The "Lost memories" book was released as an addendum to the official Konami Silent Hill 3 Game Guide in It was printed in the second part of the guide. Book of Lost Memories: information, scans, translation. I try to find on internet, but I can't find this, someone knows where I can find this book in PDF?.
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reobardhariho.cf - Download as PDF File .pdf) or view presentation slides online. Silent Hill: Book of Memories enters new chapter on. Silent Hill: Book of Memories begins with the player selecting reobardhariho.cf of Lost Memories - Silent Hill 2 : The. Silent Hill Book Of Lost Memories Pdf Download > reobardhariho.cf Kunio Yanagita Kb Abe: The Box Man Comics Daijiro Morohoshi: Shiori and Shimiko's Incident.
Rosewater Park: A park on the water that looks out onto Toluca Lake. Stone statues and monuments here communicate the town's history. Observation Deck: The entirety of Toluca lake is visible from the viewing platform.
This is the starting point of the second game. Residential Area: The area that became the opening scene of the first game is the new town situated on the north side of the lake.
Among other things, the church and elementary school are found here. Business District: The business district across the bridge is the location of a shopping center and hospital, among other things. It is busier than the south side of the lake. Resort Area: Located south of the residential area is the resort town.
The amusement park can be reached by advancing west on the main road. This timeline attempts to provide a foundation for the facts introduced into the game concerning the history of this town. Native Americans conduct rituals here. This land is valued as a sacred place in Native American religion see: folklore Around England begins colonizing North America Late s Settlers begin to come to Silent Hill Salem Witch Trials in Massachusetts Early s A mysterious epidemic breaks out, and the town is abandoned U.
Even then, the land seemed to possess a mysterious power. However, they were driven away by settlers and had to abandon the town. PRISON After the spread of an epidemic, resettling of the town as a penal colony begins Many people lost their lives on this abominable soil.
Maria claims that she has never met or seen Mary, and because she is frightened by the monsters, James allows her to follow him.
She claims ignorance of their previous encounter and discusses elements of James' and Mary's past that only Mary would know. James sets off to find a way to free Maria but returns to find her dead again. When Eddie attacks him, James kills him in self-defense. In another room, a final meeting with Angela sees her giving up on life, unable to cope with her trauma.
She walks into a fire and is not seen again. Here the spectator is implicated by a number of conventional formal strategies, ones that encourage a play with the film itself , 22; emphasis added. For Dika, the formal opacity of the repeated patterns and the surface variations point-of-view shots, use of onscreen and offscreen spaces, frameline, screen time, etc. Cunningham, andFriday the 13th Part 2 Steve Miner, , the safe and controlled interaction between the spectator and the stalker-film games established a play of knowing or not knowing the answer to those two questions, and of how they were asked.
Such play has become even more pervasive in the new cycle of stalker films initiated by the self-reflexive Scream Wes Craven, , a cycle created for a generation of teenagers who are as much film and television viewers as they are gamers. Page 16 As Amossys reference to game boards and Dikas video game analogy show, the contemporary horror film was already playful and interactive before the advent of video games and explicit interactivity.
Moreover, when asked how he would like SH2 to be seen, the producer Akihiro Imamura answered: As a horror movie, but with the fantastic feeling of being active within it Roundell With an action-oriented narrative framework and all the prominently displayed formal direction signs along the experiential route to fear, the spectator-gamer was more than ready to get into the labyrinth of horror and virtually display his competitive spirit.
The relation between survival horror games and horror films underlines a central element of play and games, which is repetitiveness. As weve seen, there is a horror formula, and anyone who is even marginally familiar with the genre is aware of this fact.
However, Nol Carroll made a point of noting, in his transmedia study, that predictability does not deter the horror audiences interest indeed, audiences would appear to desire that the same stories be told again and again , Its precisely the noticeable variations within the framework, the efficacious scare tactics and the novelty of the techniques, that thrill horror enthusiasts and reaffirm their appreciation for the genre; it is a way simultaneously both to maintain and to lose control over the experience.
This remark can be applied to many video games. In this type of game environment, its stunningly realistic graphics and the expandable exploring environment that succeed for the gamer. With their own variations and chief characteristics, many action games first- or third-person shooters and role-playing games still follow this adventure formula.
As for survival horrorsometimes called horror adventureit shades the adventure with nerve-racking, morbid, and dark features. There is a last reason to see survival horror as an exemplary genre. Page 17 The adventure maze embodies a classic fairy-tale narrative of danger and salvation. Its lasting appeal as both a story and a game pattern derives from the melding of cognitive problem finding the path with emotionally symbolic pattern facing what is frightening and unknown.
Like all fairy tales, the maze adventure is astory about survival. The maze is the road map for telling this story. Murray , ; emphasis added Survival horror clearly exhibits the ins and outs of a broad range of video games. Slowly Getting into a World of Survival Horror Even if we establish as the date of the origin of the survival horror genre, we still have to go back to the horror games of the s to construct an accurate genealogy of the genre.
Drawing from Robinetts design, James Andreasens Haunted House Atari, gave the adventure genre its first pitch-black representation. If it is difficult to see anything when progressing through the catacombs of Adventure depicted as an orange-pathed network ; it is also hard to explore each of the six rectangular rooms in the four-story-high Haunted Houses mysterious mansion.
As a pair of square eyes compared to the little square of Adventure , you have to discover the three pieces of a magic urn and bring it back to the houses entrance.
In your search, with nine lives and an unlimited supply of matches to see your way around giving a reddish diamond-form view , you also need to find a master key to open locked doors, protect yourself with a magic scepter, or fight tarantulas, vampire bats, and ghosts.
As the manual warns the gamer: Every time one of these creatures touches you, youll be scared to death, and consequently lose a life. It also capitalizes on other specific sound effects, such as the sound of wind when creatures approach which also blows out your matches , creaking doors, a knock every time you slam into walls and locked doors, andsays the manual againa spooky tune three notes in fact when you use the stairs.
Nine game variations challenge your scoring based on the number of matches you use and the number of lives you have left at the end of the game. Page 18 While the scrolling of Haunted House is mainly vertical in a very limited space three rectangular double-rooms , other games had a horizontal layout so as to give a more realistic sense of the scene. Since stalker films were mentioned earlier, lets refer to the Atari video game adaptation of Halloween Wizard Video Games, In the game, the player character has three lives to navigate adjacent spaces representing the sixteen rooms of a two- story house upper and lower levels accessible through connecting doors.
She is a babysitter trying to save as many children as possible from the killer, who may appear anywhere, and bring them to safe rooms. Each child saved gives the gamer points toward his total score. Occasionally, she finds a knife that enables her to defend herself. It is not mentioned either on the box or in the manual that the killer is Michael Myers, but his pale blue suit indicates that connection sadly, its not possible to recognize Jamie Lee Curtis.
In fact, the player character and the NPCs start to look like human figures. The terrified children manual wave their two-pixels arms and Michael brandishes his three- pixel knife and everybody moves their little feet. This initial level of anthropomorphism is giving birth to the first images of gore because at the moment Michael stabs the babysitter, he cuts her head off and leaves her running around with a few pixels of blood spurting out of her neck same thing for children.
To enhance the atmosphere of the game, Halloween uses the first notes of the movie musical theme every time Michael appears. The effect of his sudden apparitions is increased by an electrical blackout manual , that is, a flickering effect that plunges you into darkness for a few seconds while the killer is pursuing you.
Many other horror video games of the s could be introduced here to support the argument. Konamis Castlevania is also part of the horror game genre evolution. Page 19 One of the primary inspirations for Resident Evil, Sweet Home follows classical horror patterns.
An investigation team travels to the painter Ichiro Mamiyas haunted manor, situated beside a lake, in order to photograph his frescoes. But Mamiyas evil spirit traps them inside the dangerous, corpse-filled, mazelike manor, which the team must search while struggling to survive and escape. You can switch between the characters. The main screen of Sweet Home shows an overhead view of the manor. To the beat of a few efficacious synthesized musical themes, you scroll through the space with the team in order to find clues, various items, and weapons that are scattered around.
A menu of popup commands enables you to look at things, talk to people, manage items, and save your state of play as many times as you wish. Clues are found in objects such as dolls and skeletons, in conversations with zombies or people and mainly in notes, blood messages, and frescoes that have to be cleaned beforehand by Asuka, or someone else who has a broom and photographs by Taro or another camera owner. Various items are needed to overcome obstacles or monsters, such as tonic flasks that restore your life and pray points, pieces of wood or ropes to cross gaps, mallets to destroy rocks, statues, or mirrors, keys to open specific doors, two rings to bypass a guardian, and so on.
Four items used in a certain order are necessary to beat the final boss, Mamiya. Weapons have different attack powers. However, a player character may possess only one weapon at a time. For that matter, with their initial tools, player characters can carry only four items at a time, and the inventory only has two open slots. Therefore you need to manage your items strategically, giving them to teammates, exchanging them, or drinking your tonic flask in order to leave room for a necessary tool.
Following the examples of Adventure and Haunted House, certain sections of the manor are plunged into darkness, and a wax candle is required to light up a square around your party. Furthermore, similar to Adventures bat, which could remove objects or people, blue flying balls or ghosts can snatch one player character away and transport him to another room in the manor.
Except for blue cats and mice, which dont hurt you, enemies such as flying bats, suits of armor, and mirrors wander around launching attacks if you do not avoid them. However, there are many monsters corpses, evil dolls, hounds, ghosts, ghouls, worms, zombies, etc. The music changes, the screen turns black, and then the image of the monster appears in an attack screen.
You can attack, pray, run but you will fall down , use a tool, or call upon your teammate during a fight. While the action is under way and damages are displayed, red sparkles on the screen. For example, if one player character is poisoned, red flickering will occur when he moves and Akikos first-aid kit will be required. Since you do not know which monster is going to show up or depending on your experience level how the battle will turn out, particularly with the tougher types, there is always a certain gameplay tension.
Classical lighting effects enhance the atmosphere. Sweet Home even tries to create an interesting scare effect by making the Man enemy suddenly reveal a half-human half-skull face in a two- image switch from the back of the enemy to the front of his face. It also keeps you on your toes by making things, such as a chair or a light, fall in a shaky image. When you decide to go left or right, to dive or pray, there is always a short lapse of time before you know if you made the right decision.
Although web reviewers have stated that Haunted House still manages to instill a sense of fear and panic in the player and that Halloween captures the spirit of the movie quite well, and although the first line of the manual of The Texas Chainsaw Massacre Wizard Video Games, asserts that the game recreate[s] the chilling climax of the most horrifying movie ever made!
All things considered, we have to agree with the assertion made by Win Sical and Remi Delekta in Survival Horror: Un Nouveau Genre, an article from the first and only issue of the FrenchHorror Games Magazine: Survival horror [can] not exist without a minimum of technical capacities: sounds, graphics, processing speed.
Fear, to exist, needs to be staged, and this mise-en-scne requires capabilities Sical and Delekta , 13; my translation. Lovecraft box set and also inspired by the zombie movies of George A. Romero see Page 21 Provezza , 54 takes place in the s and follows the trail of private detective Edward Carnby or of Hartwoods niece, Emily Hartwood, but it is not possible to switch from one to the other as in Sweet Home in a haunted mansion called Derceto where the former owner, Jeremy Hartwood, who was translating ancient occult manuscripts, hanged himself.
Since devil worship makes Carnby smile, he looks for Dercetos terrible secret, which results in his having to fight evil creatures.
It is certainly not on those narrative premises that Alone in the Dark should be considered innovative. It is the means of the game that changed things. Indeed, Alone in the Dark is the first game to display 3-D polygonal characters and objects in 2-D pre-rendered color backgrounds. This feature results in the game depicting a better immersive horror world and, above all, a remediated cinematic one since the action is always depicted from different fixed camera angles as the expressionistic vertical anglecompared to a flat overhead view as in Sweet Homewhich shows the character trapped in a corridor maze.
For instance, its a high-angle view that shows Edwards car arriving at Dercetos gate. Then, while Edward is walking toward it, another high-angle long shot of the mansion reveals a light in one of the second-floor windows, followed by its countershot from that window revealing only the hands of what we might guess is a strange creature looking down toward the player character.
Whats more, this opening cut-scene is an exceptional preview of the way in which gameplay is enacted. All of the shots, mainly typical views from the ceiling, which are used to lead Edward from the main entrance to the attic, disclose spaces that you will pass through later on, not without sudden, unexpected events.
Thus, although the graphics of the game look primitive in comparison to todays standards and the music and sound effects do not have the same range,Alone in the Dark is still viewed as one of the scariest games ever because, as noted, it stages fear. The musical orchestration is compelling right from the beginning and varies during the game.
You hear howls or strident sounds once in a while. The squeaking doors close heavily behind Edward. Floors creak.
Footsteps produce quiet echoes in the tunnel. When you begin to explore the attic, you hear a sudden musical chord and see or the game will cut to it a long-fanged monster breaking through the window to attack you. Later on, a shot from outside a bedroom window brings yet another monster through it, a monster that will even jump on the bed to attack you.
In Alone in the Dark, the way a room is framed is sometimes employed as a technique to hide monsters from sight, as is the case when the Page 22 long-fanged monster appears and attacks you, just after youve taken Jeremy Hartwoods notebook in his first room.
In the kitchen cupboard, while a low- angle shot from the coal on the floor shows Edward, a zombie suddenly appears behind him. This kind of cinematographic mise-en-scne is based on a third- person perspective.
In that sense, one has to agree with Daniel S. Yu that this perspective is more appropriate to survival horror games. Do his movements involve a change of angle? Does that limit the gamers vision? Is the player character in an open space where he can run or in a room where he can be caught? And so on. There is also the dimension of the body, its movements, its strength or vulnerability, and the violence to which the body is subjected. It is easy to be overcome by panic in first- and third-person perspectives while being attacked by a monster, but youre more effectively overcome by horror when you actually see your player character out of your control being b eaten to death in a corner and dragged along the ground by a zombie to the stone altar an end sequence that might have inspired one in SH3.
This way of visualizing is more filmlike and is naturally associated with the horror genre. The gameplay of Alone in the Dark shows all the elements that will define the survival horror genre.
To begin with, there is no map of the mansion available so you have to memorize the location of various rooms.
You can switch to two screens. The first is the save, load, quit and parameter screen manual. It is, notably, possible to save and reload anytime during the game before a fight, an investigation, or after every jump onto pillars.
The second is the options screen, which has three frames: one for the inventory, one for the possible actions, and one that shows your player characters life Page 23 points and the selected items.
The inventory is limited; therefore its important to manage the items that youll choose to take with you. To save space its possible to combine them. For example, youll need to use the oilcan to fill the lamp and the matches to light it.
This lamp is essential to investigate a dark bedroom in order to find 1 a heavy statuette, 2 the library to get to a secret room, and 3 a maze you have to pass through. Incidentally, like Adventure and Haunted House, the screen of this maze is entirely black except for a small lit circle around the player character. As in a standard adventure game, you have to toil through scattered clues that are discovered in books and parchments. The clues explain what happened in Derceto and how to solve the various puzzles encountered.
For instance, references to Lovecrafts Cthulhu, his call, and the danger of the infamous Necronomicon are found in books. In order to discover the way to pass by the medusas at the top of the stairs you must refer to the first book found and then apply the section that states shields that may shine like mirrors.