Make game that feels like first person silent hill 1

>game forces you to restart and you read a conversation in therapy about body dysmorphia
>half the notes you pick up are about dysmorphia
>you are given two routes to go down, one with a picture of a barbie-type girl, the other with a horrible monstrous self-image (pic related)
>going down the monstrous self-image path changes the picture of the barbie to be more destroyed, the monstrous picture changes to be more clear
>going down them again has the barbie picture completely destroyed, while the other is a picture of a rose
>immediately after that you are brought to a room where you are able to eat an apple which causes a barrier to block the way, you can puke the apple up to remove the barrier, or just walk through the barrier.

it's literally impossible to miss this.

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>Reading
LMAO gaylord

I'm playing it for the first time. So far I'd say is the former, I haven't really encountered any examples of the later outside notes about the unknown author saying how fuckugly he/she is.

Fucking great game. Some really clever twists too.

>that monster that chases you up the ladder

it starts out really fucking creepy, then quickly becomes hard to take seriously with how shit it handles its "subtext"

>SH wasn't remotely this pretentious.
Just because the religious subtext was merely a step in a greater subtextual meaning doesn't mean that said religious subtext was handled with more grace than a sledgehammer.

The posters, the mirror enemies and the apple segment. Only things I can think of.

It never pretended to be anything deeper than it was. It was just story, definitely didn't do anything as cheesy as this.

>SH3 introduces a religious cult
>they kill your father
>they tell you it's for the greater good
>they tell you you're going to birth a god and bring about paradise
>religion bad
>all within the span of 5 minutes like half way through the game
Yeah, really subtle there buddy.

nothing remotely pretentious about that, are you an idiot?