-shaped, their movements are off. Sometimes they convulse or thrash about. Sometimes they move in ways that don’t look right, such as moving in a jerky fashon as if being illuminated by a strobe light, even when the light source is steady. The movie has a moment like this.

  • The movie’s ending credits use the same music as the intro for SH3.
  • There are several key locations in the games: Tuluca Lake, the hotel, the school, the hospital, and the church. All of these are shown or mentioned in the movie.
  • The games have radios that give off static when monsters or general danger is near. The movie does this with cellphones.
 


 

Silent Hill

By Shamus Posted Sunday Apr 23, 2006

Filed under: Nerd Culture 14 comments

A few of us got together and went to see Silent Hill tonight. Very interesting experience. The movie is quite true to the games, which means its very unlike your typical horror movies. We liked it, but the average fan of the Freddy / Jason / Scream type movies is probably not going to like this. It’s long (2 hours) and it isn’t the sort of movie that takes a group of dysfunctional idiots, drives them into danger, and then picks them off one at a time. Like the last few Silent Hill games, it’s more of a very violent mystery.

The ending was nearly perfect, but then the last 30 seconds sort of broke several established rules and really irritated me. Usually they do this sort of thing as a set-up for a sequel, but in this case it seemed more like weirdness for its own sake. When the mother and daughter came home, they should have really COME HOME. Instead, they and the father could not see each other and were stuck in seperate realities. This suggests that they didn’t really escape the madness of Silent Hill, which is a rotten and downer ending. It also doesn’t make a lot of sense. The “aternate world” stuff was a function of Silent Hill, and leaving the town should have ended it.

I don’t like traditional horror movies or slasher flicks. I don’t mind violence, but many of those movies are slasher porn: the plot is a paper-thin excuse to string together a bunch of gruesome murders. This movie did indeed have some nasty and disturbing images, but they served the plot, instead of the other way around.

There are many, many visual nods to the games, many of which were quite obscure. I’m sure I didn’t catch them all.

A BIT LATER: The thing about the big fire happening 30 years earlier just totally screws up the movie. The leader of the cult and the policeman with the buned hands hadn’t aged a day?!? If they had said the disaster happened TEN years ago the whole thing would have made much more sense, and the little girl would have been about the right age. As it is, you can’t put the movie on a timeline in such a way that it makes sense.

STILL LATER: Looking at the plot, I don’t think this movie would make sense for people not familiar with the game. Or at least, they wouldn’t know it was supposed to make sense. I bet the non SH fan is going to leave the theater thinking they just saw two hours of random bloody nonsense.

 


 

Princess Mononoke

By Shamus Posted Sunday Apr 23, 2006

Filed under: Anime 15 comments

Den Beste has an article up on Miyazaki Hayao. He talks a bit about Princess Mononoke. Other people (such as Alexander Doneau) have reviewed the movie as well, and almost nobody comments on what I thought was the biggest flaw of the movie.

(Note that I saw the movie months ago. What I’m writing here are the impressions I had right after seeing the movie. I’ve forgotten the names of some of the key locations and some of the minor characters since then, so please forgive the lack of specifics, or if my chronology isn’t perfect.)

I’m thinking of the village where most of the action takes place. The women in that village were very callous and needlessly mean to their men. As we’re introduced to the village, the men are returning from a deadly task. They’ve been out of the village for a few days, and their reward as they get home is a lot of verbal abuse from their wives. The wives then begin gushing over the young and handsome Ashitaka as if their husbands weren’t even there. They openly and brazenly fawn over Ashitaka in front of their husbands, who were just out risking their lives for the village.

The guys are mostly too fat or too skinny. Most are nearing middle age. They are drawn as very un-handsome. So, they are more or less like any other random selection of men you’ll find: not buff heroes, but regular guys. But their wives aren’t any bargain either, and the men seem willing to go out and risk their necks (under the command of a woman, I might add) on behalf of the village. In return, the women never have a single nice thing to say about them. Even after being out of the village for a while, the men and women sit apart from each other at mealtime, and the women toss more shame their way as they eat. I guess these married couples hate each other so much they can’t stand to have meals together, even after being apart for a few days?

The lack of respect between the men and women in the village was awful. If you swapped the gender roles and had the women risking their lives while the men remained at camp drooling over the sexy new princess in town, you would expect them to get some sort of comeupance before the story ended. You’d want to see the men appreciate the sacrifice the women make for them, or at least stop verbally humiliating them in front of everyone else. And since we’re dreaming, an apology might be good for everyone’s well-being. This never happens. In fact, as far as I could tell the movie seemed to think I should side with the women. I didn’t.

Near the end of the movie one of the men is asleep. (It’s the middle of the night and he’d been taking part in an ill-advised battle the previous day. Again, under the command of a woman.) His wife is there beside him and as she sees him sleeping with his mouth open she grudingly admits that he’s (I can’t remember the exact words) a big oaf but she loves him anyway. That was it. During the whole movie only one of the women admitted that her husband wasn’t all bad. Of course, she said it while he was asleep, and she couldn’t say it without insulting him first.

I hated the whole village. I thought the men were fools to put up with all the abuse, and idiots to follow their misguided commander. I thought the women were awful, mean-spirited harpies who didn’t even deserve the shabby husbands they had. Disliking a majority of the characters in the story sort of ruined it for me. Yet nobody else that saw the movie was bothered by this. (Or at least, nobody mentioned it in their review.) Was I reading it wrong? Was I misunderstanding their relationship? Was it just the English dub that portrayed the women this way? Did their dialog come across differently in the sub version? I seem to be the only person with this reaction, and I have to wonder why.

It’s my least favorite of all of Miyazaki’s films that I’ve seen so far (I’ve seen most of them) and obviously it still bugs me when I think about it.

Just so I don’t end this rant on a sour note, I’ll add that I emphatically agree with Steven’s assesment of Spirited Away: It’s Miyazaki’s best film, and a real treat. (Also, note that it has a Tomatometer rating of 98%!)

 


 

Sim City 4: Electric Avenue

By Shamus Posted Saturday Apr 22, 2006

Filed under: Game Reviews 18 comments

I’m playing Sim City 4, working on a small town and trying to create a close aproximation of the type of area where I live: A modest town with rural areas and some smallish farms about. Here is the main part of town:


Click for a view of the whole city, including the power supply.

All of that, plus a housing plan, plus a few farms and an industrial sector, are all supported by two wind turbines. Yeah right. This is a town of almost a thousand people, and still they are only using about 50% of the total output of these turbines.

Sim City 4 is billed as a “simulation” game, but clearly it has more in common with Neverwinter Nights and World of Warcraft. You know: fantasy games.

 


 

Thief 3: Fearsome

By Shamus Posted Friday Apr 21, 2006

Filed under: Game Reviews 41 comments

In the past I’ve made a few posts (here, here, and here) about funny or amusing moments in Thief 3. It might sound like this game is silly, but that’s only because I’m highlighting the weak spots. In truth, Thief 3 is the most frightening game I’ve ever played. I’m not kidding. This game can be truly alarming and terrifying in one or two spots.

One of the reasons for this is the nature of the game itself: You are supposed to hide from stuff. There is something primal about hiding in the shadows and trying not to move as a foe passes by. They are going to get close enough that you could reach out and touch them, and you know that discovery means death. There are foes that you cannot beat in combat. There are foes you are not intended to fight. There are undead in the game that act a lot more like the movie undead and less like the Doom-style target dummy zombies. They are tough and hungry and tend to keep getting up. Your only hope is to hide from the suckers.

This is very different from games like Resident Evil or Doom where you have to fight things. With a little meta-game thinking, most players realize that anything a game throws at you is something that you can defeat one way or another. You have one form of interaction: You shoot it. Guns make you feel safer, even if they aren’t very effective.

But there is one point in the game that really pushes the experience over the top. Suddenly, the game changes gears and throws you for a complete loop. The result is amazing.

Part of the reason this section of the game works so well is because this isn’t a horror game. It isn’t trying to scare you all the time, so when it happens you aren’t desensitized. It’s unexpected.

Spoilers follow. If you think you might play someday, don’t ruin it for yourself.
Continue reading ⟩⟩ “Thief 3: Fearsome”

 


 

Sim City 4

By Shamus Posted Friday Apr 21, 2006

Filed under: Game Reviews 16 comments

My wife and I were shopping for a new laptop the other night. (The laptop is for her. I never leave the house so I don’t know what I’d do with one.) We didn’t find one, but I did get snagged at the software rack and ended up impulse buying Sim City 4.

I’ve been meaning to get the game anyway. My former boss left our company to go work for Maxis and had a hand in the game, so I wanted to get it just because it’s cool to see the name of a friend in the credits.

Sim City 4 is very much the same as its predecessors. The problem with this series is that they pretty much nailed it with Sim City 2000, which was more than a decade ago. They perfected the formula, and now all they can do is add pixels. Nothing wrong with that, but there is nothing like buying a new game, installing it, starting it up, and then realizing you’ve already played it.

This iteration does have a few nice features that were on my own Sim City wishlist. Buildings can be built on hills. There is a nice day / night cycle. You can build different types of roads or make rolling farmlands. I’ve always wanted to make a more rural / suburbia area, and the game will at last let you do that.

But the best feature of the game is the ability to target taxes on very specific groups. You can have business and industry pay all the taxes, and give residents a free ride. Or give the poor a break and cut their taxes, thus moving the tax burden onto the rich. You can set things up to be nice and egalitarian.

Or, you can take a more sinister approach and enact an inverted progressive tax. (Would that make it a regressive tax?) Tired of cheap houses and shabby buildings? Just crank up the taxes on the poor and drive them out of town. Lower taxes on the rich and thus attract more of them. Pretty soon you’ll have a city with nothing but wealthy people and beautiful buildings. Nobody seems to really mind. (Except the poor, but they left anyhow so who cares what they think?)

If this were any sort of a realistic simulation my political career would end moments after suggesting such a policy. But it isn’t, so I’m free to tax the poor as much as I like. After all, they brought it on themselves. I certainly never told them to be poor. If they don’t like the high taxes they can get their act together and get rich like every other self-respecting citizen.

It’s a winning strategy, let me tell you.

 


 

Beware the Kawii

By Shamus Posted Thursday Apr 20, 2006

Filed under: Anime 3 comments

Don McClane has a new anime blog.

And so another perfectly respectable blogger falls in with a bunch of these “japanimation” types I keep hearing about. What a shame.

It always starts small: just a few gateway shows on the cartoon network, or maybe watching a seemingly innocent anime with a friend, “just to see what all the fuss is about”. Pretty soon they’re running one of these anime blog things, learning Japanese, calling themselves otaku, and hanging out with girls dressed up like Beldandy.

Parents: Talk to your kids about the dangers of Japanimation today.