Grahamhsu said:
You are speaking of Level design (I consider it art), not gameplay. In music we take away all the unimportant notes in a chord to understand it's function and meaning. Same idea applies in this, strip silent hill of music, level design, graphics, and story. By doing so we enter the core of the game, which is essentially killing monsters with a knife/pistol/whatever weapon exists in such game. So are you telling me killing monsters can be considered "art"? |
There are no knives or pistols in Silent Hill: Shattered Memories. Their exclusion is a choice made by the game designers, not by the level desginers. The core of the game alternates between exploration of the environment (as a metaphor for exploring ones own internal self) and fleeing the monsters (I'll leave the symbolic interpretation of this up to you
).
If Silent Hill: SM had included killing monsters, that wouldn't invalidate it as art, either. That would simply feed the fantasy that the player is a powerful force of righteousness rather than a confused and terrified lost soul. Just because a theme is hackneyed, cliche, or derivative doesn't mean it isn't art anymore.

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