The post title is a Silent Hill reference…that I made up. Ha! But it sounds Hill-ish, does it not? <p/> The Silent Hill movie isn’t release upon the real-world public until April 21st, and until that time, the quality of the film teeters roughly between an awesome horror spectacle or another outing of video game suck. While precendence points towards the latter, the completely mature and deep subject material (compared to, say, Tomb Raider) and the solid cast and crew behind it — Sean Bean, Christopher Gans, and the great Akira Yamaoka himself, for starters — is giving us Silent Hill fans some serious hope for a worthy translation. <p/> But while the people behind it have proven themselves to be capable of their respective mediums before (Bean and Gans in film, Yamaoka for the Silent Hill games), there’s plenty of potential for failure: Can Gans’ directing reach the dirty, claustrophobic, jilted viewpoints from the games? Will the mature themes be filtered out and replaced with teen-slasher dreck? Will these films feel like Silent Hill at all — horror with atmosphere and a powerful subplot beneath everything? <p/> April 21st for the real answers. In the meantime, however, my hope has been greatly garrisoned by a 1UP interview conducted with Gans and Yamaoka about the production and creation of the film. From the interview, it’s evident that Yamaoka understands the changes necessary to bring Silent Hill to the screen and isn’t trying to shoehorn the games onto film — but much more importantly is that director Christopher Gans is not only a huge fan of the games — Uwe Boll says he’s a big fan of the games he’s adapating to screen, after all, and we’re still waiting for one of those to be worthy of anything over a turkey — but he sounds like he understands what the games are about.
EGM: Did you feel a need to make elements of the mythology more concrete, to explain them to the audience? <p/> CG: We can show precisely what Silent Hill is like in reality—we’ve never seen that before. In the game, there are two Silent Hills—the Silent Hill of darkness and the Silent Hill of fog. But when you have to tell a story about something that happened 30 years ago in a town, and that town suddenly became like the Bermuda Triangle, you have to add two more dimensions: the reality and Silent Hill from 30 years ago. <p/> […] <p/> If we want to explain what happened with Alessa, we are dealing with the theme of doppelgangers. For every fan that has read the synopsis of the first game’s story in the strategy guide of Silent Hill 3, they all know that we are dealing with doppelgangers—and it’s a very cross-cultural concept, both Japan and Europe have this myth. But in Japan, it means that every character has aspects of a God and aspects of a devil inside them. It’s a very shocking concept if we attempt to transpose that into a North American, traditionally Christian perspective. The line between good and evil is much more clearly in North America, especially today. And here we are dealing with a character who has the capacity to split, and when you realize that Alessa is no longer one character, but many, it explains the story of the town. It’s interesting because the town itself mirrors this fractured psychology—different dimensions, different doubles of the same person. It’s very interesting, but I’m only the illustrator of this mythology that has been invented by this guy and his friend, and it was important to be true to it, and if possible, to expand it some direction—to make a Romanesque vision of Silent Hill.That’s some serious — and accurate — reading in between the lines, there. After reading this interview, my confidence in the film being good has increased greatly knowing that someone educated in the Silent Hill undertow is behind the wheel. Considering video game films (and Hollywood, and horror films in general), it could have been entirely possible to get a director or writers who decided, “Well, it’s got monsters, guys with big knives, and people being chased already — it just needs a few teenagers and a punk-alternative score for big box-office success.” Big kudos to Konami for letting the property go to someone who understands the power and depth behind it; someone who sounds like he’s actually going to be able to pull off bringing the town of Silent Hill to the silver screen successfully. <p/> Ooh, also. There’s a new Pyramid Head snapshot from the film that’s been been bouncing around, too. I’ve mirrored the image in all its nasty, bloody, exciting-disturbing, 1.2 MB quality glory. <p/> Pyramid Head nouveau thoughts: I liked the fleshy head from the games more than the metal head displayed in the image, and the thinner look makes his stature slightly less imposing. The downsides are outweighed by other aspects of his movie design: I like the dull, drab, massive look of this Great Knife more than the games’ serrated razor blade-type weapon. <p/> But most importantly, P-Head’s got the look: An entirely substantial, imposing and all-terrible figure, finely complemented by the bloody skinless corpse accessory he’s dangling at his side and the heavy, fleshy butcher’s robe meshing with the ruined muscle and skin of his extended arm. And the whole grotesque pointed snout-face, of course. <p/> The real test of Pyramid Head’s film effectiveness will arrive within the film, where we’ll finally see if they kept his incredible strength, his immediate, unheralded appearances, and his terrible chase and tenacity that makes the player fear that pointed snout. I and all other fans have to wait until April 21st for the answers, but the material’s lookin’ pretty good at the moment.
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