40 Minutes with Silent Hill Downpour – Thoughts, Gameplay Video & New Screens!

Posted By: Whitney   September 27th, 2011 | 8:10 am

Hey guys! I have a very special treat for you all, it’s another Downpour gameplay video but this one is a kinda special as it’s by yours truly and Cj from over on Rely on Horror/Hell Descent!

We were both invited down to Konami HQ to check out the game (more about this in a future Vlog!) and I put my new video camera to use and recorded our play through. We are playing the Xbox 360 version and according to the Downpour Producers Devin Shatsky and Tomm Hulett it’s the newest build that’s never been shown before. I’m a little bummed we could only capture video of the playthrough with only my video camera, it really doesn’t do the game justice.

Now I must warn you the areas we played through are not completely polished and you will see that many environments sill needed lighting re touches (as noted by the developer notes on screen) and we ran into a variety of small bugs too (flashlight turning off, music continuing to play, etc) that of course would be fixed before the release. Even though the Downpour we played wasn’t completely polished it was still a thrill to experience and left us wanting to see more!

Our demo of the game started immediately after the prison transport bus crash, but we didn’t start recording until we met Howard outside the diner. There’s so rehash of area seen in previous gameplay videos but unlike the other demos our video will cover Murphy’s entire trek through the Devil’s Pitstop (“Best Price in the Area, Eat & Bed All in One) as he looks for a change of clothes and way out of town. Unfortunately for Murphy getting out of town is proving a lot harder then he thought…

Cj does all the actual playing during this video but I was able to try the game for myself for a bit once recording stopped. By the way If you can’t watch the video be sure to head over to read Cj’s amazing summary and review over on the Rely on Horror website as he gives a section by section review of pretty much everything we saw. Below I will only detail in general terms what I saw and experienced watching/playing and my thoughts on game in general after this playthrough.

The screenshots do not do this game justice

Seriously. I really wish we had this quality in the series first foray into next generation territory. The level of detail in the environments in just what little we played was just amazing and I can see myself spending hours just looking around at the environments in the game. The game in motion is spectacular and nothing compared to the screens we’ve seen to date. Not sure why there’s such a disconnect but Cj and I were wowed when we saw the game in person. I really can’t wait to see what the actual town of Silent Hill will look like, I bet it’s amazing!

Murphy…the devil really is in the details

Like the environments in Downpour, Murphy and the other characters we met were incredibly detailed as well. But the good looking graphics certainly isn’t the best part in my opinion. Really, for me it’s the physical changes Murphy’s character model undergoes depending on the game’s environment he’s in. When it starts to rain he’ll become drenched and when he’s attacked wounds will appear and blood will seep through his clothing he’ll even limp around in obvious pain.

Konami and Vatra certainly weren’t kidding when they promised the return of an ever day man fighting. Murphy is far from some action hero and will stumble on weird terrain and fumble when he fights and defends himself. I think what will set Murphy apart from previous protagonists is just how noticeably interactive he is in what he’s experiencing outside of cutscenes. I always loved Heather for her blunt honesty about how awful her situation is during Silent Hill 3 and how crazy the others were around her and it looks like Murphy will do much of the same.

Like Harry in Shattered Memories Murphy will often make comments and share thoughts on what he’s seeing however unlike Harry, Murphy’s vocal thoughts and observations are all automatic. For example, in the beginning of our playthrough video Murphy makes a colorful observation about all the roads being washed out, all we did is run over to check out the damage. I know it might bother some fans how often Murphy may talk to himself in game but I see it as a positive because it really helps us get inside Murphy’s head and makes him less of a stranger. I had a similar reaction to Special Agent Francis York Morgan, the protagonist of Deadly Premonition, who often voiced his thoughts and observations to the player. By the end I found I empathized much more with what York experienced in game because I got to know him through all the lovely conversations he had with his unseen friend Zach.

I’ve always felt a little disconnected with some of the previous Silent Hill protagonists in this regard because outside of cut scenes they were essentially just a player avatar with their fear or annoyance only shown when they had had either another character or a cutscene situation to interact with. So for me, I see getting to hear what Murphy is feeling or thinking moment by moment in real time is a real treat and I believe will do wonders in fleshing out his character. So far my favorite Murphy outburst would be when he shakily questioned his own sanity after his first trip through the Otherworld. I really felt bad for the guy!

Speaking of Murphy’s distress I also want to point out how we can see just how disturbed and scared Murphy is physically as he travels through areas by the subtle (and not so subtle) changes in his demeanor during gameplay. Murphy will move uncertainly and hesitant at times (there was one point he refused to run for me) and when he was surrounded by several Screamers we could see the actual terror on his face (above).

The Music and Sound

Music and sound have been two key elements in what makes Silent Hill… a Silent Hill game. So with Akira Yamaoka’s departure from Konami it worried me that Downpour’s sound design would pale in comparison with the previous titles. Turns out there was nothing to worry about in that department as Daniel Licht is a worthy successor. I know musical taste is subjective but to those still worried that Downpour’s soundtrack will somehow not measure up? Don’t be. Cj and I both loved what we heard of Downpour’s original score and the haunting vocals we heard on and off camera. It’s different but yet still retains that Silent Hill “sound” we’ve come to expect, including the ever favorite and nerve rattling bouts of complete silence. I really hope Konami will offer the soundtrack alongside with the game!

Now I know a lot of people are upset over Korn’s involvement in the game’s main theme song but they don’t seem to be the only artists being used in Downpour. In our own playthough we heard at least two other musical artists: Matt Monro is heard singing the Academy Award winning song, Born Free from a record player in the Devil’s Pitstop Otherworld. You can also hear Kris Kristofferson’s 1973 country/gospel hit, Why Me Lord, if Murphy turns on the radio in the office of the hotel and hears Sazh Katzroy-er I mean DJ Ricks personal shout out to him (Seriously how did he know we were here?!). Even though the songs are not original tracks they both fit the mood of the scenes.

Outside of the score the variety of sounds heard in any given area is amazing and really give the environments a true lived in and alive feeling. One example of a small sound making a big impact on my perception of an area is when heard the buzzing of flies around rotten food in both the hotel portion of Devil’s Pitstop and in some general areas the Otherworld. With how much rotting flesh and decay features in most of the other Silent Hill titles I was surprised this sound was never included before. It really gives you an idea of the stench of the area the protagonist must travel through. Yuck!

Additionally, the water sounds were also very well executed. Whether it’s a downpour of rain, a small drip or a large current it’s all very convincing. Considering we will see a lot of water through out the game it’s wonderful how many variations of water and other wet sounds there are such as the ping of rain on objects or just the difference of Murphy’s footfalls on a muddy ground or wet metal versus a dusty dry floor.

Fans should also be happy to know that Downpour utilizes some old school Silent Hill sound staples such as the original item pick up indicator and the rustle of pages when you look at a map/memo…heck even the original opening theme makes an appearance as a little Easter egg in the diner!

Menus, Maps and the Inventory System

I really liked the look of the Menu’s in Downpour unfortunately we were so focused on getting through the demo we didn’t spend too much time taking a close look at it. Generally whenever Murphy picks up a memo he will place it in a notebook. You can zoom in an read the text yourself which is really cool unfortunately there seems to be only two modes zoomed out or tightly zoomed in which forces you to pan to read often. Everything you would need can be found on marked tabs in the notebook: Your objectives, notes, tips, mysterious and maps.

Maps function like they do in the previous games with each searchable room ticked off in red. I love the design of the first map of The Devil’s Pit the creases, the grime and scotch tape really give it character.

As for item inventory it is accessible in real time during game play. You just press on the d-pad to select an item. You can quickly heal Murphy by just pressing right on the d-pad too which is very useful in combat. Speaking of health I was sad to see the Silent Hill health drink staple were gone and replaced by medpacks.

Enemies, Combat and the Shimmer effect

During the demo we only came across two enemy types Screamers and the Void. The Void, a red glowing vortex that sucked everything in it’s path, suddenly materializes chased Murphy twice during the Devil’s Pit Otherworld. It was and was definitely nerve inducing when it appear since getting caught meant instant death.

Screamers are female like creatures with scraggly hair and wrapped in bandages who once they spot you will attack really viciously. If one gets the jump on you and starts wailing away it’s very easy to find yourself overwhelmed. So if you are in a situation with more then one it’s probably best to try and high tail it out of there!

As you can see from the video there’s a bit of a learning curve with the combat. Murphy will use the weapons he picks up differently so it’s good to experiment and test out which works better. While Cj played he was pretty fond of the crowbar as it did some major damage to the Screamers we came across. Don’t forget to make use of the block feature as well. Finding the balance between when to hit and block against an enemy may take a little bit but I think in the end it would be worth the challenge.

I’m sure most of you guys have noticed the white shimmer effect in both this video and other gameplay videos around the net. To the observer these white flashes seem unnecessary but I got to admit when you are playing and desperate to find a weapon to use these little clues sure mean the world. It’s often hard to tell what sort of items you can use even when you aren’t fighting so I’m really glad the effect was put in.

Puzzles and Side quests

Unfortunately we didn’t come across too many puzzles in our playthrough. We solved a rotating environment puzzle after the waterslide during the Devil’s Pitstop Other World while later we played a water marble game called “Jail Break,” missing prize machine from the tram station, to win a ticket for the tram. Tomm said if you up the difficulty these puzzles do become more difficult, for example on a harder setting on Jail Break there are more balls and color holes to place them into. Neither puzzle was particularly difficult but I assume they were just the tip of the iceburg and as you continue with the game the puzzles will get harder.

Now we know there will be a bunch of optional sidequests in Downpour but when they occur is a bit hard to decipher. When we were done with our runthrough Tomm informed us we bypassed a sidequest related to a key Cj had picked up in hotel. Maybe if we explored more we would have found to door it lead to but it goes to show that you will not be alerted to these sidequests in anyway. It up to you the player to figure out the when and where which can be both a good an bad thing. Good because there’s less hand holding and forces you to aggressively explore and a bad things because it’s so very easy to overlook something that could be really cool.

Overall thoughts

Overall getting the chance to try Downpour has me even more excited for the game’s release. It was really hard for me and Cj to pull ourselves away as the plot sucked us in within minutes of starting, just like the Void did with Murphy in the Devil’s Pit Otherworld! It’s going to be hard to wait for the answers to all our questions: Who’s the mysterious voice Murphy hears? How did DJ Ricks know Murphy was in town? Who’s the hotel voyeur? Did any other inmates survive? Hopefully Konami won’t keep us hanging too long and nail down a firm down a release date real soon!

I just want to extend another thank you to Tomm Hulett, Devin Shatsky and the rest of Konami for giving me this great opportunity to check out the game! It really meant a lot and totally made my year. 🙂

New Screens



Silent Haven’s Interview with SH2’s Original Eddie Voice, David Schaufele

Posted By: Whitney   September 27th, 2011 | 12:36 am

Silent Haven sure is getting all the cool interviews lately! (You go Mike!) This time he has an interview with David Schaufele, the original voice of Eddie in Silent Hill 2, who not only gives a little back story on how he was cast he also weighs in on the whole Silent Hill HD controversy!

Not much has changed since we last heard from the actors side of this fiasco, but we do know now that Monica Taylor Horgan (voice actress for Mary/Maria) has been in contact with Konami and working things out amicably. I contacted David Schaufele to ask him a few questions about voice acting and his perspective on the HD Collection controversy. He gave some interesting stuff on residuals… Enjoy!

Silent Haven: Hello Dave, It’s a thrill to able to talk with you today about Silent Hill 2. Many fans have questions about your memorable performance as Eddie in Silent Hill 2, for example what it was like to work with Team Silent and the other cast members. I hope you don’t mind if I also slip in a few questions about the current controversy regarding new voice actors Konami has paid to replace the originals.

First of all, can you tell me how and when you got started in voice acting?

David Schaufele: Well, first of all thanks for your kind words and for all the support from you loyal fans. It’s truly amazing the way the game has taken on a life of its own. Voice acting can be tough with a lot of disappointments along the way so it’s sure nice to get a little recognition once in a while.

How and when did I start… I guess back in elementary school my grade 5 homeroom teacher Mr. Morley was also in charge of the drama program and whenever he forgot to prepare a lesson he would make us do little improvisational skits to fill the time. My influences then where Cheech and Chong, Monty Python and of course Disney characters were also fun to imitate in polite company. In the school play that year my computer robot voice landed me a part inside a cardboard box.

I saved up in my late teens, bought a Tascam 4-track cassette recorder and tried to write songs. In my early 20s I moved into radio jingles without much financial success. But I do recommend volunteering at local theater, radio and TV stations as a great way to get your foot in the door and meet some cool people who will inspire you.

Professionally I guess things really started to take off in Tokyo after I was selected by a heavyweight New York producer to narrate a United Nations documentary. He said that my Canadian accent was more neutral than American, with a bit of British clarity and the UN wanted one version that could be used worldwide. I started doing radio at the national broadcaster NHK at around the same time, 1990, so the voice agents could use these two selling points with clients.

I improved a lot over the next few years by working with a hard-nosed old American director overdubbing numerous Japanese 35mm movies and cartoon animations. Imagine 10 actors standing side-by-side in a dark movie theater. The microphones and scripts were on stands with small lights and we recorded an entire scene in one take. Suddenly this booming Wizard of Oz voice would scream and swear and fire the actor standing beside you. Then add his part to your list of characters. Talk about motivation to get it right every time or starve in the unemployment line.

SH: Have you performed in any games other than Silent Hill 2?

DS: couple dozen over the years and about half registered my credits on IMDbPro. But most never become big hits like Silent Hill 2. That’s perhaps why they usually don’t bother with any written contracts because the odds of getting past the first version are slim.

As computer graphic technology developed in the 90s the top group of voice actors in Tokyo added games to the list of annual work. It was a chance to see old friends in a big studio and do the same style of complete take recordings of scenes like with 35mm. Gone was the big movie screen with 20 foot high talking faces, in comes a TV and it was much tougher try to catch the lip movement on your character.

But when you see the finished product it’s easy to forget how many hours of production went into making it from a script. You older gamers might remember Sega’s Dreamcast machine that came out well before Playstation and had great features but lacked cool software. I mention this because it made an impression on me watching the size of the production required to create Shenmue with like 300 characters. It cost a small fortune and took several years to complete. So even with a one-year console lead, Sega lost out to Sony because of a better selection of software available.

SH: Have you been keeping up with any of the newer installments of the Silent Hill series?

DS: My nephew is a big gamer and he checked them out and kept telling me that SH2 was still the best so that sort of satisfied my curiosity. To be honest my three children were still small when SH2 came out and they were into Nintendo mainly because everyone could play together. Family changes your priorities.

SH: Can you tell us a little about the auditions. What were they like, and how did you nail the part of Eddie?

DS: Funny story actually because I didn’t hear about it from the casting agency. I took my daughter to the audition because her school friend told her about it. After she was finished they asked me if I was interested in auditioning and I thought it might be fun to work with my daughter if she got the part so I agreed. Since I had no time to prepare I just winged it. It was just a typical audition, stand in the middle of an empty room and pretend this is here and that is over there and you are crazy, now read this. They had already seen all the top theater guys in town so I figured the odds were slim. I think maybe it was my vomiting that clinched the deal. I traveled around Asia in my early 20s and got sick from bad water and food poisoning numerous times.

SH: Eddie comes through as very believably insane. How did you develop your performance?

DS: I guess that was also from some old traveling experiences. I spent a year and a half backpacking through jungles, mountains and deserts in Asia and the Middle East. I had more near-death experiences than I care to count and I met a few crazy characters along the way.

SH: Can you tell us a positive memory you have from working with the cast on Silent Hill 2?

DS: The cast and crew were all great people. That’s the nice thing about working with artistic-minded folks in general. The Japanese writer and director were really cool and let us kind of go with an idea if it was working. Sometimes they had a very specific request that you had to follow and other times they just said go for it and let’s see how it turns out. It was nice getting applause from the director and crew after finishing some of the intense scenes.

Sometimes you have to deal with producers and directors with big egos who are trying to justify their existence and put on a performance for the client. Having too many company reps on hand often means they’ll want you to try it a dozen different ways until lightening strikes and they finally figure out what they actually want. Then the arguing dies down and they ask you which one you like best and go with that. Typically whenever the business side gets involved the art suffers. But the SH2 creative guys were really cool and seemed to be calling all the shots. I could sense that there was a kind of raw genius at work.

SH: Guy Cihi and Monica Taylor Horgan claim there were no written contracts or rights releases ever signed with Konami. What do you say?

DS: Nope, I didn’t see any either. But that’s not unusual because most games never succeed in a big way and survive long enough to make it to a new platform or have a sequel made that uses some of the old material. Keep in mind that a project has to make a lot of profit before management decides to risk a big chunk on a sequel or moving to a new platform.

SH: Based on your experience in the industry, would you say it is common or uncommon for games to be produced without signed releases and contracts?

DS: It’s common in Japan but largely because written contracts were traditionally not the norm for many business activities between Japanese companies. I heard that written contracts were first required by foreign companies because they wanted things spelled out in black and white to avoid misunderstandings due to language etc. Occasionally I am asked to sign a non-disclosure agreement to keep things secret during production.

SH: Has Konami ever contacted you for any reason since the original release of the game? If so, what did they have to say and how did you respond?

DS: No contact until last year when I guess someone in Konami’s legal department must have realized that they hadn’t paid us for additional use and had no signed waivers. So they sent all the actors a form letter asking us to sign away our rights to all past and future additional uses of our performances. I replied asking for more information about the past and future uses they were referring to, but never heard anything after that. I work with Donna Burke and she mentioned the same situation where Konami failed to respond to her reply for more information.

SH: Some Konami people have been blaming Guy Cihi for forcing them to hire new actors for all the voices. Konami said that additional payments such as residuals are not paid to actors in the games industry. They said that games are done on a buyout basis and actors don’t keep any rights to future re-uses. It seems pretty logical. Isn’t that how it really is?

DS: Well I’ve received additional use payments from Namco for Tekken every time they bring out a new version that contains one of my voices. Each residual was roughly equal to the original payment. When the game was released for PS3 and X-box I got twice the usual amount. My agent just calls me up like clockwork.

SH: Are you saying that each time the Tekken game was re-released on a new generation console, the publisher came to you in advance and paid you an additional fee, I mean that hardly seems possible after what the Konami people said?

DS: It’s usually after the fact, when production is completed and the actors in the latest version are confirmed then the paperwork moves upstairs to the accounting department. There’s typically no, hey let’s send out a waiver letter instead and see if the actors will sign away all their rights so we can save the company money and get an Xmas bonus. Actually, I recently heard that Thessaly Learner, the main actor in SH1, said when they used her voice for SH3 without permission, her agent threatened to sue, and she got four times the original amount. So that kind of blows a big hole in Konami’s story that no residuals are ever paid for their games.

SH: Why do you think Konami went to the huge expense of hiring new voice actors rather than negotiating global releases from you and the other original actors? Did you and the others demand a really high price or something?

DS: Not that I’m not aware of. But maybe the accountants at Konami added up what they owe us for additional use and it was cheaper to ignore us and go into the recording studio for a few hours with new actors. Remember, we spent a lot of time doing motion capture. The final dialogue replacement in a recording studio was relatively quick and easy. So I guess the accountants didn’t want to share with the artists and maybe management figured you gamers would like the new voices better or not notice the difference.

The casting agent on the SH2 job was a company called VOICEBOX, I think, or something like that. Two partners as I remember, Harry Inaba and Jeremy Blaustein. Normally they should have gone to bat for us when the game was re-released. If Konami had wanted to get written releases from the actors way back when, then those guys would have been responsible for giving us a pen.

SH: There has been a lot of controversy on internet forums about the quality of the voice actors – both old and new. Some people don’t seem to mind, but others are vehemently upset about new voices. From your perspective as an industry pro, what’s going on here? Why the big outcry over new voices?

DS: Fans respect original art, whether it’s music, film or video games. I think that fans connect with the characters, then imitate a favorite line or two when playing the game or among friends. So if you suddenly change the voice it’s like an invasion of the body snatchers and you start messing with sacred memories and breaking links to personal experiences. Joe public may not notice when stuff goes down the memory hole but gamers know how to keep score.

SH: By the way, have you heard the new voice actor Konami picked to play Eddie? What do you think?

DS: He’s got a nice smokey Hollywood voice. My natural voice is closer to that so it would have been much more comfortable for me to do it that way. But the Japanese director specifically wanted a younger sounding Eddie, who was more edgy and insane.

SH: There’s been so much vitriol on both sides of this issue, battle lines drawn etc. If you were Konami what would you do at this point?

DS: It’s time for some face-to-face talks, and preferably over beers and pizza!

Haha! I like David’s solution, face-to-face talks over beers and pizza sounds like a solid plan to me. Maybe over bowling perhaps? Let’s just hope bratty little blonde girls won’t run off and distract the party!

But seriously, I really do hope something is worked out. It seems that both sides want the same thing and both Monica and Guy seem pretty positive lately on their Facebook page about the inclusion of the old voices. The option to switch would most definitely make this collection perfect in my book. I’m praying everyday that we will hear some good news and less of the blame game on both sides!

Source (Silent Haven)



Jeremy Blaustein Localizing Silent Hill: Book of Memories

Posted By: Whitney   September 26th, 2011 | 12:55 pm

Last week Konami informed me that the upcoming Silent Hill multiplayer, Book of Memories, for Playstation Vita will involve a very familiar face, Jeremy Blaustein! For those who don’t know Jeremy is one of the original members of “Team Silent” who helped localize Silent Hill 2 – 4 and also directed all the VO and motion capture work!

Jeremy and his company Zpang will localize Book of Memories into seven different languages. There isn’t a list of what languages just yet but when I had his ear in a phone interview on Thursday (coming soon!) I did ask if Arabic maybe one of them…unfortunately it’s not.



Silent Hill Experienced Exclusive Interview with Devin Shatsky and Tomm Hulett!

Posted By: Whitney   September 20th, 2011 | 11:13 pm

Well this is very exciting, Silent Hill Experienced, the Silent Hill podcast I co-host with Austin and Destiny, was able to snag an email fan interview with Downpour producers Devin Shatsky and Tomm Hulett!  We wanted to share this opportunity so we invited fans of the podcast to submit their own questions over on our facebook fan page and on the Silent Hill Community forums as well.

This interview mainly consists of Downpour related questions but it does touch on the future of the series and a bit of both the HD Collection and Book of Memories. We want to thank Devin and Tomm again for taking the time from their busy schedules to do this. We hope you enjoy!
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Silent Hill Historical Society Vlog #1 – Thanks!

Posted By: Whitney   September 19th, 2011 | 10:36 am

I got a new video camera and I decided that I would make some videos for the site! In this video I just wanted to thank all the fans of my site and speak on what I have planned for the future :3

Wow I blinked a lot XD oh well!

Silent Hill Historical Society on Facebook: http://www.facebook.com/silenthillhistoricalsociety
Silent Hill Experienced Podcast: http://silenthillexperienced.com



Downpour Screens from the TGS 2011 Trailer

Posted By: Whitney   September 17th, 2011 | 2:13 am

I took some screenshots from the TGS 2011 trailer 🙂

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Downpour TGS HD Trailer – Did you notice? [Update I forgot a pic]

Posted By: Whitney   September 16th, 2011 | 6:08 pm

I went through the latest Downpour Trailer and saw some very interesting little bits!

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New Silent Haven Interview with Jeremy Blaustein

Posted By: Whitney   September 16th, 2011 | 2:05 pm

Silent Haven recently got into contact with Jeremy Blaustein the VO/MoCap Director of Silent Hill 2/3 and discussed with him the he importance of VO/MoCap Directing as well as his insight on that HD Collection Controversy.

Here is the rundown of the conversation I had with Jeremy Blaustein who was awesome enough to give me his attention during his busy week of TGS. We covered the importance of VO/MoCap Directing as well as touched on Jeremy’s insight on the HD Collection Controversy (As it has come to be known) Enjoy!

Since Konami announced Silent Hill HD Collection was going to be released with all new voice actors there has been a big buzz and controversy on the issue. Many fans are heartbroken because they wont be able to hear their beloved voice actors that they remember from way back when. Well, what most people fail to realize with the voice performances in both SH2 and SH3 is that the VO/MoCap Director makes a big difference in tone and emotion of the game. I got to talk to Jeremy Blaustein, who was a key figure in Team Silent as the VO/MoCap Director for SH2-SH4, while also writing dialogue for the characters, “When I wrote the lines, I was always imagining in my mind, precisely how I wanted them to be read so when I directed the ADR sessions, it was easy to get the performances I wanted even from some of the inexperienced actors like Guy Cihi.”

A VO/MoCap Director like Jeremy deserves more credit for a VA’s performance. I like to look at VO Director as a sound operator for a touring band- they can either make a good band sound bad or make a horrible band sound great. The VO functions in a similar way they really mold the VA’s they way they envision it can really make something great from something that might not have been so natural to begin with.

For the production of SH2 Jeremy contributed a little more than just directing VOs and MoCaps, he also contributed to suggestions on early story development, “I was involved in throwing around game ideas with Mr. Owaku when they called me in to have a big conference and meeting about what I thought would be acceptable themes in America, even before there was a script.” Jeremy even went so far as to fill in for Guy Cihi on his MoCap during my favorite scene where James is on the burning hotel stairs.

When talking Jeremy about the differences in the Silent Hill game’s dramatic scenes, I asked Jeremy what might have made things so different as a VO/MoCap Director between SH2, 3 and 4. “Scenes in sh3 were generally longer (than SH2 or SH4), so it was easier to approach in terms of doing a cohesive scene like a movie.” Jeremy went on to say that in terms of story, he felt that “SH4 and even SH3 lacked the incredible depth and subtlety that were so abundant in SH2.” He attributed this depth to the incredible work of Mr. Owaku who he says wrote “the greatest script/screenplay in ANY video game before and since”. I should also note that Jeremy also contributed MoCap again that most people didnt know about in SH4, “I was also the FAT enemy [motion capture for the Andrew DeSalvo enemy in Silent Hill 4: The Room] and almost broke the back of my skull being overzealous in going down to a shotgun blast.” -Alchemilla Hospital

“In my opinion the best actors in silent hill were Monica Horgan in SH2 and heather Morris in SH3, they were both great.” Jeremy and I have a similar taste here in VA quality. While VO Directors are important he also knows that Acting is a talent that few have and I, personally, think few have in the franchise. But as we all know voice acting has a higher standard today, “These days the standards, the budgets are all higher and yes, mocap has advanced a lot too.” and apparently so has VO/MoCap Directing as well. When asking Jeremy if he felt his job has a higher standard today he said, “Well yes, I think it does because in general games themselves are more respected as an entertainment firm than they were years ago.”

Jeremy told me that He keeps in touch with Mr. Yamaoka and Owaku and even saw them both at the recent Tokyo Game Show. and that he does “still work with Konami.” He also said we “will hear some news soon…” This has me interested on what news he might be referring to. Jeremy is a great VO/MoCap Director and it would be something special to see his work again in the Silent Hill universe, his work speaks for itself in both Silent Hill 2 and Silent Hill 3 specifically, both being my personal favorites of Jeremy’s.

So bottom line: What most don’t realized is VO/MoCap directors like Jeremy are a crucial part of a video game’s pacing, tone and emotion and can make or break a game. Jeremy’s work on SH2-SH4 was remarkable and because of him through the VA’s it is forever memorable. While we will still be able to enjoy Jeremy’s MoCap direction on the HD Collection, his VO Directing will be replaced by Mary Elizabeth McGlynn. So just remember, the lines, tones and inflections you come to love and know through Jame’s, or Mary/Maria, or Heather, or Eddie it is because of the direction of one man, Jeremy Blaustein.

[UPDATE:] After viewing a video of some criticisms of the voice work in SH2 by Mary Elizabeth MCGlynn, Jeremy wanted to point out that “the pacing problems in the game dialog were NOT simply the result of the way they were recorded in the booth but were also affected by the hardware at the time and the way the dialog was called up by the program. It resulted in some awkward pauses between speaking characters.” Jeremy also defended the voice work of Donna who voiced Angela saying “What Mary failed to understand is that the voice actors were also constrained in their timing because they had to match the pace and tempo of their movements from the mocap session. Essentially the actors were doing the voice-overs to picture and it could not be altered so the pacing of the delivery was circumscribed by that. Donna also did one of the best performances in SH3 as the leader of the cult, Claudia. She also happens to be a fantastic singer.”

With regards to the controversy in general, Jeremy says it is very regretful to him that “some of the better performances like the characters of Mary/Maria, Eddie, Heather and the other characters from SH3 could not be saved because of the lawsuit threats by one of the actors on SH2.” He feels that those threats were ultimately a disservice to the hard work put in by everyone involved at the time. “It’s kind of like cutting off your nose to spite your face, if you ask me,” Jeremy said. “It is my recollection that all of the actors in SH2~4 were paid well and releases were signed (as they always are) when actors agree to give up their rights to their work. It’s the way it is done and I have never worked with any actor who demanded residuals and in fact no one else from any of the other games made any such demands.”

Interesting interview! I totally agree that both Mary/Maria and Heather were both the the best voiced in the older games (I think currently Shattered Memories has the overall best voice work for the modern games) and it really is a shame we won’t hear them in the upcoming HD Collection. What I think is most interesting it that Jeremy says there were releases signed by the all the actors where they “agree to give up their rights to their work” which really makes me question why Guy thought he was owed residuals in the first place. 🙁

(Source)



Mary Elizabeth McGlynn Talks HD Controversy

Posted By: Whitney   September 15th, 2011 | 1:04 am

Mary speaks about the big voice over controversy in the upcoming HD Collection during a convention of some kind in Denver, Colorado. Definitely an interesting watch. Loved the Angela impression (Seriously Donna Burke did such a fabulous Claudia in Silent Hill 3 shame her Angela wasn’t as good)

BTW for any fans worried that the Silent Hill 2 script is now changed I asked Tomm Hulett to clarify and he replied:

Whitney: Could you please confirm that the script/dialogue in Silent Hill 2 remains unchanged in the HD Collection? Some fans seem to be worried due to the statement Mary McGlynn made in that con panel video the other day and I was asked to ask you about it.

Tomm: The script is unchanged. 2 lines were slightly tweaked and Jeremy Blaustein [the VO/MoCap Director of Silent Hill 2/3] OK’d both changes.

(jackbacon on Youtube) via Silent Haven



Downpour TGS 2011 Trailer Contains the Korn Track! [UPDATED with HD Trailer]

Posted By: Whitney   September 14th, 2011 | 11:14 pm

During a stream today the Downpour Tokyo Gameshow 2011 trailer was shown. Now I haven’t seen it myself just yet and it hasn’t been posted online but I do know the much anticipated Korn opening theme plays through it. Luckily for us who can’t wait to hear it AestheticGamer was nice to rip the music and the sounds from the trailer and post it online:

Hmm not that bad, sure it’s different than previous opening themes, but I don’t think it was worth the preemptive hatred. I can see the song growing on me and may have more impact once I see the game visuals to go with it. Source (AestheticGamer)

Hopefully the full trailer will appear online within the next few hours 🙂 When it’s up I’ll be sure to post it ASAP.

Woo a recording of the ustream trailer was posted on youtube by the Silent Hill Wiki Thanks for the heads up Ashley Vendoc!

Update HD Trailer



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