Interview with Jason Allen (The Silent Hill Forum)Date published: 2008.09.03 1- Team Silent's work on the franchise is what set the series up and made it stand out as unique against other games of a similar genre. Has it felt like a daunting task trying to fill the shoes of Team Silent and continue the series? Jason Allen: Silent Hill has had tremendous success as a video game series. To pitch and then gain the opportunity to continue this franchise was, collectively, one of the highlights of the team’s career. Never before had we felt the weight of so many concerned people wondering what we’d do to their pride and joy. As with any complex task you undertake in life; the seemingly impossible can be achieved by breaking it into more manageable segments. Recreating or even evolving that experience comes from an understanding of what those components are, and how they interrelate. 2- Early on in Homecoming's development Akira Yamaoka mentioned working on creating a unique idea of "fear in daylight". Is this something which was worked into Homecoming? Jason Allen: This is not something we specifically dealt with; it may have been something Yamaoka-san was working on separately to our development. 3- What would you say were the major inspirations in the design of Homecoming? Were there any external influences outside of the existing games? Jason Allen: The influences of the team - as always – stem from numerous sources. We look at films and literature for narrative progression. There are always layers to any Silent Hill game; the surface encounters; the meaning that drives those events and finally their context within the overall narrative. It’s been mentioned in other interviews, but we looked at films like Jacob’s ladder, the Ring, Dark Water, Hellraiser etc. Each of these offers elements the team can then use as guidance. That’s not to say we take the film in its entirety. We do look at themes, costume designs, narrative exposition, setting, lighting etc. There are so many elements that go into the creation of game; we end up drawing upon many sources. 4- Now that Team Silent is apparently no longer involved, how does a Western developer such as Double Helix make sure that the series' unique Japanese sensibilities are preserved in order to prevent Silent Hill from becoming just another horror franchise? Aside from Mr. Yamaoka, did you maintain any communication with the other members of Team Silent? Jason Allen: We did not have any direct contact with other members of Team Silent; though it is my understanding that Yamaoka-san shared with his previous colleagues our work in progress to garner feedback, which he subsequently brought to the development team. 5- What are your opinions of the previous Silent Hill games are and what do you think their strong points/weak points were? How have you built on this with Silent Hill: Homecoming? Jason Allen: I believe the previous Silent Hill games are landmark titles. They may have appealed to only a smaller sub-set of the game playing audience at large, but they were visionary in their representation of an adult narrative. When I say adult I mean we have flawed characters dealing with complex issues with no easy resolution. The depth of narrative was unlike any other game I’d played. 6- With this being the first Silent Hill game published on a next gen console you have been challenged with preserving aspects of the series which make it unique with simultaneous expectations to deliver a "next gen experience". Can you comment on any hurdles you've had to overcome keeping the game true to its roots while evolving it onto next gen? Jason Allen: For the team, this particular game generated a great many challenges. We were creating this game on a new engine and were therefore unaware of its full capability. For a fair amount of time we would be putting new content in and seeing how that affected framerate. There were a great many unknowns. To achieve the level of quality expected for a next generation game required a lot of new methods for working, particularly on character creation. Different skin shaders were tried and tested. It takes a lot of trial and error before we get the result we need. 7- From what we have seen so far there seems to have been heavy visual influence taken from the Silent Hill movie. This has caused concern in many fans since the movie and games are two very different entities. Will the story or universe in Homecoming be tied to the movie in any way, and can you comment on the heavy use of movie style visuals? Jason Allen: The aspects of the game that have been released to the public are only a small portion of the entire game. It is very difficult to form a truly objective opinion when you do not have access to all the information. If I blindfolded you and only gave you access to its mouth, what opinion would you form of a duck-billed platypus if I asked you to hypothesise how the rest of the creature was formed? 8- What processes do you go through when designing new monsters? How do you go about thinking of new ways to make the monsters meaningful and frightening? Jason Allen: We look at the psychological resonance created by the appearance of a character at a particular juncture in the game. What underlying psychosis is the character trying to represent? From this starting point we generate themes formed from that understanding. Some themes are workable, some are not. Those workable themes are massaged into very basic designs. Those designs then have to possess useful mechanical attributes that we can use and animate into a form that’s functional in the gameworld. 9- Will Silent Hill: Homecoming have any strong ties to others in the series or will it be a new story completely? Can you comment on why you decided to make it that way? Jason Allen: This was part of the delicate balance we needed to maintain, and also part of the requirements Konami requested during the development of the game. Silent Hill: Homecoming had to be its own entity. It had to be playable as a discrete experience without having to buy the previous games. At the same time, there needed to be a sense of continuity from past games; portraying a world familiar to previous players. It is important for the series that we feel as though we are in the same world. Not necessarily the same time or even the same place, but familiar nonetheless. 10- When we explore areas, will the traditional Silent Hill approach be taken to advance (for example solving riddles, collecting items for puzzles etc), or will this instalment be more linear in its progression? Jason Allen: It most definitely uses the traditional approach to advancement. Large portions of the game operate under hub-based gameplay. There are some linear sections, but by and large it’s a very traditional approach so Silent Hill 11- Can you comment on the impact your responses during dialog sequences make on subsequent gameplay? Jason Allen: When faced with traditional gaming and a cutscene ensues, we are usually ‘spoon-fed’ information pertaining to our current plight. That information may raise questions in the mind of the player, that they have no way of answering – save waiting for the next cutscene. A dialogue tree offers the opportunity to anticipate those questions and provide answers; again, where appropriate. So we use it to further the player’s understanding. There are also specific instances where the player’s choice has a direct effect on the game. These instances will be reasonably obvious to the player when they occur. It is one of our methods for introducing replayability into the game. We want you to play it again and explore all the options available. You won’t get the full experience if you don’t. :) 12- Will we be revisiting any areas from past games and/or the movie or is every location brand new in this game? If all-new, which part of Silent Hill will this take place in? Jason Allen: There are mainly new areas - obviously Shepherds Glen is new. There are also new areas in Silent Hill and old areas too. It’s really a combination of new and old. I hesitate to say where we’re going in the game because I want you to enjoy the journey as much as the destination. 13- From recent gameplay videos we have seen that Pyramid Head will be playing some kind of role in Homecoming. As an icon of the series in general this has caused quite a stir among fans with many mixed opinions. Can you comment on his appearance in the game at all? Jason Allen: I know his appearance has caused some consternation with the fans, saying he’s James’s demon and should not appear in any other version. As with everything else we do in the game his presence (or lack of) has a very real purpose. We do not stick characters in the game simply because they look ‘cool’. Any creature you find will have a very real purpose and meaning supported by discoverable evidence. From our perspective his presence is integral to the Silent Hill lore and he performs a specific function that is neither arbitrary nor trite. 14- How much impact has the fanbase responses to released footage had on development? Can you describe any changes or decisions which have been made because of fan reactions/comments/suggestions? Jason Allen: We do our own testing for the game using contracted specialists. It is their feedback we incorporate or change as appropriate. However, I would like to point out, that at a game’s inception we do take into consideration the concerns and requests of our target market. We use those wishes as guidelines for where we take the franchise and what aspects (if any) need changing in the next version. It is not practical for any game development studio to peruse forums and implement reactive changes based upon single or multiple threads posted. 15- Now that the game is near release, has it turned out how you envisioned it being at the beginning of production or has it changed/evolved significantly from your initial vision? Jason Allen: All games go through an evolution during the product life-cycle. There are simply too many variables to be able to accurately predict their interplay at the start of the project so that it remains identical to the finished version. Though this may not be true for an in-house sequel; for a new project there are a great many lessons to learn. We use iteration to improve and polish the gameplay and like anything else; the more time you have, the better the end result. 16- What do you think the future holds for the Silent Hill series? Jason Allen: The series is important to Konami; it is one of their premier franchises. There is much yet to be told; many characters’ must explore their personal issues through the lens of Silent Hill. Through this exploration and the facets of life it exposes, perhaps we can begin to understand yet the purpose of Silent Hill. SHF would like to thank Jason Allen for taking the time to respond to these questions and give the fans an insight into the development process. He's a pretty awesome dude :) |