Over on ihobo today, my response to Jed Pressgrove’s recent criticism of 2001’s Silent Hill 2. While I concede many of his points, it is substantially to defend the game (and the team behind it) that I wrote this reply. Here’s an extract:
When my wife and I went on to play Silent Hill 2, it annoyed me with its obvious staged linearity and almost total absence of what I, at the time, considered characteristic of game design. Where was the open structure of the first game? The tightly constructed progression? Why am I so constrained in almost everything I do now? So it was with some surprise that, after a few more playthroughs and considerable reflection, Silent Hill 2 eventually came to stand out as an exceptional case of game narrative. Indeed, I am hard pressed to find any game prior to 2001 that fulfils its narrative ambitions to the extent of this game – which is not to say that it is an unqualified success on all fronts. But then, my general view of game narrative prior to 2001, when Silent Hill 2 was released, is rather negative. There are signs of what might be possible… but they are rare, and almost always dragged down by an overbearing emphasis on puzzles or combat.