Interview with Moto Okamoto (Famitsu)
Date published: 2024.06.06
Source: Famitsu
Motoi Okamoto joined KONAMI in 2019 and aims to revive the entire Silent Hill series as its producer.
The Identity of "SILENT HILL"
With the new information about the remake of "SILENT HILL 2" announced and the release date finally decided, there has been a lot of reaction from fans all over the world. How did you take these voices, Mr. Okamoto?
Okamoto: First of all, I'm happy. The original version of "SILENT HILL 2" is especially highly praised for its story. The dialogue doesn't say much, but the experience of the story through visuals and sound deepens the sense of immersion in the story, and I feel that this is why it is so highly praised. That's why fans have such sharp eyes.
You can't say too much, but you can't say nothing either.
Both we and Bloober Team, the developer, have been very careful about the balance there. That's why I feel a sense of responsibility for the large response, but at the same time, I'm also very happy to hear the voices of fans who are looking forward to it.
That's right. With the long trailer released, I saw many fans saying they were looking forward to it. However, since it's a remake of a masterpiece, I think it's important to change what needs to be changed while retaining the good points of the original, so it seems like it's difficult to strike a balance there.
Okamoto: That's right. But actually, the Japanese staff, including designer Nobutada Ito, who worked on the original version, and sound production Akira Yamaoka, said, "I want to change this." On the other hand, Bloober Team had a lot of opinions like, "No, I don't want to change this!"
Although opinions sometimes clash, in the end we managed to get it right. If you watch the trailer, you'll see that it has been reborn in a modern style while retaining the good points of the original version.
Because you were involved in the original version, there were many parts you wanted to change.
Okamoto: After all, game creators don't want to make the same thing they created again. They don't want people to enjoy the same thing. So I think there were a lot of parts that they wanted to change drastically in the remake. But in the end, thanks to the opinions of Bloober Team, who are also big fans of the original, the remake was highly respectful of the original. If the development team had been formed entirely in Japan, it might have been a completely different remake.
I see. But why did you think of remaking "SILENT HILL 2," which has attracted so much attention from fans of the series, as the beginning of a reboot of the series?
Okamoto: Horror games are still being released today, and many of them seem to have been influenced by the Silent Hill series
That's true. There are many titles in which the main character is an ordinary person, or where the story is portrayed in an absurd way.
Okamoto: With so many appealing horror games lined up, if we were to release a new series title... I thought that without the distinctive personality of "SILENT HILL" , the series would be lost and lost forever. That's why I thought carefully about "what is the distinctive personality of "SILENT HILL ". What emerged was the "psychological horror" aspect, depicting the inner conflicts of one's mind, as if one is being driven to a corner. The deciding factor was that I thought that the essence of that identity was "SILENT HILL 2" .
I imagine it was difficult to establish the identity of "SILENT HILL" with current technology.
Okamoto: Actually, it wasn't that difficult. First of all, we had received many voices from overseas game studios saying, "We want to remake 'SILENT HILL 2' ," and Bloober Team was one of them. They were also big fans of the original and already understood that "SILENT HILL 2 is this kind of thing." They understood from the beginning that "psychological horror" is what SILENT HILL 2 best embodies it , so we were able to reach a common understanding on that point smoothly.
Bloober Team's love for SILENT HILL 2 was so great that they were chosen from among many overseas studios that reached out to them.
Okamoto: I felt their love for SILENT HILL 2 and their strong passion. Bloober Team loves the "psychological horror" genre, as exemplified by the Layers of Fear series, and they also have a lot of development experience. However, there were some concerns about areas where they have little experience, such as the know-how regarding the battle section. Still, I believed that with Bloober Team's passion, they would overcome the challenges and take on the challenge, so I decided to entrust them with the remake.
I see. "SILENT HILL 2" certainly has a lot of overseas fans, but as a horror game, I think it has a "Japanese" element to it. I'm a little surprised at the high level of understanding of overseas fans.
Okamoto: Yamaoka and his team often say that they made the game with a Japanese sense of harmony as a horror movie, but I don't think people understand that. However, there are also myths and anecdotes about the underworld, such as "Going to the underworld to save your wife." I feel that this has struck a chord with people overseas, and expanded their imaginations in many ways, as there are similar commonalities between myths from all over the world.
In terms of exploration, walking around the tranquil town of Silent Hill for a long time was meaningful in itself... I can't put it into words well, but apart from game-like strategies and techniques, playing the game brings about a unique emotional feeling in your heart, which is also one of the charms of this game.
Okamoto: You're absolutely right. I think that wandering around the streets and towns is a part that expresses the state of mind of the main character, James. It's not just about taking in what's said in the conversations and movie scenes, and I think that's also what struck fans. I'm sure that the balance there wasn't perfect even in the original version, but I think it ended up being the golden ratio for fans.
It's literally a matter of knowing the right amount.
Okamoto: SILENT HILL 2 also has puzzle elements. However, puzzle elements can also have unrealistic parts. For example, something that shouldn't be lying around suddenly becomes a key. Fans interpret this as "representing James's psychology," and I think they enjoy the absurdity of the puzzles themselves. If it's explained too much, it will all seem to be about James , and it will lose the flavor of SILENT HILL , and if it hints at James too much, it will lose its flavor. I think it's the ambiguity that doesn't depict things in a straightforward way that has captured the hearts of fans both in Japan and overseas.
The remake version conveys more information from the appearance, so it seems that those elements have been further sharpened. In the trailer, the scenery and cityscapes are depicted in great detail, and there is a strong sense of loneliness.
Okamoto: That's a great thing about working in the latest environment. Anyway, we've become able to pack in detailed depictions, so we're increasing the amount of information while keeping an eye on the balance. Also, Bloober Team is a Polish company. Poland has very low saturation in cityscapes. They have a chic atmosphere overall. That sense of color matches SILENT HILL 2 very well, and that's why I'm glad we asked Bloober Team to work with us.
Walking through the darkness is a bit different from the color usage in SILENT HILL 2, isn't it?
Okamoto: Compared to other horror games, for example, even if you look at the key visuals, it's doubtful that it even looks like a horror game at first glance. It's not a shocking look, and it's just a woman's face floating in a quiet-looking town. I'm sure it will be seen as a unique horror game, including the fact that it even feels beautiful in a way.
Any other points you paid attention to when creating the townscape of "Silent Hill"?
Okamoto: In the original setting, there is no electricity in "Silent Hill" (the town where this game is set). There are some places that use their own power source, but the whole town has no electricity, so the traffic lights are not lit. I actually wanted to use traffic lights and street lamps to create the atmosphere of the town and to show the lighting, but I couldn't use them at the setting stage, so I didn't use them. Using such things makes it easier to create the picture, so it's tempting to use them, but I was particular about creating the atmosphere in a different way.
Optional features that emphasize immersion are also available
Please tell us about the game system. First of all, at the beginning of the original version, there was a part where you just keep walking along a forest road where it seems like something scary is going to happen, but nothing happens. Although nothing happens, the sound and atmosphere slowly bring about a feeling of secret fear to the player. Are these scenes also included in the remake?
Okamoto: Of course, that part will appear almost unchanged. One thing that has changed in the beginning is the timing of your first encounter with a creature. Fighting creatures is not that important for SILENT HILL 2. Therefore, in the early stages of development, we delayed the encounter with the creature even further than in the original version, with the aim of letting players enjoy the time before the real world turns to madness. However , we received many opinions that it was too slow and lacking in contrast, making it boring, so we moved the encounter timing forward. That said, the encounter timing is later than in the original version in terms of time. This is mainly due to differences in the system.
As a fan, thank you for leaving it here. Moreover, the newly adjusted first encounter scene with the creature was discussed not as being "faster," but as being "even further delayed," which made me feel something like the pride of the Silent Hill series.
Okamoto: When my favorite staff get together, that's the kind of thing we end up talking about (laughs).
One thing that was different was that in the trailer, when opening the map, James took out the map, rather than the map screen being displayed automatically. I thought that was a really good touch.
Okamoto: In Silent Hill 2 , James writes notes while looking at a hand-drawn map, not a map like in a game. In order to respect that depiction, the remake has a policy of not using game-like user interfaces (UIs) as much as possible, so we decided to take out the map.
The original version also had almost no UI display.
Okamoto: I think that even back then, Silent Hill 2 was conscious of the "sense of immersion in the world" that is now so important . In Silent Hill 4: The Room (PS2/released in 2004), the life gauge was displayed during battle, but there were quite a few players who didn't like that. In recent years, there are titles, mainly overseas, that have eliminated UI displays to increase the sense of immersion, but I think that the fact that this was incorporated back in 2001, when Silent Hill 2 was released, was a rare charm.
James turns his gaze towards items that are lying around, which can serve as a hint to help you find them.
Okamoto: In the remake, the motions and 3D models have become more realistic, so James's gestures to point his eyes at items are more natural. A round icon appears when you have to pick up an item, and the UI display is slightly different. However, rest assured that the player can choose which icons are displayed as an option. You can also hide the icons. When you play by default, several icons are displayed, but you can set them to not be displayed at all, so if you are the type of person who is turned off by the UI appearing on the screen, please make use of this setting.
Such detailed consideration. So, is there no guidance to items in the remake?
Okamoto: The items do not glow, but the placement and lighting allow the player to know that an item has been placed there. In some cases, the effects are used to make it clear. However, when the graphics are dense, the items inevitably blend into the background and can be hard to find. The original version has a top-down view, but the remake is closer to an over-the-shoulder view, making it more difficult to see the items. To solve this, item acquisition icons and the like are displayed. Of course, this can also be changed in the options.
In the trailer, there was a scene where you searched inside a car and took out an item. In the original version, there were recovery potions scattered all over the city, but will you get them from objects instead?
Okamoto: That's an area we're still adjusting in terms of game balance, and there may be times when you suddenly find yourself thinking, "I'm sure I'll need a recovery potion here." To make it easier to understand.
(laughs).
Okamoto: However, when exploring buildings, there may be times when you need to use a little ingenuity to get a recovery potion, such as one found at the back of a shelf or left in a car. However, if you place too many of them, it will become a "game where you just explore the shelves," so we are still discussing the balance of item placement.
I see. There are many games that pursue making things easier to play, but the fact that there are UI display settings to create an atmosphere is also a sign of respect for Silent Hill 2.
Okamoto: What's more, in order to create a realistic game, we talked about not displaying a game-like item menu, and instead making it a system where everything can be managed in a backpack. We also wanted to answer questions like, "Where does James have this item?" However, the image of James exploring with a backpack on his back is somehow cold, and adding the game-like element of item management doesn't feel right in this game.
I think it's important to make it easy to understand, so it seems like it will be difficult to find the right balance.
Okamoto: For example, James's reaction when he takes damage is too obvious, and if you tell him "You're in trouble now," it will feel like a game, so we've toned it down. The balance between game-like expression and immersion is adjusted by repeating test plays and getting feedback.
That's good. I was worried that if it were to be revived in modern times, it might turn into "SILENT HILL 2," where the navigation to the destination is displayed (laughs).
Okamoto: Don't worry about that (laughs). As before, James will take notes on the map about the places he visits as he explores. You can expect blood stains on the ground and other roadblocks from the original game to still appear. Also, with the increased amount of information, it's a little easier to explore, with objects like fallen trash cans and other objects that serve as indicators for exploration. However , I want you to rest assured that there will be no "yellow paint" to guide the player (laughs).
It will be easier to understand, but in the case of "SILENT HILL 2," if that appeared, it would ruin the atmosphere of the game (laughs).
Okamoto: I can't go into too much detail, but for example, white cloth appears often in "SILENT HILL 2" . There is a reason why white cloth is in the city, but it is used as a guide for exploration without feeling out of place.
The composition is such that you are naturally drawn in by the direction. Walking through the city of "Silent Hill" has a unique charm. In a way, it's like sightseeing.
Okamoto: Speaking of "SILENT HILL 2," one of the attractions is exploring the foggy city. We had a lot of discussion about how thick the fog should be. If it's too foggy, you won't be able to see the dense cityscape that we've worked so hard to create. On the other hand, if it's too clear, it's not "SILENT HILL 2." It's important to have players explore in an atmospheric landscape, so it was difficult to adjust the amount.
Emphasis on "eerieness" when fighting creatures
Regarding the battle elements, from what I've seen in the trailer, it looks like it's a so-called TPS action game.
Okamoto: Yes, it's a modern TPS action game. It's not that difficult, so I think fans of the previous series will be able to enjoy it easily.
From the original version, the battle was intentionally used as just one of the productions.
Okamoto: The remake version has more battle elements to a certain extent, making it enjoyable as an action game, and I think that's the point that will attract new fans of the series. And just like the original version, there is a difficulty selection, so those who are not good at it can choose easy, and there is also a hard setting that is challenging for those who are good at it. However, it is not so difficult that it becomes a horror because the enemies are too strong.
I remember that the striking weapons were very strong in the original version, and I imagined that it might be expressing a certain part of James.
Okamoto: The appeal of this game is that you can think about the meaning of the battle itself. By the way, in this remake, there is no such thing as just punching someone down (laughs). You can enjoy the action of aiming your attack carefully and avoiding it with evasive action.
The trailer also gave us a sense of the presence and strangeness of the creatures' movements, which is typical of "SILENT HILL 2".
Okamoto: The combat trailer we released previously was criticized by overseas fans as being "too much of an action game." We wanted to appeal to the fans that "you can enjoy the action," but it was a little too intense, and the enemy's movements made it look more like an action game. For example, the creature "Bubble Head Nurse" moved gracefully, as if she was doing parkour. Those aspects were also mentioned.
It's true that in the combat trailer, you may not have been able to really feel the mysteriousness and creepiness that the Bubble Head Nurse has.
Okamoto: In this game, the creatures don't come to defeat the main character with a clear will. The enemy's actions had to reflect the fact that they "don't know what they're thinking." So, we brushed up on that aspect to make the battle more suitable for SILENT HILL 2.
It would have been easy if you had only brought out creatures that blatantly bit you, but that's not the case.
Okamoto: It would have been much easier if you had simply created an enemy. How they attack, what they do, what their movements are, and so on, you create creatures that retain an eeriness, so I'm sure it must have taken several times more effort to create creatures for the Silent Hill series than usual.
The balance there seems to be quite difficult when creating action.
Okamoto: It's really difficult, because they're enemy characters, so naturally they're forcing the player to defeat them. However, if they were to be too straightforward in their approach, it would lose the feel of Silent Hill. I think that the Silent Hill combat is about making you think, "What on earth is this guy?" while fighting. We reviewed this with Bloober Team, and we're incorporating various movements based on the original motifs and story to figure out how to express the enemies in SILENT HILL 2.
By the way, have the types of creatures increased?
Okamoto: In the sense that they are completely new, they have not been increased. However, we have added creatures of the same type that move differently. We have increased the variety in movement and situations without straying from the original creature image. It is a horror game, and as an action game, it would be nice to add more creatures, but the creatures in "SILENT HILL 2" have a clear "meaning" so we cannot add more.
Because it's a remake, it's straightforward
In the over 10-minute long trailer, we were able to see movie scenes, and while I felt a great sense of nostalgia, I also felt the beauty of the latest technology. Do you use motion capture to create those scenes?
Okamoto: Thank you. At first, we had the option of creating the character's face by hand modeling, but if we wanted to create a photorealistic screen, it would look unnatural if we didn't photo scan the face of a real actor, so photo scanning and facial motion capture were essential. However, in that case, it became important that the actor resembled James in both facial structure and acting, so we carefully auditioned the characters.
If James handled a gun with a firm manner like a police officer, that would be a different movement.
Okamoto: That's right. However, we have made some adjustments to the facial expressions by hand. We've added accents without going overboard. If we express too much emotion, people will think, "That's not how James feels at that moment," so we're careful to strike a balance there as well. For example, we've already remade the opening scene that was revealed at the announcement. So it's even better in the final version. That's how much we care about expressing emotions. We've also made some changes to James' sense of age.
You mean his sense of age? At the announcement, James looked a little older.
Okamoto: Originally, I was planning to make James a little older because the players are getting older. Now he's younger and closer to the original age. In fact, as I was making and playing the game, I started to feel that the original young James was better.
I see. Also, we haven't been able to see the "other world" yet, but what is it like?
Okamoto: Ito-san has also been supervising the underworld, and it has become a space that is appropriate for the underworld. It is simple in a sense because it depicts the underworld that I wanted to depict in the original version in a modern way without doing anything unusual. Bloober Team is a team that is good at expressing such things, and it has turned out very well, so please look forward to further information. The underworld in "SILENT HILL 2" is at first glance plain compared to the other works in the series. However, each underworld has a deep meaning in the story, so I think that this time Ito-san's image of what he wanted to depict in the original version is closer to the image.
It's because of the setting that you couldn't do anything twisted.
Okamoto: We want to make the game more interesting, and we want to incorporate things that are convenient for the game, but if we change that, the meaning may change, so we are adjusting that while keeping an eye on the balance. As with the maps, there were many elements of the game that we wanted to make into a modern system, but we couldn't do it in SILENT HILL 2 because it would be inconsistent with the game, and Bloober Team had a hard time with that.
In a way, that's the fate of a remake.
Okamoto: If it's a completely new game, you can change the specifications for the game, but a remake has an original version. It's very important to respect that. For example, we discussed the size of the representative creature "Pyramid Head". Normally, I think it's enough to simply make a huge and different creature. It's big and strong... that's enough to create a sense of fear. However, if you make Pyramid Head huge, the original meaning will change. Rather than a simple way of showing it, we are trying to create a sense of menace by devising movements and productions.
That's because it's a creature that symbolizes the series.
Okamoto: That's right. We've been adjusting the production and presence, including the size, until the very last moment (laughs). We'll be able to show it to the fans later, so we hope you'll look forward to it.
I can't wait to see it in action. The release date has finally been announced, so lastly, could you give a message from Okamoto-san to the fans who are eagerly awaiting "SILENT HILL 2"?
Okamoto: We've kept you waiting for a long time, but we're finally able to announce the release date. You can see plenty of game scenes in the latest trailer, so be sure to check it out. We'll also be releasing more and more information as we get closer to the release date, so please look forward to it.