robio said:Should be fun. I never played the original (back in the PS1 days I rarely touched anything on the system that wasn't made the Square), so I'm in for all sorts of good stuff.
I've never played a Silent hill game but I did watch the movie so this ice thing actually reminds me of the film. This game has almost made me forget about Fragile, now I can torch wave in a better looking game.
Looking at the screenshots, I was all like, "Silent Hill takes place in the 80's. Why is Harry carrying a cell phone?" But it seems it's using the ole Doom 3 "it's more of a retelling" excuse.
Anyway, it looks and sounds impressive. I was just going to get the PS2 port, but the engine for the Wii version sounds superior enough to warrant playing first. Hopefully it doesn't suffer the same fate as Fatal Frame IV.
Listen to Iced Earth and play Doom
Coopersville said:Looking at the screenshots, I was all like, "Silent Hill takes place in the 80's. Why is Harry carrying a cell phone?" But it seems it's using the ole Doom 3 "it's more of a retelling" excuse.
Anyway, it looks and sounds impressive. I was just going to get the PS2 port, but the engine for the Wii version sounds superior enough to warrant playing first. Hopefully it doesn't suffer the same fate as Fatal Frame IV.
Does the series really take place in the 80s? With 80s fashion?
I love the screen in the therapists room, the shadowing is so complex for the system. The Harry character model is a little toonish though. The glasses, puffy hair and jacket just seem a little off to me.
Foolz said:Silent Hill: Shattered Cleavage.
I'd love to shine the torch on that cleavage and have the game reply vocally "That's a lot of cleavage"
Previews are in bitches.
http://www.destructoid.com/preview-silent-hill-shattered-memories-128342.phtml
"Silent Hill: Shattered Memories looked great running on the Wii. Even more impressive is the fact that there’s no loading at all as everything is seamless. Fans will also be happy to hear that Akira Yamaoka is composing the score once again for the game.
There’s just way too many questions that leave me concerned with what’s going on with this retelling of this classic story. Everything was bright, there was no fog and combat -- or lack thereof -- is still a mystery. Konami needs to get their ass in gear and show us what’s going on here. It’s one thing to make a sequel, it’s a whole other ball game when you try and reimagine a beloved series such as this. "
http://www.joystiq.com/2009/04/13/joystiq-impressions-silent-hill-shattered-memories/
"Although it was probably the most impressive looking game shown at Konami's Gamer's Night 2009 event last week, the "Wii-imagining" of Silent Hill, Silent Hill: Shattered Memories, was sadly not playable. It's a shame, too, considering how natural the game's motion controls appeared in the on-stage demo; seeing them in action made us really want to try them."
"Silent Hill: Shattered Memories is looking good, and goodness knows we definitely want to get our hands on it. E3 is drawing close, so we're adding it to our "absolutely can't miss" list for the show."
http://gameinformer.com/News/Story/200904/N09.0413.1131.45945.htm?Page=2
"We have to give it to Konami on this, it looks like they're not only making Silent Hill survival horror again, but pushing the Wii harder than most developers have thought to. "
http://www.shacknews.com/featuredarticle.x?id=1109
" Shattered Memories could shape up to be a worthy reentry to a great franchise. "
http://g4tv.com/thefeed/blog/post/694669/Silent-Hill-Shattered-Memories-Impressions.html
"Shattered Memories is being developed by Climax Studios (Silent Hill: Origins) and will be released later this year for the Wii. It will also be ported to the PS2 and PSP at some point, but is definitely a Wii game first. In fact, I don’t even know how these new features will play on platforms without motion controls. "
http://uk.gamespot.com/wii/action/silenthillshatteredmemories/news.html?sid=6207806
"As far as how you'll be exploring the town, Silent Hill: Shattered Memories seems to be tailor-made for the Wii. The remote will serve as your cell phone and flashlight, whereas the Nunchuk will be used for moving Harry around. The remote's speaker will also serve to deliver the creepy static that you'll hear, which denotes trouble coming. The demo also showed some motion-control bits that are to be expected."
"The graphics in Shattered Memories are an obvious upgrade to the original and offer a much sharper look. Characters and enemies are rendered in higher detail, and the environments feature some promising stabs at atmospheric lighting. There were some nice ambient weather affects such as snow and the series' trademark fog. The most intriguing visuals bits that we've seen so far are the lack of interface on the Wii and the menacing way that the city morphs around Harry. Despite all of the above, the game seems to be running pretty smoothly, which bodes well as development continues. "
VIDEO-INTERVIEW gametrailers
VIDEO-INTERVIEW gamespot
Fucking asshole.
Why would Reggie publish a Konami game?SteelAttack said:Sweet, sweet stuff. Now all we need is fucking Reggie to come out and say "We're not publishing it in America either! Not my problem!"
Fucking asshole.
Iga_Bobovic said:Why would Reggie publish a Konami game?
Fucking asshole.
Reggie can still deny it the Nintendo Seal of Approval which is designated for party games like Mario & Sonic at the Special Olympics.
robio said:Reggie can still deny it the Nintendo Seal of Approval which is designated for party games like Mario & Sonic at the Special Olympics.
SteelAttack said:I'm making a thread on the GGD about this game. NAO.
Did anyone else read the whole 5 page IGN interview? It's really great.
gamingeek said:SteelAttack said:I'm making a thread on the GGD about this game. NAO.Did anyone else read the whole 5 page IGN interview? It's really great.
I did! It's great stuff. Good to know Akira Yamaoka is back in business for this title. I do believe as well these guys are doing precisely what each and every third party dev team should be doing on the system. A game developed from the ground up with the advantages of the hardware in mind. In this case, there is no port, no watering/dumbing down, and the end result will be, I'm confident, breathtaking.
I'm a bit reluctant to make the thread on a board where the main threads on the first page are gems such as:
LOL at the Rock band switcheroo.
I think the PSP and PS2 ports of this game are a good way to mitigate any risk in developing a Wii exclusive. Just like I think multiformat Grand Slam Tennis is a good move.
But the idea is to make it with the system strengths in mind first.
I love how the developers aim is to make it look like a 360 game in SD, same as Conduit. Okay it may not be that good, but that is what everyone should be aiming for anyway. Enhancing the visuals and enhancing the design using the features of the system.
gamingeek said:LOL at the Rock band switcheroo.
I think the PSP and PS2 ports of this game are a good way to mitigate any risk in developing a Wii exclusive. Just like I think multiformat Grand Slam Tennis is a good move.
But the idea is to make it with the system strengths in mind first.
I love how the developers aim is to make it look like a 360 game in SD, same as Conduit. Okay it may not be that good, but that is what everyone should be aiming for anyway. Enhancing the visuals and enhancing the design using the features of the system.
Yeah, pretty much. Besides, the genre and setting of the game itself lends perfectly to achieve higher-than-average results, considering the hardware specs. And I'm not talking about HW limitations in this case because in my book, there are no such limitations if PS360 versions are out of the question. Big consoles had their chance with homecoming and the result was lackluster at best. But I digress.
What I was talking before was that by definition and history, the SH franchise takes into account lonely settings, with few, if any, NPC around, and of course not too many enemies, which are always deadly and sparse in numbers, and apart enough from each other to make every encounter significant. That means less polygons to push onscreen, and leaves enough hardware room to work on the scenario, lighting and the such.
SteelAttack said:gamingeek said:LOL at the Rock band switcheroo.
I think the PSP and PS2 ports of this game are a good way to mitigate any risk in developing a Wii exclusive. Just like I think multiformat Grand Slam Tennis is a good move.
But the idea is to make it with the system strengths in mind first.
I love how the developers aim is to make it look like a 360 game in SD, same as Conduit. Okay it may not be that good, but that is what everyone should be aiming for anyway. Enhancing the visuals and enhancing the design using the features of the system.
Yeah, pretty much. Besides, the genre and setting of the game itself lends perfectly to achieve higher-than-average results, considering the hardware specs. And I'm not talking about HW limitations in this case because in my book, there are no such limitations if PS360 versions are out of the question. Big consoles had their chance with homecoming and the result was lackluster at best. But I digress.
What I was talking before was that by definition and history, the SH franchise takes into account lonely settings, with few, if any, NPC around, and of course not too many enemies, which are always deadly and sparse in numbers, and apart enough from each other to make every encounter significant. That means less polygons to push onscreen, and leaves enough hardware room to work on the scenario, lighting and the such.
Horror games by definition do not need lots of polygons. The scary part in horror is not what you see, but what you don't see. Check out the movie Jaws, half of the movie the only thing you see is the underside of a boat while music plays.
TeNEE.....Tenee... Tenee..Tenne.teneneneneneneneeeee!!!
IGN-preview
IGN-interview
Extracts below (but wow, read the whole thing)
IGN: Tell us about the 3D engine you've created for Wii. It's really impressive.
Mark Simmons: One key new feature we've added is the streaming world. Our Silent Hill is now one large joined up town. There's no loading screens or long fades to black screens while the disc is accessed anymore. The creatures in the nightmares can now follow you across the entire location, the doors are no longer barriers for them. Our snow is amazing. Every snow flake is illuminated by the flashlight and casts a shadow onto the environment. It feels amazing just to point your flashlight into the sky and watch the snow falling down through the flashlights' beam. Our dynamic ice effects are amazing too, we can freeze up an entire street with lamp posts twisting over, park benches buckling in two, and whole buildings getting encased in amazing refractive glacial ice forms.
Sam Barlow: It's a great engine. It's been worked up in house and has a lot of great render features thanks to James Sharman, one of our elite programming brains. We have a ton of effects which I haven't seen elsewhere, or done quite as well. The lighting is an obvious hook -- full shadowing off everything, self shadowing on characters. Even the snowflakes cast shadows. Then there's the suite of ice shaders that are better than anything else I've seen on Wii. This should look like a 360/PS3 game running in SD. That's the idea.
IGN: We were blown away by what we saw. The main character holds a flashlight and the lighting is amazing.
IGN: Harry can interact with environments, pick locks, etc. This is done using the Wii remote. Are you using Wii MotionPlus for this?
Sam Barlow: No MotionPlus. All our interactions are driven with the cursor on screen, so we have no need -- we're just as accurate. The game has tons of grabbing, pulling, pushing, rotating, prodding and other stuff. Some of these are physics driven, some animation driven. It's important to give the player plenty of opportunities to 'touch' the world, to keep that connection.
Awesome, developers forget that you can get 1:1 using the pointer and physics.