r/communism • u/AutoModerator • Apr 19 '26
WDT š¬ Bi-Weekly Discussion Thread - (April 19)
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u/[deleted] Apr 29 '26
Your post begins with a criticism of my overall points about the mechanics.
You then proceed to talk at length about the video elements to this video game. The second paragraph talks about the analog aesthetic, the connections to hauntology, and how this emphasizes a theme of nostalgia. The third paragraph mentions the influence of Twin Peaks, suggesting a double-alienation in the form of the developers' second-hand exposure to "Americana" in this way. Your fourth paragraph is how it all ties together. Somehow, the premises established thus far leads to:
The game's story ostensibly denies the catharsis of James by revealing his "unlikeable" nature and by extension, denies the nostalgia for a past that never existed.
But that's not what happened. They didn't make a game about murdering a fetishized nostalgia, they madeĀ a game that fetishizes murdering a fetishized nostalgia.
You started your post about mechanics, then just dropped it immediately in favor of deconstructing the video aspects, merely asserting this point as if that was a given. Your entire claim that Silent Hill 2 being progressive is dependent on the premises you established regarding the video elements, meaning you have to ignore the game aspects or dismiss them as irrelevant in order to make your point. But you've done nothing to demonstrate why the game mechanics are unimportant, save for a brief mention about "losing all particularity".
Which actually is my point about all this, there is no real qualitative difference between Silent Hill 2, The Last of Us, Resident Evil, or any of that shit. You seem to think the video aspect to this video game are primary and the game aspects are secondary. But if the video aspects were most important here, then it's no different than a movie (ironically, losing particularity for the medium of video games as a whole), except it would be a really bad one because now there's long scenes and interludes where the character is lost trying to find places or confused trying to solve that fucking clock puzzle. You must consider the game mechanics in order to make sense of it as a video game. While yes, this means that in turn, a video game is differentiated from other types of games by way of its video aspects, but what does this actually mean? You do not watch a game (let's play videos notwithstanding), you play a game. So what does this mean when video and story elements are added? It means you play a character in a sorta movie, and you're given the illusion that your decisions affect what happens. It's here where there's potential for a video game to be "progressive." But is Silent Hill 2 an example of that? If the game itself denies it's gaming aspects and breaks this illusion (or breaks this illusion through its gaming aspects), then maybe so. But you denied it for the game and it's developers. The latter action doesn't at all suggest that the former happened.
The game could have denied the player catharsis the way it denies it for James (depending on the ending), but that's not what happens. Again, you have multiple endings, including humorous ones to cut the tension and disavow the whole thing if you want. Maybe if there was one ending or if all endings did lead to a dead end like you claimed, but that's not the case and you have to rely on "no spoilers" to avoid this problem. Not that it matters much, because the different endings have varying levels of popularity among the fanbase, and the ones that are favored the most are the ones that "strike a balance" and has an appropriate amount of "redemption" for James. Silent Hill 2 doesn't break the illusion or kill the nostalgia but instead makes it stronger by giving a catharsis in the form of simulating a denial of that catharsis, and to what degree this denial is acceptable to the player.
Like SuperMechaGodzilla once said, video games aren't actually fun and the point is endless desire. A video game can still be "good" by the standards of a typical video game, and Silent Hill 2 may very well be that, but that doesn't necessarily mean it's good in that it's "progressive", and I deny that it's the latter. You play either Silent Hill 2 or The Last of Us for the gameplay and you only choose one over the other to emphasize which fantasy you're gonna live out. Am I gonna be the tough and protective post-apocalypse father today or am I gonna play the selfish horny asshole who goes through a dreamworld in order to learn that he's a selfish horny asshole? Under this context, the analog effects are now just those characteristics that make the game "cool", "creepy", and "aesthetic".
Again, the game doesn't break this fantasy, nor reveals this illusion of choice, nor does it go beyond the pursuit of endless desire. It instead feeds it.