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The town of Silent Hill as it is presented in this game is largely a manifestation of the conscious of James Sutherland. There is an old religious theory that states that man created Hell in order to satisfy the guilt they felt over their mortal sins, and that theory serves as the basis for nearly everything that occurs in Silent Hill 2. Those who do choose to analyze the plot, however, will find that much of it plays out through symbolism. This is why some felt Destiny initially suffered in the plot department. The considerable downside to this approach is that, if it’s not used carefully, you run the risk of not having much of a story at all. This is why Dark Souls has garnered so much acclaim for the way it crafts its plot through the use of item descriptions and environment clues. The considerable benefit of this approach is that it allows a writer to eliminate such cumbersome storytelling elements as narration, exposition, and any other tools designed to outline a plot outright.
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Silent Hill 2 is a rare instance of “show don’t tell” storytelling in gaming. The first piece of brilliance Silent Hill 2’s story exhibits is that it doesn’t feel the need to tell you which conclusion is correct.Īctually, the plot doesn’t feel the need to tell you much at all. You could conclude that James killed Mary because he was merciful or selfish or both. See, he killed Mary following her years-long bout with an illness that rendered her helpless and forced James to forfeit his own life to become her caretaker. But this story is complicated by the fact that James is a man burdened by tremendous guilt and depression. In any other game (and many other pieces of entertainment, for that matter), this would be your typical “guy rescues the damsel in distress” plot with a supernatural twist. Read More: Silent Hill and the Art of Scary Games Unlike Silent Hill‘s protagonist, Harry Mason, who accidentally ended up in the town following a car crash, Sunderland willingly walks into Silent Hill after receiving a letter from his dead wife, Mary, claiming that she can be found in the town they used to vacation at. Nowhere is that philosophy put to greater use than in the design of Silent Hill 2’s main character, James Sunderland. While Sato certainly looked towards the horror genre for influences when crafting the game’s story, much like Dostoyevsky, he wanted the game’s plot to focus more on the morality of guilt and the consequences of individuality as it relates to justifying selfish actions with the notion that they are performed for the greater good. The dirty secret about Silent Hill 2’s story, though, is that it’s actually more of a supernatural reimagining of Dostoyevsky’s Crime and Punishment than a strict work of traditional horror. Given that few horror games to this point had attempted to craft a story good enough to be the star of the show, this was considered to be a potentially crippling move for the young franchise.
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Right away, Team Silent knew they wanted to use that freedom to create a horror game that emphasized plot. He would have grabby hands, similar to the Sepulchre monster, as if he wanted to drag Josh down with him.Saito and the members of the Team Silent development team never planned on the original Silent Hill becoming an immediate market success, but when the game achieved that status, it did afford them a great deal of creative freedom when developing the sequel.
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