The Silent Hill: Origins Interview (The Silent Hill Forum)Date published: 2007.05.11 SHF: Could you tell us a little bit about how the development for SH 0rigins begun? Who initiated development of the game and what inspired the idea? Origins originally came about as internal discussions for a remake of the first Silent Hill game. At the time, and even now, the PSP seemed like a natural way to bring games from the PS1 era over and make them better. However, after considering this, I decided I wanted something that would add to the history of Silent Hill, instead of just rehashing it. Plus, what’s the fun in playing something that you already know the outcome of? So, with Origins, players get to see familiar scenes and characters from a different perspective…a brand new one, through Travis. SHF: Many fans are interested in why this title has been announced as a PSP exclusive. What factors influenced this decision and are there any plans for 0rigins to be ported to a home console? If not, why have you decided to keep it a PSP exclusive? This game was originally planned from the beginning as a PSP title. Whether that changes is a business decision that I certainly look at, but also one that is determined by the higher-ups. At this point, it’s a PSP exclusive title. SHF: Silent Hill is known for being frightening primarily through atmosphere and psychology rather than full-on gore and violence. Has there been any concern that launching 0rigins n a handheld to be played on the move would detract from the game's atmosphere and psychology? Most definitely. There were concerns it might not even possible. However, one of the strengths of Silent Hill is the strong character-driven nature of the story. You really connect with the ordinary person trying to make sense of a reality that’s surreal. If that connection is strong, than you lose yourself in the story, and the setting becomes irrelevant to a degree. The analogy here is similar to burying yourself in a good book or listening to music that so commands your attention; you become entirely forgetful of your environment and fall into an inward reverie. Once you’re there, you’ve entered that special place where you are totally enraptured by the game. That’s what we want to accomplish. SHF: Would you say the delveopment of SH 0rigins has been influenced more by the movie or by the previous games? Have you been influenced significantly like other media? Totally influenced by the previous games. They are the foundation for this title, especially the first one, where many connections will be obvious and direct. There are also connections to #2, and to a lesser extent, #3 and #4. All have had some impact on what we’re doing. SHF: How involved have Konami been with the project? Have Konami given you much creative freedom or have they been quite strict in what directions they wanted the game to take? The idea was born from Konami, and we direct the development of the title. Climax has a wonderfully creative team filled with passionate and knowledgeable staff as well. Together, in Origins, you see the collaboration of these ideas. In my job, I have to make sure that the vision of the game is clearly stated and adhered to by members involved in its development. SHF: We already know characters such as Kaufmann and Dahlia will be making a reappearance in 0rigins; other than nurses, are monsters from previous installments reappearing in this game? Some monsters are similar and others are totally new. More information will be forthcoming. SHF: It's great to hear Akira Yamaoka will be composing the soundtrack. Is all the music to be original or will tracks from previous games be re-used? Is a soundtrack CD going to be released? A soundtrack CD is planned at this point. All of the music created for Origins is brand new and original. SHF: How much influence did the opinions of the fans have on progress and development of 0rigins? Can you give ay examples of changes/directions they have taken based on feedback from fans? Feedback from many people, including fans, influences development continuously. Sometimes, when there’s a good idea and there’s time and resources, we can make the change. Other times we can’t. I encourage fans to comment and talk about what they see in screenshots and/or other released media. SHF: How are you finding the reality of working on a cult franchise such as Silent Hill? What have you found the most enjoyable and most difficult aspects? The reality is that you get lost in it. It’s all consuming and something you don’t stop thinking about. It’s also a huge responsibility, since so many people are looking at the game and scrutinizing all the details. Team Silent has done such a great job with the previous games, that building on that legacy is a tremendous task. However, the plan that we have with Origins is one that honors the past but also provides a suitably new experience that we believe fans will enjoy as they traverse paths that are familiar but unknown. SHF: Have you had any feedback from the original members of Team Silent? What is it like following in the footsteps of Masahiro Ito? Most of the discussion with Team Silent has been with Akira Yamaoka, and he has graciously made the time to create the soundtrack for Origins. |