mr_woo
02-04-2009, 19:05
As was mentioned in the Silent Hill 5 thread a remake/reimagining of the first game has been announced for the Wii. Looks like the team are determined to make it more proper survival horror and it'll be interesting to see how they handle their being no combat in the game at all.
Here's hoping they manage to pull it off.
Silent Hill Wii revealed (http://uk.wii.ign.com/articles/968/968741p1.html)
More information (http://www.true-gaming.net/boards/showpost.php?p=505443&postcount=37)
Some tidbits:
“This is a reimagining of the first Silent Hill,” explains producer Tomm Hulett. “It’s not a remake or a port. That’s an important distinction. It really feels like a new game.”
“The characters play different roles, things don’t necessarily happen in the same order, and the story is taken in lots of new directions. You still play as Harry Mason, you’re still looking for your daughter, and you’ll see familiar elements, but they’re all twisted to betray your expectations.”
“One of Shattered Memories’ most significant and intriguing additions—your answers actually affect how the game unfolds. And it doesn’t end there. the game “watches” you constantly, and your behavior throughout can determine when you’ll meet certain characters, which scenes you’ll witness, and a variety of other factors.” “In Silent Hill games, the town always gets inside the protagonist’s head,” say Hulett. “But now, it’s getting inside YOUR head.”
“We’re using the Wii Remote to interact directly with the environment, so the puzzles are all based around that idea,” says Hulett. “You’re not just hitting buttons to choose things.” He also notes that the solution to a puzzle is always in the immediate vicinity, and assures us there’s a lot less backtracking then in previous games.”
“Longtime fans of the series will also be delighted to learn that there’s a way through every locked door; no more checking dozens of entrances only to find that 90% of them are permanently barred shut.”
-The Wii Remote is used to aim the flashlight
-Streaming environments that completely eliminate load times
-The static noise comes out of the Wii Remote now.
-Combat has been completely removed from the game. "Instead, you have no choice but to flee, which proves considerably more terrifying."
-Once the monsters see you, the chase is on. "Holding Z button makes Harry get the lead out, and during the getaway, you can barge through doors, climb over fences, jump through windows, and so on. You can even barricade doors behind you with a bookshelf or whatever else might be handy. The static gets louder as the monsters close in, and while Harry is running, you can look back over his shoulder. Watching these abominations leap over cars and crawl along the rooftops as they relentlessly pursue our hero had us on the edge of our seats." "To be clear, these chase sequences aren't quick-time events; you have full control over Harry and can choose whichever path you see fit to his destination." "The monsters will take alternate routes to try to cut you off, and they'll use their numbers to flank you whenever possible."
Here's hoping they manage to pull it off.
Silent Hill Wii revealed (http://uk.wii.ign.com/articles/968/968741p1.html)
More information (http://www.true-gaming.net/boards/showpost.php?p=505443&postcount=37)
Some tidbits:
“This is a reimagining of the first Silent Hill,” explains producer Tomm Hulett. “It’s not a remake or a port. That’s an important distinction. It really feels like a new game.”
“The characters play different roles, things don’t necessarily happen in the same order, and the story is taken in lots of new directions. You still play as Harry Mason, you’re still looking for your daughter, and you’ll see familiar elements, but they’re all twisted to betray your expectations.”
“One of Shattered Memories’ most significant and intriguing additions—your answers actually affect how the game unfolds. And it doesn’t end there. the game “watches” you constantly, and your behavior throughout can determine when you’ll meet certain characters, which scenes you’ll witness, and a variety of other factors.” “In Silent Hill games, the town always gets inside the protagonist’s head,” say Hulett. “But now, it’s getting inside YOUR head.”
“We’re using the Wii Remote to interact directly with the environment, so the puzzles are all based around that idea,” says Hulett. “You’re not just hitting buttons to choose things.” He also notes that the solution to a puzzle is always in the immediate vicinity, and assures us there’s a lot less backtracking then in previous games.”
“Longtime fans of the series will also be delighted to learn that there’s a way through every locked door; no more checking dozens of entrances only to find that 90% of them are permanently barred shut.”
-The Wii Remote is used to aim the flashlight
-Streaming environments that completely eliminate load times
-The static noise comes out of the Wii Remote now.
-Combat has been completely removed from the game. "Instead, you have no choice but to flee, which proves considerably more terrifying."
-Once the monsters see you, the chase is on. "Holding Z button makes Harry get the lead out, and during the getaway, you can barge through doors, climb over fences, jump through windows, and so on. You can even barricade doors behind you with a bookshelf or whatever else might be handy. The static gets louder as the monsters close in, and while Harry is running, you can look back over his shoulder. Watching these abominations leap over cars and crawl along the rooftops as they relentlessly pursue our hero had us on the edge of our seats." "To be clear, these chase sequences aren't quick-time events; you have full control over Harry and can choose whichever path you see fit to his destination." "The monsters will take alternate routes to try to cut you off, and they'll use their numbers to flank you whenever possible."