Silent Hill: Downpour Page 5

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  • Cappy 11 Jan 2011 12:39:02 12,034 posts
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    I just realised this release marks the point where half the releases in the Silent Hill series are these cash-in knock offs.

    A few more and the Team Silent ones will be in the minority. :-(
  • Hunam 11 Jan 2011 12:41:20 20,674 posts
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    You're forgetting Silent Hill Arcade, making the Team Silent ones the actual minority.

    Plus the comics are the single most worst thing in the entire world. Like the guy writing them had heard of Silent Hill in passing and then wrote really terrible stories based on that with some of the worst art in comics.
  • Blerk Moderator 11 Jan 2011 12:47:48 48,225 posts
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    Well, the preview doesn't sound that bad but it doesn't sound tremendously promising either. I guess we'll have to wait and see on this one, but I'm not holding my breath.

    Two points raised eyebrows particularly:
    1. A subway? In Silent Hill? Really? I've never imagined it as being a big enough town to warrant anything like that.
    2. Only ten hours long if you "do everything"? Hmm.
  • Hunam 11 Jan 2011 12:50:46 20,674 posts
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    Length is a bit of a weird thing with Silent Hill games as they have never been that long. If you do everything in Silent Hill 3 you'll clock around 8 I think.
  • Deleted user 11 January 2011 12:51:31
    So, a reasonable length game if you don't do everything then?

    /pre-orders
  • Hunam 11 Jan 2011 12:55:13 20,674 posts
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    I like longer games, but I find it hard to believe that you can drag out the suspense and tension of a horror game out much further than 10 hours. Dead Space 1 was probably the longest a horror game should be expected to be.
  • Blerk Moderator 11 Jan 2011 12:55:25 48,225 posts
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    Really? I don't recall any of them being as short as that, I thought they all came in around the 15 hour mark. Could be selective memory, of course - I'm "getting on a bit".
  • Hunam 11 Jan 2011 12:57:25 20,674 posts
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    No Silent Hill game has ever been 15 hours Blerk :p Not even SH2 with the extra 2 hours content.
  • Blerk Moderator 11 Jan 2011 12:58:48 48,225 posts
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    Maybe I just play really slowly? :-D
  • Hunam 11 Jan 2011 13:00:36 20,674 posts
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    Do you run away and make a nice cup of tea to clam your nerves every time something creepy happens?
  • Blerk Moderator 11 Jan 2011 13:02:28 48,225 posts
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    I've seen horror films before. I spent at least 15 minutes beating every 'corpse' with a crowbar "just to be sure".
  • Hunam 11 Jan 2011 13:03:53 20,674 posts
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    Dead Space instilled that into me. If you see a corpse in that game you stomp it good or those bats will make monsters out of them.
  • Cappy 11 Jan 2011 13:11:24 12,034 posts
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    Blerk wrote:
    2. Only ten hours long if you "do everything"? Hmm.

    Hmm...

    Depends what they mean by 'doing everything'. There hasn't been any quantity of 'off the beaten track' in any recent Silent Hills, unless that means some sort of collectathon side task, that's 8-10 hours for any average playthrough which is at the top end for Silent Hill.

    Perhaps we just perceive the games as being longer than they are? Heather's journey through Silent Hill 3 seemed to take ages when I was playing.
  • Cappy 24 Jan 2011 13:07:45 12,034 posts
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    http://www.vg247.com/2011/01/24/silent-hill-downpour-confirmed-for-autumn-first-shots-and-more-details/

    Some better quality screen linked at VG247:

    Silent Hill: Downgrade comes to mind as an apt title. Environments and characters seem to have taken a hit on the poly count even in these bullshots, something that seems typical of Unreal Engine.
  • Ged42 24 Jan 2011 17:09:56 7,760 posts
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    I don't give a crap about polycounts as long as the game's scary.

    Looking at the screens, I'm just glad it looks like the classic Twin Peaks/Silent Hill/Bright Falls style creepy American town. I just hope the developers know how to use it.

    And can a mod please change the thread title.
  • ginge51 25 Jan 2011 05:33:55 26 posts
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    Blerk wrote:
    Really? I don't recall any of them being as short as that, I thought they all came in around the 15 hour mark. Could be selective memory, of course - I'm "getting on a bit".
    Totally agree there.
    I very rarely complete games.
    Mainly an online player but i have never played a game for less then 10 hours (what i can think of).
    And it's always above the 15 hour mark.
    Some people simply play too much i think.
    Could be me of course :D
  • Blerk Moderator 25 Jan 2011 10:55:02 48,225 posts
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    Didn't notice this yesterday, but there's a soundtrack sample up for download. You can absolutely tell it's the guy who does the music for Dexter! :-)
  • Stringer_Bell 25 Jan 2011 14:40:01 190 posts
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    Perhaps we just perceive the games as being longer than they are? Heather's journey through Silent Hill 3 seemed to take ages when I was playing

    When you're shit-scared things do tend to appear longer, so I think you're reasoning is sound.

    I adored the original trilogy, but since then the series has gotten progressively worse. This doesn't sound any better. It's about time Konami tried creating a new survival horror series.

    'There's no cure for being a c***' - Bronn

  • Hunam 25 Jan 2011 14:42:42 20,674 posts
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    Cappy wrote:
    http://www.vg247.com/2011/01/24/silent-hill-downpour-confirmed-for-autumn-first-shots-and-more-details/

    Some better quality screen linked at VG247:

    Silent Hill: Downgrade comes to mind as an apt title. Environments and characters seem to have taken a hit on the poly count even in these bullshots, something that seems typical of Unreal Engine.

    Down grade to what though? Homecoming's graphics were worse than SH3 just in HD instead.
  • Cappy 25 Jan 2011 15:03:33 12,034 posts
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    I'm sure you could put together a set from Homecoming's bullshots that look much better than what you actually played. It seems all the released SilentHill: Downgrade shots are from non-playable scenes, so not representative really.

    Taking Unreal Engine into account I would expect the end result in Downgrade to be a lot more shabby also.
  • Ged42 21 Mar 2011 07:36:28 7,760 posts
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    Here's an interview with SH: Downpour's Art Director, from the Italian X360 Magazine.

    The original scans source
    Translation source

    (Q) What is the main goal that you have faced when you started working on this eighth chapter of Silent Hill?

    (A) Our intention is to take the key features of the series, as a great city to explore and a gripping story, and bring the best in the new generation of consoles. We want to create lightting, special effects and animation to build atmosphere (I think he says?) We also want to repeat a rhythm of gameplay similar to Silent Hill 2 where there were long periods of exploration in search of clues to figure out what's going on. We also want to generate different types of fears, not only simple but sudden fright phobia trigger deeper roots in each of us.

    (Q) This seems very interesting. However I have often horror video games can not be really substantial in terms of "fears ". And as if the COMPETENCE of a Game Designer is not sufficient to create a true horror. What do you think of this? Do not you think maybe it would be a little 'help from specialists such as writers and directors like that?

    (A) I agree with you and this is something that we are taking very seriously. For this reason we hired Brain Gomez as Design Director. Previously, he worked with Clive Baker's Jericho, Evil Dead: A Fist Full Of Boomstick and Thril Kill (whose publication was suspended because deemed too violent and provocative by EA). Is not only a great writer, but also a lot of specific experience in the horror genre and we're creating something with Judas in a very cinematic approach.

    (Q) When you started work, Konami has given you guidelines to follow to keep the world of Silent Hill or consistent you have been given freedom of action?

    (A) In reality, there is a real "bible" to follow, because in reality there is a request by Konami accurately, to make sure that all games are connected. It is obvious that the environment and the general tone should be maintained, but otherwise the important and tell a good story.

    (Q) Do you have an idea how long will the game be?

    (A) At this stage, it's difficult to give a precise indication. Also because it depends on how players will behave. In addition to the main storyline, there are also numerous side quests that you enter for access in some buildings in the city. These allow you to discover more about Silent Hill, but not be fundamental to the story. So keep me decide when to deepen the plot and thus lengthen the gameplay.

    (Q) It provided some mechanism for growth and enhancement of the character?

    (A) No, but this will be a system of management of arms rather elaborate. It will be possible to create special tools to fight using objects found. For example, if you find a chair, when you use it on an enemy that will break and the fragments can be used as a new weapon against the enemy. Guns can also be improved but not too much because we want to keep this in spirit of Survival Horror and not transform it to Action Horror.


    (Q) The game will be more focused on exploration and puzzle solving?

    (A) The fighting will still have an important part and we are looking for the right balance between action and a more reflective stage. Although the latter will be dominant, we still have a very deep combat system that will make happy those who love the action. The plot, the atmosphere of impending danger and the feeling of terror take precedence over hitting the monsters.

    (Q) Speaking of monsters in the game, the demo we saw only one type, what can we expect in the final version?

    (A) We intend to include many types of opponents and each will need a strategy for fighting them different. Moreover, even the monsters of the same type have the characteristic features that distinguish them, such as clothing and colours. Never have the sensation of meeting the same opponent twice.

    (Q) Have you already planned DLC for the game?

    (A) At the moment we can not talk about it. We look first to see how the public accepts the game.

    (Q) Can we expect a multiplayer mode in Silent Hil?

    (A) At the moment there will be no multiplayer modes in Silent Hill: Downpour, but konami are investigating a separate chapter devoted entirely to the Multiplayer. We do not know the details but it should be an XBLA title that most players have to survive in the town of Silent Hill.

    Glad there is a greater focus on exploration and puzzles other combat and there's no tacked on Multiplayer.

    Not sure how that XLBA title will work, some varient on Resident Evil: Outbreak maybe?
  • Cappy 21 Mar 2011 09:35:33 12,034 posts
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    Ged42 wrote:
    Glad there is a greater focus on exploration and puzzles other combat and there's no tacked on Multiplayer.

    Not quite, that was the interviewer's question.

    (A) The fighting will still have an important part...

    On the design:

    For this reason we hired Brain Gomez as Design Director. Previously, he worked with Clive Baker's Jericho, Evil Dead: A Fist Full Of Boomstick and Thril Kill (whose publication was suspended because deemed too violent and provocative by EA).

    Classy. Well, I'm convinced, this iteration of Silent Hill is in safe hands. No chance of crushing disappointment here.
  • Blerk Moderator 21 Mar 2011 10:13:50 48,225 posts
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    Holy fucking shit! You'd think he'd be Tippexing those buggers off of his CV, never mind touting them in order to get hired. And they hired him! Aiiee!
  • DUFFMAN5 21 Mar 2011 10:35:28 15,046 posts
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    Cappy wrote:
    Ged42 wrote:
    Glad there is a greater focus on exploration and puzzles other combat and there's no tacked on Multiplayer.

    Not quite, that was the interviewer's question.

    (A) The fighting will still have an important part...

    On the design:

    For this reason we hired Brain Gomez as Design Director. Previously, he worked with Clive Baker's Jericho, Evil Dead: A Fist Full Of Boomstick and Thril Kill (whose publication was suspended because deemed too violent and provocative by EA).

    Classy. Well, I'm convinced, this iteration of Silent Hill is in safe hands. No chance of crushing disappointment here.

    Did nobody but me like Jericho ? Played it to completion and thought it a good Horror game.

    "Duffman the grey is thrusting in the direction of the problem! Oh, yeah!"

  • Cappy 21 Mar 2011 10:46:37 12,034 posts
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    I'm sure you could find people who genuinely loved all of those titles, there's a distinct likelihood they'd be called Brian Gomez too. :-)

    In terms of quality all of those games are very low end, it doesn't mean you can't like them though. I particularly adore the substitution of shit for 'violent and provocative' in that sentence.
  • itamae 21 Mar 2011 11:17:14 9,888 posts
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    O_o

    He has to be some sort of professional to still get hired after all of that. And I'd like to believe that his name is actually Brain Gomez.

    Why won't they let the series rest in peace!
  • Cappy 21 Mar 2011 13:07:47 12,034 posts
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    The best thing that could happen to Silent Hill is Konami selling off the IP lock, stock and barrel or cutting some sort of deal.

    The only way you'll ever get a decent Silent Hill game now is somebody like Sony absorbing all the production costs and taking it out of the shoe string budget bracket which brings along less than stellar staff to match.

    Sony would make sense since the original director heads their Siren team, might as well give it back to him since all recent developers seem to be doing is recycling themes and motifs he introduced in the first place.
  • Hunam 21 Mar 2011 13:12:15 20,674 posts
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    The Siren guy was only on the very first game, the guys who did 2 and 3 still work at konami, just, you know, not together anymore.

    To be honest, they should just get Kojima's team to make one.
  • Cappy 21 Mar 2011 13:28:22 12,034 posts
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    The nurses, the horror of medical paraphernalia, exploration of the creepy alienation of public buildings such as hospitals and schools. So many elements used again and again which come direct from the original director.

    I've never understood why a lot of Silent Hill fans have tried to airbrush him out of the series history.
  • Hunam 21 Mar 2011 13:35:27 20,674 posts
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    Because SH2 and SH3 used those tools to much greater effect without him?

    Also, because Siren and it's sequel and remake are actually quite crap. Craptastic actually. Some nice idea's but the actual gameplay part is terrible. And it's not scary at all.
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