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PREVIEW SILENT HILL V |
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Added on 04 Apr 08 |
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The Big Story: Silent Hill V |
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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?
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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.
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.
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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.
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.
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