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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).

 
   
     
 
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.

 
     
  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.
   
       
 
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.
 
 
Q&A
William Oertel
producer on Silent Hill V and Origins
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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