
We’ve been pretty quiet for a while, but there are a few recent things we wanted to talk about (partly to take our mind off other recent events we’d rather forget).
We recently attended a live workshop on inner worlds with Healing My Parts’ Monika Ostroff, which we’ll talk a bit about.
We’ve also recently been playing a couple of games with heavy themes of inner worlds given coherent, conceptual, physical form, that you can walk around and interact with – in that way that only video games (well, and your own inner world) can let you experience first-hand. You’re shocked, I can tell – it’s like we have a type or something.
Persona 5 Royal and Silent Hill 2 Remake are two games with almost polar opposite vibes (light hearted, slice-of-life Japanese high school superhero anime, vs dark, bloody, disturbing & bleak psychological survival horror)… and yet there are elements to their storytelling that form an interesting thread, which we’ll explore.
First up though…
Healing My Parts – Inner Worlds workshop
Recently, we attended an excellent workshop:
Building & Using Your Inner World: Practical Tools to Make It Work for You was a 2-hour session, run by Monika et al., the system behind the Healing My Parts podcast (Monika Ostroff LICSW, CEDS-C). There were about 80+ other attendees all told, I think – and there were some lovely discussions at the end, lots of curiosity, and lots of compassion & desire to help each other with wherever they’re at at the moment.
We’re not gonna rehash the presentation here – I think it’ll be going up online at some point anyway. Instead there are a few specific points we wanted to talk about, especially relating to the outer v inner world issue.
Dancing skeletons in the closet
People with DID typically spend a lot of their life pre-diagnosis & therapy trying to avoid ‘looking inside’. There are many reasons for this; but it can be boiled down to; it’s scary, everything hurts in there… and (you’re gonna think this is crazy, but…) sometimes it’s almost as if they’re not alone in there….
Of course, we often spend a lot of time trying to avoid looking inside after diagnosis & starting therapy, ’cause turns out – that place needs more than a quick spring clean to get OSHA compliant, let me tell you.
The term, “Inner World” can pretty much mean any aspect of life that is lived ‘under the surface’, ‘in the mind/body’ ‘inside’. That could include thoughts, feelings, impulses, memories, etc…
In DID therapy, it’s usually specifically referring to a shared space inside, created using the system’s collective imagination, memories, etc, where parts / alters / headmates can live, communicate, collaborate, and even create.
The advantages to this can be enormous. Instead of existing in confused, compartmentalised blackness, parts can enjoy the best things your collective imagination can think of… and then they’ll probably innovate on it & make upgrades while you’re away.
There is an important caveat to all this – just because you can go inside more now, doesn’t mean you have to do it all the time. Without the outside world, without other people or least the movement of nature, of time… it’s easy for your inner world to stagnate, to get stuck in gear or break down by the side of the road. Skills
It can start to feel a lot easier to focus squarely on the health of your inner world, especially once you get some teamwork going. However, the outer world isn’t going anywhere per se, but the longer you disengage from it, the more you miss, the more connections dwindle, in need of nurturing, finances, health & medical issues can go ignored, etc…
So, one of the most important guiding principles for how you setup and use your inner world is that it should primarily help to improve communication and functioning in relation to daily life.
We’ve been bouncing back and forth between being focused almost exclusively on our inner world at times, then our outer world, inner, outer, all our life… and at other times, trying to remain numb to both as much as possible.
The reality is that sometimes one needs to take priority over the other for a spell – but ideally we want to be able to flow between them as a normal part of daily life.
The workshop setup
Gmeets, online (midnight for us in the UK). About 45 participants (another 35 or so had booked but couldn’t get in – ah technology. Don’t worry – Monika re-ran the whole thing at the weekend). It cost about £28, and lasted 2 hours – the first hour and a half was mostly the talk Monika et al. had prepared for the event, complete with slides (with a lot of illustrations!) There was space for occasional questions from participants on audio / video comms, there were text chat comments, and the last half hour of the session was basically an open-ended Q&A / open discussion around inner worlds, where anyone on the call could ask or answer anything among themselves & the host.

The workshop & chat brought lots of people out from behind their computer screens to give us the space. In return in future, they may start asking for payment in
The talk was great – anyone who’s listened to the Healing My Parts podcast will have some idea of what clear, direct, warm & funny speakers Monika et al. are. They were on good form, and as always were full of entertaining asides about their system that had us nodding & smiling in recognition of the kinds of… unique situations… DID can give rise to.
A few of the main topics covered were:
- Defining ‘inner worlds’…
- … and common properties of DID inner worlds, including their often non-static nature
- Variations between systems…
- …. in inner world scale, nature, and sensory qualities (e.g. non-visual properties of inner spaces in systems with aphantasia)
- The affordances of our inner worlds…
- …. what they can be used for, how they can help foster internal safety & communication, and offer a connected meeting & relaxation space
If any of those topics are of particular interest let us know, and we’ll do our best to dive into them more. Otherwise, we’ll leave this here for now, with a strong recommendation that if HMP host another, similar workshop in future, you should definitely check it out if you’re interested (apparently one on internal communication may be in the works – if we haven’t missed it already…)
Ok, now, video game time. If you’re worried about spoilers, we don’t give everything away below (we haven’t finished them ourself, for one thing…) – but be warned there’ll still be some. Let’s start on a light note…
In my restless dreams, I see that game: Silent Hill 2 Remake(tm)

We love survival horror games. Resident Evil has been our go-to on that front since we were too-young to play (but played nonetheless) the first one around when it released in 1996. We’ve never been big into horror films, books, or horror theming more generally – there was just something about the campy zombie action, combined with the background suspense and spikes of adreneline from some of the the genuinely scary (but rarely “psychologically dark” moments – more on that in a sec), that made us fall in love with the series.
Silent Hill is a series that started a few years later, but became just as popular. We didn’t play it back in the day, but did get round to playing the universally acclaimed second entry in the series, Silent Hill 2 (2001) a few years ago.
It was as good as everyone says – and it was a very different experience to Resident Evil. This is no camp schlocky zombie conspiracy story, with a big bad evil pharmaceutical company trying to pull one over on the plucky local Special Tactics And Rescue Service… no… Silent Hill 2 is a game where you are grief, guilt, and shame stricken widower, who has all but completely given up on his empty life.
It’s about exploring a bleak, fog covered town, searching for your ex-wife, who you could have sworn died of that damn disease, 3 years ago… but then you got this letter from her…
“In my restless dreams, I see that town.
Silent Hill.
You promised me you’d take me there again someday.
But you never did.
Well, I’m alone there now… In our ‘special place’… Waiting for you…
Waiting for you to come to see me”
It is a game about exploring the grief of a man split in two, and many of the darkest parts of himself are given horrifying form…. all of which lead up to remembering something he buried so deep, he wasn’t aware of it until he’s confronted with it at the end of the game…
Sounds kinda oof? Yeah, SH2 is oof AF.
When I say Resident Evil was our preferred survival horror when we were younger because it wasn’t “psychologically dark”, I think what I mean is that it didn’t feel like it was probing the complexities of system life, it didn’t feel like it was seriously scratching at the door of complex grief and regret… it was scary because you were trapped in a mansion with zombies and a gun, and you had to escape.
You were thrust into danger, and your goal was survival & escape.
That’s an emotional landscape we knew super well, and being able to experience that tension & relief in campy video game form was relatable yet absurd enough to feel like a break from reality, rather than a reminder of it.
Because Silent Hill 2 isn’t about escaping from danger.
It’s about diving headlong into your own traumatized mind, wading through the thick fog of your dissociated memories, not caring about if it’s dangerous or not, because you’ve lost the capacity to truly care about your own wellbeing… and the only thing that keeps you going are the flaring embers of curiosity about what you’re going to find if you keep wading deep enough through your own guilt and shame to get there… wherever “there” is.
It’s about James having spent 3 years unable to live with himself… not knowing why… and your journey through the game is James finally plucking up the courage to look for answers about that pull towards uncovering the truth of ‘Silent Hill’, no matter where that journey takes him, or how disturbing the destination may be…
Yeah, trying to avoid becoming a Jibl-sandwich sure was an appealingly simple goal by comparison.
Anyway, we’re currently playing the SH2 remake, which came out in 2024. It’s received enormous praise (it’s great to see Resi and SH both getting such amazing remakes of the series’ classics), and so far, we’re having a blast (our capacity for, and interest in, the bleak, disturbing, and dark has grown substantially… at least some of the time – depends who’s around, tbh xD).
I might post some more developed thoughts about it once we finish it – when I played the original in 2020, the world was in lockdown, and I knew very little about conceptualising trauma & dissociation… so coming to the remake now is pretty eye opening.
P.S. I’ve also just been reminded by this Regular Eyepatch Wolf video on Resident Evil: Code Veronica, that Alfred & Alexia Ashford exist and… that may have been one of the first media representations of DID I ever saw, and while it now mostly just makes me think of Dean Dean from Community… fair warning, the ‘reveal’ scene below I just watched for the first time in a couple of decades, and Alexia’s reaction to seeing Alfred’s reflection in the mirror while she’s fronting…. was genuinely heartbreakingly relatable.
Anyway…
Take your heart: Persona 5‘s Metaverse, Palaces & Personas
We’re also currently playing Persona 5 Royal, which happens to take place about 50% in the “outside world” and 50% exploring other people’s inner’s worlds. It is also the most stylish piece of media that has ever been created, and we will be taking no further questions,

Now, we’ve not finished the game yet, so there may be a twist in here somewhere – but these games are interesting in that the people who have ‘inner worlds’ you can go visit, explore, etc, are typically ‘bad guys’. In the language of the game, “The only people who have Palaces [inner worlds] are those with warped cognitions and distorted desires”
Now, look – I’m not going to deny that our desires are sometimes a bit distorted… but in the game, for example, the first Palace you visit is of your highschool gym teacher, Mr Kamoshida, who it turns out is physically abusing his students & coercing his female students into sex… all in service of his ego… and he’s pretty much just the tutorial.
His Palace is a medieval castle version of your school, where he is the king and cognitive versions of your fellow students are his slaves… interestingly, it’s also where you & your sole (at the time) friends Ryuji & Ann discover that you each have a “Persona” – the version of yourself that was pushed aside & denied, but that, once you make a contract with them & accept their help, becomes the source of enormous power, to choose your own path, and to change the hearts of others (sound familiar?)
There are a lot of pretty direct references to the Jungian concept of the shadow & shadow-work here, and it’s all pretty funky. Each person you form an outside world bond with in the game (some “Persona-users” and some not) also takes an archetypical role in your life (another concept popular in Jungianism), based on the Tarot deck. So, the caring but often preachy Student President, Makoto, is represented by The Priestess, the traumaized kid who you help leave her bedroom for the first time in forever is The Hermit, the idealistic cop the Justice arcana… etc
It’s worth noting that said Hermit, Futaba, is a wonderful contrast to the ‘bad guys’ having Palaces, as her desires have been distorted as well… her desire to be punished and disappear forever for causing the death of her mother turns out to be complex trauma created by the adults who lied to her, neglected & emotionally abused her for something that was in no way her fault. In other words, Palaces are more like the structures that keep trauma from being metabolized, than they are ‘evil treasure vaults’ – it’s just you mostly focus on changing the hearts of those Palace holders that’re harming others in the real world, for the most part (there’s a councillor, Mr Maruki, who is actually much more interested in the kind of healing work you do with Futaba…)
The interesting thing is that you, the protagonist (codename: Joker, arcana: The Fool…) can have multiple Personas. We’re about 50-60 hours into the game, and we can about 12 at a time, I think (the average DID system has about 13-14 alters, according to research… just saying… weird co-incidence…) You can strengthen core personas, while some others remain dormant until you summon them again from the Compendium…
I’m not suggesting Joker is meant to have DID or anything – there’s nothing remotely suggestive of that in his story – but it’s interesting that he’s able to form so many bonds with such different people, and is able to bring them together, because of his ability to draw on the strength of all these different Personas and arcanas, and be what each person needs him to be. It’s a tale of a dynamic and vibrant system, open to change and connection, while finding your purpose and shaping an otherwise chaotic collection of personas into a ‘you’ and an ‘us’…
Again, we may have more to say after we finish it.
But yeah, it’s pretty great. Speaking of which, it’s a really long game, and we’ve still got more of it to enjoy, so on that note… time to get summoning…
As Yusuke loves to say: “This is my other self!”

Until next time, take care of yourselves, kiddos
Riley & fam x
























