Eight Minutes of Silent Hill Downpour and My Thoughts
Posted By: Whitney June 12th, 2011 | 2:12 pmAs a treat for fans who could not make it to E3 The Official Silent Hill Facebook page uploaded a roughly 8 minute 30 second walkthrough of select scenes from their Downpour with commentary from game producer, Devin Shatsky, and Senior Associate Producer, Tomm Hulett.
This video is really the first real taste of gameplay footage we’ve seen since the first trailer debuted at E3 2010. For me it was really nice see some of the scenes only mentioned in various game blogs/magazines in the flesh and it really highlights Downpour’s new and interesting gameplay and the imense details Vatra has put into making the various the settings unique.
I’m really liking the somewhat realistic approach this game is taking with the whole surving the horror. Murphy can only use what he’s carrying and boy does he make use of what he’s got. Rusty locked gate? Hey no problem he can just smash it open with a crowbar (or a rock apparently according to some other demo reports). This may seem like something small but it always bugged me somewhat that the Silent Hill protagonists wouldn’t always let you use handy weapons to progress through so called block paths due to level/gameplay limitations…I’m looking at you James “I can’t step over caution tape or use a long rusty pipe to knock a key out of reach closer” Sunderland.
Seriously, I think it’s just so cool that we can use weapons/items we find in ways we would use them in real life. Another cool little bit shows how Murphy can interact with things not necessarily needed to advance the plot and are “optional” events in the game. In the walkthrough we see Murphy steals change from a cash register in a diner and uses it to play a song on the jukebox…which is the opening theme from the original Silent Hill. Stuff like this will really extend the gameplay in my opinion. I know I will end up trying to interact with everything I see hoping for other cool Silent Hill Easter eggs.
The walkthrough also showcased one of the game’s Otherworld transitions. Murphy attempts to turn off a pipe leaking gas but unfortunately causes a spark and sets the place on fire. With quick thinking Murphy sets off the fire alarm to activate the sprinkler system but as the water snuffs out the fire it also acts a trigger for a trip into the Otherworld. As the water pures from the ceiling the walls and floors around Murphy disintegrates and the sounds from the real world are muffled if encased by water. It’s a nice change from the peeling transition used in the first movie and in Homecoming.
Tomm also memtions how the Otherworld trigger aren’t easy to spot and you will never truely know when you are “safe.” This was a major gripe with fans with the nightmare sequences in Shattered Memories and it’s nice to know that they are listening to what sort of scare fator we like in \Silent Hill.
Speaking of Shattered Memories we also see that like Harry there’s times when he can only run and has chase sequences are very similar (knocking things over and looking behind). So it looks like fans of no combat and high combat will both get a bit of what they liked in Downpour.
At the end of the video we see Murphy in a fight with a Screamer. Unlike previous games Murphy does not have an unlimited inventory so you won’t have gobs of weapons to choose from for fight to fight. Instead, Murphy can pick up items around him to hurt and hinder creatures. I really like the bit of him throwing large rocks at the Screamer’s head! I also can’t wait to go WWE and break chairs on some monsters 😀
So I saw a lot of good here in the walkthrough but there are still some things I’m iffy about. One is the on screen prompts, Devin mentioned how important imersion was in the game and I’m wondering if these prompts with fade away as you progress. I know they are useful to new players but really if players can’t remember how to open a door after an hour of gameplay they are doing something wrong. Also I’m not a fan of the screen going red when attacked but really I’m nitpicking at this point.
So what did you guys think?
Source (Silent Hill Facebook)
I really enjoyed the video eventhough it was just alpha stage. They still have some polishing to do especially on the combat, but I saw from an other video that they are improving on it so no worries there. I have a feeling the press A was only for the demo and won’t be included in the final game. Afterall they could just make Murphy’s head face the objects to highlight their presence. I was feeling a little sad when they said they needed to explain to other people for them to notice, how the otherworld transition isn’t like the prev ones and also how the game isn’t like Alan Wake. I can feel their pain. They’ve been taunted, ridiculed, threatened and no matter what they do the elitists will hate them. I hope they won’t take anything to heart because I wish them the best. They deserve not to be judged unfairly!Peace
Agreed! I was bummed they had to explain too and from comments on other game sites it’s not just the “hard core” SH fans… It seems like many are quick to make these comparisons without really looking at the product because it’s a popular opinion atm. I really hope that when Downpour is released that the game will stand on it own merits. That it will be considered an all around good game and a nice direction for the series as a whole. From what I’ve seen so far it a lot of cool new things going for it (open like world, sidequests, longer endings, replay value for more than just endings) but again we won’t truly know good or bad until later this year!
I don’t think that the Otherworld transitions will be so hard to spot. It’s quite obvious they get triggered when you’re close water or when you do something that involves water. Brian Gomez actually said that at the Panel Discussion of E3. Other than that, the graphics aren’t all that impressive as of yet and I can’t say I like all this shiny stuff – it just doesn’t fit. I agree with you on the button prompts and the red screen. The chase sequences in SHSM were alright but facing the possibility to die rather than shake the monsters off seems to be a plus. The chase sequences in this one look more linear though, so I don’t know how that’s going to work, really. I also like how he talks to himself although the VA doesn’t really do its thing. I was pretty much “WTF” every time he talked and especially when he shouted. It’s kind of a turn-off. The combat and the motion both seem to be quite sloppy still. The exploration/open world is another plus. There seem to be many throwbacks to previous games, which is another interesting thing. As for the Alan Wake comparison… Well, I think most compare the visuals. I don’t think it will go much further than that. Guess we’ll have to wait and see.