This paper explores constructions of Silent Hill, Konami’s survival horror videogame series, as ‘art’. Adopting a discursive approach to formations of ‘art’ and ‘artistry’, I explore three aspects of the series. First, the Silent Hill game-texts are examined as evoking formal devices of art cinema: realism, ambiguity, psychological complexity, self-reflexivity. Next the games’ advertising is considered as emphasising these qualities, privileging narratological over ludological gaming aspects, and mobilising avant-garde visual strategies. Finally the games’ representation in the documentary ‘The Making of Silent Hill 2’ (MoSH2) is discussed as aligning the series with notions of authorship.
- Silent Hill