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00:00www.mesmerism.info
00:30Over the years, Super Arclight was our first title that we released back in 2016.
00:37Stories Untold, 2017. Observation, 2019. And then Silent Hill, Soon.
00:43Our little collection of Silent Hill games, the thought that we're going to be slotted in at the end there.
00:48It is a genuine honour to work with the franchise and to contribute to it.
00:53After we shipped to Observation, we were kind of like figuring out what we were going to do next.
00:56And then we got this call from Annapurna to ask us what we would do with Silent Hill.
01:00That froze us in our tracks. It's not an opportunity we ever thought we'd get, but it's one we knew
01:06we all wanted right away.
01:07We pulled together a pitch of what we felt would be a really cool, unique, screen burn take and brought
01:14it to Konami.
01:15And we were delighted that they loved the idea. It was like, this is exactly what we need.
01:20This is what we want to do and we want you to go for it. And so to have their
01:23trust in us, both Annapurna and Konami, is a huge honour.
01:38So yeah, this is where Graeme lives and where design lives.
01:42My name's Graeme McKellen. I'm the lead game designer.
01:46John is my brother, so we've known each other for a while.
01:49We have a lot of the same experiences, films that we watched when we grew up, games that we played.
01:53That allows us to work really well together when it comes to finding the synergy between narrative and game design.
02:00Very early, we agreed that we wanted to present this game in first person.
02:06And first person is, you know, you have a more limited field of view.
02:11There's things happening off screen, which you're not always aware of.
02:14And, you know, as we know in horror, what happens off screen is sometimes more scarier than what happens right
02:19in front of you.
02:21How we use the perspective to induce the horror, anxiety and fear, but then at the same time trying to
02:28find the balance to that, which is what could we give the player?
02:32You know, one of the first things we set out to do was like, what can we do with the
02:35radio that's not been done before?
02:36Or what can we do that kind of gives it a new function, a new aesthetic, but it feels Silent
02:42Hill.
02:43The analog tech that's kind of been my visual calling card.
02:46Most of the things we've done, like even in our previous games, has been as close to real life technology
02:51as we can get.
02:52This is a very small handheld TV, but kind of inspired the CRTV.
02:57The CRTV is, you know, our take on the classic radio.
03:02We knew we wanted to have the player bring it up and actually use it.
03:05So we were really keen on having the player tune with the CRTV, actually go through the frequencies,
03:13discover narrative content, but also being able to use it as a tool to see where enemies were.
03:24So yeah, we teach the peek mechanic, which gives the player a little bit extra mobility around where the camera
03:31can be.
03:32So you can peek up and to the side, to see around corners or over walls.
03:36I keep doing this as I lean.
03:40And it's really important for the first person perspective, giving the player that extra control over the camera.
03:48For a long time, this game we felt might just be Northern Europe, you know, and not lock it down
03:54to Scotland.
03:55There was a drive to create something that felt authentic to us.
03:58And it kind of felt natural to kind of bring it home.
04:02When John first showed me the game and I saw this sort of, a very obviously silent hill, misty, foggy
04:08environment,
04:09that felt like a walk to school when I was growing up.
04:12Because, you know, I've grown up in towns like this, in a small fishing town that's kind of similar to
04:18St. Amelia.
04:19It's a beautifully epic, grey, drizzly environment.
04:24And we're bringing that to the game.
04:27It just feels so real.
04:29Especially when you're going through it in first person, you kind of feel like you're there.
04:33It's so detailed, every single thing.
04:36And it's all connected to the story.
04:38Very personal story.
04:39I know for John as well.
04:41I would have been about 17 or 18 when the first game came out.
04:44And I was really ill.
04:45High fever, all this kind of stuff.
04:47I know I finished it.
04:48But the experience I have was like a fever dream.
04:51Because it literally was.
04:52To this day, I've never played it again.
04:54Because I kind of don't want to know whether what happened that night was real or not.
05:00Drawn to the fog ever since.
05:02And I think now that we're actually responsible for it,
05:05and we're actually kind of pulling the rest of the team in,
05:07and now we're looking forward to bringing the fans into that fever dream too.
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