Chapter 857: A Bumper Harvest of Resentment Points

⏱ ~5 min read

Chapter 857: A Bumper Harvest of Resentment Points

To many people's surprise, the story of *Silent Hill* sparked a fervent research interest among enthusiasts of psychology and the occult.

Moreover, all players well-versed in psychology, whether they cleared *Silent Hill* themselves or watched a playthrough video, gave the game extremely high praise.

The reason for this was that the horror of *Silent Hill* was built on a psychological level. Since all the monsters were manifestations of James's subconscious darkness, they inevitably had their own meanings. The grotesque appearances of these monsters were also laden with symbolism. Players who had studied psychology were able to analyze and decipher the meanings these monsters represented through their designs.

The thick fog of Silent Hill represented James's inability to recognize his true inner self, while the blocked roads, various iron cages, and iron gates symbolized his underlying psychology of being unable to escape his inner guilt.

Before encountering the fat man Eddie, James once came across a corpse in front of a black-and-white TV filled with static snow. If you looked closely, this corpse actually resembled James himself. This arrangement foreshadowed the ultimate death of James's soul. However, whether James would actually die depended on whether he could later emerge from the shadows of his own mind.

The important character Maria in the game was essentially James's "ideal woman." She was a scantily clad nightclub dancer who constantly teased and hinted at James, yet she was repeatedly killed by Pyramid Head. That terrifying Pyramid Head was actually a symbol of James's inner self-destruction and brutality. Pyramid Head's repeated killings of other monsters and Maria reflected the extreme contradiction and chaos within James's inner world.

As for Angela, Eddie, and Laura, different players had different interpretations.

Some believed they were reflections of James's suicidal tendencies, murderous impulses, and pure side, respectively. Others thought all three were real people who had come to Silent Hill. Like James, Angela and Eddie carried deep psychological scars and ultimately headed toward self-destruction in Silent Hill. Laura, with her pure heart, saw Silent Hill as nothing more than a calm, harmless little town.

In the end, if James chose to leave with Maria, it meant he succumbed to his inner desires, forever sealing himself within Silent Hill. If he left with Laura, it signified that he had finally emerged from the shadows and started a new life.

The monsters in the game also had their own meanings.

Pyramid Head was a reflection of James's brutality and guilt, representing his judgment and punishment for his own crimes. Because James felt powerless against his sins, he couldn't harm Pyramid Head and could only flee helplessly, watching it kill Maria over and over, reenacting James's crime of killing his wife. Only when James finally understood the full truth and decided to confront his sins did he manage to defeat Pyramid Head and kill it for good.

The patient monsters wrapped in flesh and skin (the "Pockets" or "Hands-in-Pockets" guys) represented James's hatred for his wife's illness. The four-legged monsters symbolized the results of James's sexual fantasies...

...

Of course, everyone had a different interpretation of *Silent Hill*.

Because the story itself was full of metaphors and implications. Since it was a world concretized from the subconscious, it was bound to be chaotic and illogical.

Regarding the characters and endings in *Silent Hill*, different players could interpret them according to their own wishes. Just like many plot-driven, suspenseful movies, directors often deliberately leave gaps for audiences to debate endlessly.

For example, in Chen Mo's previous life, in *Inception*, did the spinning top at the end stop or not? No one could say for sure, because the director intentionally cut the frame at that moment, leaving a permanent cliffhanger.

Whether for games or movies, creators of stories often don't want to create a clear-cut, set-in-stone ending.

What's the point of an officially mandated truth? It only robs the audience and players of room for imagination.

Instead, this kind of deliberate ambiguity allows everyone to have their own ending in their minds. Through constant reasoning and analysis of details, gradually approaching the truth they believe in, each person experiences different feelings.

...

...

Of course, no matter how much you analyze the inner meaning of *Silent Hill* or praise its artistic value, you have to admit that the game did leave many players with psychological trauma...

Many players struggled hard for the top 50,000 guaranteed rewards, but those 50,000 slots filled up way too fast, even faster than many players had imagined.

This was only natural. With so many VR game players on the Thunder Game Platform and *Silent Hill* priced at a giveaway 98 yuan, finding 50,000 people to clear it was far too easy.

Many players who were halfway through the game and heard that the 50,000 slots were already filled were instantly devastated, feeling like they had lost a fortune!

They had endured so much suffering in *Silent Hill*, been startled in all sorts of ways, and still failed to make it into the top 50,000!

However, the vast majority of players fell into a very conflicted state of mind.

Should they keep playing? The top 50,000 slots were gone. Even if they cleared it, they could only choose one game as a reward.

Should they quit? They were already more than halfway through the game. If they gave up now, wouldn't that be a total loss?

All that suffering for nothing!

So, many players gritted their teeth for a long time, thought it over, and ultimately chose to continue.

Keep going! The game was already past the halfway point. If they pushed through to the end, they could still get a 1,980-yuan copy of *Assassin's Creed: Origins*. If they quit now, they'd get nothing at all.

Besides, based on feedback from players who had already cleared it, *Silent Hill* was indeed a masterpiece. Scary as it was, the game's depth was profound, and the multiple endings were very interesting.

Giving up halfway would be a real shame.

With this mindset, those players who hadn't cleared it in time still persevered, gritting their teeth and pushing through the game.

...

Chen Mo chuckled. This was exactly the effect he wanted.

The reward for the top 50,000 was just a beautiful bubble to motivate players to push through the game.

By the time players realized the top 50,000 slots were gone, they had already somewhat adapted to the game. Coupled with the mentality of "if I don't clear it, I've lost out," most people would still choose to continue suffering through the game.

And that way... resentment points would naturally pour in, right?

Sure, he had given away quite a few copies of the game, but hey, the players had earned them.

After all, they were trading their lives for money, fair and square.

Chen Mo might have lost some money, but he gained a lot of negative emotional energy. Well, this round could only be considered barely breaking even. Not bad, not bad.

As for those players who had cleared *Silent Hill*, they all tearfully declared, "Never touching this game again! I'm heading to the seaside mansion! I'm going to find Nuan Nuan!"