Austin Rider
English 102
Colleen Halverson
5-16-14
Beyond
the Silence
Since the beginning of time man has found a variety of
options to keep himself entertained. It wasn’t until the mid-20th
century until they reached a landmark that would revolutionize technology.
Video games could be considered one of the greatest technological advancements
in such a short amount of time. Comparing them from the very beginning to how
they work in today’s time can prove how far they actually have come. The
graphics have been enhanced, new storylines with more detail and depth have
developed, the overall gameplay may prove more satisfying, characters have a
broader personality span, and the game in a whole has experienced quite the
evolution. In more recent times, there has also been more focus into the
storyline of games and, for the horror genre, what really scares us. Developers
take into consideration what players want and how they want their game created.
There are far too many game titles out there for one to critically analyze, or
play. But a popular series that focuses around psychological horror and twists
is Silent Hill. Silent Hill represents a unique shift on video game narratives
because it resists traditional video games through its psychological turns on
narratives and horror.
The very first video games originated on the computer,
which became increasingly popular in the mid-20th century. One of
the earliest video games consisted of two small poles on opposite sides of the
screen with a small white ball getting hit back and forth between the poles.
The objective was simple; don’t let the ball past your pole into your goal. The
player with highest goals at the end of the match wins. In the late 60’s, a
more advanced interactive video game was released. Amanda Kudler is the author
of a timeline based website of video games at http://www.infoplease.com/spot/gamestimeline1.html.
Ralph Baer was an engineer at Sanders Associates who was interested in exploring
interactiveness. In 1967, “Baer and team are successful in creating two
interactive TV games – a chase game and a tennis game. They are also able to
manipulate a toy gun so that it detects spots of light on the TV screen”
(Kudler).This process is similar to how the Wii works in today’s platforms. In
the 70’s arcade games came into play which brought a new era to games.
Broadening the target audience, allowing video game interaction to be
accessible in more places, popularity increased amongst video games. The games
themselves become more appealing in graphics, gameplay, and overall
satisfaction, with deeper complexity, especially compared to the early trials
of video games. “Atari’s Pong is
released… which finances the production of 150,000 units” (Kudler). More colors
were used to appeal to the audience, different techniques with computer
generated art continually inclines, and the overall games themselves were
changing. The games around this era could be considered as “The Classics” of
video games. Today, people still enjoy playing games derived from arcade games
like PacMan, Donkey Kong, and Galaga.
It wasn’t until the 80’s when video games took a new
branch of development and is considered the start of the second generation of
video games. According to http://segaretro.org/Generations_of_video_games, a
few key factors that determine this new generation include; shifts on software,
different designs, enhanced mechanics and storage, and more on-screen colors.
This was the time where memory, measured in bytes (mega, giga, milla) was
showing advancements. For example, the video computer system cartridge (also
known as Atari, and systems related), enhanced storage from .125 KB of memory
to 4 KB of memory. Most of today’s cellphones consist of around 16 GB of
memory, more than four times the amount of memory used in early video games.
This allowed for the video games to add more features like enhanced graphics,
longer gameplay, more items, etc. Different platforms also started appearing,
creating rivalries between software developers. A platform is the system the
video game is played on. Each system has its unique structure that each can
bring to the table depending on the developers of the systems. Some video games
are made specifically for these separate systems, also depending on what the
developers want to create. Examples of platforms and their owners would be;
Sony creating Playstations, Microsoft developing XBOX, and Nintendo selling the
Wii or Gameboy.
Another achievement the 80’s brought
was its furthering of genres in games. In more early times of gaming, one would
probably play an RPG (role playing game). Daniel King, Paul Delfabbro, and Mark
Griffiths insist in their article, “Video Game Structural Characteristics: A
New Psychological Taxonomy “ that in and RPG the “… players gather experience
points (XP) as they complete objectives and defeat enemies in the video game”
(99). These normally consist of a list of objectives to accomplish, leveling
up/character evolution, possible narratives, etc. After a few years of these
types of video games, developers started to reach out to create different video
games revolving around different genres. In today’s world, we have a wide
variety and assortments of games that range from RPG, horror, puzzle solving,
action adventure, suspense, first person shooters, war-related games, and the
possibilities are pretty much endless. The 80’s were the perfect precedent to
set up advancements for future gaming. Each game is unique in its own way with
its genre development and factors like graphics and gameplay. “Each video game
genre usually has particular conventions in terms of game dynamics, such as
game length, linearity of level format, and character development” (King et al
98). Narratives become increasingly popular over the decades and are commonly
found in today’s video games. Mike Schmierbach and Anthony M. Limerpos are the
authors of “Virtual Justice: Testing the Disposition Theory in Context of a
Story-Driven Video Game” who suggest “some scholars argue that games are better
seen as simulations than narratives, driven by algorithms and interface instead
of traditional story-telling techniques” (526). “Storytelling may be limited to
simplistic “survival against the odds” scenarios or in longer games, the
storytelling may involve multiple characters and complex storylines” (King et
al 98) which is ideal in narrative based games because of the depth the game is
given. The storyline is deeper, and characters become more important, in most
cases. In “Death Games and Survival Horror Video Games: On the Limits of Pure
Torture Show Entertainments,” written by Flaviu Patrunjel, “… Survival Horror
is a video game genre centered on the narrative” (39). The game can use these
deeper meanings and interpret them into a horror. For example, a person may
become emotionally attached to a character who probably doesn’t deserve to die.
However, in the course of the game, the character may be tortured, or possibly
even killed, creating a type of horror in the game itself. If the character was
given a back story, and a likeable personality for example, more of a narrative
perspective may be interpreted. He also insists “storytelling is at the core of
horror games while its purpose… is to create the appropriate immersion
necessary to scare and disgust the players” (Patrunjel 39). Horror may be
classified and pertain to “… scared rituals the mise en scene of violence and
death, sadism, tortures while in dystopian virtual realities like Silent Hill
or Resident Evil such sights are fictitious, simulated..” (Patrunjel 39).
With the advancement of genres, this
opened the doors to many possibilities. Each genre has somewhat evolved and
adapted to fit today’s gamer’s needs. Teun Dubbleman, author of “Playing the
Hero: How Games Take the Concept of Storytelling from Representation to
Presentation,” insists that the developers or “…performers make the audience
aware of their presence by inviting them into some form of interaction, thereby
undoing the audience’s spectatorial and voyeuristic position” (166). Players
are always wanting something fresh and new, something that exceeds their own
expectations of what the video game is supposed to be like. The developers
watch more for what the audience wants in their video games. An easy genre to
follow these guidelines would be the genre of horror, simply because everyone
has some sort of fear. There is no one out there that isn’t afraid of a single
thing. Therefore, they work their way in by interpreting fears into these
games, such as irrational fears. Video games get inside the mind of the
players, they know what people are asking for, and sometimes it all works out. For
example, in Sigmund Freud’s “The
Uncanny,” he suggests “we know from psychoanalytic experience, however,
that this fear of damaging or losing one’s eye is a terrible fear of childhood”
(7). We all fear of losing our vision, hearing, or any other sense. We also
fear of the loss of a limb, or perhaps a vital organ necessary to function. In
these video games, the player might be put through a type of torture, where one
of the senses is lost, or even a limb. The developers know people are afraid of
these things and incorporate them into the game. Another example would be the
fear of darkness, so when creating the environment for the game, shadowing is
favorable. The players can literally put themselves into these positions and
visualize themselves in these environments. “There is a distinction that needs
to be made between holding mental images of a scene in mind while imagining
being present within that scene… and enables them to interact with the
environment from a specific location” (Dubbleman 164). King, Delfabbro, and Griffiths
might also agree the environments are key to video games. They insist “…graphics
and sound effects in games enable a more realistic and immersive context for
the video game’s reward and storytelling design” (King et al 102). A common
fear that people face daily is the fact of being alone. For some of us, we may
want to be alone in situations (when dealing with emotions, not finding a
relationship in life, etc.). However, in MOST cases, a companion is beneficial.
The feeling of being alone whilst traveling through the dark hallway of the
unknown is quite scary and uncomfortable. Other things that scare us are the
usage of children in games, movies, novels, etc. Our expectations (where
psychology and cultural expectations comes into play) are that children are
loving, caring, and happy. Children aren’t supposed to be mass murderers that
chase people around with butcher knives. Lastly, there are probably more people
than not that are afraid of bugs, spiders, snakes, or pretty much anything that
has more than four limbs. Many enemies or manifestations represent these types
of creatures that we are afraid of. Sure, we can step on the tiny spider, it
might take more effort for some, but they can be pretty simple to dispose of.
Now in video games, the spider might have tripled in size and now shoots acid
at you. Tell me how you’re going to kill it now. Being vulnerable in these
situations can also cause some discomfort. “The monsters are morally wrong
subjects, unnatural beings; impossible creatures that act driven by unknown
supernatural rules…” (Patrunjel 39). Monsters are commonly centered on what we
fear the most. The usage of irrational fears works excellently because, well,
everyone probably has some sort of irrational fear. Therefore, the target audience
has been expanded to nearly everyone.
The atmosphere on the game is also a key factor in
creating the game. “The visual and audio aesthetics employed in creating the
atmosphere and the environment in which the narrative evolves are deeply
connected to moral principles and society values… opposing the structure and
rules of today’s society” (Patrunjel 41). Just like in real life, not every
building or every room has the same exact feeling necessarily. We all have our
own interpretations of what we feel in these areas. Then to add sounds, music,
and lighting can all make a difference. A dark room might be scary, but it
would be scarier if you could hear someone faintly breathing in the distance,
or if there were an eerie tune playing, or perhaps if there were a flickering
light dangling from the ceiling that gave you minimal vision. The graphics
themselves can make or break a player’s overall opinion of the game. Using
textures, shadows, and appealing colors can attract audience members into the
game. The interactiveness of video games (shooting, walking, throwing,
movement, quick time events) draws the players in as well. We have the ability
to make choices in these game and “the player is allowed to intervene in the
hero’s fate by controlling him” (Dubbleman 158). The “manipulation and control
features refer to the ways in which a player can interact with and control
in-game properties using a physical control scheme” (King et al 95). We like
that we can make choices (similar to life) and the fact that we don’t
necessarily have to follow the exact rules
The stories generally aren’t made to
follow an exact guideline (walk exactly along these lines, you have to shoot
them in the foot, jump over the waist high pole, don’t go under). What makes
games appealing is the fact that we can make choices. “…The interactive nature
of games as something that separates the relatively new medium from older media
such as films and books” (Dubbleman 158). Video games can be used as an escape,
just like how books or movies, and each gives different aspects and uniqueness
that can fit the many different characteristics of a human being. Dubbleman
sees video games as an extra source of entertainment that is unique in its own
manner. With books and novels, most of the time we can’t depict what is going
to happen to the characters or what the plot is, but with video games having
the interactive side, these outcomes could possibly be altered. “…Many
narrative driven games still allow players to shape the development of a
narrative” (Schmierbach, Limperos 528) that books and movies can’t always
offer. Having relatable characters throughout the game also gives the game a
psychological spin. If the main character is going through something you have
or are experiencing, it makes the meaning of the game even more significant. In
some cases, the main characters mother or father has died. There are many
people in the world that has happened to, so in some respect, they can relate
to the characters. “Ultimately all the characters of these games are forced to
push their limits and act desperately while dealing with their most hidden
fears” (Patrunjel 44). This can add many different emotional levels to the
game. The usage of video games could be used as an escape from one’s own
reality because they get to be something they most likely aren’t. It gives the
player a sense of control, the option to make choices that may not be
applicable to everyday life, and simply to get one’s mind off of something. The
fact that we can have such authority over a game could truly inspire an
individual. The player is placed in the alternate reality that they can become
someone or something that they are not, we can control so many different
aspects in video games. This could potentially help someone learn a life lesson,
for example, if a video game character is being bullied in the story, and the
player has the choice of either standing up for themselves, or remain being
picked on in the game. If the player were to choose to stand up for themselves,
this might also give them the strength and courage in real life to do so. That
is how “… the player becomes the hero and experiences adventures of his own”
(Dubbleman 158).
Going along with the concept of interactivenss with video
games, the ability to make choices is incredible. Just like the previous
example, it can teach us a lesson or teach us something valuable that we could
possibly apply to real life. Players may decide to apply ethical, real logical
thinking behind making decisions, or they may be the complete opposite of their
true personality. For example, someone who is a tender-loving, caring person
may find a video game like Grand Theft
Auto (where breaking the law,
reckless driving, and murdering people is considered ‘okay’) to be quite
enjoyable because they can become someone their not, and they can make choices
that they wouldn’t make in real life.
“…Some game players do use moral judgments during game play, and these
feelings can impact outcomes of the game-playing experience such as enjoyment”
(Schmierbach, Limperos 527). The part of decision making can reflect our morals
(to an extent). A main point reflected in Schmierbach and Limperos’s article
revolves around decision making in video games. “Recent research has
illustrated that some game players do use moral judgments during game play, and
these feelings can impact outcomes of the game-playing experience such as
enjoyment” (Schmierbach, Limperos 527) which insists that not only are video
games enjoyed through their graphics, gameplay, or other factors, but decision
making can enhance overall experience.
One of the greatest games I’ve personally played within
the last year was “The Last of Us.” Set many years after the zombie apocalypse,
Joel and Ellie are just trying to survive and escape enemies like zombies and
other survivors. It’s the way that the game presents itself to be so real, even
when its fiction. In the beginning, Joel’s daughter is killed, which causes
emotional distress. In return, many years after the incident, Ellie is
introduced. The two have their own conflicts, but in the end, they share a
father-daughter relationship, in which they both care for each other. This adds
to the emotional aspect of the game because we know that Joel last his daughter
at the start of the zombie apocalypse and now Ellie has sort of taken her
place. Main characters can die; no one is safe, which would be true if it were
actually happening. It’s true horror. “Reality assumes presence, which has a
privileged position along two parameters, space and time; only here and now are
completely real. By its very existence, the narratives suppresses the now
(accounts of current life) or the here (live television coverage), and most
frequently the two together (newsreels, historical accounts, etc.)” (Dubbleman
160). This basically insists that only here and now is real. We can’t change
the past, and as much as we want to predict the future, we can’t always have
that control. In Joel’s case, the loss of his daughter was a horrible, tragic
event that took an emotional turn on his entire life. However, although many
years later, a new face has, in a sense, taken her place (Ellie).
Finally, the ultimate goal of the game is pretty
important. What was the main objective of the game? Did you save the princess
from the monster? Did you replay this game to see if there was anything you
missed regarding items or the plot? Was the game meant to teach you something
about life or morals? Whatever it may be, if the player enjoyed the game and
got something out of it that can prove to be the ultimate goal. “Audiences
enjoy media more when good characters win or achieve a desired outcome and when
bad characters lose or are punished” (Schmierbach, Limperos 528). Players enjoy
playing games where the good guys thrive and the bad guy has some sort of
traumatic demise or falling. However, in retrospect, some players may enjoy
playing the bad guy because it could potentially give them a type of alter-ego
that they might not be able to express in real life. Tilo Hartmann and Peter
Vorderer wrote the article “It’s Okay to Shoot a Character: Moral Disengagement
in Violent Video Games,” which conclude that “…players could perceive their
effective harm-doings as a proof of their own superiority” (97). Good people can be bad guys and get the sense
of what it feels like to do wrong doings, or perhaps troubled players can play
the hero and even learn something about themselves to help them in life.
Silent Hill is potentially one of the greatest games derived
from a psychological- horror narrative. It uses dark, eerie atmospheres, unique
monster developments, deeper meanings that may be overlooked in the monsters
and characters themselves, and is a true spin on horror. “Concerning the
factors of silence, solitude and darkness, we can only say that they are
actually elements in the production of that infentile morbid anxiety from which
the majority of human beings have become quite few” (Freud 20). The game uses
easy techniques like how “players may find books, notes, recordings, messages,
or hear dialogue or narration from in-game characters” (King et al 98). Also
the perspective of how “… the story-teller has a peculiarly directive influence
over us; by means of the states of mind into which he can put us and the
expectations he can rouse in us, he is able to guide the current of our
emotions, dam it up in one direction… and he often obtains a great variety of
effects from the same material” (Freud 19). Characters as essentially a main
aspect throughout the series. Some you meet may be your companion, or your
worst enemy, while others presence isn’t exactly stated, which leaves room for
many questions and wondering (which adds to the suspense of Silent Hill because
of its true being of the unknown). In Silent Hill, “…even though the player
controls the main character, those characters have names, existing connections
with other characters, and personalities that cannot be altered by the player”
(Schmierbach, Limperos 529). However, this is slightly false, because in Silent Hill: Shattered Memories, which
is a re-imagining of the original games (this focuses more on the psychological
aspects rather than scary and suspenseful action), the character can actually
alter the course of the game itself. “In Silent Hill: Shattered Memories the
player begins the game from a perspective of a mentally disordered person in
front of the Psychiatrist and literally has to take some psychology tests”
(Patrunjel 44). Questions on the tests can include “What were your favorite subjects
in high school?” “How many alcoholic drinks do you consume in a week?” or “Are
you more outgoing or timid when it comes to your personality?” All of these
questions add up to give the player a different route to take that spins the
storyline and even the character’s personality around. For instance, Cybil, the
police officer, can come across as hostile and down to business in one
interpretation, but if the character chooses different answers on these tests,
she may come across as seductive and more of a sexual object. Another would be
the appearance of a certain monster, given the name “Raw-Shocks.” They are
given their name by the ink blot tests, Rorshach test, often used by
psychologists to determine traits such as personality (which also relates to
the story because the main character’s daughter, Cheryl, is admitted to a
psychologist and has to take similar tests). These are manifestations that
chase you and try to take you down. Their appearance alters depending on
choices made throughout the game. In one aspect, they may appear more feminine,
with features like larger breasts, firm buttock, and more of a womanly
stance/structure. In another form, they have bloats all over their body and are
far more grotesque and offensive looking.
Apart from this spinoff of a re-imagining of Silent Hill,
the original series prove to be a classical horror with psychological turns. “…
Horror game narratives bring forth strong ethical and extreme moral problems
the individual has to face while playing the game and advancing through story”
(Patrunjel 43) which Silent Hill masters. In these games “… the player is
thrown into a dangerous situation with a clear, undeniable “kill to survive”
motivation. The evil forces are numerous and all deserve to die” (Patrunjel
42). The fact the resources are also limited in Silent Hill also gives the
aspect of a fight or flight response. The player could potentially try to kill
the enemy, or run away from it. Ewan Kirkland, who wrote “Restless Dreams In
Silent Hill: Approaches to Video Game Analysis,” states that Silent Hill is“…
an action adventure game employing a third person perspective, and drawing on
horror film iconography, in which a typically average character navigates a
maze-like landscape, solving puzzles, and fighting off monsters with limited
ammunition, energy and means of replenishing it” (Kirkland 172). “Action is
divided between the maze-like streets of Silent Hill and the town’s equally
maze-like attractions, public buildings and apartment blocks” (Kirkland 172).
Only one enemy appears in Silent Hill:
Shattered Memories, while the original series has a vast enemy field. “Monsters
are grotesque and inhuman in design, shuffling strait-jacket creatures, nurses
with faceless heads, screeching things walking on knife blades” (Kirkland 172).
The nurses in most cases represent the main character’s sexual frustrations
like being sexually abused, or sustaining a low libido. Silent Hill also may
make references to other games, like Resident
Evil, through its monsters. “… The demonic dogs of SH1, SH3, and SH4
reference a defining moment in Resident
Evil” (Kirkland 173).
Silent Hill offers a vast backstory of what the town is
really about and what it revolves around. For example, “SH1, SH3, and SH4
involve protagonists uncovering the past activities of a sinister cult; while
the relationship between James and his dead wife Mary is gradually revealed
throughout the psychologically complex SH2” (Kirkland 169). The cult praises
the god of Alessa, a little girl whom the town thought to be dangerous as a
little girl. Alessa faced many problems growing up, especially in school where
she was picked on critically and even molested by the janitor which is a true
psychological scar. Then on top of that, being accused of being a witch, thus
being burned to death. In Silent Hill 3, the main character Heather is
literally a rebirth of Alessa, without knowing it until the very end when
Heather gives birth (through her mouth) of a fetus that represents Alessa (the
darker side of Heather). “In SH3, church paintings narrate the cult of Silent
Hill, while detached locations from Heather’s past, including her school-room,
childhood room and apartment, illustrate her partially-forgotten past”
(Kirkland 169). While in Silent Hill 4, a main baddy of the game is Walter
Sullivan, a murderer with a corrupted upbringing as well. “In Silent Hill 4:
The Room, for example, the serial killer Walter Sullivan (previously abused in
his childhood at the Silent Hill orphanage) ritually murdered humans, animals
and committed suicide in order to become undead and get control over the
victims manifestations in his version of Otherworld,
thus condemning their souls to eternal suffering” (Patrunjel 42). He is also
seen as sadistic because “… the murderous activities of Walter Sullivan (SH4),
cutting cryptic numbers into his victim’s bodies, evokes the psychological
serial killer game” (Kirkland 171). By usage of choices, back story
development, characters personalities and own fears and manifestations that
symbolize monsters, and the usage of a dark, creepy atmosphere all contribute
to a psychological spin that the Silent Hill series offers, that other games
may not.
From the way that the game is made, to the tiny details
like the crack in the mirror, video games are there for an escape from our own
reality. We can put ourselves in these characters shoes and experience these
challenges through narratives and puzzles. There are many key points that make
the game enjoyable, like the graphics, storylines, and the ability to make choices,
but those who add their own psychological twist on horror, like Silent Hill,
can add to the enjoyment of video games. The developers know what the audience
wants and gets inside their heads to develop a hopeful piece of work. To think
how video games will be in the future is truly eye opening. Technology is
advancing rapidly and it builds curiosity to what the future will bring.
Works
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Neurosis and other Works, 217-256.
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