Silent Hill Origins Preview
GC: World-first showing of Konami's PSP-exclusive.
Tucked away rather sheepishly in the handheld inner sanctum of Konami's (literally) throbbing Leipzig stand, Silent Hill Origins made its unheralded public debut today - but we came away wondering whether it really benefited from such a premature showing.
Said to be "30 per cent complete", the playable demo of Climax-developed PSP offering gave us nothing more than a fleeting glimpse of what to expect when it emerges from the fog of early 2007. In essence, the game's Leipzig showing gave us the chance to see the basic tech behind the game, as well as a fairly rudimentary idea of how the games controls and combat are shaping up. But beyond that - we'll have to wait.
So far, Konami has revealed that Origins follows the fortunes of lonesome truck driver Travis Grady (dropping the O' Grady name revealed at E3, we note) who finds himself getting stuck in Silent Hill while making a routine delivery (seriously, who makes a routine delivery there? Satan's smoke machine manufacturer?) Unsurprisingly, he finds the locals to be somewhat 'strange', and then (oh ho ho) contracts the deadly Silent Hill disease of being confronted by his troubled past. Confronted by these terrible memories of his childhood, and surrounded by utter weirdoes, it won't come as a great shock that the premise involves getting the hell out.
Puzzling
Naturally, a large part of the escape plan involves shooting shambling otherworldly creatures in the face rather a lot. As such, it's expected that Origins will continue to steer the brand in a more action-focused direction - something this demo appears to underline with its overhauled combat system. Presumably, puzzling will still feature in the game, but we didn't see any evidence of it in the demo, put it that way.

Even terminator zombies like to boogie.
Unashamedly taking its cue from the revered Resident Evil 4, the first thing to note is how the closely the game apes the pulled back camera angle and over-the-shoulder aiming system - complete with red laser pointer to ensure you can pull of those all-important head shots with the minimum of fuss (and, presumably because it worked so well in Capcom's classic).
Unfortunately, with only a few dim-witted, skinless, shambling Terminator-esque zombie types (minus the benefit of their digestive systems, it seems) to shoot at, it was hard to get a true sense of how well Konami's 'Cinteractive' control system (as it's officially calling it, terrifyingly) has been adapted to the limitations of the one-stick PSP. In the blurb handed out at the stand, the idea is "to face down horrifying monsters while the control scheme changes intuitively for each situation".
Fire and forget
What this amounts to appears to be a camera system which swings around to a predetermined 'dramatic' angle whenever you head down alleyways, and changes to 'Ressie 4 mode' whenever you hit the right shoulder button to aim. Tweaking the aim seems simple enough, and unleashing pistol shots were similarly straightforward, leaving the prospect of numerous tense encounters with the full repertoire of Silent Hill's inmates.

Bloody students.
Whether this amounts to "an enhanced camera system" or just making the most of the PSP's annoying limitations is something for discussion and examination when the game comes out. Happily, general movement and navigation seemed simple enough, but typically drunken and imprecise in the way that most single stick third person games are. You get used to it quickly, but in the back of your mind there's that nagging reminder that it’s not ideal.
Once we'd dispatched the trio of undead, we swung our rather redundant mallet around a few times (by hitting the X button), and began running around town with gay abandon (in the old fashioned sense, you understand). We indulged in a quick spot of fog-bound sight seeing, making a mental note of the cinema, restaurant, flower shop and other buildings in the vicinity, wondering what role they'd play in the finished article. We were certainly appreciative of the detail levels and faithful foggy ambience, but also somewhat frustrated that we couldn't enter a single one. Not only that, this frustratingly limited demo didn't allow us to interact with seemingly anything of note. Instead, we ran around repeatedly, doing laps of the small section of the town and wondering why the gods had been so cruel to us.
Early doors

Travis wonders why does it always fog on me.
Moving onto the Asylum demo, there wasn't much more to report, sadly. This gloomily lit environment aped most of the typical Silent Hill squalor, without presenting us with anything of specific note. Abandoned offices, sitting rooms, corridors and the like promised to reveal vague hints of the direction of the game, but in truth the same skinless terminator-alikes shambled into view and posed no threat. We shot, we moved on, we wandered, we found nothing. We appreciate the game is currently at a very early stage, and that it's definitely way too early to even pass comment, but we can only report on what we're shown. On a basic level, Climax seems to have done a reasonable job of recreating the gritty visual style, the control system's progressing along the right lines, and the music's as atmospheric as ever. But beyond that we're struggling to be nice.
It sounds like a fairly obvious thing to say, but if a game's not ready to show off, don't put it in front of expectant journalists. Watch the Silent Hill Origins trailer instead and keep your fingers crossed that Climax has what it takes to keep fans happy while the Tokyo team keeps itself busy with its next gen Silent Hill.
Silent Hill Origins is due out in 2007 exclusively on PSP.
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Comments (30) Latest comment 6 years ago
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Cos they think handheld formats are somehow lesser kids stuff, they want to save the "real" games for the home consoles. I think they're being daft, but there you go.
Or else they've just renamed a port of some Japanese game never seen in the West which has nothing to do with the franchise, and they bolt the extra name on the end to explain why it looks and plays totally differently.
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I love Silent Hill games.
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And SH4 was SH4t.
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A remake of the original for the DS would have been alot better.
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and this. Hmm.. it doesn't look hopeful.
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Also the Resident evil 4 rip off is utterly shameless
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And I absolutely agree with all comments about the switch from puzzle to action orientated gameplay.
I wonder if at some point, the main character will hop on an ATV
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The SH games have always used that grainy filter that makes everything look just that little bit muddy and sort of... odd. That really adds I think to the whole "things are 'wrong' here, you aren't in control" aspect of the game that makes it so damn scary.
A minor point, but thats never been a good enough reason for me to keep my big gob shut
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Silent Hill 5 better be good and a return to the direction SH3 took...or even I'll lose faith in the franchise and look else where...even though I've been a huge fan of the series since it began >_
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While I liked that game a lot, actually I thought it was way too "on rails", restricted. Not free-roaming-ish like SH was (and to a lesser extent, SH2...I guess it's been going downhill in that aspect throughout the series).
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Sounds like what happened to Tomb Raider.
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"August 23, 2006 - Konami today revealed a playable version of its upcoming PSP horror, Silent Hill Origins, which marked the first time the title was available for firsthand impressions since debuting at E3. The game looked absolutely dazzling too, wowing us with a visual presentation that most PS2 software still hasn't achieved. In fact, Silent Hill Origins' graphical detail is so well-crafted that even the most subtle things -- things you'll probably never even see through the darkness -- have been rendered in some fashion or another (down to the individual cracks in the walls) and the signature Silent Hill fog looks appropriately ominous and realistic.
Played from the RE4 perspective and heavier on action compared to previous iterations, Origins is still a Silent Hill game in every sense of the word. That means that yes, the storyline still takes center stage and figuring out how to get the hell out of Dodge without losing your soul is still the primary goal. In the build we demoed, however, it was the town itself that Konami wanted to focus on. A good 30% of the environments here have been recreated from the original's PlayStation One days and the artists have done a good job of making it feel both familiar and new at the same time."
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"I think they looked the sucess of Resident Evil 4 and thought thats the direction survival horror games should evolve. If that is so they are incredibly wrong."
Umm, but they have a pretty good record of making those calls thugh don't they. With the SH series but also as a develop in general. This is Konami we are talking about. A proper company, with market research and everything.
So it might be a little naive to say they are being "incredibly stupid" of the back of a couple of screen shots and some bizarre phobia of a US dev working on a Japanese game.
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Well, their market research didn't help Silent Hill 4 much did it? Or did you miss that game? As for the SH origins, well, I have seen the trailer and the screens and though I'm going to give it the benefit of the doubt, from what I saw I didn't like it. It looked like it was trying to copy Resi 4 and bared only a vague resemblence of SH games previously.
As for a bizzare phobia or US devs (or UK devs) well not really. How can giving a big franchise to another Dev be good for the game. Specially when talking about Horror looking at how different Western horror is to Eastern horror...not a smart move in my eyes but hey what do I know I'm only a fan
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http://www.climaxgroup.co m/
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Action centred gameplay may work best for a handheld version of the game, but I pray that Silent Hill 5 is more like the first 3. Don't fix what ain't broke.