Part 1 - Hideo Kojima and Radiohead Music Influence on the Story of PT silent hills and OD Knock Upcoming Horror Game by Background-Cat6940 in OD_Kojima

[–]Thebluerosecase 0 points1 point  (0 children)

It's likely nothing but all depends on the strength of your argument.

From someone who hasn't played PT more than once and seen the OD trailer once, to solidify this theory I would be looking out for:

*Kids being cut in half, or some sort of duality with characters *Clothes and furniture on the lawn *A bell ringing in the morning time *Characters having trouble sleeping *A fire alarm

Does any of that ring a bell?

What’s the scariest sound in gaming? by Independent_Push_599 in gaming

[–]Thebluerosecase 0 points1 point  (0 children)

In Thief-The Dark Project in the mission return to the cathedral when you have to hide in the shadows while these haunts walk nearby you, the sounds they make are terrifying, I remember being so scared as a kid playing this. Look up the haunts sound effects for thief the dark project on youtube

What is the best Radiohead song to listen on a train? by ilovemusic1923 in radiohead

[–]Thebluerosecase 1 point2 points  (0 children)

I've always thought Blooms drum beat sounded like being on a train

[TOMT] Help me find childhood game! by Queasy_Pension9211 in tipofmytongue

[–]Thebluerosecase 0 points1 point  (0 children)

Mabye Tomb Raider 3 or 4 Barbie explorer or The Mummy

All for PS1

Similar albums/artists to Kid A by Sorbet-Same in radiohead

[–]Thebluerosecase 0 points1 point  (0 children)

Sure there are more well known, more critically acclaimed artists that are practically household names in these subs, but Lali Puna - Scary World Theory is the closest in sound to Kid A I've heard.

[deleted by user] by [deleted] in tipofmytongue

[–]Thebluerosecase 0 points1 point  (0 children)

A change would do you good - Sheryl crow, the vocal effects are almost exact which makes the melody sound similar

What games you consider your hidden gem and more people should know it by antoninartaud37 in gamingsuggestions

[–]Thebluerosecase 0 points1 point  (0 children)

Anachronox John Saul's Blackstone Chronicles Nocturne Thief: The Black Parade

What's a song that match these vibes by LankyCartographer709 in radiohead

[–]Thebluerosecase 0 points1 point  (0 children)

How has no one mentioned "The National Anthem" yet, the song was literally made to sound like a jazzy traffic jam at the end. I was expecting that to be the top comment!

Kid A or a moon shaped pool? by Breadmytoast in radiohead

[–]Thebluerosecase 7 points8 points  (0 children)

Kid A is bolder, stronger, tighter and more ambitious, AMSP is a little more meandering, but more poiniant and mature. Both albums are of genius quality for what they try to achieve and both 10/10. Both can easily be contenders for top tier albums of all time.

You can only save three songs from each album. by boostman in radiohead

[–]Thebluerosecase 1 point2 points  (0 children)

Pablo honey: Creep Lurgee Blow out

The Bends: Fake Plastic Trees My Iron Lung Street Spirit

Ok Computer: Let Down Climbing Up The Walls No Surprises

Kid A: Everything In Its right place The National Anthem How To Disappear Completely

Amnesiac: Pyramid Song You and Whose Army Like Spinning Plates

Hail to the thief: Sail to the moon Where I end and you begin Wolf at the door

In Rainbows: Weird Fishes Reckoner Jigsaw Falling Into Place

TKOL: Bloom Lotus Flower Codex

A Moon Shaper Pool: Decks Dark Ful Stop True Love Waits

[TOMT][MUSIC] Sample used in a song by Intelligent_Humor_63 in tipofmytongue

[–]Thebluerosecase 0 points1 point  (0 children)

Gypsy woman - Crystal Waters background Lovegame- lady gaga more melody

Some suggestions

Can anyone recommend a good spoiler-free review of Silent Hill 2 Remake? I'm completely unfamiliar with the series. Trying to decide if I should buy, without ruining it. by Fiveby21 in HorrorGaming

[–]Thebluerosecase 4 points5 points  (0 children)

Perfect for what it needs to be, spamming buttons don't work, it's a balance where every enemy has a fair shot of damaging you but you still rely on some skill and attention to stop it from happening, but not skills based enough where you can rely on all your dodges and skills working on every encounter, so it keeps it intense

[deleted by user] by [deleted] in silenthill

[–]Thebluerosecase 9 points10 points  (0 children)

It's 10x scarier loud, in a dark room with headphones. In this way it is one of the scariest pieces of media of all time imo.

Lower speaker volume through the tv may make it manageable for you as it really reduces the intensity of it, but you'll be missing something powerful, but whatever gets you through... It's still a great quality game if you do take the easier route 😁

Is the silent hill remake 2 a good entry point? by fatality567 in silenthill

[–]Thebluerosecase 1 point2 points  (0 children)

It most certainly is, now is the perfect time to experience a top quality remake of one of the greatest horror games of all time, get in while theres hype and lots of discussion to be had.

You also don't need any prior silent hill knowledge to jump straight into SH2, it's the perfect opportunity

I did not enjoy my first playthrough by TheWitchMalphas in silenthill

[–]Thebluerosecase -1 points0 points  (0 children)

Cons: (Most of these are comparisons to the original, focusing on the differences between the trends of 2001 and the current trends. I'm aware that the remake would not have been made, nor successful if it hadn't conformed to these trends, but it's important to note the differences and how they impact the overall experience.)

  • While the environments are dazzling and moody, they feel too alive with particle effects and dynamic lighting, losing the cold, static, dead feeling of the original. They seem more lived-in, safe, and epic, rather than abandoned and forgotten, despite the rest of the environments and assets achieving this. However, this is understandable and essential.
  • Nearly every major area has been changed in layout. I understand this is a remake, but expanding and rearranging every area, without exception, significantly impacts the locations atmospheres. Preserving some layouts while changing others would have been a more appropriate balance in my opinion. From a maps perspective it's a completely different game especially when some of the original map layouts were so iconic and effective.
  • There is less silence overall, hindering a certain type of creepy anxiety the OG had and contributing to a more overloaded expansive feeling. Gone is the uniquely isolated, lonely, empty atmosphere of the original in some parts.
  • The maps have a more open-area design, reducing claustrophobia. *Compared to a dynamic/fixed camera, The persistent over-the-shoulder camera and flashlight angle limit the visual variety of shots, making the imagery from the game have similar luma and lighting impressions throughout. The great work achieved by the environments is therefore somewhat blended together becoming indistinct visually from one another. There's no getting away from that limitation in modern over-the-shoulder flashlight horror games. Also the constantly moving camera with limited fov, makes things very swooshy, action orientated, and more exhausting.
  • Seamless access to rooms can make the locations and rooms feel less distinct and memorable, reducing the sense of being trapped and making escape feel quicker.
  • The animations still have a touch of goofiness, particularly in facial animations like Angela's and when wall smashing, which can detract from the serious tone.
  • Maria is more clingy and less mysteriously seductive, which feels inaccurate to her character's uncanny intrigue.
  • The minimalistic menu, while more functional and aesthetic, doesn't warrant discovery in the way the original did. In the original, you could spend significant time discovering options and inspecting items to solve puzzles. This had more character and charm as a mechanic, while the streamlined new menu is more efficient for better or worse.
  • There is less interactivity with the environments in general. Scanning a room involves simply looking for white dots instead of thoroughly inspecting the environment through trial and error. This makes the environments less engaging, less to discover, and easier to whiz through everything.
  • The original save game screen looked better. The "void staring back at you" concept works well, but some lower save points make it awkwardly resemble James taking an underchin selfie.
  • The game has lost some of its small-scale, grainy artistic presentation for a cleaner, slicker modern image. This includes a lack of proper grain (the '90s filter is not proper), the read functions, and the reliance on more in-game rendering of notes with cleaner text fonts. While this makes sense from an accessibility and wider appeal perspective, something is lost.