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Change is afoot, and it’s for the
best… the first area you’ll note
that is in terms of the enemies
Consider this: disbanding Team
Silent may be a disappointing
move on Konami’s part, but
handing the franchise over to a
third-party developer is possibly
the best idea the publisher has ever had when
it comes to
Silent Hill. Having peaked with
the second game, released in 2001, even diehard
fans would be hard pressed to deny the
gradual decline the series has taken.
Silent
Hill 3
may have featured the most cohesive
story to date, but gameplay-wise, it scaled
the open-city environs of the first and second
games back in favour of something awfully
linear – even by the series’ standard.
Silent
Hill 4: The Room
felt like everything the title
was intended to be – that is,
not a Silent Hill
game (The Room actually started life as a
standalone, separate game before Team Silent
chose to make it canon).
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These weren’t awful games by any stretch
of the imagination, but when it comes to the
second, there’s been a clear downfall. Ran out
of ideas? Not really. Burned out by making
four
Silent Hill games consecutively? More
like it. What’s needed, ironically for a horror
franchise such as this, is new blood. By the
gallon. So giving
Silent Hill to The Collective
wasn’t just a ballsy, controversial move, it’s
without doubt the right one. And yeah, the
fact The Collective’s previous games,
Buffy
The Vampire Slayer, Marc Ecko’s Getting Up
and
The Da Vinci Code, were less than stellar
endeavours is troubling, but are you seriously
disappointed with anything you’ve seen from
Silent Hill V
so far?
Probably not. Because every single rustic,
horror-filled screenshot and all the video
footage released, as well as the plot synopsis,
informs us that The Collective really seems
to get
Silent Hill. Merely understanding the
franchise and churning out a game that is as
good as any previous endeavour simply isn’t
enough though – such is The Collective’s
resolve to push
Silent Hill into exciting, new
territory. It has the monsters, it has the
locations, the character designs are all spoton,
and it owes possibly the biggest debt to
Adrian Lynne’s seminal Eighties psychological
horror,
Jacob’s Ladder, to date. Oh yeah, it’s
Silent Hill
alright.
But change is
afoot, and it’s all for the best…
and the first area you’ll note that is in terms of
the enemies (at least, the ones The Collective
has shown). Nurses, who to all intents and
purposes are as horrible, dirty and dead as
before, are now a wee bit sexier too. Taking
a page from the film’s book, they stand
motionless, twitching in the darkness, until a
light source is presented – whereupon they
spaz into un-life and very jerkily move towards
it, rusty blade in hand. Their movement,
like some even more twisted version of the
zombie dance in Thriller, is ripped out of the
film and rammed into the game. Unluckily for
the player, one of the puzzles involves x-ray
sheets, and putting several in order to get a
password code. The only source of light you
have to check them is a small light box in a
room that just so happens to be full of nurses.
Another enemy making its return, having
appeared in Silent Hill 2 and the more recent
Origins on PSP, is the skin-wrapped body
bag guy in stilettos. He’s called Smog and,
thanks to the power of next-gen hardware, is
far more detailed than he’s ever been before.
He now has a massive mouth with sharp little
teeth dotted around it, and two huge claws
emanating out of either side of his body like
tiny little wing-claw things. We’re sure they’re
painful to touch and could probably take your
face off if you get close enough. Whether or
not Smog still spits goo at the player remains
to be seen. He did in Silent Hill 2, and Origins,
but then look at the nurses and the change
they’ve seen in Silent Hill V. Their entire
dynamic is different, attacking the player
under a whole new rule set – so who knows
what to really expect from Smog?
Remember the Closer in Silent Hill 3? That
large, lumbering beast with the massive
arms as thick as tree trunks? They won’t
be returning in Silent Hill V, but Siam, a new
creature, looks more than a little inspired by
the colossal beast. He’s essentially two bodies
mutilated and strapped together, bound by
leather into an extremely painful, horrific
monstrosity. Then there’s Schism (are you
noticing the trend with the letter ‘S’?), the
tall, pale hammerhead-shark chap whose
massive head is split down the middle. He’s
much faster than the aforementioned, and will
rush players on occasion.
Don’t think outrunning him and hiding in
an adjacent room will help either; enemies
can now follow you in environments, breaking
down doors to get closer to you. In a stroke of
genius, Havok physics now affect most items
in the game. So, sneak past something only
to hit a table and it’ll react accordingly, the
items on it scattering. The noise, however
loud, will draw most enemies within the
area to your whereabouts. Yep, them guys is
smart now – which should make the idea of
merely legging it past them (something that
has plagued previous games, not to mention
Origins) non-existent. And while nurses and
Smog may be slow arses, the last thing you
want is Schism alerted to your presence and
chasing after you.
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SILENT HILL 2
New info on the film’s follow-up
Christophe Gans, the director of the Silent Hill movie, who fought long and hard
for years to bring Silent Hill to the silver screen, won’t return for the sequel.
Not because he doesn’t want to, though. The problem is his commitment to
the massively budgeted adaptation of Capcom’s Onimusha series, which he’s
currently working on. So with the director out, eyes focused on Academy Awardwinning
writer Roger Avary to see if he would return. At the time he stated he
would – and the fact he’s working on a film adaptation of id Software’s seminal
Wolfenstein seems to support that.
However, according to an actor named Roby Lee he’s soon to audition for a
role in the follow-up to Silent Hill. Without the first film’s screenwriter on board,
how is that even possible? “I did not see the script, but I do know Roger Avary is
currently writing one, so I was told by Sony,” states Lee. “They gave me a piece
of paper telling me all the information about where I needed to go, what I’ll be
doing, reading, etc... and they had the title, which I can’t reveal as of now, [and] the
writer marked as Roger.” According to Roby, he won’t be auditioning for one of the
characters in the games, but a brand new character created for the film. |
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Not that you won’t be able to defend
yourself, mind you. Without getting in to the
story too much just yet, Alex Shepherd, the
main playable character, is a 22-year-old
war veteran. As such, he’s got some pretty
extensive training thanks to the military. Now,
before you start imagining the character
wielding Rambo-like arsenals, know that
his training largely affects the psychological
side of the story. Alex has seen horrors
unimaginable in his time serving his country,
and that kind of stuff will play into his role
and purpose in Silent Hill V. What affects Alex
more in combat is the fact his father taught
him to hunt from a very young age. As such
he’s extremely adept at using knifes, pipes,
planks of wood and the like – as well as
evading and grappling with enemies.
Combat in Silent Hill V is more flexible
than it’s ever been, with Alex now capable
of addressing multiple targets. It’s more
adaptable too – Alex able to use light, heavy
and charged-up attacks. Wounds will stay with
you if left untreated, which may or may not
affect the way you play. Thankfully, real-time
wounds stick with enemies too, so it’s pretty
equally balanced. Enemies can latch on to you,
which may see a little Sixaxis support coming
into Silent Hill V. Oh, and expect some Quick-
Time Events to pop-up every now and then,
too, both in combat, as Origins introduced,
and in set pieces. In a clear Jacob’s Ladderinspired
scene, Alex is strapped to a gurney
and sent hurtling through doors in a hospital
ward. Finally coming to stop, to escape his
straps the player needs to partake in a little
QTE. Hopefully they’ll prove more exciting
than the QTEs in Silent Hill Origins, and
more diverse, too.
While the fourth Silent Hill dropped the
torch and static radio, Silent Hill V is bringing
them back again. One thing it is losing from its
predecessors however is fixed camera angles.
Now, Silent Hill V will sport a proper 360-
degrees camera that you’ll control with the
right analogue stick. Standard third-person
camera and controls, basically, and it’s about
damn time the franchise followed this route.
Where it’ll be staying absolutely still, and
with good reason, is in terms of story. As
mentioned, you play Alex Shepherd, the
22-year-old war veteran who, at the start of
Silent Hill V, is resting in a military hospital
recovering from a minor injury he obtained
in battle. One night he has a nightmare
that reveals his young brother Joshua in
trouble. Immediately, Alex takes his leave
of absence and goes back to his hometown
of Shepherd’s Glen. Joshua is missing, his
father vanished and his mother is in a coma.
Something horrible has befallen Shepherd’s
Glen, and the town is now permeated by
dense fog. Alex soon discovers a connection
between Shepherd’s Glen and Silent Hill, not
to mention his family and the titular town. So,
suitably Silent Hill, and with the potential to hit
boundaries set by the second game – which,
as well as Christophe Gans’ film, has been
a big inspiration.
Speaking of the film, as well as the general
look of the new nurses, and of course their
new attack scheme, Silent Hill V borrows
some aesthetics, too. Now, crossing into the
hellish ‘otherworld’ won’t occur between
loading screens, or with Alex having to
activate something. Instead, a siren will wail
and the walls will peel up, revealing the flayed
hell beneath. One of the more interesting
ideas Silent Hill V has is the concept of fear in
broad daylight. It’s not entirely clear what that
will entail, but you should expect to have the
wits scared out of you in broad daylight, much
as you can in some rustic, underground facility
with a torch, radio and several knife-wielding,
jittery nurses for company.
Where the game
also takes a page
from the film, and
films in general,
is in the way
The Collective hired actors to portray not
only the main characters, but a good deal
of the monsters, too. The idea is to make
their movements as fluid and as realistic
as possible, and no amount of time spent
hand-animating monsters is going to achieve
the same effect as just supergluing dots to
someone wearing a Lycra suit two sizes too
small, and capturing their performance for
the game in a computer. Gans used trained
dancers for the nurses in his film, and whether
The Collective has done the same isn’t
clear. Generally speaking, however, enemies
should move far more differently and more
realistically than they ever have before.
The news that Team Silent was no more,
and that Silent Hill V was in the hands of Mark
Ecko’s developer was a bit of a kick in the
nuts. But as stated earlier, are you seriously
disappointed with everything you’ve seen?
The Collective really gets Silent Hill, and V will
push the franchise into exciting new territory
for the first time since the second entry. If that
isn’t something well worth getting excited
about, you’re probably already dead… and
we’ll no doubt see you in that fog-strewn town
regardless. Such is the power of Silent Hill.
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Q&A
William Oertel |
producer on Silent Hill V and Origins |
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Jacob’s Ladder has always been a big
influence on the franchise, and Silent
Hill V looks like it’s been inspired the
most by the film.
Jacob’s Ladder is not only an influence
on Silent Hill V, but an inspiration
for the entire series. When initially
thinking about what kind of story we
would base the game on, we looked
at current events. After all, it is said
entertainment and literature and such
are a reflection of our current events.
While we’re not making any kind of
political statement, it just ‘felt’ right
that the game would have some level of
military influence. Also, this provides us
with a rich tapestry of ideas, thoughts,
backgrounds – some more understood
than others – to really weave into the
characters and backstory.
Silent Hill V is as much inspired by
Jacob’s Ladder as all the other games in
the series, but not necessarily to a huge
degree. Our inspirations come from a
variety of sources, and it’s always very
exciting when people are able to point
them out!
Christophe Gans’ film adaptation
seems a big influence, too. What did The
Collective dig about it so much?
The film is part of the ‘language’ of the
series. In conversations with Christophe
Gans, the film director, it’s really clear
that he’s a huge fan of Silent Hill. He’s
taken his passion for the series and
his unique film-making style to bring
something new to the franchise. There’s
no doubt that when watching the film,
some scenes are entirely gripping. A
significant moment for me was when
the world around Rose was changing
the second time, in the school. The
sound design, the lighting, the visual
effects – all worked together so that I
felt like I was being suffocated within
the darkness. It was a great feeling that
really gave me a sense of the emotional
malaise one can feel in that setting.
The ideas and inspirations for Silent Hill
V come from many angles. The film is
just one of them, and to that end, it’s
really to demonstrate that a next-gen
gaming experience can be on par with a
cinematic experience.
Between Silent Hill 2 and 4 there was
very little innovation in the game design.
How are you looking to evolve the Silent
Hill experience?
It’s going to be subtle. Silent Hill, the
type of game that it is – it’s not one
that’s necessarily overt. There’s beauty
in the detail that’s painfully crafted
on multiple levels within a Silent Hill
game. It’s one of the reasons why the
franchise is so respected. Silent Hill V
will continue that evolution.
To be more specific on the evolution
of the gameplay experience, we’re
looking at refining the feel of the
combat, as well as maneuvering and
controlling the character. In the past,
limiting player control and visibility were
methods to enhance the suspense of
the game. However, in this iteration,
we wanted to remove these barriers.
Of course, this makes our job harder,
since you can’t rely on those ‘tools,’ but
we believe that we can make an even
more frightening experience, where the
player has much more fluid control
of their avatar.
How do you feel about Silent Hill 3 and
4, and has anything you liked or disliked
about those games affected Silent Hill
V’s development?
All the games add to the fabric of the
series, and so, they serve as a new
baseline as each game is released.
However, we all look back at the games,
and we recall being affected the most
by the story in Silent Hill 2. That served
as a guiding force for what to do in
Silent Hill V. I like the stories in Silent
Hill 3 and 4, but I feel we were missing
that really personal connection to the
character. I believe that is why people
look back at each game and recall 2 as
the most memorable. So, we want the
journey in Silent Hill V to be something
more akin to that, where the exploration
you make physically is also balanced by
the exploration that you are
making psychologically.
How are you respecting the Japanesefiltered horror of the previous entries?
We’ve actually studied horror from
many angles and cultures. On our
work with Origins, we even looked
at UK-based horror influences.
So, we’re not actively applying
any ‘filters’ to our work. Of course,
the game is a reflection of all of
our experiences, knowledge, and
culture. That’s really what I think is
being touched on here. Naturally,
our societal norms are different,
and so to that end, I guess you
could classify what we’re doing as
‘American horror filtered through
Japanese.’ However, Silent Hill is
sufficiently defined to have it’s
own identifying features, and that
is what we’re concentrating on
– reinforcing what people know,
love and expect from the franchise,
but also using that knowledge
to surprise them in ways they’re
not expecting.
Can you describe the process
of working in tandem with Akira
Yamaoka? How does that work?
Akira has an in-depth knowledge
of Silent Hill, and his music is
another layer of texture to the
entire emotional experience that
people feel when playing Silent Hill.
While there are difficulties working
together with time differences and
language barriers, we’ve already
been through this process with
Silent Hill Origins.
With Silent Hill V, Akira was
more involved, with multiple visits
to The Collective, to get a better
understanding of the game earlier
on. As with the rest of the game,
we’re looking for new directions
to take the music in… to have it
establish that this game is the first
Silent Hill for next-gen systems.
And the music is great! A lot
of it is already done and being
integrated. Akira is currently finetuning
it. Finally, it wouldn’t be
a Silent Hill soundtrack without
reuniting Mary, Joe, Akira and the
team at ZRO Limit production. It
runs like a well-oiled machine!
In terms of storytelling, is this
going to be a more Westerninfluenced game (just like the
movie) or will it stay Eastern?
It will be a Silent Hill-influenced
storyline. As mentioned earlier,
Silent Hill has many identifying
features, and so we’ve certainly
used those to convey a certain
message to the player. There
are other cues, though, some
far more subtle, that reference
other inspirations. Multiple ones
that the team has uncovered in
their research. I don’t want to get
specific now, but some of these
are more obvious than others.
However, by far, our greatest
influence is the previous games in
the series, namely Silent Hill 2.
What’s your approach to
storytelling in Silent Hill V?
Always wanting more. At times, it
may be confusing to understand,
as is the case with any deep
storyline that is not followed
closely. This would be a hard
experience to just drop into the
middle of. That being said, our aim
is not to make it incomprehensible.
After all, how can you feel truly
frightened if you don’t achieve a
certain level of understanding?
We have reviewed the story
multiple times by so many people
on the creative team. It has
been reviewed from a gameplay
perspective, from a cinematic
perspective… at all levels, to
make sure that when someone
is playing the game, regardless
of their knowledge of the prior
games, that they’ll be taken on
an intense, psychological journey.
Follow the clues, pay attention to
the details, and you’ll be rewarded
accordingly… much like in previous
Silent Hill games.
What are the themes that define
a Silent Hill experience for you,
and in what ways is Silent Hill V
exploring them?
Loneliness, despair, loss, sorrow,
betrayal, pain… all of these are
themes and emotions that come
to mind. In fact, you can find an
old Silent Hill 2 trailer from TGS
that has some of these words
embedded within the trailer.
However, it’s not just these themes,
since they are felt greatest when in
contrast with happier themes.
The intensity one feels is the
change in those emotions. It’s why
Silent Hill 2 is so compelling. You
believe your character is being
driven by bereavement and love,
kindled by hope, only to have your
world shattered. That feeling… the
fracture of the world you thought
you knew… that’s what defines a
Silent Hill experience.
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