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Silent Hill Series Interview Continues With Downpour’s Puzzles And Konami USA’s Role

By Spencer . August 26, 2011 . 2:15pm

Silent Hill Series Interview Continues With Downpours Puzzles And Konami USAs Role

Yesterday, senior associate producer Tomm Hulett spoke to Siliconera about Silent Hill: Downpour. Our interview picks up with discussion about the games puzzles before moving on to other Silent Hill games and what it’s like to for Konami USA to lead the franchise.

 

You know it’s been awhile since we talked. A long time ago we did an interview and you were talking about Devil Summoner and the 20′s slang. Did you write any creative dialogue in Silent Hill: Downpour?

 

Tomm Hulett, Senior Associate Producer: Yeah. I’ve been a Silent Hill fan since the beginning, so for me the series sounds a certain way. As senior associate producer, when we’ve got scripts if its from Tom Waltz (writer on Silent Hill: Downpour) or Brian (design director) or there are story objects people have written they pass though me for an editing pass. I am able to make sure they sound like Silent Hill should sound, to add legitimacy for fans of the series.

 

It would be kind of a letdown if they played this new game made by the same developer and it sounded different or it didn’t feel like Silent Hill. So, I’m kind of making sure that feeling is still in the game. I’ve written a lot of the story objects myself and that’s where I have fun stretching my creative writing muscles like I did with Devil Summoner. We have a difficulty level for combat that’s separate from the difficulty level for puzzles. Players who really like puzzles can turn that up or down and do puzzles the way they want.

 

So, we need different clues for different level of puzzles. I was able to write normal level for puzzles and then the easy level written as if a child had written the clue and the hard level written like an adult written the clue. It’s kind of fun to explore different ways when you’re writing three different versions of the same document.

 

Let’s talk about the puzzles and how you can dial the difficulty up and down. Can you elaborate more on how that works in Downpour?

 

It’s something the old games did, [Silent Hill] 2 and 3, then it kind of went away for some reason. Some Silent Hill fans are in it to fight creepy monsters and some Silent Hill fans are interested in it for puzzles and exploring. Having two separate difficulty settings let you do that.

 

At the beginning of the game you can choose it. We may have it in the options screen, so if you’re in the middle of the game and the puzzles are too hard or easy you can tweak it. Generally, if you don’t like puzzles you put it on easy. The puzzles will be simpler, they will all still be in the game, but you may find elements there instead of having to search for them. The clues will be less vague on easy. Whereas on hard you might have to work out – Here’s a poem, what’s it trying to tell me? What do I have to work with? What does it mean? It might be really obscure. On easy it might just tell you yadda-yadda-yadda.

 

But, it goes beyond the puzzles in this game. Sort of a modern game concept that didn’t exist back then is objectives. You know I reach this point and a little thing pops up in the corner of the screen that says you need to go to the radio station. So, I’m like OK sweet I know that’s what to do. What we did here is because some players want that, they don’t want to wonder where to go. If you choose easy puzzle difficulty you have a lot of objectives that tell you – you should be doing this, go over here, get this item. If you have it set to hard there will be far fewer objectives. It’s not just a matter of puzzles getting harder, but the game as a whole will require more critical thinking on hard than easy.

 

Silent Hill Series Interview Continues With Downpours Puzzles And Konami USAs Role

 

How do you feel about heralding the Silent Hill series since Team Silent disbanded in Japan?

 

Well, I like it because I’m a fan of Silent Hill! It’s a lot of pressure, obviously. Not just because of the legacy of the series, but also the fanbase is kind of insane, in a good way. I’m not insulting the fanbase, but they are very critical of anything. The slightest bit of news, if it’s worded the wrong way, you have two months of angry message board posts until you can clarify it. That’s hard because you have to really be careful.

 

It’s also good because we got to take it a lot of new places. I don’t know why it shifted in development, maybe they did all they could. By having it here in the West, plus using different developers we’re able to get a lot more ideas out in the open. It’s important to note, that Konami and myself on that end, we’re driving those games. It’s not like Konami is handing off the license and saying, "Give us a game in two years, I hope it’s good!" Everything goes though us and we really set the tone and theme of the game. It’s kind of scary because of the fans, but hopefully they can see we’re trying really hard and we’re trying to take it new places. You can’t just rehash the same game, so you have to stay true to the franchise, but do new things with it.

 

What’s scarier the fans or Pyramid Head?

 

Fans dressed as Pyramid Head. [Laughs]

 

Silent Hill Series Interview Continues With Downpours Puzzles And Konami USAs Role

 

What can you tell us about Silent Hill: Book of Memories for PlayStation Vita?

 

It’s just for the Vita and I’m heading it up, so I’m pretty excited. The key difference between that and other entries in the series is that it is multiplayer. For the very first time you will be in Silent Hill with other players controlling characters of their own. I can’t go into too many details about how that works, but it has been something we have been thinking about it for a long time. We were waiting until we could do it right. We didn’t want Downpour with a two player mode that was a deathmatch or something like that. We needed to have a concept that really worked as a multiplayer concept in Silent Hill.

 

Will we see familiar characters?

 

You will see familiar characters.

 

How about augmented reality? It seems perfect for the Silent Hill series.

 

We haven’t explored that fully yet. It would be really cool. Augmented reality is really exciting. It’s cool for me, so maybe we can put something in, but I can’t say one thing or another.

 

We’re also doing Silent Hill HD Collection is Silent Hill 2 and Silent Hill 3, which were originally on PS2 remastered in HD. We’re also redoing the audioscape so you’ll have 5.1 [surround sound] music. We’re also redoing the voice recording for the whole game and that’s being direct by Mary Elizabeth McGlynn who was a vocalist on the old games songs and she is also in one of the games as a character.

 

Silent Hill Series Interview Continues With Downpours Puzzles And Konami USAs Role

 

Why wasn’t Silent Hill 4 included in the collection?

 

We really wanted to focus on what we knew fans cared the most about since we needed to put in the effort to put them in HD, redo the sound, and do all these things, we didn’t want to give them something we weren’t sure they wanted 100%.

 

If you’re a Silent Hill fan you either love 2 or 3 the best. Here, you get both of them. Everyone’s happy. If they like the HD treatment, maybe there’s more in the future, but for now that’s all we’re concentrating on.

 

Since Silent Hill already has a game coming to Vita, are you planning on a 3DS or Wii U game?

 

3DS, I love. I’m actually really happy with the console. We could do something cool there. Downpour is in 3D, it has that option. Hopefully, if people like that we can explore it more on 3DS. Wii U, I haven’t had a chance to check out yet. I was driving to LA during the press conference and I couldn’t see it at Nintendo’s booth. I heard some things about it. I was in charge of Shattered Memories which was designed for the Wii. I thought we did really cool stuff with motion control, so I’m sure there are some cool things we can do a touch screen in front of you and you can take it with you. Hopefully, in the future I will get a chance to see it and we can come up with some cool stuff for Silent Hill.



  • JustThisOne

    But will you need a thorough knowledge of Shakespeare to solve them hard puzzles? 8)

    • http://talesattbokmph.wordpress.com/ Setsuryuu (TBOkmph)

      Awesome. You just hit a nail in the head there. I know, I know, I chosed hard puzzles when I was playing SH3… but that was too much and really got me pissed off. Does english speaking countries require Shakespeare to be read in school, thus justifying a thought that “everybody should know about his books”? Actually I don’t think that even that way it would justify that choice to put it in the game. Anyway, I should just calm down and forget about it, I already FAQed my way out of there after all. But in the end he really did mention “poems” there, didn’t he?…

      • Guest

        I wish there was some puzzles of that kind. It might encourage some “gamers” to go and pick a book, and make them consider a bit the next time they want to call another awful story from a videogame “good”, let alone great.

        • Azuku

          Hell, why not just have more Kanji puzzles, like in Fatal Frame? Might encourage some “gamers” to go and learn an entire language. Or they’ll just Google it.

        • http://talesattbokmph.wordpress.com/ Setsuryuu (TBOkmph)

          It was like a bookstore, you got to place several Shakespeare books in a certain order to open a door based on solely some tidbits about them… I don’t think anyone would be inspired to acquire and read several books to just open that door. One got to think that it was aimed to people that already read them, as those Fatal Frame puzzles were probably aimed to people who already previously knew japanese.

          In my humble opinion one cannot encourage people to engage a new habit, like read more, through mandatory measures since that actually turn them off to the thing at all; if that was their purpose for it (and I think it wasn’t, probably it was just to make something hard or different) they could have just make a more creative approach like making ties to one of this books stories to the game story itself (and not to a single soon-to-be-forgotten puzzle) in a way interesting enough to make the player think later “hey, I want to know more about the story that originated this game I liked” instead of making an obstacle that few people today wouldn’t search for a guide to thoroughly ignore it and proceed further.

          • Guest

            A gameplay mechanic that wants to encourage some mental activity can’t be consider a bad thing, ever. At the end of the day we have the internet, so that kind of puzzle can be solved quickly anyway. So there’s really no point in complaining too much.

          • http://talesattbokmph.wordpress.com/ Setsuryuu (TBOkmph)

            Internet connection can be quite a bitch where I live. I can’t depend on it always. And it’s also a matter of principle for me that the game should display everything I need to know in order to complete it. Puzzles may encourage some mental activity, and I like them (I even place it on Hard! xD), but I think all the hints and clues necessary to beat it should be in the game and not elsewhere (as far I can remember the game did not mention enough about the Shakespeare books to qualify in that… again, not at least on Hard xD).

            Anyway, my first post about it was more of a joke as I did not got that angry about that puzzle at the time, I just though of it as “weird” and kind of a “bad call, but passable” from the makers of the game, and then “complained” here just for the sake of it.

  • PrinceHeir

    interesting that they are trying to find a balance between balance and combat.

    not bad, but will see in the coming months.

    i might buy this just for testing purposes to see if they really improve the series.

  • Guest

    “Sort of a modern game
    concept that didn’t exist back then is objectives. You know I reach this
    point and a little thing pops up in the corner of the screen that says
    you need to go to the radio station.”

    It didn’t exist because that would had destroy the atmosphere, the immersion would be gone because now the game keeps reminding me that i’m playing the game. So in other words, way to miss one of the most important aspects of the old games.

    “So, I’m like OK sweet I know that’s
    what to do. What we did here is because some players want that, they
    don’t want to wonder where to go.”

    A Silent Hill game was suppose to be vague enough to make the player bother to explore the world, to figure out on our own what to do. If you are trying so hard to please everyone you will end up not doing a single thing right.

    • badmoogle

      You nailed it.When i read those kind of things from developers and then i read “i was a fan of the game since day one” i can’t help to wonder if those people are bullshiting me or had vastly different experiences from the games than i did.
      And if it’s the later should these people be allowed to make crucial decisions on what is Silent Hill and what it isn’t?

  • http://talesattbokmph.wordpress.com/ Setsuryuu (TBOkmph)

    In SH:Shattered Memories you could use the wii remote as the character cellphone. I’m already seeing the Silent Hill from Wii U with the main character pulling his tablet out in order to find his way in the city of fog, amidst his battle against the armies from hell… Hmmmm, actually, thinking of it now, that controller could actually work out nicely in a Fatal Frame game.

    Ramblings aside what I really liked in SH:SM was the way they added the psychological back to the psychological horror style that always been the most essential part of a Silent Hill game, even more than the monsters fights and whatsoever (although they needed to place an actual shrink character in the game to keep them focused in it xD). I expect they will keep centering this theme in Downpour (it seems easy him being a criminal and all) so my expectations for this game are the best ones. I’m also very curious about how that multiplayer one for Vita will play out…

  • http://twitter.com/FaithlessMr Bruno Silva

    I’m okay with this. Tailoring your gameplay experience is fine, as long as playing the game on the hardest settings (puzzle wise) brings me closer to the feel of the first games on the franchise.

    That piano puzzle in the school in the first Silent Hill…it drove me MAD! Having nothing but that poem to go by. I miss challenging survival horror games, so this may be your chance to impress me, Western konami team working on SH Downpour :)

    I’ll keep acting as if Book of Memories never happened, and it’s all good.

  • http://www.facebook.com/profile.php?id=1352487434 Christoph Gonzales

    Redoing the voice acting from SH2? Yes please.

    • Thiefofhearts

      I think somehow they managed to make it worse from the clips they’ve been showing.

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