[Wii] Silent Hill: Shattered Memories

Sombras projectadas em tudo e self-shadowing, olha lá a lanterna a projectar sombra no casaco do caixa de óculos na primeira foto :D

Até os flocos de neve projectam sombras reais, assim sim.


E as texturas já parecem estar acima da média

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Mão de The Conduit VS mão de Silent Hill, FIGHT!!
 
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Como fan da série, fico muito agradado com o que vi.
Não joguei o Origins e o 5 (parece que felizmente). Este está com muito melhor encaminhado.
 
Depois de ler tudinho, fiquei muito mais excited! :bigrinbo: Mas aquilo que me deixa mais hyped é mesmo o "Garner Sobel Personality Inventory Form" e todas as alterações decorrentes no jogo derivadas da constante observação/reavaliação das nossas acções feita por Silent Hill. (:p) Este ponto é para mim o mais importante (só espero que seja implementado o melhor possível) já que para mim esta é uma das grandes vantagens dos videojogos como meio de entretenimento interactivo :cool: - que os filmes não podem fazer por exemplo - e que raramente é aproveitado infelizmente, :( até porque (também por aquilo que li) deve dar uma grande trabalheira para implementar..!
 
Nova entrevista:

Whether it's called a remake or not, Shattered Memories does reuse the familiar protagonist of the first Silent Hill, Harry Mason. Since the original game is a beloved classic, what made you decide to try recreating the story differently? Was the team concerned that this choice might upset hardcore fans of the original title?

Tomm:
Well it's important to remember it's a re-imagining. Not a port, not a remake. So yes, you are still stepping into Harry Mason's shoes, and you're still searching for his daughter Cheryl. But everything after that is new or changed. Re-imagining the first game was a conscious decision, because the Wii has a huge audience of gamers who maybe haven't played Silent Hill before. So it wouldn't be fair to jump right into Silent Hill: The Game After Homecoming, would it? At the same time, Harry Mason's quest is a very emotional, impactful one, so there was a lot of value in allowing players to start there.

But what about the people who HAVE played the first game or seen the movie? They've been there and done that already. However, we know just what they loved about it. We know all the details they hold dear. And we know by twisting those, we can draw them back in, and make them care about this story again. Those hardcore SH fans know that Silent Hill is about surprises, and having your mind play tricks on you ... and that's just what we've done with the plot itself.

Do you believe there is a Silent Hill "timeline", and if so, how does Shattered Memories fit into it?

Tomm:
Of course there is a Silent Hill timeline. But purists don't need to worry, Shattered Memories takes place in its own little universe, since it's a re-imagining. This isn't anything new to fans, as the movie had its own world, the comic has its own world, and so on. We re-imagined the survival horror "rules" with this title, and setting Shattered Memories outside of Silent Hill's timeline allows us a similar freedom.

The Silent Hill universe has always featured fog as a part of its setting. What made you decide to remove this element and replace it with ice? Does this new element have a symbolic meaning in the game?

Tomm:
Well remember, the first game also featured snow (not ash, like the movie suggested). The fog factored into the themes and storytelling of the early titles. Similarly, our heavy snow is there to obscure your vision and establish a creepy atmosphere. Just like any element of a Silent Hill game, the snow and ice definitely have a thematic impact on the storyline.

Some series fans complained that Silent Hill: Homecoming focused too heavily on action and that playing in the role of Alex Shepard made gamers feel "too capable" when it came to combat. Did this factor into your decision to remove combat from Shattered Memories? If not, what brought the team to the decision to remove it?

Tomm:
We've been hard at work on Shattered Memories for a long time, so it was not a direct reaction to any feedback from Homecoming. But, we have noticed that a lot of recent survival horror games have started focusing far more on action than "survival." (This is not a knock at anyone, Silent Hill is just as guilty.) Really, they're action games with ickier monsters. Running low on ammo happens in any game with guns -- it's not unique to the horror genre. So we wanted to step back, clean the slate, and go back to the roots of what makes a "survival horror" game. How would we scare the player? What would we allow them to do, etc etc. To that end, we did not "remove" combat. We built a game where the action is not about killing monsters.

How deeply will the psych profile that's been mentioned in previous interviews factor into the gameplay? Can choices you make affect your experience with Shattered Memories to a point where you suffer major consequences, such as death or losing chances to do certain things?

Tomm:
I can't go into too much detail about the Psyche Profile at this time. I can say that it changes based on everything you do (you don't get "choices" per se, that's traditional game talk! Our game is watching you). However, you will never reach a situation where you have "missed" something. When Silent Hill closes a door, it opens a window.

The famous Pyramid Head was once thought to be exclusive to Silent Hill 2, but he's since made an apperance in Homecoming, so some would consider the character free to appear in any SH title. Will he appear in Shattered Memories? If not, is there a reason the team chose not to include him?

Tomm:
I subscribe to the idea that Pyramid Head was unique to James Sunderland in Silent Hill 2. He's not just some guy who walks around with a big knife. I think if anyone was going to use Pyramid Head again, they would need a really good reason, and they would have to let him serve some kind of purpose. He was a heavy thematic character in SH2, and less so in SHH or the movie. Without the emotional ties to James, he loses his impact and is just a cheap scare, and that's doing a disservice to such an iconic character.

Climax has already made clear that the Wii version of Shattered Memories will be the definitive one. Will the PS2 and PSP versions be straight ports, or can we look forward to any extras for those two versions?

Tomm:
Yes, Wii is the lead SKU for this title. That said, we are working hard to make sure that PS2 and PSP players don't just feel like they're playing a watered-down Wii title. There is a separate team at Climax working on the Sony versions to optimize them for their respective platforms. While the controls will obviously be different on the Wii, we want all players to have an optimal Shattered Memories experience.

The Wii is thought of as a family-friendly console, as you know, but gamers have been vocal about wanting more mature games for it. Will anything about Shattered Memories be toned down with the Wii's biggest demographic in mind, or can fans expect the same level of disturbing story and terrifying creatures that we have enjoyed from all the other SH games?

Tomm:
We know there is a large contingent of hardcore and lapsed gamers on Wii who are clamoring for "real" titles. Silent Hill is real in every sense of the word. This is not a gameplay spinoff, it is a real Silent Hill title. These are real gameplay advances, not cheap control gimmicks. It's not a port. The rating is still pending, but rest assured it will be scary. At no point did we come to a crossroads and decide "well let's just do it this way because it's on Wii." It will twist your mind and creep you out just like any other good Silent Hill game would, and all the choices we made were to serve good gameplay or a compelling story - never a misguided notion of "Wii is for young'ns.
Fonte: http://www.destructoid.com/destructoid-interview-silent-hill-producer-tomm-hulett-130901.phtml
 
O_O wow, eles não estavam a brincar em relação às deformações em tempo real de terrain. E o modelo poligonal do Harry Manson está muito bom.

Day one, mais que nunca. (btw... que enchente de videos hoje!)
 
O_O wow, eles não estavam a brincar em relação às deformações em tempo real de terrain. E o modelo poligonal do Harry Manson está muito bom.

Day one, mais que nunca. (btw... que enchente de videos hoje!)

A IGN disse que hoje e amanha vai ser uma festa de videos acerca de third partys de wii
O jogo está com um aspecto, bastante bom só espero é que não saia ao mesmo tempo que outros titulos
 
:wow: Bolas, sim sr! Realmente está com excelente aspecto. O clima de tensão que o original criava era lindo... juntem isso ao que vimos e temos um grande título...
 
Muito Bom ;) as deformações estão óptimas! yep, também é day one encomendado.

A climax é outra que está a puxar bem o hardware da wii.
 
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será este o survival-horror que espero à muito para a WII, já que o outro morreu por terras nipónicas segundo consta?!:mad:
 
Bem, espectacular mesmo! Mesmo já tendo visto os outros vídeos (muito pior qualidade), não transparecia nada isto. Acho os gráficos muito bons, grandes áreas, enorme sentido de solidão, as animações estão óptimas (o gajo a coxear, a enxotar os inimigos, a mandar móveis para o chão enquanto corre), o facto de de facto não sermos o John Rambo da malta que mata os monstros todos também me agrada. Epá, a parte em que a mulher lhe telefona... repararam no poste logo a dobrar lá ao fundo?

Sim senhores... :) Acabo por gostar mais deste walkthrough que muita coisa que vi na E3. Este e o Alan Wake são os jogos do género que mais espero de momento. E sinceramente, gostei bem mais disto que do que vi do Alan Wake (aquele slow motion... ughhhh... porquê?).
 
Hands-on Joystiq:

Hands-on: Silent Hill: Shattered Memories

I've heard 'Shat-On Memories.' That's a good one," remarks Shattered Memories producer Tomm Hulett, taking the complaints from the so-called "unreasonable" Silent Hill fans in stride. Remaking -- or "re-imagining," rather -- a horror classic is no easy task, least of all when the leading platform's scariest trait is its abundance of minigames. Calling it a re-imagining seems appropriate, with familiar characters and themes returning in unfamiliar ways, but that belies the fact that the upcoming Wii title is the freshest and riskiest Silent Hill game to come along in years.

Conveying an intense, unnerving experience in the din of E3 is like reciting a poem behind an airplane barreling down a runway. The packed show floor, filled with colossal sub-woofers and eccentric excessiveness, couldn't be a less ideal place to play a survival-horror title. And yet, despite the copious distractions and some truly awkward sensor bar placement, Silent Hill: Shattered Memories managed to fool us -- if ever so briefly -- into thinking we were skulking around the world's least hospitable and most perplexing town.

Some things haven't changed. The melancholy atmosphere and lonely environments that make up Silent Hill's eek-o-system are presented in surprising fidelity on the Wii, with shadows dancing across the walls as your flashlight probes abandoned halls and snow-covered streets. Akira Yamaoka's off-kilter soundtrack is the only thing accompanying protagonist Harry Mason in his search for his missing daughter. Press A and he'll call out to her -- a minor gimmick, but a big help in connecting you with the character.

The same goes for the new over-the-shoulder camera system, which works remarkably well with the Wiimote-driven flashlight (point and illuminate!) and Harry's map- and camera-enabled phone. It came as a relief to hear certain E3 attendees bemoaning the game's lack of action and its slow pace, because it lends credence to our own observation: Shattered Memories has paid respect to the franchise's sense of immersion and isolation. Well, at least until the monsters show up.

Whereas previous Silent Hill titles allowed some measure of defense against assailants (usually in the form of a clumsily wielded pipe), Shattered Memories embraces the everyman conceit and runs with it. As in, running away from the town's twisted, meat-faced monsters is the sensible thing to do. And they're relentless this time, giving chase throughout nightmare sequences and grabbing at whichever of your appendages happens to be within range. Shaking them off (in the game's only gratuitous bit of waggling) or lighting flares will give you some reprieve, but only by climbing over fences and charging through doors -- all marked by a Mirror's Edge-esque highlight of blue frost -- will you survive. It's a terrifying, cinematic chase, especially if you press down on the d-pad and take a look at what's behiiiind youuuuuuu.

That isn't to say that things are particularly lackadaisical when the creature content subsides. Silent Hill's alternate dimension is now represented as a town gripped and encased in distorting ice. It sounds lame ... right until you see the transformation occurring in real-time. In a way, the frosty take on the formerly rusty dimension instills more fear than ever -- it's back to being an unknown element.

What isn't known about Shattered Memories yet is how much the original game's plot has been warped, or how much of it you'll inadvertently alter. Starting with a first-person psychological evaluation and monitoring your decisions throughout your scary sojourn (the game will even make changes based on which rooms you visit first), there's no telling which characters or situations it'll throw at you. A quick glance at the other E3 demo stations revealed not only different versions of characters, but different encounters entirely!

If the Fall release of Silent Hill: Shattered Memories can keep us off balance and avoid becoming formulaic (see: exploration, chase, exploration, chase), it has every chance of luring us back to the town that takes all. If you're a fan, "unreasonable" or not, that's great news.
Fonte: http://www.joystiq.com/2009/06/08/hands-on-silent-hill-shattered-memories-wii/


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