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Translations


4 pages from the "Official Silent Hill 2 Complete Guide Book"
※ Q & A section from the
"Official Silent Hill 2 Complete Guide Book"
Interview with the developers
of Silent Hill 2
Truths behind the remaining mysteries.
Q01: Are there any episodes that tell us about the historical background or past history of the town of Silent Hill?
Owaku: The stone monument of the blood-dyed
swamp, the pictures and photos in the museum,
and the folklore of Toluca Lake are examples
of such episodes. However, in order to leave
room for imagination, we have not decided
on the details of those settings. We encourage
everyone to imagine their own historical
backgrounds based on their own interpretations.
Q02: What geographical location in the real world would you like people to imagine?
Owaku: Like previously, the geographical
location is in the northeastern United States.
The setting is the 70s and 80s, but we did
not use any particular place as a reference.
"What if all the people disappeared
from the town where I live now?” I think
that everyone has thought about this at least
once. Silent Hill is a town where this has
become a reality.
Q03: What is the true nature of the characters, e.g., about their pasts? What is the significance of Angela and Eddie, who are not directly involved in the main plot of the story?
Imamura: In writing the scenario, a detailed
setting for each character was decided upon.
Among them, James, Angela, and Eddie have
one thing in common. In the game, there are
several motifs of the three, and if you deduce
from them, you will notice that they have
something in common. That is why they were
drawn to Silent Hill. And they all ended
up with their own ends. In this game, you,
the player, are in James' shoes. The game
shows what happened in a roundabout way,
so you can enjoy the scenario more if you
pay attention to it. Also, each character
has a specific age, but we chose not to disclose
it because we did not want to give players
a preconceived image of the character based
on his/her age.
Q04: What kind of image did you have of each character in terms of personality or role?
Imamura: The only way to convey the thoughts/emotions*
of James, the player character, to the player
is through conversations with other characters.
The other characters and Maria take this
role. There was no particular actors or other
models for the characters, but they arose
from the necessity of the story to express
James, and the personalities and roles of
the characters were determined.
(* 心 "Kokoro" )
Q05: I think Maria plays a key role in the story, yet she seems to be the most enigmatic of all. Why did Maria appear to James?
Imamura: The reason why Maria appeared is
told in the game. If you don't understand
it, you can look at the three endings, excluding
Rebirth.
Q06: Was everything that happened this time a delusion of James? Was this a world born from a mixture of reality and delusion in his own mind? For example, did Mary's letter exist? What about the existence of other people? How much of this is reality and how much is delusion?
Imamura: It could all be real, or it could
all be delusional. The boundary between reality
and delusion has been blurred. Maria's entire
existence may be a delusion of James, or
only the scene of her death may be a delusion.
You can objectively interpret how much of
James' experience is reality and how much
is delusion, but that is up to the interpreter.
The same is true for the mystery of the labyrinth
that leads to the back of the museum.
Q07: There are not many inhabitants in the town (including dead bodies), does that mean that they have all turned into monsters?
Imamura: For James, the town of Silent Hill
was an empty place where monsters roamed.
Each character exists in Silent Hill through
their own world. The reason why Laura and
Angela were able to reach the hotel even
though they were unarmed is that they did
not necessarily see the same things that
he did.
Q08: Toward the end of the story, Angela walks into the burning fire on the stairs of the hotel. James must have been worried about her, so why did he just let her go, and not try to save her?
Owaku: Because James knows Angela cannot
be helped. All he can do is to watch where
Angela is going.
Q09 Mary apparently adored Laura, but why did James never meet her? Why did Mary hide Laura's existence from him? Is there some secret to their relationship?
Owaku: Mary never hid Laura's existence.
The reason why they never met is that Laura
did not like James and was running away from
him. Surely Mary had mentioned Laura at one
point. But James simply forgets, in the face
of his precious Mary's illness.
Q10: Why was Laura's letter, which was supposedly entrusted to Rachel, Mary's nurse, not given to James?
Owaku: As suggested in the story, Rachel
was asked by Mary to give the letter to James
and Laura after her death.
Q11 When James jumps into his grave, he emerges into the freezer. Does this indicate some kind of metaphor?
Imamura: This in itself is simply absurd
and has no deeper meaning. However, there
is a grave pit for three people side by side,
and entering it is meaningful.
Q12 There is a scene where you get a light bulb from a can in the hotel. Where did that idea come from? Or a fish key served on a plate. What is the source of your strange ideas?
Owaku: The inspiration came from Jan Švankmajer's
Alice, an adaptation of Lewis Carroll's Alice
in Wonderland. However, I don't really know
where these specific ideas came from. "I
just had an idea" might be the best
way to describe it.
Q13 In the riddle of the coins and the riddle of the false accuser, the hint message was very well written. How did you come up with those sentences?
Owaku: There is no particular text from which
I got the idea. I carefully chose words from
the atmosphere and the sense of the words,
and then carefully worked them into the text.
Q14: How did you decide on the variations of ending patterns?
Imamura: When faced with a painful reality,
do you accept it and make efforts to overcome
it, choose a way out, or even deny yourself?
We decided on these ending patterns as symbolizing
those ways of life.
Q15: The monsters in this game look different from those in the previous game. How did you come up with the design and the graphic?
Ito: Since the story setting is different
from the previous work, naturally the design
concept of the monsters has also been changed.
Creepers appear in both works, but their
size is different, so they are not necessarily
the same either. Last time, the phenomena
and creatures were developed from Alessa's
memories, but this time there was nothing
like that. But although I had no specific
reference, I had personally looked at the
works of an English painter, Francis Bacon.
It is difficult to explain his work in words,
so if you are interested, you can find them
in the art section of a large book store.
Among the monsters, Lying Figure, one of
the earliest designs, may have been quite
influential. As for the other monsters, I
don't think they have much in common in terms
of appearance…
This time, the setting of the story is more
realistic, so I wanted to create a monster
design that would be different from those
usually seen in horror and fantasy stories.
As a result, compared to the previous entry,
the design reflects my personal tastes and
works more.
In addition, all of the monster motions were
hand-crafted to give them a more bizarre
feel. We also paid close attention to the
textures of the characters and monsters.
They are hard to see because they blend naturally
into the background, but if you pay attention,
you will find many things.
Q16: There are monsters stuck to a board, or stuck in a frame, monsters wearing triangular metal hoods, etc, dressed in a kind of "restrained" way. Does that mean anything?
Ito: The reasons are different for each of
them, but I wanted to give the impression
that even the monsters, that are supposed
to be enemies, are restrained. I felt that
by "restraining" them, I could
create some sense of "inconvenience"
to them. As if the enemy has something that
causes it, just like James…
Also, one of the theme of the enemies this
time is that I wanted to make the enemies
as individuals, like the pyramid head messing
with mannequins in the apartment, rather
than as 'James vs. army of the dead’, so
I tried to avoid designs that were too "strong".
Q17 I feel that Flesh Lips and Boss Mary has similarity. Furthermore, we can hear the call "James..." after both of them are defeated.
Ito: I designed Flesh Lips as a precursor
to Boss Mary. Therefore, it is composed of
elements that strongly evoke the image of
Mary in her hospital bed, such as the grid
symbolizing the bed, the abusing mouth, and
the symptoms. The "hospital treatment
room" is also a location associated
with Mary. As the final boss, Mary, like
Fresh Lips, is equipped with a "grid
symbolizing a bed. Like Fresh Lips, she is
also upside down, both because her mouth
is turned downwards and because her triangular
head is a reference to the image of Mary
being executed. Her face no longer has eyeballs,
perhaps because betrayal, she refuses to
see James. She also has an expression of
constant fear or intense suffering, even
as she takes James' life. It could be a sense
of guilt for having made him suffer or it
could be the anguish of the person taking
his life, but is not able to completely separate
herself from it.
Q18 There was an old photo of Red Pyramid Thing (Pyramid Head) on display at the museum, has he existed for a long time?
Ito: In the Silent Hill museum, there is
a painting of him standing in a thick fog,
holding a huge spear, in a place where countless
corpses are hung. It is, however, inspired
by an old local custom. In the old days,
the execution of criminals on Silent Hill
was carried out on a hilltop on a foggy day
to avoid being seen by too many people. The
rule was that they had to wear huge helmets
to protect their enforcers, to give them
anonymity, and to assert that they were acting
in the name of justice. The presence of the
pyramid head in Silent Hill now is the embodiment
of James' strong sense of guilt. The fact
that the pyramid head is roughly the same
size as James' body may have something to
do with the giant sword that James obtains
in the torture chamber beneath the prison.
Q19: This is the first sequel in two and a half years.
Imamura: Yes. After the previous game was
released, we took about a month to recharge
our batteries before starting development
of "Silent Hill 2.
Q20: What was the concept behind the "Silent Hill" series?
Imamura: It is to focus on the world-view
thoroughly. We meticulously created the town
of Silent Hill and pushed the realism of
the world to the limit. This enhances the
quality of the horror.
Q21 What was the inspiration behind the creation of Silent Hill? Was there any influence from novels or movies?
Imamura: I think that the project came about
because we had a lot of people who liked
horror, foreign games, and retro adventure
games as members of the project team. We
watched many horror films when we were planning
the project, but David Lynch's films were
a major influence.
Q22: What was the most difficult part of the development process (especially the storyline)?
Imamura: We started the project with the
decision to write a new storyline that was
not a direct sequel to the previous game.
It was a lot of work, but I think that the
more time we spent on it, the more profound
and wonderful the scenario became.
Q23: The protagonist's situation and the "one and only family" seem to be connected to the previous work.
Imamura: I wanted to depict the love of family
in the game, and by focusing on one person
who is more important than one's own life,
I thought I could clarify the weight of that
love. Also, the casting of the characters
(dead wife, mysterious girl, mentally ill
woman, etc.) is similar, but this was not
the intention, but the result. However, it
is true that many of the characters are women
due to the nature of the story.
Q24: What did you put special emphasis on in the character design, graphics, movies, sound, and other aspects of the game?
Yamaoka : It is a fear of sound with stereoscopic
sound incorporating S-FORCE. To really walk
through Silent Hill and feel the realism
in real time… That was my goal.
Sato: Since I currently live in the U.S.,
I carefully observed the skull structure
of Caucasians when designing the characters.
I also carefully selected the main muscles
that would be used in the final design, and
carefully created them in 3D. This allowed
us to create complex shadows on the entire
body, especially on the face, which is not
easy to achieve with CG. The characters in
Silent Hill are not heroic, and I think that's
why we were able to give them a deep flavor.
Of course, the lip-synching (matching the
lips to the dialogue) and the variety of
facial expressions are also features of this
project.
Tsuboyama: Compared to last time, this time
there were no scenes that told a story or
had a typical prologue, so one of our goals
was to create a deeper atmosphere in the
inserts and the trailer movie. As a result,
I think we were able to create a somber atmosphere.
Q25: What was the idea behind the "James's look" element in this game?
Imamura: In pursuit of graphic realism, we
found that items blended in with the background
and were difficult to find. We couldn't use
glittering lights, and we couldn't use blood
to draw the eye to an item. So we made it
so that the main character's eye is on the
item. In the previous game, there were items
that were too difficult to find, which confused
some players. This system is a success because
it gives the user a realistic action of looking
at things.
Q26: Compared to the previous work, there are fewer types of weapons and monsters, and the monsters have fewer variations in their attacks. What was your intention?
Imamura: We have limited the variety of weapons
and monsters so as not to distract from the
world view. Also, in this game, the main
focus is on making the player feel scared
rather than on the action elements. Combat
is only one of the elements that add color
to the story. However, we set the action
and puzzle-solving levels separately, so
that players who are good at action but not
at solving complicated puzzles, or vice versa,
can enjoy the game.
Q27: By the way, it seems that it is quite difficult to achieve perfect score.
Mizuochi: Don't worry, you can actually achieve
perfect (laughs). In test play during development,
we confirmed that Perfect was achieved in
more than one hour less than the clear time
requirement (less than 3 hours). We believe
that the bottlenecks to achieving Perfect
are "clear time," "number
of enemies killed," and "amount
of damage James receives. If you get used
to the game, you can finish the progression
and puzzle solving in about an hour and a
half, and if you keep in mind that the rest
of the time should be allocated to the battle,
you should be able to complete the game in
less than 3 hours.
Q28: Will the X-BOX version that has been announced be a port of the PlayStation 2 version, or will it be a different version? If so, will it have a different storyline, additional monsters, etc.? Also, what does the subtitle "Saishin no Uta" mean?
Imamura: Basically, it is the same as the
PlayStation 2 version. However, the quality
of the graphics is high because it is the
later hardware. The display has also been
tuned to match the PlayStation 2 version.
Of course, there are additional elements
that are only available in the X-BOX version.
I would like to keep this secret for a while
longer, but the subtitle "The Last Poem"
may be a hint.
Q29: Do you have any ideas for the future development of the series? How do you want the series to evolve?
Imamura: Since there are fans who are looking
forward to it, naturally we would like to
make "3," but we have not yet decided
on the next installment since "2"
has just ended. If we should decide to make
a sequel in the future, we would like to
change the game system while keeping the
same dark atmosphere that underlies the game.
It all depends on your requests. If there
are many requests, we would like to respond
to them.


Timeline from "Silent Hill Zero Perfect Guide"
Miscellaneous

One interview said that Owaku's writing was based on Freud's old psychoanalytic concepts, so I analyzed it here.