| by
GameSpot
GameSpot recently
interviewed Akihiro Imamura, producer of Silent Hill
2. Before the interview, we had the opportunity to
play the demo of the PS2 version and watch the promo
clip for the Xbox version at the Konami booth during
the Tokyo Game Show.
GameSpot: What percentage of the game is complete at
this point?
Imamura: We are
about 50 percent complete in development.
GameSpot: The CG movie portion of the game was shown
at shows previously like ECTS and Tokyo Game Show,
we were pretty amazed that the level of graphics in
game and CG movies were close. Any difficulties your
team encountered during the process?
Imamura: With a
more powerful hardware spec [more polygon and
graphical enhancements] our team has worked hard
from the beginning of the development and managed to
reach the level we have attained.
GameSpot: The previous Silent Hill had effects like
thick fog and darkness. We've previously read in a
publication that the fog effects will be improved.
Would you like to elaborate on that?
Imamura: We
weren't able to show you in the playable demo, but
if you've seen parts of the promotion clips, we've
made the fog effects more lifelike.
GameSpot: For example, when the character is walking
through the thick fog, would we see effects like the
fog dispersing around him?
Imamura: We are
still making adjustments on that in our programming
at this point, so we probably can't show it [at] a
visual level yet, but yes.
GameSpot: Are you adding other effects such as rain?
Imamura: There
were no situations in the game where rain was
involved, but we've added other effects to enhance
the experience of being in the game.
GameSpot: In the first Silent Hill, the game seemed
to take place predominantly indoors. Will it be the
same for Silent Hill 2?
Imamura: I think
we will have an equal amount of both indoors and
outdoors. Graphically though, you might notice a
slight difference between the two, because the
outdoors involve more objects per area.
GameSpot: Will the cutscenes during the game be real
time or CG?
Imamura: For
expressions on characters, we are using both CG and
real time accordingly.
GameSpot: Silent Hill 2 uses "S-Force 3D Sound
Library," the new 3D audio library developed by
Sony. How much of it is being used?
Imamura: You
will feel sound from different directions - from the
left, right, above, or even below you.
GameSpot: How would it work on, say, a home-theater
system?
Imamura: Though
the game is not 5.1-channel compatible, it will have
a pretty good effect.
GameSpot: The story involved a great sense of fear
and claustrophobia. Will you be adding any new
themes such as love or trust?
Imamura: Our
presentation is a horror genre, but yes, we'd also
like to present themes such as love in the game.
GameSpot: There were multiple endings in SH1, and
for some users, it was difficult to understand. Will
the sequel be easier to understand?
Imamura: Yes, we
have made certain parts like that on purpose. In the
second one, we do have several endings prepared, and
it will probably be easier for the users to
understand.
GameSpot: Is there anything in particular in the
sequel you'd like to bring to our attention that is
different from the first game?
Imamura: That
would be [the] graphics. We had hardware limitations
with the PlayStation. I think we can express some of
the things we missed out - such as shadows of
monsters appearing on the wall or, as we've just
discussed, effects such as fog.
GameSpot: How much bigger is the world in SH2?
Imamura: The
contents are about the same as SH1.
GameSpot: Regarding the Xbox version, we just saw
the movie clip at the booth. What are the particular
differences? Can we expect graphical and audio
enhancements?
Imamura: We have
just begun developing and grasping the basics, so
we're particularly not sure yet at this point.
GameSpot: Any additional features?
Imamura: Yes,
there will be original additions exclusively for the
Xbox.
GameSpot: The development kits for the Xbox are not
yet finalized. Would there be any problems or issues
in terms of game development?
Imamura: We are
a software maker, so it is our job to do our best
with what we are provided. We'll have to continually
adjust ourselves with the changes [of the
development kit] accordingly.
GameSpot: What are your aspirations for the Xbox? It
seems Konami has a strong support for the Xbox.
Imamura: For a
software maker, hardware makers are our partners, so
we'd like to develop games for their hardware.
GameSpot: The general consensus is more sensitive
about issues of violence than ever before. With the
more realistic-looking sequel, are you worried about
it?
Imamura: The
game's main theme is fear, but we'd like to keep it
to a certain extent. It is difficult to balance
between our artistic expressions [and], at the same
time, being careful about the general consensus.
GameSpot: Were you involved in the GBA version of
Silent Hill?
Imamura: Just a
little bit, like checking the script of the game and
playing hands-on of the final version, but
everything else is done by a different team.
GameSpot: The development team for Shadow of
Memories is under the same division. Looking at
their game, did you have any inspiration from it?
Imamura: Well,
the direction on both games is very different, so
there weren't any particular feelings such as
inspiration or feel for competition when developing
our game.
GameSpot: I've read in interviews from other
publications that you seem to like David Lynch
films.
Imamura: With
Silent Hill, I usually mention his name since he is
a popular director and is easy to relate to for the
non-Japanese audience. But I am not particularly
limiting myself to just his films.
GameSpot: Any movies you watched recently that you
might want to transpire into your next work?
Imamura: I don't
have a particular title, but I'd like to watch
different movies and absorb as much visuals as
possible.
GameSpot: Have you played online games?
Imamura: Yes, though
I have been busy with work, I have played a little
bit of Phantasy Star Online on the Dreamcast.
GameSpot: Any ideas
for an online game?
Imamura: Personally,
Silent Hill and network games don't meld, but if I
will be involved in a network title, I'd like to
work on a title once the infrastructure for it is
well and ready in the Japanese market.
GameSpot: Lastly, any
messages for the American gamers?
Imamura: Please have
a look at the graphics, it is quality you have not
seen before. It will be a scary game, at the same
time you will enjoy playing the game - like
instances when attacking monsters. To both old and
new users alike, I hope you will buy the game and
have fun.
GameSpot: Thank you
very much for your time. |