Manifestations of Guilt and Punishment in Silent Hill 2.

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UNIVERSITY OF AIN TEMOUCHENT

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This dissertation explores the complex psychological themes of guilt and punishment as they manifest in the 2001 psychological horror video game Silent Hill 2, developed by Team Silent. The game is widely regarded as a landmark in narrative-driven gaming, offering a complex and deeply symbolic portrayal of psychological trauma, moral ambiguity, and emotional repression. A gap to be filled in the scholarly literature with an overt focus on guilt and punishment in the game's narrative with the central aim of this research is to examine how Silent Hill 2 uses narrative structure, character development, environmental design, and symbolic imagery to externalize the protagonist’s internal conflict and guilt. Through a multidisciplinary approach combining narrative media analysis, psychoanalytic theory, and video game studies, the dissertation investigates how the game's setting, monster design—particularly the iconic figure Pyramid Head—and branching endings reflect the psychological turmoil of guilt and its consequences. The study also considers how Silent Hill 2 utilizes the medium of video games to immerse players in the emotional and ethical dimensions of its themes, fostering empathy and introspection through interactive storytelling. The purpose of this research is not only to deepen the understanding of Silent Hill 2 as a culturally significant work of psychological horror but also to highlight the potential of video games as meaningful vehicles for exploring complex human emotions and moral questions. The findings suggest that Silent Hill 2 offers a nuanced and deeply personal portrayal of guilt, punishment, and the human need for redemption, solidifying its place as a landmark in narrative-driven game design.

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