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Silent Hill: Downpour direct feed screenshots; to release in "autumn"

The art direction and style looks really bland. Too similar to Homecoming and there's nothing in that shot that reminds me of the town of Silent Hill. Hell, even the movie nailed the look of the series better than this. And the music choice is too horror-esque. Silent Hill OST under Yamaoka evoked more of loneliness, abandonement and sadness more than horror.

Most of all though, I can't believe people are praising the logo. FFS, I've seen better works from recent design graduates at my uni.
 
Amir0x said:
omg they get it!?
Are you being sarcastic, Ami? Every western Silent Hill developer says pretty much the same stuff in the pre-release interviews.

[edit] Wait a minute, the producer of this game worked on The Suffering? :/
 
FunkyPajamas said:
Are you being sarcastic, Ami? Every western Silent Hill developer says pretty much the same stuff in the pre-release interviews.

[edit] Wait a minute, the producer of this game worked on The Suffering? :/
It's Amir0x, of course he's being sarcastic.
 
Q: Silent Hill 8 apparently features a number of side quests. Can you give us an example of how they fit in with the unfolding narrative of the game?

TH: In previous games, in order to progress the plot you might have to do some elaborate fetch quest puzzle involving artifacts or photographs or what have you. And the clues involved might tell some side story that had little to do with the actual story (except tying in thematically perhaps). The side quests could be viewed similarly.

DS: We've basically taken that notion that Tomm described above , and expanded it upon it exponentially. We have this huge city at our disposal, yet in the past, it was comprised primarily of locked doors . We wanted to give players a bit more incentive to search around, and check those doors without facing a constant barrage of discouraging locks. This gives the player a greater sense that they are "exploring the town" and then rewarded with these mini-stories. We've been very careful to keep these immersive enough to make the player feel like they're still a part of the main story, yet separate enough that they aren't forced into completing all of them in a linear fashion to reach the ending.

Sounds great to me. Will definitely add more to the game than just going from point A to B on every playthrough.
 
I never found the locks 'discouraging' - at times when I was really on edge, I was deeply unhappy that I found a non-locked door - but that sounds nice if they're actually going to budget for all of the additional rooms and areas of the town they'll be required to model.
 
badcrumble said:
I never found the locks 'discouraging' - at times when I was really on edge, I was deeply unhappy that I found a non-locked door.
Ha! Same here. I kept hoping doors would be locked so I wouldn't run into anything nasty.
badcrumble said:
but that sounds nice if they're actually going to budget for all of the additional rooms and areas of the town they'll be required to model.
Hopefully they will add interested places to search in, and not just empty/lifeless rooms with similar textures and low-poly elements.

I really want to get lost in a huge forest in a survival horror game.
 
Opening up the setting of a horror game is one hell of a risky thing to do IMO.
If they pull it off, we might have something special here. If not, .... :(
 
badcrumble said:
I never found the locks 'discouraging' - at times when I was really on edge, I was deeply unhappy that I found a non-locked door - but that sounds nice if they're actually going to budget for all of the additional rooms and areas of the town they'll be required to model.

Same way for me. This was especially the case in Brookhaven in SH2. I can still hear that 'lock-door' sound in my head clear as crystal. :D

Nice to know that (some) people in Silent Hill are responsible enough to lock up after they leave, however. This practice should not be downplayed. If you left your house/apartment/office randomly unlocked, your health drinks, first aid kits, and ammo might be removed by some father searching for his daughter/disturbed widower/spunky orphan/delusional soldier.
 
MYE said:
Opening up the setting of a horror game is one hell of a risky thing to do IMO.
Well, yeah, it's obviously risky in that it could be implemented poorly, but to be honest I think it's the right step to take. The linear/scripted progression structure can only take you so far before it becomes stale, I think. Feeling lost in an abandoned town or a forest can by itself create a sense of dread. It would still require scripted events here and there I guess, but it would be awesome if random enemies appeared if the player is wandering around for far too long (so as to keep the tension up - I seem to remember Fatal Frame doing something like that).

Then again horror is so subjective and Survival Horror games are so dependant on the whole package (music, design, atmosphere, enemies, etc) that just the change to a more open level design doesn't guarantee either success or failure by itself.
TheJollyCorner said:
Nice to know that (some) people in Silent Hill are responsible enough to lock up after they leave, however. This practice should not be downplayed. If you left your house/apartment/office randomly unlocked, your health drinks, first aid kits, and ammo might be removed by some father searching for his daughter/disturbed widower/spunky orphan/delusional soldier.
What about convicts?
 
John Harker said:
And again. And again :)

It's not just him though, it's all of us.
I'm becoming disillusioned. Maybe Silent Hill fans just don't deserve nice things.

edit:

For a game subtitled Downpour, there is a lack of wetness to the early photos.

Guess they're trying not to spoil the other world? I remember them saying something about crazy/strange water effects. Water really has the potential for some creepy environments though (weak structures, tons of mold, atmospheric noises, etc.).

EDIT: Silent Hill music fans can relax. If the sampler is any indication to the overall quality, its going to be great. I really like the water drops in the theme.
 
Was just replaying Homecoming, ran into this part, and I'd forgotten how awesome it was. So I took pics!

3UNWo.jpg

QHbJB.jpg


It's scary how close you can walk up to her and she only shows signs of movements every couple of minutes or so. It wasn't until I was standing directly in front of her that she decided to plunge the knife into my chest. Really hope that Downpour does great moments like this, they've been almost completely absent in more recent installments.
 
I wonder what it is about random TVs being on that makes them...unnerving. Same thing happens in Siren: Blood Curse. Maybe its just the constant static noise in a quiet environment?
 
Replicant said:
The art direction and style looks really bland. Too similar to Homecoming and there's nothing in that shot that reminds me of the town of Silent Hill. Hell, even the movie nailed the look of the series better than this. And the music choice is too horror-esque. Silent Hill OST under Yamaoka evoked more of loneliness, abandonement and sadness more than horror.

Most of all though, I can't believe people are praising the logo. FFS, I've seen better works from recent design graduates at my uni.

I know what your saying, but Yamaoka still had tracks that brought about horror. In fact, it was a new kind for me, with the loud grinding sounds of metal, etc. He managed to mix it in with everything you described.

The thing about him, and what made the SH experience, was that he could invoke many different feelings in his music. Shit, I've got a entire CD of all his tracks he did with Mary Elizabeth McGlynn.
 
Teknoman said:
I wonder what it is about random TVs being on that makes them...unnerving. Same thing happens in Siren: Blood Curse. Maybe its just the constant static noise in a quiet environment?

it's all classic mood setting. eerie flickering tv static light is like the modern day candle in terms of atmospheric oomph; reflects grotesquely off any horrible object, absorbing all other color around it so all that is left is the sickly glow of the television set and whatever it is you're trying to draw attention to
 
brandonh83 said:
Was just replaying Homecoming, ran into this part, and I'd forgotten how awesome it was. So I took pics!

3UNWo.jpg
I think nurses are my favourite enemies in Homecoming. I love that they really are "alive" only when in light; if you're in a dark room and turn off your flashlight, they will suddenly stop moving. Not to mention, the fetus - a brilliant (and really disturbing) design idea.
 
Man, I can't think of any horror game in a huge area.

I like the idea though. The places you visit better be old and decrepit.
 
Metalmurphy said:
That's cause Alan Wake was subHD. But this game seems to be worst in every other aspect. Modeling, texturing, lighting, etc.
What? Lighting and modeling look good to me. Textures could use more work but other than that, it's not bad. Not even close to bad from a graphical POV.

If anything, European studios are known for making great graphics
and buggy games

Jocchan said:
No, they're not. Only Toyama (SH1) is, but the thing has been exaggerated by Sony fankids trying to give their exclusive horror series more legitimacy.
Yeah, only Toyama the game director (and creator) of Silent Hill, the man that started the series. Definitely an exaggeration by fankids... yeah
 
god, now I'm just skating on thin ice here, folks:

ZDgtq.jpg


The nurses WERE great in this game. Too bad they show up in stupid places though like the hotel.
 
Homecoming is underrated. The doctor's office with the nurses is fantastic. The nurses in Homecoming may very well be the best incarnation of that specific enemy design.
 
shuyin_ said:
Yeah, only Toyama the game director (and creator) of Silent Hill, the man that started the series. Definitely an exaggeration by fankids... yeah
Because Toyama made Silent Hill 1 alone.
There's a huge difference between him and Team Silent, a team that by the way changed much over the years, as a whole.
 
Jocchan said:
Because Toyama made Silent Hill 1 alone.
There's a huge difference between him and Team Silent, a team that by the way changed much over the years, as a whole.
Are you kidding me? Team Silent consists of all the (more important) members that had input in the design process. But they all work towards bringing the director's idea to life.

Of course Toyama didn't make SH1 alone but i think it's pretty safe to say that he is the creative mind behind it and it's his game. Sure, without the guy that painted the textures or the guy that modelled the characters or the guy that animated them, there'd be no Silent Hill. That aside, i reiterate: SH1 is Toyama's vision therefore his game.
 
Homecoming was phenomenal, no two ways about it. It kinda makes me mad (bro) when I think back on how so many just panned it as a generic Silent Hill game because that's what they came into it expecting to see. We should have us an appreciation/re-play thread one of these days, but we'll have to fight off the trolls with lead pipes. I'd say Homecoming is a better game than Shattered Memories, but hey, Shattered Memories isn't a game.

On point here, Downpour is getting me more hyped than any SH game since SH 4. I really think these guys are doing this the right way, and I'm just about frantic to hear their story.
 
theinfinityissue said:
We should have us an appreciation/re-play thread one of these days

Man, I'll tell you, I was thinking about starting one today but... well Dead Space 2 comes out tomorrow. Maybe soon. But if someone else wanted to make one, I'd obviously participate.
 
Glad I'm not the only one who noticed the main character's eyes are too close together. Maybe he was born with FAS and it will all be part of the plot!
 
brandonh83 said:
Would be nice if the spacing of Murphy's eyes is the only problem in the game.

Considering how terrible the SH franchise has become, the spacing between his eyes is the least problem I expect this game to have :(
 
theinfinityissue said:
Homecoming was phenomenal, no two ways about it. It kinda makes me mad (bro) when I think back on how so many just panned it as a generic Silent Hill game because that's what they came into it expecting to see.

From what I've seen most people panned it because of it's horrid, over-designed combat, hot & cold graphics/art direction, and fanfiction-like story. All of those complaints, IMO, are legitimate...


The only one of those that I didn't mind as much as most was the story- which, when all wrapped up, turned out to be pretty interesting/tragic. I just don't think Double Helix was up to the overall task. No idea how they get shots at classic licenses like Silent Hill and Front Mission, but there you have it.
 
shuyin_ said:
Are you kidding me? Team Silent consists of all the (more important) members that had input in the design process. But they all work towards bringing the director's idea to life.

Of course Toyama didn't make SH1 alone but i think it's pretty safe to say that he is the creative mind behind it and it's his game. Sure, without the guy that painted the textures or the guy that modelled the characters or the guy that animated them, there'd be no Silent Hill. That aside, i reiterate: SH1 is Toyama's vision therefore his game.
If you truly believe a videogame is a single man's vision (or was even two generations ago), unless this person is called Kojima or Spector or very few other people, you have no idea what you're talking about or how things work in this industry.
You're ignoring everyone else's input (no, it's not just "the guy who made the textures" and "the guy who animated the models", and - guess what? - especially in smaller teams they're often the ones coming up with some of the best ideas) and, especially, the publisher's influence.
Downplaying an entire team to the director of a single entry, the first by the way, in their franchise, and that had no input whatsoever on the rest of the series, is downright laughable.
 
Danielsan said:
Homecoming is underrated. The doctor's office with the nurses is fantastic. The nurses in Homecoming may very well be the best incarnation of that specific enemy design.

It's a shame a lot of people write off the last few versions of Silent Hill. Personally I thought Homecoming was a lot better than 4, as was Origins and SM.

God I loved the boss, Scarlett, of the doctors office. Oh, and the basement of the Shepard house as well as the attic. Creepy.
 
TheJollyCorner said:
From what I've seen most people panned it because of it's horrid, over-designed combat, hot & cold graphics/art direction, and fanfiction-like story. All of those complaints, IMO, are legitimate...


The only one of those that I didn't mind as much as most was the story- which, when all wrapped up, turned out to be pretty interesting/tragic. I just don't think Double Helix was up to the overall task. No idea how they get shots at classic licenses like Silent Hill and Front Mission, but there you have it.
The story I think was more in line with an adventure game (i.e. not so much nonsense) than with a survival horror game; whether that's good or bad depends entirely on the viewer I guess.

The graphics were... eh... average? adequate? The focus on combat is what killed it for me, to be honest. The fact that there were a lot of instances where running wasn't an option and conflict could not be avoided kind of soured the game for me. I hate being forced on shoddy game mechanics.

It was an entertaining game overall (I wanted to see the ending) and it got a bit better at times, but I wouldn't put it in a pedestal or anything. Homecoming doesn't mark the direction I want the Silent Hill series to take, to be honest.

This is all my opinion, of course.
Grisby said:
God I loved the boss, Scarlett, of the doctors office. Oh, and the basement of the Shepard house as well as the attic. Creepy.
Oh, that too: it has the best action-oriented bosses of the series in my opinion, but I'd like to go back to the more cerebral/symbolic bosses of SH1 & 2.
 
TheJollyCorner said:
From what I've seen most people panned it because of it's horrid, over-designed combat, hot & cold graphics/art direction, and fanfiction-like story. All of those complaints, IMO, are legitimate...


The only one of those that I didn't mind as much as most was the story- which, when all wrapped up, turned out to be pretty interesting/tragic. I just don't think Double Helix was up to the overall task. No idea how they get shots at classic licenses like Silent Hill and Front Mission, but there you have it.
The story is basically Silent Hill 2. They pulled a fast one.
 
theinfinityissue said:
I'd say Homecoming is a better game than Shattered Memories, but hey, Shattered Memories isn't a game.
No, it's a piece of bread.

Yasae said:
The story is basically Silent Hill 2. They pulled a fast one.
Please don't insult Silent Hill 2 :p
 
Grisby said:
God I loved the boss, Scarlett, of the doctors office. Oh, and the basement of the Shepard house as well as the attic. Creepy.

Amazing boss fight. The music was just out of this world.

And the lead up to Scarlet was incredible, with the lights shutting down starting at the end of that hall all the way down toward you, leaving you in darkness and silence.

Then you hear a faint electrical buzz and as you get to the end of the hall and turn the corner, you find a small light humming above a huge metal door.

That is how it's done, and too few horror games get that. Everyone complains about the art direction and storytelling not comparing to the first three games or whatever but it's moments like that which stick with me and make me consider Homecoming a worthy addition to the series.
 
Jocchan said:
I don't know how much you know about how things work in this industry (I'm an expert), but if you truly believe a videogame is a single man's vision, you have no idea what you're talking about. It's not like every person is called Kojima or Spector or very few other people and to ingore everyone else's input, especially the publisher's influence, is downright laughable.
You got me buddy.
 
Someday when I'm not a lazy ass, I'm going to make a "Silent Hill 4: The Room - Let's hear what you gotta say" thread. I love that game, but it seems like a ton of people hate it. I know it was a big mistake to make us run through the worlds a second time, but so much so that you hate it?

God, thinking about it now makes me want to replay it so bad. The way they lure you into a sense of safety within the apartment, to then rip it away from you in the second act, it's making me bite my lip in a dat ass way. And the story was excellent, as was the soundtrack and visual design of that game.

Fuck, time to replay Silent Hill 4.
 
brandonh83 said:
That is how it's done, and too few horror games get that. Everyone complains about the art direction and storytelling not comparing to the first three games or whatever but it's moments like that which stick with me and make me consider Homecoming a worthy addition to the series.

but that's the very reason Homecoming is usually disregarded so easily by many- some truly fantastic things here and there, but the rest is just dreck. Sometimes it felt like two totally different teams put their development together, but the end result was just a mish-mash of great and awful.

It's like a few awesome pieces of meat hidden in a bowl of old Cream of Wheat. :p
 
TheJollyCorner said:
It's like a few awesome pieces of meat hidden in a bowl of old Cream of Wheat. :p

So what does that make Shattered Memories? An opened can of molded cat food floating around in a bucket of bile?

At least Homecoming had some meat.
 
brandonh83 said:
So what does that make Shattered Memories? An opened can of molded cat food floating around in a bucket of bile?

At least Homecoming had some meat.

The analogy would be more like sauteed octopus marinated in slightly skunked beer- which is actually delicious to me. Shattered Memories is an acquired taste from an upscale restaurant. Homecoming is an acquired taste from Carl's Jr. :D
 
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