Game Studies
A_Call_Beyond
- 151 книга
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Obviously, what would Silent Hill be without its dead silence? Its uncomfortable quietness makes you feel the solitude of the night, makes you become aware, in a combination of threat and wonder as it was described earlier, of the solitary experience of the game.

Artifact emotions result from an awareness of the artistry of creation. The surface structure is grasped and appreciated in its own right without direct relation to what’s happening in the fictional world. You enjoy not as much fear itself, as the way fear has been designed.

Masahiro Ito, the designer of the monsters in SH1, SH2, and SH3, has found a perfect way to disgust you: “Ito’s secret is that he refuses to use elements that are too far removed from the human being. His monsters don’t have horns or tentacles; their weapons consist only of deformed human appendages. Here, a head that attacks. There, swollen heavy arms”. The mutations of SH2 and SH3 do not lead to biotech monstrosities or call upon old demons. They bring out grotesque horrible humanoid creatures, yet not quite the classical zombies. In keeping with the medical origins of the delusions, the majority of the foes look like they are disabled beings. They transgress categorical distinctions, but if they have some originality, it’s because their main interstitiality is between the unborn and the dead. As much as they might look like they are already dead (for example, the Insane Cancers of SH3 with their soured flesh and the Smogs of SH: Homecoming with tumors sprouting all over their body), they simultaneously appear to have been born at a very early embryonic stage. They do not have faces yet (not even the Nurses); parts of their bodies like arms and hands are not formed (the Patient Demons in flesh straitjackets of SH2 and SH: 0rigins, the Numb Bodies of SH3); they have various malformations and deformities (the Underhangers of SH2, the Closers and Slurpers of SH3); their walk is dubious; and so on.











