| 2009.10.30 Interview with Tomm Hulett |
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Source:
Siliconera
Happy (almost)
Halloween! Want to know more about Silent Hill:
Shattered Memories and its ambitious psych system
that “watches” players? We asked Tomm Hulett,
Producer at Konami, how it works and why they took
combat out of Shattered Memories.
What goals did you set for
your re-imagining of Silent Hill?
Tomm Hulett, Producer:
We wanted to re-imagine not just Silent Hill, but
the survival horror genre. We threw out all the
rules and started fresh, asking "if we’d never
played a survival horror game, and someone asked us
to make one – what would THAT game be like?" We
wanted to have innovative mechanics, controls, and
interesting gameplay.
On the Silent Hill-specific front, we wanted to
provide an entirely different experience from the
first game. We also wanted to have an extra layer of
"mind trip" for returning fans.
How did the ice theme come
into play?
The ice theme came from several places. Early on I
championed different Nightmare worlds. In Silent
Hill 2 we learn that each individual has their own
unique otherworld. …Then almost every game since has
used the same rusty world from Silent Hill 1. That’s
frustrating and limits the growth of the series–it
makes things predictable, and predictable is
synonymous with "not scary."
Also, Silent Hill is in the midwest/northeast, and
it snows up there. It was snowing in the first game
but not any of the others. So we thought it would be
interesting to set the game during a snowy period.
Climax took the "frozen" theme and really ran with
it, designing a freakish frozen Nightmare and really
developing our snow idea.
One of the big changes in
Shattered Memories is the combat system. Why did you
emphasize evasion and how can Harry stand up against
the nurses now?
Most survival horror games lately have focused on
fighting and combat. Of course, this means the genre
as a whole is moving closer to "action" than it is
to "survival horror." This is in large part because
the old games had really poor combat and wrote that
off because it "added to the fear." Well, not being
able to control your character isn’t fun. And it
doesn’t matter how atmospheric or moody or
purposeful you tell gamers a mechanic is – if it’s
not fun on some level then it won’t survive for very
long. So slowly the industry replaced "poor fight
mechanics" with "better fight mechanics" at the
expense of some of the fear.
But "poor control" is not the only way to create
fear and tension. So we looked at WHY poor controls
might have been scary. In a good action game you
have badass moves and weapons at your disposal. This
makes you empowered, and being able to use them
easily and intuitively keeps up that feeling of
empowerment. So in action games you are "empowered."
The poor controls and gameplay of old survival
horror games negated this. You can’t feel empowered
when it’s hard to hit an enemy, or when you’re too
slow to fight, etc. So how do you keep a player
vulnerable, but also allow good, responsive
controls?
Easy, you don’t give them empowering weapons. Now we
have Harry Mason, who is a capable, semi-athletic
guy. But he doesn’t have a shotgun or a crowbar. And
there are monsters chasing him. Without a weapon he
can’t kill them, which means direct confrontation
will equal a quick end for our friend Harry.
Escaping, avoiding, and hiding are the only ways to
survive. That word–survive–used to be a pillar of
the genre. So we’re trying to bring that back.
Can you elaborate on how
the psych profiling system works? When I played the
demo with Jay we checked yes to all of the test
questions in one game and no on the other. Some of
the things we noticed were Harry entered a bar
instead of a coffee shop and the billboards
changing.
As you play, the game is watching you. Literally
everything you do factors into your profile. This
isn’t a clever lie to sell the feature – I’m being
serious. It has almost nothing to do with that
survey you took at the start of the game. The psych
profile is constantly being compiled by Silent Hill,
and it’s evolving and changing along with you.
People really latch onto that survey, but that isn’t
it. That isn’t the core of the feature. That’s like
taking an RPG and saying the battle against the
final boss is decided by how you roll your stats at
the beginning.
Anyway, as you play Silent Hill is keeping track of
who you are, and deciding what you see and encounter
based on that information. Everything in the game is
decided by your profile.
What was the biggest challenge of designing the
psych profiling system?
I can’t speak for the developers as to what was most
challenging, but I know they had fun determining
which aspects changed, how, why, and what that said
about the player. I’m constantly surprised at how
well things all tie in together. I would guess
keeping track of it all was a big challenge for
Climax throughout development. Also proving it out
early on so people would believe in the feature was
tricky for all of us. You can’t just show how things
change – you have to explain why it’s cool and why
it matters.
QA Testing it all was a big challenge too. For my
money, though, the most challenging part was
capturing all the footage for our ESRB submission.
Silent Hill is pretty tricky to rate as it is… let
alone locating and keeping track of hundreds of
little changes.
Do players get stuck on paths — good, bad or maybe a
UFO track depending on their decisions?
I want to stress that the psych profile doesn’t
involve paths or "tracks" like games with morality
features. The game doesn’t decide "Oh, that guy’s a
_____ so he gets ending path B" which gives me a
cohesive story straight through to a specific
ending. I can’t then replay it and choose NOT to
rescue the princess, and then get a new "evil" story
with ending D.
Like I said earlier, Shattered Memories is
constantly evolving and changing. There aren’t exact
sequences we’ve set in order, where you get 1 of 5
branching quests. Instead, you’ll get an experience
hopefully tailored to you specifically. How similar
that is to mine should depend on how similar we are
as people.
Can you tell us more about Dahila’s role and will we
see any other familiar faces?
Dahlia is as weirded out by Harry as he is by her.
There will be some other characters that fans
recognize, certainly. And a few new ones as well.
Where is Silent Hill going as a series? What are the
chances of "Silent Hill 2: Fragmented Dreams" with
an enhanced psych system, Silent Hill: The Arcade on
the Wii, or Silent Hill 6?
I think Silent Hill is moving to a much better
place. I think it was hard for the Western studios
to take over and get their bearings before. 1 and 3
told a cohesive, finished story. 2 and 4 each had
standalone tales, with 2 specifically really getting
to the heart of the town. However when new talent
took over I guess it wasn’t clear where to start.
They looked to the previous games to decide what
Silent Hill was about – and concrete things were
brought over. Silent Hill must be about rust, fog,
Pyramid Head, nurses, and creepy little kids. But
Silent Hill isn’t about any of those things. That’s
why Shattered Memories is important – it breaks
those chains. Rust? Gone. Pyramid Head? Shattered.
Hopefully we’ve taken the series back to the
ephemeral, hard-to-grasp qualities that were really
always at the heart of Silent Hill but nobody could
quite describe them. That was probably our real goal
– to show people Silent Hill isn’t about nurses.
Hopefully from here on, we can be free from those
constraints. So whatever it is that Silent Hill
becomes, it’s not "predictable." |
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