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Thesis of 5 pages for the course Law and Business at Law and Business (Term paper)

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Institution
Law and Business
Course
Law and Business

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Uploaded on
August 13, 2025
Number of pages
5
Written in
2025/2026
Type
Thesis
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Term paper
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Unknown

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1




Silent Hill 2: The Relationship Between Narrative Form and Spatial Structure



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Introduction

Silent Hill 2, published by Konami in 2001, stands as a landmark title in psychological

horror gaming, drawing attention from players and academic circles. Unlike horror games

that rely on gratuitous gore or cheap jump scares, Silent Hill 2 meticulously explores the

darker aspects of human nature, psychological trauma, and emotional pain. James Sunderland

receives a letter from his dead wife, Mary, and he goes to Silent Hill with a companion

named Maria and finds himself in a half-real and half-nightmare town. During the six

experiences, James meets different suffering characters with whom he merges into their

realms; he learns only at the end that he caused the death of his wife. The fundamental

aspects of form and space are explored about each other and their ability to create a state of

anxiety, fear, and loneliness and immerse the players in a traumatic psychological and

emotional experience.

Narrative Form in Silent Hill 2

Through the analysis of Silent Hill 2, narrative style can greatly affect the player

experience and how they recognize the characters, comprehend the plot, and get involved

emotionally. In this manner, the story narrated in the game is the story of the game. It is more

so as it entails both the content and mode of storytelling, which sets it apart from other forms

of storytelling, such as literature or films, since it requires the player in the process. Unlike

the storyline, it is a nonlinear game, and the plot emerges from the given actions and

solutions indirectly and gradually. The silent protagonist moves around the environments and

engages the enemies, NPCs, and objects in the environments of Silent Hill 2. Players must

find and pick up documents and records, graffiti hints in the game environment, and specific

dialogue with the game's characters, also known as WoW in the World of Twelve. The

progression of James's narrative is far from haphazard because it is intended for the players to

solve themselves, which fits into the disorientating narrative similar to James.
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