I find it odd that people are surprised about the random obtuseness of P.T. puzzles, when silent hill (and a lot of classic survival horror games) were famous for their absolutely nonsensical puzzles. Particularly in the case of silent hill, I always felt that sort of slightly surreal solutions added to the crazy atmospheric distinction of the game. This obscure, overly complex mechanics do indeed date back to old games, but they also added to the mysticism of the universe (something that games like the SOULS series have learned to capitalize upon). That said, I agree that P.T. was a bit too nebulous ( so much that up to today no one really knows in detail how to solve that final step). I don't particularly find it an enjoyable design solution, but it is definitely effective. And today, in a game such as Silent Hill and P.T., I'd argue effectiveness in engaging the audience is much more important than direct enjoyability. It aimed to become some sort of urban legend, and that, it very much accomplished. (in this sense, and in the true horror it provokes, it truly is brilliant)
However, I'd like to question a notion that you imply. I personally disliked the "reactiveness" of Shattered memories. It surprisingly took me out of the experience, it made me very conscious about how my decisions and actions made the game different, finally dampening the actual narrative impact of the game. It was not THE story, it was one of the possibilities. As much as I tried not to think about it, I kept wondering what I was missing. You seem to think that because you have control over a player, the only desirable solution is to make overt meaningful choices that provoke an explicit difference, when that in itself is extremely questionable.
If a meaningful story is being told in an effective way, the player can empathise with the character even when both parties are evidently not the same. If an author wishes to convey a specific narrative, then our ability to deviate doesn't necessarily provide a benefit to the experience. In fact, it can detract from the communion.
This is not skyrim ( and thank god ), where the narrative is diluted to the minimum expression and in it's place there's an ocean of fluff that gives the illusion of player control.
The thing is that even in the most linear of interactive experiences, actions are vital to the completion of a meaningful story. My decisions, picked from the game's universe of possibilities serve as a tool to deepen the engagement (which is all a simulation anyway). If overt decision making enhances the experience, then add them, but that is not necessary, sometimes the implicit moment to moment decision making is enough to make a player believe the experience is real (and if they are well designed, they can even have a deeper impact, like The Last of Us), and at that point it does not matter if there are simulated choices, or if you are simply following the ride..
Specifically in Silent Hill, you never play yourself. You very expressly play as someone else, full of secrets, fears (and crimes) which become a puzzle in itself. I'd say this is a cornerstone of the series (or at least something it has been trying to replicate since its birth). I would even say that I'd find it a bit counterproductive to add a lot of narrative agency, since part of the trip is jumping through the creator's hoops, trusting that the outcome will be worth it. In fact, I felt Homecoming suffered greatly from retroactively modifying your player story and background. It undermined it's impact, and made a lot of the game feel rather silly looking back, and even though I probably have more agency as Alex Shepherd than as Heather Mason, I was far more invested/terrified by her story than his.
Now! I don't know what this means for SILENT HILLS, I don't trust Hideo or Del Toro to deliver anything with any sort of subtlety. They are both bombastic and tend to fall into caricatures, which could very well defuse the lasting significance of the game. However, in the technical aspect, whatever it may be, I feel they are definitely in the right path to scaring the shit out of the players.
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