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About project
Silent Hill: Shell Shock
The Silent Hill video game series is a great example of the Japanese school of horror video games. Being a big fan of it, I decided to create my vision for a new installment of the series, which would have the atmosphere of the legendary 2nd and 4th installments. The fear of the void, subliminal imagery and deep symbolism are just a small part of why millions have become fans of these games.
I chose the Vietnam War and the PTSD of the soldiers who went through this "hell" as the theme of the new part. The movie "Jacob's Ladder", which previously served as a source of some ideas for the series, was a major influence. And, of course, the vast and poorly revealed in the games mythology of that conflict. I tried to make not an action movie about war, but a personal drama of several people united by one event.
Thank you for your attention. Enjoy reading!
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Radim Odosiy
24.11.2023
Concept
The project is based on a return to the old scheme of the games of the series. Ideologically and chronologically the project is a continuation of the Silent Hill 2 line. The city, located on the land around Toluca Lake, all its history has been subject to the influence of supernatural forces, which was worshiped by many generations of residents. After the events of Silent Hill 1, a misty and otherworldly world emerged, originally taking the form of Alessa's nightmares. Infused with the suffering and experiences of key characters, these worlds became stable and powerful, attracting ancient forces - objects of worship of the local cult. People who had previously visited Silent Hill or lived there, experiencing mental anguish, began to hear the call of the city. This is what happened to the characters of Silent Hill 2, who in their journey further distorted the energy of the city and the lake. The city began to take on an appearance for them that was directly connected to painful memories and emotions.

John, as one of the main characters, is just as connected to the city. His parents lived in a house on the south shore of the lake, particularly Harold, John's father, who was mentally traumatized in the battles of World War II. This fact also affected John himself, who grew up under the unhealthy influence of a father who wanted to see him as just another soldier. Even then he was already marked by the city, which was strengthened after his return from the Vietnam War. Experiencing the horror of combat and captivity broke his psyche, which began to interact with the world of the city while living after the war and being treated at Brookhaven Hospital.

The protagonist of the game, Emily, was also born and spent part of her childhood in Silent Hill, and her experience with John during her visit to the hospital influenced her so much that she connected her life with the profession of psychiatrist. This is why when Emily visits the town in the game, it appears as the same kind of "purgatory" that James faced in Silent Hill 2. What this "purgatory" looks like is directly influenced by John's distorted painful memories. A similar situation was introduced in Silent Hill 4, where the protagonist finds himself trapped in the worlds of psychotic maniac Walter Sullivan.

The key aspects of a horror game in this project are the fear of the unknown and war as a source of horror. For this purpose both traditional techniques of the series are used (fog, darkness, depressing color scheme, noise, tense soundtrack, uncomfortable angles of the fixed camera, limited inventory and weapon stock, disturbing images of monsters, elements of violence and cruelty), and some new aspects related to the characters and the theme of the game (progressive efficiency of weapons, photo system of saving game progress, elements of stealth system and morale system). At the same time, as in the classic games of the series, the combat system is simplified (auto-targeting, simple weapon strikes, no dodge and block), and the story part and especially the atmosphere of the locations are brought to the forefront. The atmosphere is built on symbolism, represented both in the image of creatures, the appearance of locations, and in the story component. The project does not provide an open world, the plot is linear, but gives the player 5 options for the ending, depending on his actions during the game. There are also several side quests, not directly related to the main narrative.

Summarizing the above, the project is designed to create a new story that fits within the canonical framework of the classic parts of the series. This will return the game to a recognizable look without retelling the old story.
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