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I'm a musician and a gamer. I also am making music for games.

My favorite RPG ever is Earthbound, and my favorite song in that game is the final battle theme.
My favorite musicians are Mr. Bungle. Followed closely by Naked City. Then Radiohead. Then Tom Waits.
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You can find my music if you google "Melodious Punk" because that's what I call myself when I'm making music.

You can catch me on PSN as snoogans775, I play Critter Crunch every now and then.
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Silent Hill: Shatttered Memories and Compromises
snoogans775 | 11:35 AM on 05.10.2010 9 comments





This is an evil horrible thing. Sony of America will pay for this with every ounce of human liquid I can eviscerate from the toothy sacks that they call a QA department.

Destructoid gave me this machine, and Sony took it away. Because I was just a middleman in the affair, I expect there to be an official agreement that Hamza can punch someone in the throat.

But, because THIS happened, I have gotten a chance to play Silent Hill: Shattered Memories on my magically functioning PS2. Upon popping the game in, I have been greeted with some awesome sound design which is only brought down by the questionable decisions by the developers.



Gameplay and atmosphere aside, Shattered Memories sounds fantastic! This time, the music plays more of a cinematic role, with very unnerving ambient music floating in whenever the player moves into a new environment. The environments in the game are pretty mundane, and the music does a great job of opening up the player's imagination to unseen dangers. But the issue of danger is actually a serious problem in the game, because although haunting music and the jarring sounds of cackling infants are intensely effective in arousing my feelings of weakness, the game very explicitly separates the monsters into one distinct world that you spend about 1/8th of the game in. The rest of the time, the game has gone out of the way to let me know that nothing can hurt me. That is stupid, and arrogant.


The developers really thought they were so good at psychological horror that they could get by on the "OMG that's creepy!" moments that come from the little messages and mildly weird junk that the world is populated with. But because I know EXACTLY what the conditions are for my character to be in danger, my doubt fades, my boredom rises, and my frustration and ability to enjoy the awesome sound design is greatly dampened. It's a shame, because if the same music and sound design were applied to a less contrived and well-designed game world, this game would be fucking fantastic.

Yamaoka 1. Climax 0.



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7 comments | showing # 1 to 7
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AdamantiumHip's Avatar - Comment posted on 05/10/2010 12:33
AdamantiumHip
People loved this game, but I really didn't. I honestly think it was a brave reboot, but I think Silent Hill Homecoming was actually better. But then I think Homecoming is the best silent hill yet, so I 'm in a minority :P
snoogans775's Avatar - Comment posted on 05/10/2010 12:58
snoogans775
@adamantium, I never got a chance to play homecoming, I hope I get a chance again in the future to try it out.
Occams electric toothbrush's Avatar - Comment posted on 05/10/2010 13:06
Occams electric toothbrush
I need to play this at some point but don't want to pay more than $10 for it. I'll get it eventually.
pedrovay2003's Avatar - Comment posted on 05/10/2010 15:08
pedrovay2003
This is exactly what I was talking about a while back. I loved Shattered Memories, but it sucked that you were SURE you were safe pretty much the entire time. It's not fun if you KNOW when bad stuff is coming.
SephirothX's Avatar - Comment posted on 05/10/2010 19:00
SephirothX
Shattered Memories should have had just one moment where something from the 'nightmare' attacked you in the 'real world', preferably within the first half of the game. This way the dirty little seed of doubt is planted in the gamers mind that it could happen again.
snoogans775's Avatar - Comment posted on 05/10/2010 22:49
snoogans775
@SephirothX

I definitely imagined that, and I think they tried that with the overall invasiveness of the sound design. Often, you walk into rooms and hear really awful noises, and go searching around frantically for the source.

never is a source though...
Stevil's Avatar - Comment posted on 05/11/2010 09:20
Stevil
In the context of the story, the nightmares had to be scripted for a specific reason, but since you're participating and interacting, it hurt the scare factor knowing when you were practically safe. I think they played too much on the 'knowing that it'll happen again' formula. At the end of the day though, I don't think it was meant to be a horror at all.

Probably features my favourite soundtrack of the series too. The song Lives Wasted Away perfectly summed up my feelings towards the final hours with its minor notes, twangy guitar and odd time signatures.
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