We moved around a while-from Las Vegas to Albuquerque to Winder-before settling back into Atlanta in 2005. So he got off, and moved back in with us. But I found this year-from her-that when it came time to testify against him, mom refused. He was going to get sentenced for child endangerment, and spent some time in jail. Blinded by anger, he had a momentary death spiral and thought that was the quickest way out. But as she ran from my father, the weight of his own family’s abuse weighed on him. She needed new comfort, and this friend was that. Mom was in the throes of a BPD spiral after an ectopic pregnancy and dealing with a stalker. My dad crashed an old Toyota pick-up-with me inside-into the car of my mom’s friend. Odds are, our fathers have done objectively bad things at some point in their lives. How good our fathers are is, sometimes, a selective construction. In reality, he died in a car crash in 1999, after a messy divorce that put a dark tinge on his daughter’s adolescence. He’s a construction of Cheryl’s traumatized mind, which cast her father as a noble hero coming to save her. Harry’s trip through Silent Hill is a Tommy Westphall situation. The big twist? These sections are actually from a grown up Cheryl’s perspective, now 25 and haunted by vague recollections of her father. Kaufmann is menacing and invasive, presenting the player with loaded questions and casting doubt on their responses. After Harry has meandered through the frigid and hostile town enough, you enter the stagnant warmth of Dr. This is accomplished by the game’s framing device-first-person therapy sessions that break up the third-person exploration. By contrast, Climax’s re-interpretation complicates uncritical fatherhood narratives by casting Harry as a problematic patriarch. In the original game, Harry Mason is an unambiguous good guy-somebody players can graft themselves onto as they search for their videogame daughter. At the core, it’s similar-Harry Mason’s daughter goes missing in Silent Hill and he goes to find her. Like the current glut of glitzy modern remakes, Shattered Memories sands off the edges of the aging PSOne title, in favor of making a more accessible and beatable experience for the average player.ĭespite the mechanical overhauls, however, the most significant change to Shattered Memories is its presentation of the narrative. It sits at a precarious place in the canon, being a sort-of remake of the first game, but otherwise totally original and distinct. Lost in this shuffle most often is Crimson’s 2009 Wii entry, Silent Hill: Shattered Memories. In other words: nobody’s out here making Bogeyman or Asphysxia skate decks. They’ve cast a long shadow on each subsequent entry, with fans of the initial quartet quietly ignoring or dismissing anything else that came out after. The Silent Hill most people remember are the first few entries. Yet when people talk about Silent Hill, it’s usually doublespeak. It’s one of the reasons why love for the franchise has persisted through a series lull that just hit one decade in October. Konami’s series trades in queasy uncertainty over buckets of blood or pop scares. The horror of impermanence has been at the heart of Silent Hill since its inception. Like icicles, melting through our fingers. We can’t take them out of our head, crystallize and make them manifest. This article contains spoilers for Silent Hill: Shattered Memories.
0 Comments
Leave a Reply. |