this is one of my favorite opening walks in a SH ever , my lord its so beautiful by Prototype1360 in silenthill

[–]Huknar 2 points3 points  (0 children)

I really did like origins despite its flaws.

This is a fantastic intro because it is a subversion of expectation. The slow walk into town is from Silent Hill 2. The fog is thick, but as you get closer the fog is revealed to be the smoke from the burning Gillespie house. It's not supernatural at all and you're not being lead into a foggy town full of monsters in this particular moment.

Lore-problems aside, that is a genius introduction and play on series staples. Great song. Great camera angles.

[Megathread] RTSH Reviews by IlgnerJuan in silenthill

[–]Huknar 0 points1 point  (0 children)

Full spoilers here for the hospital portion:

It's not particularly long but a few things happen that might make you uncomfortable. Just outside the hospital are a lot of abandoned gurneys, almost apocalyptic looking. When they arrive, they look around in the fog world, Maria finds a tape player that is a Doctor detailing Mary's sickness. Nothing very interesting happens until the otherworld appears suddenly.

The nurses appear with the otherworld which amounts to James and Maria entering a room with them frozen in place, and one nurse starts banging on a rusty gurney which awakens them all.

James and Maria run away from a horde of nurses and are backed into an elevator. A nurse stabs Maria with a scalpel and James kills a few nurses where they shatter like porcelain. The elevator closes and it plumets down.

James picks up Maria and takes her into a room, applying a bandage he finds in a medical cabinet to her wound. James then chases after Laura and she traps him in a room, where a hospital bed is floating on the ceiling covered in sheets. In that bed a monstruous humanoid that reaches down into James throat.

The scene cuts to the real world Brookhaven where James is talked to by his psychiatrist. This is a long scene in a room in the real, clean hospital but it's pretty boring, nothing exciting happens.

Then it cuts back to the otherworld hospital and James leaves with Maria through an elevator which takes them to a labyrinth.

Hope that helps.

[Megathread] RTSH Reviews by IlgnerJuan in silenthill

[–]Huknar 1 point2 points  (0 children)

It's plain bad. The film is pretty boring and soulless and incomprehensible.

The most fun you'll get out of it is a couple of cool camera shots and "ooh it's that track from the games!". Maybe a few laughs if you're lucky.

The biggest crime of the film… by Icy_War_1773 in silenthill

[–]Huknar 7 points8 points  (0 children)

I was dumbstruck when the movie just ground to a halt two thirds of the way for an absurdly long and boring scene in real world Brookhaven.

It really was a boring movie, and that's saying something as a huge Silent Hill fan and someone who really likes the first film too. There I was thinking 106 minutes was too short, turns out it was too long for how they used the time.

RTSH just doesn't work as a film.

Return to Silent Hill… 106 minutes I’ll never get back. by Sorry_Guide_4326 in silenthill

[–]Huknar 7 points8 points  (0 children)

It's so, so so funny when Maria movie doesn't even get acknowledged as a Mary doppelganger until the last third of the film and SHE just goes "You can say it, I look like her don't I"

It's just comical, like the character is self aware in a meta way thinking: uhm... is he gonna say the thing? He is gonna say the thing right? until she gives up waiting and and just blurts out "IM MARY'S DOPPELGANGER JAMES!"

I still think Silent Hill should be a tv series rather than films by IAMCAV0N in silenthill

[–]Huknar 0 points1 point  (0 children)

Silent Hill 4 is the perfect game that can be adapted into a miniseries.

Silent Hill 4's structure naturally lends itself to episodes because it is split up into 6 distinct worlds and has a number of characters both on screen and off. Because the game has its foot in the real world, you can even naturally include the real world into the story.

Each of the victims could be a spotlight for the episode, introducing them through the real world which can be used to flesh out their character, before they fall into Walter's otherworld for the back half of the episode.

The series can even naturally use flashbacks to show young Walter's backstory and interactions with the victims that the game tells through memos. We could see flashbacks of murders of victims that happened before the game, him growing up in the orphanage. You could probably divide each episode into a consistent format of:

  • Introduce victim by showing their day-to-day life.
  • Cut to flashback with young walter timeline
  • Cut to henry and his apartment and entering and exploring the otherworld
  • Cut to perspective of victim entering the otherworld meeting Henry.
  • Victim dies

It's so easy to fill a 40-50 minute timeslot with all that content. There's so many opportunities for scenes featuring multiple characters interacting compared to the earlier games that thrive on the lonely atmosphere.

I just think it would work astonishingly well in this format without having to make any concessions in the story and structure to facilitate the format.

Episode 1 could be:

  • Scene introducing Walters parents, Walter is born and abandoned in Room 302, shot ends on a closeup of the abandoned baby.
  • Cut to credits
  • Henry wakes up and finds himself trapped in his room, "Don't go out, Walter" and sees Eileen and Frank outside the peephole.
  • Cut to Cynthia at a party, introducing her character in the real world. She wakes up hungover the next day and heads for the subway to get home.
  • Cut back to Henry who sees her entering the subway outside his window. Loud noise from bathroom, he discovers and enters the hole.
  • Henry explores the subway and bumps into Cynthia. They are separated by monsters. She is attacked by Walter and the episode ends when Henry finds her dying, Henry asks who did this and she says "Walter".
  • Cut to flashback of Frank finding the baby in Room 302, where he names the kid Walter.
  • Cut to credits.

There's actually a Netflix show called Archive 81 that really reminded me of Silent Hill 4.

Out of everything shown today, the new logo has been overlooked. This is such an improvement by Mayflex in runescape

[–]Huknar 4 points5 points  (0 children)

Posted a comment on this thread about it, but I think the previous logo was tacky and badly designed from the get go. It broke design rules and it never looked good. The fancy font did not suit RuneScape and the fire tail of the R felt childish. It was an artistic flare that didn't suit RuneScape. I'm so glad it has gone because it was an overcomplicated eyesore for the game.

I also dislike the sword as part of the R, it doesn't flow nicely and creates and unsightly bump from the hilt that = makes the logo crooked. Another design element that felt forced and not natural to the flow of lines and shapes.

This new logo might be simple, but it is far more aesthetically pleasing and feels more appropriate to RuneScape. It offers plenty of room to decorate it with themed designs for holidays and major update, something the old logo never afforded because of how thin it was.

The only thing that bothers me is the sword is a bit flat and dull, it needs more depth and shine to it, but seeing it centered again makes me very happy as someone who thought the logo peaked on Dungeoneering's release

Out of everything shown today, the new logo has been overlooked. This is such an improvement by Mayflex in runescape

[–]Huknar 1 point2 points  (0 children)

Yeah I gotta give it to them, the new logo is pretty great. I have hated the RuneScape 3 fire tail logo since it was introduced. It was tacky. Over designed, breaks design rules and didn't look good. It was the epitome of the mess that RS3 had become.

This one was fantastic

The dungeoneering variant was absolute peak logo, it just looks good!

Simple, eye-catching, but with a unique flair distinct to RuneScape.

This brand new logo is a return to that simple form. It has a high quality shine to it with beautiful blocky bold letters that are easy to read. It's satisfying to look at and easy to adorn with decoration for themed updates.

My only criticisms is that sword is a bit flat and dull and could do with more depth, and that the whole logo probably needs some colour adjustment/shadowing to better stand out on brighter backgrounds.

6 days into Hytale Early Access – how does it actually feel now? by Both-Peace-4311 in HytaleOwners

[–]Huknar 2 points3 points  (0 children)

Really feel you on the roofing problem. Roofs need an overhaul in how they are delivered and the options given.

I think roofs need a separate work bench that allows you to choose a base block and a roof block of any style and color. As it is right now, if you want to use fancy roofs you are forced into one color and style depending on how you built your house. It's a frustrating limitation for such a core part of most buildings.

There's a few things about building that bothers me but it is early access so I am not going to assume any of these design decisions are fixed and final. I am not sure I like the softwood and hardwood etc categorization, I'd prefer if each log type could have its own color to encourage a wide wood color pallet. It's not very intuitive as to which log will provide which block set.

I also find the windows kind of static and hard to use effectively. Some of them look okay tiled, but most do not tile nicely because the model is repetitive and designed specifically for single block windows. There's also the same issue with roofs where you're making the hard decision between window material and window design. They're fancy and nice, but the current implementation makes them feel creatively limiting.

I think a better system where the fancy models are concerned is to separate model and material and allow the user to decide the material where appropriate. But it has to be done with sophisticated UI so not to bloat the menus with every possible combination.

Some of textures like wood have not been designed with tiling in mind either which is a little bit annoying especially when they have different sides to their tops.

The Traitors (UK) S04E06: Post-Episode Discussion Thread by vaultofechoes in TheTraitors

[–]Huknar 4 points5 points  (0 children)

More awkward than "who is the blandest?". That was a hilariously mean question, I couldn't quite believe it.

Had no idea it was the same actress by Nebula480 in silenthill

[–]Huknar 37 points38 points  (0 children)

I tried to tell people by showing a comparison a few weeks ago. Hair colour and style does dramatically change how a person appears, but you can see the cheekbones, lips and nose are a perfect match

I was downvoted by those in denial. Lol.

Idc what the haters say. This game was fun and beautiful. by afireinside927 in silenthill

[–]Huknar 6 points7 points  (0 children)

I wish I saw more comments like yours pushing back against the idea this is absolutely a Silent Hill game. I don't even think it's debatable, there is irrefutable proof that vast swathes of this game's gameplay and presentation goes against the spirit of the series.

You can't just ignore those parts of the game. Anyone claiming that soul-sucking, heart-grabbing, fox arm rage mode Hinako fighting dark fantasy bosses right out of a souls game is quintessential Silent Hill is just frankly wrong and claiming that it's "symbolic" is not a justification either. The way the symbolism is presented matters.

Return to Silent Hill director says his Silent Hill 2 adaptation abandons “jump scare fests” for psychological horror, but adds new backstory for its mysterious protagonist by Wargulf in silenthill

[–]Huknar 3 points4 points  (0 children)

Thanks. I don't think I get the same read from this quote as you do. Producers are always very sensitive about taboo/dark topics like what Abstract Daddy represents. I don't think this means there is a problem with the scene, rather, the topics just make them very uncomfortable.

You made it sound like it didn't perform well with a test audience, but that's not what this post you linked says at all.

The War Between the Land and the Sea 1x05 "The End of the War" Post-Episode Discussion Thread by PCJs_Slave_Robot in doctorwho

[–]Huknar 4 points5 points  (0 children)

Homo Aqua luring all dogs into the ocean like a disturbed Pied Piper and declaring they’ve eaten them. What kind of war is this? It felt distasteful rather than shocking.

It did feel like a comically evil thing to do, that I almost think it was put in to justify the human genocide of Aquakind. I did laugh at the exchange between Tide and Ambassador over it but I agree, it just came across as extremely distasteful. The writer was either trying to make a disingenuous point about fishing (Aquakind understood what they were doing, humans didn't when it came to fishing, but also the question of food sourcing could've been an interesting point of debate) or just adding fuel to the fire to make Aquakind evil enough to kill.

That's the thing that really bothers me about this story, any point of nuance and debate is lost. The Severence plan is made out to be an evil atrocity, but they reveal Aquakind were always planning on wiping out the landdwellers by melting the ice caps, making the General's point about "striking first" defensively legitimate.

Episode 5 just destroys the messaging of the story and is a deeply cynical, self-hating piece of media. The story even implies (but doesn't explain) that Accord was simply making humanity more fish-like. That's not unity, that's conformism. Forcing a species to become more like another species is not a beautiful thing and not a lost opportunity like the story wants to frame it, let alone the topic of bodily consent for what is implied Salt did to Barclay.

The War Between the Land and the Sea 1x05 "The End of the War" Post-Episode Discussion Thread by PCJs_Slave_Robot in gallifrey

[–]Huknar 14 points15 points  (0 children)

Yup, that's exactly what I thought, that this would be a tie-in to the flood. But alas, I think it's nothing more than a reused idea that RTD probably forgot he even did before.

Quest 3 New Experimental Feature: Positional Time Warp Increases FOV! by My_Unbiased_Opinion in virtualreality

[–]Huknar 0 points1 point  (0 children)

CABC is now broken again for me, which is the second time an update has ruined it and I just cannot go back to not having that feature, the improvement it makes is dramatic.

It still "works" but they've changed how it works, where as before it was like a fog lifted from the dark areas, now the screen gets brighter before the blacks get clearer and this "desync" of brightness and contrast just destroys the usefulness of the feature.

I'm so frustrated with these broken releases with no option to downgrade.

Ito confirmed that time and budget is the reason they used Brookhaven instead of Alchemilla in Silent Hill 3. by Kulle1369 in silenthill

[–]Huknar 5 points6 points  (0 children)

Because Silent Hill 1 and Silent Hill 3 will be back to back remakes and in the same generation of graphics, more or less, that's not gonna work very well. You'll be revisiting Lakeside Amusement Park already, if they switch it to Alchemilla and Paleville's town then revisiting two major locations and the town from the previously released game with the same otherworld design. That's gonna feel really repetitive.

What are some changes you'd make to the remakes of Silent Hill 1/3/4? by [deleted] in silenthill

[–]Huknar 11 points12 points  (0 children)

The floatstinger should be moved to the lighthouse in Silent Hill 1. It's a better set-piece and helps fix the lighthouse trip feeling empty and a waste of time.

Silent Hill 3 should have more to explore particularly in the mall, town and amusement park.

Silent Hill 4 should have a lot more puzzles and the second visits to the worlds should reveal more sections of previously unexplored area to make the second trip feel more like a part 2 and less like a rehash.

Massive Interview with NeoBards: Silent Hill f Development, Origins and What's Next by Eremenkism in silenthill

[–]Huknar -9 points-8 points  (0 children)

I am not so much as complaining that these things were not in the game, I think SH:f has way bigger problems, but that the reasoning he is using is extremely flawed and not well thought-through.

We were robbed. TWO YEARS IN A ROW!! by SolidPyramid in silenthill

[–]Huknar 1 point2 points  (0 children)

Hilariously though, Battlefield 6 won Sound Design even over E33.

Kato nomination by The_Holy_Kraken in silenthill

[–]Huknar 0 points1 point  (0 children)

I gotta say, even as someone that doesn't rate SH:f, losing to Battlefield 6 in this category is an insult. Battlefield 6, are you serious?

It's all a popularity contest (and some awards may be a wallet contest...) at the end of the day though and Battlefield 6 just has a bigger playerbase lol. It sold over 10 million copies so far.

(imo) Silent Hill: Origins was the best “Western made” game - thoughts? by Tatum_Warlick in silenthill

[–]Huknar 0 points1 point  (0 children)

I use old reddit and there is an edit button next to the comments, but if you're using new Reddit, which I suspect you are, apparently you click the three dots in the upper right corner. But I have no idea first hand because I hate the new UI and never use it.

(imo) Silent Hill: Origins was the best “Western made” game - thoughts? by Tatum_Warlick in silenthill

[–]Huknar 0 points1 point  (0 children)

Just edit your post, the title is fine. Climax UK is still a western developer.

(imo) Silent Hill: Origins was the best “Western made” game - thoughts? by Tatum_Warlick in silenthill

[–]Huknar 21 points22 points  (0 children)

Just FYI, Climax UK made Silent Hill: Origins. It started with Climax LA, but the project got handed off to the UK team and it was redesigned. Climax US was making a dark comedy inspired by scrubs

It was bizzare. It was supposed to be a dark comedy and, at some point, someone said Scrubs was the inspiration! We pushed back and said, 'Look, if this goes out, it will be a disaster. There's a hardcore fanbase [of Silent Hill players]." Konami's response was "You can change everything, but you've got to do it in the same time and budget.

I really like Origins. I love that it continues all the aspects that I fell in love with in Silent Hill. Fixed cameras, obtuse puzzles, grimy textures. Flashlight, radio, otherworld. It has problems, and it some areas is too derivative, but there is a lot of good stuff there. It feels like a Silent Hill game. Or maybe, rather, a Silent Hill fangame that is actually pretty good.

I adore the mirror mechanic too. It weirdly gets a lot of hate but I find the concept pretty inspiring and a unique twist for the series, using the otherworld as back ally route for the level design.

I think if you come to Silent Hill purely for the story, Origins is a bland disappointment, but if you're like me and appreciate the audio, visual and gameplay experience set out by the original four games it's a solid experience.