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Finale Fireworker

Love each other or die trying.
Member
Oct 25, 2017
14,710
United States
If you like this thread, please leave a comment. My posts are written to be evergreen and it is never too late for a bump. These threads also take a long time to read, so by the time you're done, this thread will already be gone. I rely on the kindness of commenters to ensure these threads are seen by anyone at all.



INTRODUCTION: What was P.T. — and why do people still care?

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P.T. is an enigmatic work. Directed by Hideo Kojima and Guillermo Del Toro, P.T. was intended to tease the then-unannounced Silent Hills project on PlayStation 4 and stimulate discussion and enthusiasm for their collaborative effort. Short for "Playable Teaser," P.T. was an experimental game format that was meant to demonstrate the tone, themes and atmosphere of Silent Hills without the player even knowing what it was for.


As an escape-room style game, the subject of the teaser remained unknown until it was suddenly solved by a player named SoapyWarpig, who was streaming the game on Twitch. Her completing the game for the first time revealed the game for what it was — a Silent Hills teaser — and the rest is bittersweet history.


While P.T. was intended to be a first taste of what Silent Hills might offer, it ended up being all we got. Silent Hills was canceled the following year amid Konami and Kojima's highly publicized corporate divorce. Guillermo Del Toro's "greasy heart" broke, and so did the hearts of fans.


Yet P.T. went on to influence the whole horror genre. It remains a popular and prestigious entry into the video game canon. We may someday learn more about what Silent Hills was supposed to be — but all we have now are the messages wrapped up in the original introductory experience.


Despite its brevity, P.T. is loaded with themes, politics and philosophy. Due to the complex and confusing nature of the game, and the fact that many players who attempt the puzzle are never able to fully complete it, I think these components are underappreciated. We may never know what Silent Hills was going to be about, but we definitely know the story that was the playable teaser. So let's go over it.


P.T. is a story about masculinity constructs, substance abuse, violent problem solving, and sociopolitical conditioning. Below, you will find references to the game script, other Silent Hill games, and contextual quotes to help give insight on these motifs. Thank you for reading.



Part One: The Radio Drama

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In the early loops through the mysterious hallway that makes up the game's only environment, the player encounters a radio making a news broadcast about a recent trend of homicides. This is the longest sequence of dialog in all of P.T. by a considerable margin. The rest of the game is sparse with information, opting only for brief messages or sounds, so it makes sense that we are meant to put particular emphasis on this lengthy piece of exposition. The text for the broadcast is as follows.


As the Congressional Debate over gun control flares up yet again, we regret to report the murder of the wife and her two children by their husband and father. The father purchased the rifle used in the crime at his local gun store two days earlier.


This brutal killing took place while the family was gathered at home on a Sunday afternoon. The day of the crime, the father went to the trunk of his car, retrieved the rifle, and shot his wife as she was cleaning up the kitchen after lunch. When his 10-year-old son came to investigate the commotion, the father shot him, too. His 6-year-old daughter had the good sense to hide in the bathroom, but reports suggest he lured her out by telling her it was just a game. The girl was found shot once in the chest from point-blank range. The mother, who he shot in the stomach, was pregnant at the time. Police arriving on-scene after neighbors called 911 found the father in his car, listening to the radio.


Several days before the murders, neighbors say they heard the father repeating a sequence of numbers in a loud voice. They said it was like he was chanting some strange spell. There was another family shot to death in the same state last month, and in December last year, a man used a rifle and meat cleaver to murder his entire family. In each case, the perpetrators were fathers. State police say the string of domestic homicides appears unrelated, though it could be part of a larger trend, such as employment, childcare, and other social issues facing the average family.


We learn the following from the broadcast:


1) Against the backdrop of legislative controversy, a man murders his family with a firearm. This firearm was purchased locally and legally.


2) The father is portrayed as unstable, but methodical. He repeats strings of numbers but also commits a calculated crime, luring his daughter out of hiding and shooting his wife in the stomach (more on that later).


3) The father was found listening to the radio.


4) This most recent murder is part of a trend of fathers murdering their families with firearms. While apparently unrelated, the host speculates that social pressures may be motivating these violent crimes. There have been three in the state so far.​


In the haunted and haunting world of P.T., we don't know what is real and what is a not. This radio broadcast is no exception - we don't know if the main character is imagining the broadcast or if the broadcast is a real transmission from the living world.


There are a few ways to interpret the radio signal:


1) The broadcast is a legitimate newscast from the real world of P.T. It is not imagined or part of the alternate reality, although it can be heard from within it.


2) The broadcast is part of the alternate reality and none of the events described actually happened; rather, the events are an elaborate fantasy projected by the main character.


3) The events the broadcast describes are real, but the broadcast itself is imagined or modified by the alternate reality.​


I personally believe the answer is No. 3, for two reasons. The first is the newscast's swift, dry, and casual tone as it recounts the grisly murders without a tinge of graveness or drama. It's unusual for a newscaster to refer to a slaughtered child as having "had the good sense to hide" before being killed by her father.


The second reason — and the more concrete suggestion that something is off — is the way the radio host says the emergency number 9-1-1. He reads the number as "nine eleven."


Since the father was seen alone shouting numbers into oblivion before the murder, and was found after the murder listening to the radio, the unusual way 9-1-1 is read suggests that we are experiencing an oddity that contributed to the father's break with reality. Hearing the number "nine eleven" spoken in a stand-out way makes us hear a strange number from a radio broadcast where it should not be. We are hearing mysterious numbers in a radio broadcast, just as the murderous father likely did, and we don't go much longer without hearing more.


Don't touch that dial now, we're just getting started.

You can't trust the tap water.

204863.

Look behind you. I said, look behind you.


It is also possible for the radio broadcast to be interrupted in your subsequent routes through the hallway, including the infamous "look behind you" scare. The four lines of interruption are listed above, and each continue a distinct theme being constructed in the background of the game.


The radio tells the listener three meaningful things:


1) Do not stop listening to the radio.


2) Do not trust the world around you.


3) Another mysterious number.​


This gives a complex personification to the radio. If the player looks behind them when the radio tells them to, they are killed by the game's wandering spirit, Lisa. This establishes that danger is all around the player. It's out to get them, and only the radio knows things the player does not. The radio ratchets up player paranoia by being their primary source of information. Importance is placed on what the radio says even when it is confusing or nonsensical.


After the "Look Behind You" scare, the ghost of Lisa wanders the hallway. She appears at random and creates a perpetual sense of dread. If she catches the player off-guard, they are killed, and they return to the garage to begin again.


Lisa, with her midsection covered in blood, appears to be the wife who was shot in the stomach in the newscast. It is also possible for the player to gouge out the eye of a woman's photograph in the hallway, which mirrors Lisa's own missing eye, reinforcing the concept that Lisa is patrolling a dark fantasy of her own home.


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Later, a bloody refrigerator dangles from the ceiling by the radio. It swings and knocks as something inside of it seems to cry out. The radio picks up very briefly to deliver part of another message.


After killing his family, the father hung himself with a garden hose they had in the garage.


This curt message is extremely bizarre. The imagery of a bloody kitchen, in reference to the gruesome hanging refrigerator, seems to connect this audio snippet back to the father who murdered his wife in kitchen on a Sunday afternoon. But unlike the original broadcast, the father is not found listening to the radio in the car — he is found hanging in the garage.


This message might serve only to obfuscate the truth, and make the real story behind P.T. unknowable. It's possible this contradictory dialog is meant only to portray the radio as unreliable. But it's also possible this short audio is from a different broadcast about a different murder — specifically, the other father who murdered his family with a rifle and a butcher's knife. This father is mentioned at the end of the original radio broadcast as well. A bloody refrigerator that seems to have a person in it may give us more insight into that event than we realize we had. Because what do you do with butchered meat? You refrigerate it.


One man shoots his family and is found in the garage. Another man shoots and butchers his family before hanging himself. What became of the third man, who also shot his family, is never known. But since we are in Lisa's house, listening to the radio, I believe we are playing as the first father. The main character is Lisa's husband.


As the alternate reality escalates, another broadcast features a dark, demonic tone. The voice is in Swedish, and unless the player speaks Swedish, the contents of the message will be confusing and unknown to the player.


Somewhat in step with the strange numbers, the Swedish message sends out information that the main character likely doesn't understand. The message translates as follows:


Close your eyes. Let your ears listen to the radio. Do you hear my voice? Can you hear your own soul's scream? Let us choose: my voice that tells the future, or your tortured (inaudible).


Well, what do you choose? You can choose. Your life, your future. Wise as you are, you might already have discovered it. Yes, the radio drama from 75 years ago was true. They are here on our earth, and they monitor and see all. Don't trust anyone. Don't trust the police. They are already controlled by them. That's the way it has been for 75 years now. Only our best will prevail. You have a right. A right to become one of us. So, welcome to our world. Very soon the gates to a new dimension will open. 204863. 204863.


The backdrop of the game becomes more clear here, as the fiction of what would have been Silent Hills takes place. Some crucial themes are also continued from the earlier radio broadcast.


This broadcast tells the main character:


1) Close your eyes to the world around you so you can better hear the radio. This can also be interpreted figuratively: ignore reality and accept new truth from the radio.


2) Listen only to the radio, which tells the truth. Even stories the radio told 75 years ago were true. Everything from the radio is true.


3) Don't trust anyone except your gut and the radio. You are smart and the world is warped — institutions are controlled by an unseen force and can't be trusted either. It's you versus them.


4) You're entitled to your rage. You're entitled to your frustration. You're smarter than everyone else.


5) You are not alone. There is a whole other world of people just like you.​


What is really happening in P.T. starts to take shape here. We have a main character who is circling a house over and over again and interpreting radio signals. These signals play to his sense of fear and paranoia. If the radio is right, then something is going to happen soon. The man is going to cross-over to another world. At the end of the game, that's exactly what he does. But he had to do something first. This brings us to our final radio newscast.


I've got message for all you folks down there in Radio-Land. Now's the time for action. Our society is rotten to the core. I'm talking to all the fine, upstanding folks got their welfare cut, got their jobs pulled out from under 'em. Yeah, you! You know what to do! Now's the time! Do it!


(A message appears on the wall that states "there's no going back now.")


A few things are reiterated:


According to the radio:


1) You are a good and hard-working person.


2) It's not your fault that society has failed you.


3) You have to destroy it.​


This final broadcast is the culmination of all the anger the radio has been stoking in the main character. It is the breaking point for all that paranoia and fear. That pain finally demands he do something. He can't take it anymore. He doesn't deserve any of this. It's too much. There's no going back now.


Fans of Silent Hill 2 will remember how the main character James came to be there in the first place. Driven by the grief of watching his wife die of a terminal illness, James smothers her with a pillow before driving to Silent Hill to process what he did. In this framework for the town, Silent Hill calls people to it. It calls people with demons. It calls people who've done something horrible and forces them to digest what they've done. By trapping them in their own nightmarish construct, Silent Hill makes its visitors reconcile the darkness of their character with the world they left behind.


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P.T. is a story we've heard before: a man breaks under pressure, acts violently, then crosses over to Silent Hill. At the end of P.T., the main character (played by Norman Reedus) finally leaves the house and wanders alone in a foggy town. If it's not his own story we hear on the radio, perhaps his own is not that different.


One of P.T's more famous moments is the fetus in the sink. This scene occurs after the main character hears the final radio broadcast urging them to take back what's theirs. While the radio broadcasts are the primary disembodied voices we hear while wandering the halls of P.T., there is one that is distinctly different. There is no static or frequency-tuning behind it. This voice is an internal monologue that gives the player more information about the main character. The message that plays addresses the main character directly.


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You got fired, so you drowned your sorrows in booze. She had to get a part-time job working a grocery store cash register. Only reason she could earn a wage at all is the manager liked how she looked in a skirt. You remember, right? Exactly 10 months back.


This voice admonishes him for his failure. It mocks him. It mocks his wife. It pits him against another man and makes some sobering implications about what exactly happened between Lisa and him.


This message, combined with what we learn from the radio broadcasts, tells a story. Some details are clear, other details are not, but we come away from these messages with the story of a man.


This man lost his job and could no longer support his family. He became an alcoholic. His wife gets a job at a convenience store as a stopgap to help pay the bills. The man spends all his time listening to local radio and believes his predicament isn't his fault. It's the system that's broken, not him. His wife becomes pregnant, possibly as the result of an affair.


Believing he has been betrayed on the deepest level, and feeling he has lost everything, he buys a gun and murders his family on a Sunday afternoon. He is sure to shoot his pregnant wife in the stomach to kill the fetus. Distraught, he listens to the radio and waits for whatever will happen next.
 
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OP
OP
Finale Fireworker

Finale Fireworker

Love each other or die trying.
Member
Oct 25, 2017
14,710
United States
Part Two: The "larger trends" and "social issues"

The initial radio broadcast tells us about three men. All became murderers who destroyed their families. And all we know is that "social issues" may be contributing to a "larger trend" from domestic homicides.


The radio mentions unemployment, childcare, and welfare being taken from the needy as contributions to this despair. It is easy for anyone to imagine struggling with these factors because these are issues people face in the real world. They are not symbolic monsters or physical metaphors that we need to interpret. They are real-world conditions that affect people's lives every day.


For now, let's set aside our narrative conjecture and embrace the game's sociological element:


Masculinity's death tolls are attributed to its more specific manifestations: alcoholism, workaholism and violence. Even when it does not literally kill, it causes a sort of spiritual death, leaving many men traumatized, dissociated and often unknowingly depressed. (Toxic masculinity is killing men: The roots of male trauma, Kali Holloway; Salon)


Specifically, men who were more traditional in their masculinity ideology and have higher-earning female partners were more likely to have poor quality romantic relationships, in part because such men view the disparity in income as having importance. (Masculinity ideology, income disparity, and romantic relationship quality among men with higher earning partners, Coughlin & Wade; Fordham University)


Thanks to the recession and financial crisis, men were disproportionately likely to lose their jobs or take pay cuts, compared with women, who have increasingly become the family breadwinners.


"That's a huge opportunity to look at what happened to those men's individual attitudes," he said. For men, in particular, income is tied to their gender identity and status. [...] "Masculinity is being called into question by the fact that [men] make less money," Cassino said. (The curious political effect of men losing their breadwinner role, Jena McGregor; The Washington Post)


The stereotypical roles that define men within a culture [...] are a body of socially constructed ideas and beliefs about what it means to be a man, and against which men are measured by their societies.


Masculinity ideologies also affect how men think and feel about themselves, and they influence male roles in a society. Men internalize these concepts from an early age. Through a process of "masculine role socialization," boys learn how they are expected to act, feel, and think, and they often face negative consequences if they fail to meet those expectations. (Addressing the Specific Behavioral Health Needs of Men. Substance Abuse and Mental Health Services Administration (US); 2013.)


The consequences of a restrictive patriarchy are unilateral. It requires both men and women to uphold and adhere to designated values as to maintain a controlled hierarchy.


Under this system, men are instructed to be competitive in all facets of their lives and opt for individual success at the expense of interpersonal relationships. Boys are taught to control or suppress their feelings and cannot learn how to coherently express themselves. Men must defend and protect their masculinity by rejecting activities, ideas, and constructs that do not comply with their given masculine ruleset. This causes them to idolize and reward examples of their own behavior and detest, undermine, and resent behavior that deviates from that expectation.


This has brutal implications for women, who must exist alongside (or more accurately, beneath) the male-dictated social structure. Because masculinity is so narrowly defined, anything that deviates from masculine norms is relegated into its feminine antithesis.


Men internalize, crystalize, and perpetuate their narrow gender standards by making a line in the sand. On one side is "what makes a man a man" — terms negotiated between men at will. On the other side is everything else — namely the feminine and the childish. The basis for sexism is that women are designated feminine traits to expressly support masculine development by performing social responsibilities that men reject. Lisa epitomized patriarchal female responsibility at the time of her murder: in the kitchen, cooking, cleaning, and pregnant. But since she also supported her family financially, her success engendered her husband's failure. Patriarchy is not kind to women who don't stay within the lines.


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While women must moderate their own well-being on men's terms, men also sabotage their own sufficiency and functionality by denying themselves the space to exist beyond the social skeleton they've set for themselves. Men can only be happy and successful when things go exactly right and society cooperates exactly with their expectations. When they do not, men lack the adaptability and problem-solving skills to overcome their obstacles. Unable to move forward, men beholden to the cage of traditional masculinity move downward instead.


Silent Hill has tackled these themes before. The series is known for depicting non-traditional male protagonists devoid of bravado. Video games usually rely on external forces to characterize a main character's antagony, but Silent Hill casts its baddies straight from the hearts and minds of its main characters. James in particular, from the seminal Silent Hill 2, is the embodiment of male gender identity gone slack. Struggling to maintain and enact his masculinity, James succumbs to the allure of destruction and suffocates his terminally-ill wife. No matter which ending you prefer to Silent Hill 2, James is never seen again.


Noting the dominance of traditional male characters and masculine themes within the video-game medium, the Silent Hill franchise is seen as deviating from this assured, aggressive, and unexamined machismo. The series' protagonists are instead nondescript, flawed, domesticated men—unstable, angst-ridden, and unreliable in a manner that interrogates the dominant mode of masculine gameplay. [...] The games encourage critical distance from the male game characters, the rescue missions they attempt and often fail, the monstrous images of femininity they imagine, and the voyeuristic practices in which they engage. (Masculinity in Video Games: The Gendered Gameplay of Silent Hill, Ewan Kirkland; Camera Obscura)


The men mentioned in the P.T. radio broadcasts are each extreme examples of toxic masculinity compounding male insecurity and crumbling their self-image.


They cannot take care of their families. They suffer from addiction. They have no authority over their own lives. They are nothing they want to be and have no means to process or escape their predicaments. They seethe, and they deteriorate, and they rationalize their anger until violence and destruction becomes the only response to what ails them.


These emotions, reinforced by the radio, feed our main character's appetite for destruction. What we know about him checks all the boxes: he lost his job, his wife became the breadwinner, he became a depressive-alcoholic, and the comforting presence of the radio assured him every day that he didn't deserve this. It wasn't his fault. It was the system that was broken, not him, and he never stood a chance.


It's worth noting that we don't know for sure if the main character's wife had an affair. We know the main character thinks so. But he is also paranoid, suspicious, and desperate. With what we know about the mental state of the main character, it is feasible that his wife was not unfaithful and her unborn child was his own. Perhaps, already burdened by his inability to provide for the family he already had, he sought justification to end its expansion. Maybe he was able to convince himself of a narrative that alleviated his own responsibility. We will never know.


With easy access to firearms, our main character took back control of his life by definitively concluding it. He believed he worked hard, he believed he was owed his happiness, and the absolute destruction of his entire world was preferable than living any longer as a failure.



Part Three: Contextualizing the Radio

Patriarchal structure is a conservative construct — one that is upheld today by its own momentum and people's traditional cooperation to its guidelines. When patriarchy is challenged by feminism or economic reality, the pushback can be fierce. People accustomed to the tradition fear its disassembly, and people who've found success in the system further advocate for its existence. Nowhere is the rallying cry for patriarchal tradition more vehement than conservative punditry.


American news media is dictated by conservative terms. The TV news audience is primarily conservative, which reflects in that content, but nowhere is the conservative media machine more influential than talk radio. Like a lot of popular conservative media, conservative radio attracts its audience by insisting it is the only source of valuable information, and the radio in P.T. follows this form precisely. It is the only truth you need.


The conservative radio hits against the mainstream media is almost self-reinforcing. It's an obvious business model. Tell your audience that the mainstream media is corrupt and biased, then there's all the more reason to turn to your conservative talk radio to get the truth. (Why All the Talk-Radio Stars are Conservative, Abram Brown; Forbes)


P.T. uses the radio, the domain of the conservative pundit, to support the patriarchal distress of the men who went on to kill their families. The radio tugs at its listeners' sensitivities. It makes them angry, it makes them distrustful, and it closes them into an isolated world sustained by repetition - just like the haunted hallway.


The radio in P.T. is an entity that validates and vindicates the unchecked hostility of the main character, while encouraging him to commit violence to protect his ideals with common conservative rhetoric. Its impassioned speech about "fine, upstanding people" having resources taken away from them echoes the conservative dog-whistle about "hard-working Americans" having their pockets picked. It attacks institutions, and encourages its listeners to take matters into their own hands. The radio riles up its audience into a violent delusion where the world is their enemy and only they are correct.


This frame brings the opening dialog about American gun legislation, and why each of the fathers explicitly murdered their families with guns, into a more relevant context. American tradition dictates easy access to firearms. Conservative values encourages their ownership. Paranoia, fear, and anxiety stoked by conservative media encourages their use. Our main character, and the men like him, becomes statistics in the construct of American tradition.



Part Four: The Final Broadcast

When the player completes the puzzle, the screen goes black and we hear one more message from the radio. It is short, specific, and confusing. This cliffhanger is probably the least-examined fiber of P.T's mysteries.


Dad was such a drag. Every day he'd eat the same kind of food, dress the same, sit in front of the same kind of games... Yeah, he was just that kind of guy. But then one day, he goes and kills us all! He couldn't even be original about the way he did it. I'm not complaining... I was dying of boredom anyway, But guess what? I will be coming back, and I'm bringing my new toys with me.


The voice on the radio is revealed to be a son murdered by his father. He mocks his father for being complacent and resigned until suddenly murdering them all. But the speaker doesn't seem surprised — he only laments the predictability of it all. The speaker then promises to return with some "new toys" and the broadcast ends.


We don't know who this person was supposed to be. All we know is they were murdered by their father and now they're coming back for some kind of action. We don't know what that action is, we don't know what their "new toys" are, and we don't know whose son the speaker is.


Even without the hard details, there are still some things we can take from this.


Analyzing the narrative accounts of abortion stories from 20 different men who would have been the father of the lost child, the author identified the following: (1) men often conceptualize reproduction as a chance to reproduce themselves, to gain immortality, or to bring out their best qualities; (2) men relied heavily on romanticized images of fatherhood, including playing sports with their children or being an authority in their children's lives; (3) men reflected on their own fathers to construct images of the kinds of fathers they wanted to be; and (4) men overwhelmingly communicated a desire to be the "head" of the household.


Even though the men interviewed were not fathers yet, these themes of fatherhood are noteworthy for the present study. First, they demonstrate that masculine ideologies about the role of father are socially constructed. Secondly, they indicate a relationship between men's fathers and their own ideals about the role of father. Lastly, indications of "traditional" ideals of fatherhood that perpetuate gender stratification are present. (Understanding Masculinity: The Role of Father-Son Interaction, Clyde J. Remmo; University of Denver)


Patriarchy and toxic masculinity constructs survive on normalization. Young boys are groomed for maximum masculine performance by emulating their fathers and traditional father-son dynamics distinguish sons as the next patriarchal installment. Fathers view their sons as an extensions of themselves, sometimes even giving them their same name, and boys are molded and modeled in the image of other men.


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The cyclical nature of toxic masculinity encourages heirs to patriarchal seats to carry the baggage and habits of their predecessors. Our murdered son, bored with the monotony of the traditional cycle, rebuffs his father in favor of his own unique path of presumed violence. The radio voice seems to say, if I must become a violent monster, I will relish the opportunity on my own terms. Instead of denying or turning a blind eye to his ideological conditioning, the son on the radio embraces his identity with enthusiasm.


We don't know who the voice on the radio is. Maybe it's the main character's son. Maybe it's an unrelated figure. Maybe it's Lisa's unborn child (that would explain why he was so bored). But we do know that this son is a victim of his father's example. The cycle continues.



Part Five: Conclusion; or, What makes this topic interesting to P.T's creators?

Hideo Kojima and Guillermo Del Toro have always been political artists. Metal Gear Solid is an outside perspective on American political intrigue that portrays all its agents and actors as heightened parodies or subversive archetypes. Pan's Labyrinth portrays two women grappling with patriarchal oppression that elevates the immediate risk of death and danger against the backdrop of war. In spite of this, I am anticipating at least one comment like this:

Why would Hideo Kojima and Guillermo Del Toro make a video game about American conservative gender politics? That's really reaching, Finale Fireworker. Your threads suck, and so do you.


Silent Hill would be appealing to these two artists because it is an established concept based on the projection and comprehension of social pressures and inner demons. Silent Hill is a town where your darkest and most perverse thoughts manifest into tangible horrors. It reveals the terror and conflict its inhabitants try to hide. It is already a series with complex portrayals of sexuality, masculinity, violence, and guilt. It is already a bleak mirror of our own world.


Consider Guillermo Del Toro's interest in political fantasy…


@RealGDT The Pale Man represents all institutional evil feeding on the helpless. It's not accidental that he is a) Pale b) a Man. He's thriving now.



And Hideo Kojima's interest on the impact of political media on how we perceive reality…

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Silent Hill is a dramatic and scary portrayal of society and identity. These ideas appear repeatedly in Kojima and Del Toro's work and there's no indication they are losing interest in these historically attractive concepts. What pains me most about the loss of Silent Hills is how deeply these two auteurs seemed to understand what this universe was about. There are lots of Silent Hill games but I don't think any of them really reach the vision for the series accomplished in Silent Hill 2. For as brief as it was, P.T. came close.


In my restless dreams, I see that town...

silenthills7os7i.png
 
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Neiteio

Member
Oct 25, 2017
24,120
I'll comment more later, but I just want to say this demo is an incredible experience. Even though you can knock it out quickly if you know what you're doing, there's a LOT of subtext to unpack. Glad to see Finale Fireworker giving it a proper analysis.

Honestly, I stopped reading after this stupid introduction.
Lighten up, dude, he's just poking fun at himself.
 
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Silencerx98

Banned
Oct 25, 2017
1,289
Back to doing these in-depth thematic analysis, eh, buddy? Great to see! Will read through when I have free time
 

Cess007

Member
Oct 27, 2017
14,086
B.C., Mexico
Fantastic thread, OP! Still reading it, but I'd no idea about the Swedish message (I'm guessing it refers to Orson Wells' The War of the Worlds, no?).

I get scared super easily so I don't play this kind of games, but I still remember playing this and being filled with dread in a way I've never been since or before. Incredible how Kojima and Del Toro could make so much with a simple concept of a looping hallway.

Edit.

His becomes pregnant, possibly as the result of an affair.

I think you mean "His wife becomes (..)" in here?
 
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Jan 2, 2018
2,027
This is probably the only game cancellation that I was actually sad about. not bummed (had countless of these) but just sad.
 

Neiteio

Member
Oct 25, 2017
24,120
Halfway through, this is a legitimately incredible analysis.

Friggin' hell, why was this canceled...
 

Molemitts

Member
Oct 25, 2017
583
You know it's sad, but I feel PT is far more interesting and creepy even as something lost and incomplete.
 

jviggy43

Banned
Oct 28, 2017
18,184
I'm with everyone else who felt crushed when this was canceled. Im not a horror fan, generally speaking. I never even played a silent hills game. But this demo was truly one of the best experiences Ive had with gaming. A full version of this would be have been absolutely incredible. Its such a shame Konami decided to be konami.
 

NightShift

Member
Oct 25, 2017
8,999
Australia
Fantastic thread but it hurts to think about Silent Hills.

Junji Ito also goes into political issues but they're usually just relevant to Japan. I don't know if he's done anything set outside of Japan but thinking about what crazy shit he could have come up with fascinates me.
 

Neiteio

Member
Oct 25, 2017
24,120
I think this analysis is on the money about what PT's themes would've been, and how that would've been contextualized within Silent Hill.

Clever observation on the reason for the name Silent Hills, plural, btw.

Also, I actually didn't interpret the demo to be suggesting there were three separate killers, but I guess it makes sense.

You know it's sad, but I feel PT is far more interesting and creepy even as something lost and incomplete.
I definitely think PT has more mystique that way.

I'm with everyone else who felt crushed when this was canceled. Im not a horror fan, generally speaking. I never even played a silent hills game. But this demo was truly one of the best experiences Ive had with gaming. A full version of this would be have been absolutely incredible. Its such a shame Konami decided to be konami.
Could Konami sell the demo, as is? I'm sure it'd sell quite well.

It was developed on their dime, so they should have the rights...
 

Neiteio

Member
Oct 25, 2017
24,120
I've played through this several times, but only completed it once. I find it frustrating that you apparently can't complete this demo without a headset. Especially now that I've lost the adapter to my PS4 Gold headset...

I've played through as much as I could with several friends. One buddy came over and we made it to the final loop... but I didn't have a headset at the time. Then a second buddy came over, now I had a headset, and we resorted to reading the internet to figure out to beat it, which we did using the headset.

I was surprised by how little consensus there seemed to be regarding the solution. We had to try several theories I found on my phone before one worked.

By the time I went through this with a third friend, I had lost the headset's adapter, so I could only show him everything up until the final hallway.

I was surprised by how variable each playthrough was, though. In the third playthrough, Lisa didn't appear in the hallway until the final loop!
 

Lamptramp

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Oct 27, 2017
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Only had time to read the first section given its late, but watched the thread and I'll go through fresh in the morning with a cuppa.

Just wanted to say I appreciate the effort you've made Finale Fireworker very interesting and easy to read. Thanks.
 

jviggy43

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Oct 28, 2017
18,184
I think this analysis is on the money about what PT's themes would've been, and how that would've been contextualized within Silent Hill.

Clever observation on the reason for the name Silent Hills, plural, btw.

Also, I actually didn't interpret the demo to be suggesting there were three separate killers, but I guess it makes sense.


I definitely think PT has more mystique that way.


Could Konami sell the demo, as is? I'm sure it'd sell quite well.

It was developed on their dime, so they should have the rights...
It likely would. But I don't think they will. I mean if the demo sells that well what would the excuse be to not make the full fledged game? It seems they just want to be stubborn to fuck over Kojima.
 

Neiteio

Member
Oct 25, 2017
24,120
It likely would. But I don't think they will. I mean if the demo sells that well what would the excuse be to not make the full fledged game? It seems they just want to be stubborn to fuck over Kojima.
If it's a case of bad blood, I wonder what happened between Kojima and upper management...

As for the demo, I think it holds up as a standalone experience just fine, and could be sold as such.
 

vereor

Banned
Oct 27, 2017
923
Well, thanks for the comment I guess. I suppose I'll delete it.
Nice, I read it and it was a very good analysis.
Patriarchy and toxic masculinity constructs survive on normalization. Young boys are groomed for maximum masculine performance by emulating their fathers and traditional father-son dynamics distinguish sons as the next patriarchal installment. Fathers view their sons as an extensions of themselves, sometimes even giving them their same name, and boys are molded and modeled in the image of other men.

This is an interesting point imho. You can see the themes of heritage and disaggregation of social structures in the Metal Gear Solid saga, I guess Kojima is really interested in this subject and wanted it to expand his analysis with SH.[/QUOTE]
 

StarPhlox

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Oct 25, 2017
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This is the best op I have seen on ERA so far. Amazing analysis of a game that would have really been a treasure (I imagine). Looking forward to seeing what themes carry over into Death Stranding. Already got fetuses and fatherhood in that one.
 

Deleted member 1273

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Read the whole thing and you opened up a woud..

I hate you

In Silent Hill the corrosive family values is very present with James in SH2, some bosses and the general tone of violence and hyper masculinity like Pyramid head weapon is a LONG ASS SWORD.

Lovely read
 

spad3

Member
Oct 30, 2017
7,122
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I still delete my save and play this every now and then just to experience it all over. It's so good. The cancellation still hurts :( #FucKonami
 

Deleted member 1273

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You know what is weird about P.T as a whole? It's a very cursed game, it inspired many many copycats and many of them never got released as well :O
 

Jazar

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Oct 25, 2017
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South Florida
Me everytime I think about what this game could have been.

oVfN1TH.gif


So many themes left unexplored so many avenues it could have gone. So much talent thrown away. :/
 

Mikebison

Banned
Oct 25, 2017
11,036
Great thread. But honestly, I think your write up was more interesting than anything shown by P.T.

My hope (at the time) was that this was purely for the sake of drumming hype with a unique bit of marketing and getting the name out there, but not indicative of what the new Silent Hill would be. Because honestly, it was just boring to play.
 

Deleted member 19218

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I dunno man, I don't think even Kojima plans to be this deep with his games.

Regardless, it's sad that this will never get a release. I really want to know what happened at Konami. This thing between Kojima and Konami was way too personal, something must have happened internally that offended top level management.
 

Clowns

Member
Oct 25, 2017
7,858
Really interesting. Too bad I'm too much of a wuss* to play scary games like these.
I was the toxic masculinity all along :(
 

vereor

Banned
Oct 27, 2017
923
Great thread. But honestly, I think your write up was more interesting than anything shown by P.T.

My hope (at the time) was that this was purely for the sake of drumming hype with a unique bit of marketing and getting the name out there, but not indicative of what the new Silent Hill would be. Because honestly, it was just boring to play.
It terms of gameplay, yes. IIRC Kojima mentioned that the demo was just a prototype and the final game would've been different, even the first person view was created ad-hoc for P.T.
Anyway, knowing Kojima an the Silent Hill series, I'm pretty sure that most of the themes and story elements of the final game (like the radio messages) were already shown in the demo.
 

Deleted member 1273

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It terms of gameplay, yes. IIRC Kojima mentioned that the demo was just a prototype and the final game would've been different, even the first person view was created ad-hoc for P.T.
Anyway, knowing Kojima an the Silent Hill series, I'm pretty sure that most of the themes and story elements of the final game (like the radio messages) were already shown in the demo.
The radio was amazing whoever did the voice I would love to have a recording of them saying some stuff
 

Deleted member 19218

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I just don't trust a man who gave us stuff like Quiet to talk about gender issues, hahah.

That's it.

I didn't want to start a Quiet debate but Kojima has had a history of degrading women in games such shaking the dualshock controller to shake Naomi's breasts in MGS4 and I heard about some perverted stuff in one of his pre-MGS games.
 

papercan

Member
Oct 25, 2017
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giphy.gif

why did i click....why.....
It's a demo and yet it's still the best thing i played on ps4 right alongside bloodborne.
In years to come people will still look back and remember just how incredible this was, i would do anything for someone to pick up were this game was heading.
RE7 was nothing like this and it probably shouldn't have been as it just doesn't fit with the franchise but i wish there was another developer to take this on.
 

badcrumble

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Oct 25, 2017
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I think the 'radio broadcast 75 years ago' is *clearly* referring to Orson Welles' infamous War of the Worlds broadcast, also. Every Konami-developed Silent Hill game has a UFO ending (outside of the original version of SH2), and it already seems like a major thematic underpinning of PT is to take the radio static aesthetic of classic Silent Hill and incorporate themes about conservative talk radio - bringing the War of the Worlds broadcast into it seems like exactly the kind of thing that Kojima and del Toro would do, even though I'd never expect aliens to be at the core of a Silent Hill plot instead of being relegated firmly to easter egg territory.
 
OP
OP
Finale Fireworker

Finale Fireworker

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Back to doing these in-depth thematic analysis, eh, buddy? Great to see! Will read through when I have free time

I hope you like it, I know we connected over MGS before. Really looking forward to your thoughts.

I think you mean "His wife becomes (..)" in here?

Yes, thank you. I can proofread a thread a thousand times and always leave mistakes like this one. Thank you for pointing it out.

You know it's sad, but I feel PT is far more interesting and creepy even as something lost and incomplete.

As hard as it is to admit, I agree with this. The mysticism surrounding its cancellation and knowing we will never see more really makes you want to pore over and examine the little bit we got.

I like to call Silent Hills "the game that never was but always will be." It lives on in our curiosity in a way that may be more rewarding than an actual game.

Fantastic thread but it hurts to think about Silent Hills.

Junji Ito also goes into political issues but they're usually just relevant to Japan. I don't know if he's done anything set outside of Japan but thinking about what crazy shit he could have come up with fascinates me.

I was going to include a section about Junji Ito but the thread was already getting so long. Silent Hills would have really been the perfect storm of collaborators.

Only had time to read the first section given its late, but watched the thread and I'll go through fresh in the morning with a cuppa.

Just wanted to say I appreciate the effort you've made Finale Fireworker very interesting and easy to read. Thanks.

Please come back and tell me your thoughts!

Also, I appreciate you find this easy to read. I took great care in accessible formatting and wasn't sure how if it worked. It's nice to know it might have paid off.

Nice, I read it and it was a very good analysis.
This is an interesting point imho. You can see the themes of heritage and disaggregation of social structures in the Metal Gear Solid saga, I guess Kojima is really interested in this subject and wanted it to expand his analysis with SH.

Thank you for reading the thread and leaving a thoughtful post. I'm not especially thin-skinned but your first post really bummed me out. In my last thread (about Metal Gear Solid and torture) somebody dragged me for how I formatted my thread titles. When you first posted I was like, fuck, I can't win here.

So I appreciate you staying. Thanks for giving it a second chance.

Kojima and his interest in fatherhood as immortality was originally a bigger part of this thread. After all, his flagship franchise centers around literal clones vying for a unique identity beneath the shadow of their father.

The children of Big Boss are made in his exact image and conditioned to be perfect soldiers. How boys are made into men, and how those men navigate their lives, are comparable themes to what we see set up (but not fully explored) in P.T. I would have loved to see Kojima come at this topic from a more grounded and domestic perspective.

This is the best op I have seen on ERA so far. Amazing analysis of a game that would have really been a treasure (I imagine). Looking forward to seeing what themes carry over into Death Stranding. Already got fetuses and fatherhood in that one.

I'm nervous about Death Stranding but I'm extremely curious about the father/child concepts we see in the trailers. Norman Reedus with a child inside him, and GDT carrying one around in a synthetic womb, definitely suggests we'll be examining procreation as a fatherly extension.

I don't think Kojima will stop being interested in this anytime soon. I think he views his art as his own legacy.

I dunno man, I don't think even Kojima plans to be this deep with his games.

He definitely did with Metal Gear Solid 1-3. But you're right that he seems to have different priorities now. Maybe Silent Hills wouldn't have had any of this stuff in it, or maybe the collaborative effort would have produced really rich content, but I don't think you can deny the little piece we got was extremely dense.

I just don't trust a man who gave us stuff like Quiet to talk about gender issues, hahah.
That's it.

I didn't want to start a Quiet debate but Kojima has had a history of degrading women in games such shaking the dualshock controller to shake Naomi's breasts in MGS4 and I heard about some perverted stuff in one of his pre-MGS games.

This struck me as well. Kojima without a collaborator (remember Tomokazu Fukushima helped write the first three Metal Gear Solid games) has some very serious problems with how he portrays his female characters. MGSV falls so far from the comparatively progressive standard established in MGS1 that you have to wonder if Kojima has any personal interest in a respectful portrayal of women.

The only defense I really have is that P.T.'s gender study is about men - particularly fathers. It's easy to give P.T. the benefit of the doubt with a feminist reading because there's no conclusion. It's all set up and exposition and it doesn't have the opportunity to transform into a different statement. Taking P.T. at face value, the game is very critical of toxic masculinity and punishing towards patriarchal constructs. But it's very possible this perspective could have shifted or been muddled in a longer game with a more explicit story.

A game that attempted to absolve the main character, for example, would have been pretty problematic. With just P.T., we have a main character who's an insidious, but human, villain. A game that tried to cast this same character as a hero wouldn't have been successful and sent some grisly signals.

But we don't really know. Maybe this would have been more of a Del Toro story than a Kojima story and it wouldn't have had any of the issues contemporary Kojima projects have.
 

WGMBY

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Oct 27, 2017
515
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This was a great read OP, very well done. Kojima can come up with some great stuff when he has someone to reign his craziness in, and it seems like del Toro was a perfect partner for him.

Now I'm even more excited for Death Stranding, knowing they're working together on that.