Silent Hill 2

Silent Hill 2
Author: Mike Drucker
Publisher: Boss Fight Books
Total Pages: 120
Release: 2021-01-26
Genre: Games & Activities
ISBN: 1940535271

A troubled man travels to a mysterious town from his past after receiving a letter from his wife... who's been dead for years. And while our "hero" explores dark corridors and battles countless disturbing enemies, his journey offers more psychological horror than survival horror. Welcome to Silent Hill, where the monster is you. Silent Hill 2 doubles down on what made the first game so compelling: The feeling of being lost in a foggy, upside-down town as unsettling as it is familiar. Nearly two decades after first experiencing Silent Hill 2, writer and comedian Mike Drucker returns to its dark depths to explore how this bold video game delivers an experience that is tense, nightmarish, and anything but fun. With an in-depth and highly personal study of its tragic cast of characters, and a critical examination of developer Konami’s world design and uneven marketing strategy, Drucker examines how Silent Hill 2 forces its players to grapple with the fact that very real-world terrors of trauma, abuse, shame, and guilt are far more threatening than any pyramid-headed monster could ever be.


Silent Hill

Silent Hill
Author: Bernard Perron
Publisher: University of Michigan Press
Total Pages: 171
Release: 2012-01-03
Genre: Games & Activities
ISBN: 0472051628

The second entry in the Landmark Video Games series


Silent Hill 2

Silent Hill 2
Author: Piggyback Interactive Ltd Staff
Publisher:
Total Pages: 162
Release: 2001
Genre: Sony video games
ISBN: 9781903511237


Silent Hill

Silent Hill
Author: Bernard Perron
Publisher: University of Michigan Press
Total Pages: 171
Release: 2012-01-03
Genre: Social Science
ISBN: 0472027832

Silent Hill: The Terror Engine, the second of the two inaugural studies in the Landmark Video Games series from series editors Mark J. P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history.


GameAxis Unwired

GameAxis Unwired
Author:
Publisher:
Total Pages: 88
Release: 2006-06
Genre:
ISBN:

GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.


Horror Film

Horror Film
Author:
Publisher: Univ. Press of Mississippi
Total Pages: 280
Release: 2004
Genre: Performing Arts
ISBN: 9781617034114

Essays on the rise of the horror film and on how moviemakers package and promote fright


Video Games, Crime, and Control

Video Games, Crime, and Control
Author: Kevin F. Steinmetz
Publisher: Taylor & Francis
Total Pages: 176
Release: 2024-09-09
Genre: Games & Activities
ISBN: 1040087639

Discussing the state of play in contemporary popular culture, specifically the role of crime and crime control in the video game medium, this book discusses the criminological importance of video games. Pulling together an international group of scholars from Brazil, Canada, Sweden, the United Kingdom, and the United States, this edited volume analyzes a wide range of noteworthy video games, including Bioshock, Death Stranding, Diablo 2, Beat Cop, The Last of Us, Disco Elysium, Red Dead Redemption, P.T., Spider-Man, Spider-Man: Miles Morales, Star Wars Jedi: Fallen Order, and Grand Theft Auto. The book thus seeks to advance dialog on video games as important cultural artifacts containing significant insights regarding dominant perceptions, interests, anxieties, contradictions, and other matters of criminological interest. Covering policing, vigilantism, different forms of violence, genocide, mental illness, and criminological theory, Video Games, Crime, and Control will be of great interest to students and scholars of Criminology, Media Studies, and Sociology, specifically those focusing on Game Studies and Cultural Criminology.


How to Restore a Timeline

How to Restore a Timeline
Author: Peter Counter
Publisher: House of Anansi
Total Pages: 210
Release: 2023-10-10
Genre: Biography & Autobiography
ISBN: 1487012004

When a stranger shoots his dad on a Costa Rican pier, Peter Counter hauls his blood-drenched father to safety. Returning home, Counter discovers that his sense of time and memory is shattered, and in its place is a budding new mental illness: post-traumatic stress disorder. Counter begins to see violence everywhere. From the music of Cat Stevens to Jeb Bush’s Twitter feed. Walter Benjamin to Johnny Carson. Taskmaster. Video games. ASMR videos on YouTube. The world is steeped in gore. Again and again, Counter finds himself reliving his father’s shooting as his trauma is fragmented, recast, and distorted on a compulsive mental Tilt-A-Whirl. Formally inventive and incisively smart, How to Restore a Timeline revels in a fragile human condition battered by real conflict and hyper-curated media portrayals of death. Channelling Phoebe Bridgers, George Orwell, and Jordan Peele, these essays look us dead in the eye and ask: What kind of life can we piece together amid all the carnage?


Playing with Religion in Digital Games

Playing with Religion in Digital Games
Author: Heidi A. Campbell
Publisher: Indiana University Press
Total Pages: 314
Release: 2014-04-28
Genre: Games & Activities
ISBN: 0253012635

Shaman, paragon, God-mode: modern video games are heavily coded with religious undertones. From the Shinto-inspired Japanese video game Okami to the internationally popular The Legend of Zelda and Halo, many video games rely on religious themes and symbols to drive the narrative and frame the storyline. Playing with Religion in Digital Games explores the increasingly complex relationship between gaming and global religious practices. For example, how does religion help organize the communities in MMORPGs such as World of Warcraft? What role has censorship played in localizing games like Actraiser in the western world? How do evangelical Christians react to violence, gore, and sexuality in some of the most popular games such as Mass Effect or Grand Theft Auto? With contributions by scholars and gamers from all over the world, this collection offers a unique perspective to the intersections of religion and the virtual world.