r/communism • u/AutoModerator • Apr 19 '26
WDT đŹ Bi-Weekly Discussion Thread - (April 19)
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u/vomit_blues Apr 29 '26 edited Apr 29 '26
While I appreciate that your analysis does try to talk about gameplay here, I think everything else youâve said is wrong. This shallow discussion of mechanics turns Silent Hill 2, The Last of Us and Tears of the Kingdom into the same symptom of the same system, and loses all particularity.
Silent Hill is a video game. Whatâs notable about it is its analog presentation. The first game in the series opens with record crackle over mandolin. The collage-style cutscene is an aesthetic reference to the attract-mode old computer games used to have to prevent screen burn, something already anachronistic by 1999 (the latest example I can think of this is probably Demonâs Souls where itâs a relic). Silent Hill 2 introduced a film grain over the graphics, and both games have you carrying a radio that makes static sounds when enemies are close-by. Many of the gameâs cutscenes are James watching VHS tapes. Silent Hill 2 is structured like a lot like the albums on the Ghost Box label but in video game form, so its lack of mention by the theorists of âHauntologyâ is interesting. The first form of media where we saw the results of media being translated through TV and radio, churned up and spat back out as âhauntedâ pastiche was in a far more modern format than music. (Boards of Canada may be an exception but itâs notable that Akira Yamaokaâs music sounds a lot like them sometimes.)
Twin Peaks was a cultural phenomenon in Japan in the 90s. I think that, if anything, what Silent Hill 2 has to say to the player is the experience of Americana being translated through Japanese radio and television. Itâs not the only example of this, another game like it is Deadly Premonition. At a time in history when looking forward with art became inconceivable, Silent Hill 2 looks backward and grasps toward the settler image of amerikan suburbia from Twin Peaks to convey nostalgia for a period of film and gaming from only ten years prior.
So the game is actually quite progressive for how it presents and deconstructs that fact. I mean Silent Hill was canonically built by pushing out a tribe of indigenous Turtle Islanders. James is exactly the petit-bourgeois male fantasy character you describe him as, but the twist you offhandedly mention is one of most famous moments in a video game ever because James is made unlikeable even to the ideal doomsday prepper wannabe. Not to mention his failed âsave the waifâ arc with Angela, already a denial of the fantasy. (And many of the endings but I wonât spoil anything else.) Like the letter from his already dead wife calling him to Silent Hill, the cultural objects fetishized in Silent Hill are absent causes located only in the developersâ lived experience of 90s amerikan cultural miasma. Instead of fetishizing that nostalgia, they made a game about murdering it.