Curt
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I have a major hard-on for this movie.
I have a major hard-on for this movie.
An edited version of my interview with Silent Hill director Christophe Gans and composer Akira Yamaoka appeared in EGM issue #201...but here's the whole damned thing. It's kind of a huge, rambling mess, but it's also kind of awesome. I came away from this meeting really impressed with Gans--he truly seems to get the game, and I have high hopes for the film.
EGM: What drew you to this project? Did the stigma of working on a videogame-based film deter you?
Gans: Adapting the games presented a major challenge. It's the most complicated game to adapt, for all the reasons that gamers across the world know: the aesthetic has no equivalent; it's maybe the only game with such an important back-story. The mythology of Silent Hill has been built through several games, and each of them is remarkable. And the characters in the games have that twisted quality which makes them very special for every gamer. And the game by itself was an amazing experience...so yeah, for all these reasons; it was a major challenge to put that game on screen. It was impossible for me to do Silent Hill and not be serious about it.
One guarantee that fans can have, is that it's much easier to adapt Doom, even if it is a disaster, as we've seen a month before, then adapt Silent Hill. If you want to adapt Silent Hill, and you're not ready to face all of the complexity of the story, it's just too much. For a lazy director, like the one who directed Doom, simply Silent Hill would be too big of a piece to swallow. I dreamed of adapting this game when I first started playing Silent Hill six years ago. I prepared myself for six years to do this job, knowing that every fan in the world would wait for me with an axe. I will be sniped when I go to buy my games at my favorite store if I do a bad job. And I understand that, I'm a fan of the game myself...I admire the work of Akira and his friends, and I feel very much like someone who joined the group and tried to transport that amazing piece of art into a different medium. The responsibility is huge and I know that: I like the challenge and in every film I try to face a very specific challenge. I love the fandom and I understand these people, and how tense they get when they hear--your favorite game is going to be adapted by some French guy--oh my god! It's understandable, and that's part of why doing this film was so great--the danger. You can't make a good film without feeling some sense of danger.
EGM: It's impressive that you actually tackled the mythology of the games rather than creating a simpler story...was that something you intended from the project's outset?
CG: Yes, in fact, when we decided to do Silent Hill, we wanted to do the second game. It was very natural, since that game is the favorite of every fan, and it's the one with the most beautiful world, and it's the most emotional one of all four. Every gamer who finished the game knows what I'm talking about--it's a very tragic and romantic game, and it's a beautiful adaptation of the myth of Orpheus--going to hell to bring back Eurydice. It was not a real Silent Hill, though--the town serves as the background to the story, but it's not really about the mythology. So, when we decided to do the film, we thought that we wanted to do the second one, but we realized that it was impossible to talk about Silent Hill and not talk about why this town is like that. So we realized that we had to adapt the first one. Of course, when I say adapt, I mean to transpose onto the big screen in a different medium, the mythology and atmosphere of Silent Hill. Of course, we were facing the fact that the characters that we love so much were designed for games, and not to be played by real actors. It became readily apparent when we began to write the script and had to deal with the character of Harry Mason.
We realized after two weeks in the writing process that Harry was actually motivated by feminine, almost maternal feelings. To be true to the character, it was very odd and difficult to write for him. He worked fine in the game, but for a real actor, it was too strange. It's not that he's effeminate, but he's acting like a woman. So if we wanted to keep the character, we would have to change other aspects of him'but it seemed like a mockery to keep a guy called Harry Mason and change everything about his character. Essentially, all the people who love Silent Hill are more interested in seeing the mood and atmosphere of the games whether than if a certain character is wearing pants or a dress. Also, when we decided to adapt the characters of Sybil and Dhalia, we found it difficult, mainly because they appear only sparsely in the game. When you have to create a narrative arc for these characters, you have to work really hard. So, the people are going to recognize Silent Hill--the atmosphere, the fog, the dark streets, the creatures, and the mythology--but the characters are now written for the big screen. These are not precisely the characters from the game--they are the same, but written for real actors. And I want to warn everybody, because I know how much we all love these characters, even with so-so dialogue and stuff like that--but we love them. But, I didn't want to do what they did with Resident Evil: Apocalypse when they put Jill Valentine on screen. I mean, that's a perfect example: I love Jill Valentine--in the game, but not on screen. I mean, I'm sorry, but just dressing a girl like her doesn't make her the character. That was a boundary that I had to step over with Silent Hill, it's a very serious game, and it has a unique quality--so we had to treat it with respect. It's a big film, a $50million project with 600 special effect shots, and it ran more than two hours. I guarantee that we have really tried to respect the mythology, because trying to do this film in less than 2 hours would be like cutting everywhere. Yet I still had to make some sacrifices. There is a character that I love named the Red Nurse, and she's in the film briefly, but I'd love to explore more of her character if we one day do the second movie--she's a really beautiful character, and you will see that she's great in the film. I needed to have three hours just to explore the rich mythology. I wrote the film with two other directors, Nicolas Boukhrief and Roger Avery, which was interesting since we're all gamers, directors, and fans of Silent Hill. It was not the usual director-writer exchange; it was more of a gamer-to-gamer sharing of ideas.
EGM: Did you feel a need to make elements of the mythology more concrete, to explain them to the audience?
CG: It's a delicate balance, because in the game we are basically following one character, and this character is more or less finding little clues that tell a back-story. And games have a tendency to stay cryptic with their back-story, and it's interesting because it's up to the imagination of the gamer to figure out everything that is happening. In a film, we can change the perspective when we want. We can show what Silent Hill was like before it became a ghost town. 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. So basically, we had to deal with four dimensions, and jump between them at will. It makes the concept very exciting, it's very compelling to juggle the story between those different incarnations of the same place. 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. A little like what Clive Barker does in his novels Webworld and Imagica, to complete a complete world of horror, where the creatures are more like gods and demons that traditional monsters. It's like a metaphorical vision, and I think that Silent Hill is exactly on this ground. I say this humbly, as I'm not the creator...but I think that the world of Silent Hill is unique, and that it has no equivalent in cinema. The horror is no longer confined to a space like a room or a house, but rather opened up into a whole town that exists in different dimensions. That, for me, is what games can bring to cinema: new perspective, new dimension, and a break from the idea that stories can be told in a line--now, stories can be told on a moebius strip. And only David Lynch has tried to do something like that--with Lost Highway and Mulholland Drive, both contain different stories that turn onto themselves, lighting each other with different elements. Adapting Silent Hill, I felt that I had to expand on it in order to not be simply didactic about it: to just say, "This is the story of a little girl named Alessa, blah blah blah." If you really want to be respectful with the original creation, you have to expand it. I think that for fans of the series, the film will be very respectful and sometimes, full of surprises.
EGM: It's surprising how much you seem to get the game...
CG: Most directors aren't spending one third of their life playing games. (laughs)
EGM: What does Akira think of the additions Christophe has made to the world of Silent Hill?
Akira Yamaoka: After seeing the film, I think that Christophe has really expressed the elements of Silent Hill, and he's really kept the themes alive in this new medium. Silent Hill is not just a horror game, there is human drama rooted very deeply in the story, and I feel that he expressed that very well with the visuals, sounds, and atmosphere in the film. By watching the film, I feel that you'll get a clearer and deeper understanding of the world of Silent Hill, more so than simply playing the games.
EGM: Do you feel that the film will affect your future work?
AY: Most definitely. I'll probably be very influenced by Christophe's film. I don't like to call my work "videogames," I prefer to call it "interactive entertainment." And Silent Hill is one of the titles that I've worked upon where I tried to take that approach, and after seeing this work on the film, I've witnessed many ideas that I can use in my future works.
EGM: Given your fandom, have you considered trying your hand at producing or directing a game?
CG: Yeah, because as a director who is also a gamer, I like to think that there are two different ways to tell a story, and sometimes it can be like a dialogue between a film and a game. For me, the Silent Hill film attempts to interact with the game--it's very interesting. As Akira said, he's working in a global interactive medium, and the line between games, manga, and film are blurred. It's not just a way to sell more products, but it's also the best way to create a world, and make it more compelling for more people. I'd like to think that people would come and see the film who might not know the game, like a 40-year-old woman, for example, and she might enjoy it and then realize that it's an adaptation of a videogame. Now, I don't expect her to play the game, but for her to realize that games are important, and that they deal with human emotions, not only carnage. Most of the people have a very caricatured vision of videogamers, and actually, gamers are very intelligent. Games are a form of art. I realized that when I played through Silent Hill. Of course, I was a big fan of Miyamoto's work, and I considered him to be an artist. Playing through the Legend of Zelda, for example, was a beautiful, poetic moment. Playing through Silent Hill is very serious, and adult, of course--and that was the moment that I realized that gaming would become an important medium for storytelling. The quality of immersion is very difficult to reach with cinema. If we are altogether working in the right direction, I feel that people will begin to take it more seriously. And I feel that it's extremely stupid for films like Doom to come out and reflect poorly on games. Personally, I love Doom the game--it was not only about killing creatures, but it was also about the landscape and atmosphere, to be alone in this huge, scary place--to have all these deadly creatures all around. Then to see this guy saying these stupid one-liners in this boring corridors without windows: Where is Doom? I'm sorry, guys, but Doom is not all about running around corridors shooting at fucking zombies. Doom could be, for some people, a poetic experience. Close to the level of Lovecraft. Where is that? We have to treat these games with respect, and that is important. I'm ready to have people dislike my work on Silent Hill, but at least they will say that what I did was done with respect. I respect these kids, and I understand them. I have a nephew who's 20, and for him, games are really important. He likes me as an uncle, because I'll play games with him. He feels like we actually live on the same planet, and it's because I understand games. If you want to understand a young guy, you have to play games with him. That's all. It's part of what we are. Adapting Silent Hill was very special: It's not like adapting a comic book, it's actually talking about ourselves.
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speaking of which...WHEN THE FUCK IS CRYING FREEMAN BEING RELEASED?!....sorry to go OT a little, but it pisses me off to this day. 

