William Oertel talks Silent Hill Origins |
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Speaking to IGN, William Oertel, the Producer of Konami's Silent Hill Origins, revealed several details about the upcoming title. When asked how much of the story behind the town is revealed in Silent Hill Origins Oertel says that the game reveals part of the history of some of the series' characters, like Alessa, Dr. Kaufmann, and Dahlia.
He also notes that there is a definite connection between Origins and the other games in the series. He says that this can be observed in the released screenshots and videos. He also adds that the connection is most apparent with the first Silent Hill game. Oertell says that this game for the PSP incorporates the psychological elements in James' story in Silent Hill 2, and combines it with the background and context of the first Silent Hill game. He says that it was their attempt at having the best of both worlds, and he hopes that the fans will appreciate the effort.
He also acknowledges that Travis, the game's protagonist, is handier with the gun compared to other Silent Hill protagonists. However, he says that like the past games the main character is a regular person and isn't superhuman. He says that he just wanted to make Travis to have more of a physical presence. We think that this sort of makes sense since he is supposedly a rough-and-tumble trucker.
When asked about the gameplay aspect of having weapons eventually become less durable and break, and how this will factor in combat and fights against monsters, Oertel notes that the actual balancing between combat and weapons is still taking place. He does note that like Dead Rising you can pick up nondescript items and attempt to use them as weapons; yes, things like sledgehammers and TVs.
Other gameplay-related details that were discussed involved talk about the various "cineractive" moments in the game that require fast button presses during certain battles. William Oertel expresses that these "struggle moments" are supposed to enhance the intensity of combat and the camera getting up close to the action and allowing you to see it in vivid detail, coupled with the screen of the PSP ads to the experience.
When asked about how they implemented the graphics on the PSP, Oertell noted the Climax worked hard on getting the technology right. He noted that the fog alone in the game required several iterations on the technology involved.
For more on the interview feel free to head to the IGN interview via our "read" link below
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Comments
consider me intrigued. i've always liked the games, but the background on the environment and the characters was always frustratingly sparse. I hope this will finally get rid of that itch to know more that I get whenever I play...
that game will be one of the best on a PSP
number 3 to comment. 3 is my fav number so i must comment ok peace. but anyway this game should be pretty cool
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