| by PLAY
magazine
Play: I'm personally really
excited about this game, as it's the first time
we'll be able to see the Silent Hill world through
different eyes, so to speak. How did this project
come about?
Oertel: Well, it
came about because my boss said he wanted to do it
(laughs). I was already working on Silent Hill
Experience, which was a PSP multimedia title. I
wasn't sure what the plans in Japan were for future
versions of Silent Hill, but my boss was really
positive about handheld platforms and felt this was
a good idea. I knew it was doable -- we showed the
playable back at Leipzig, and I felt that alleviated
a lot of concerns as to whether it was possible to
do Silent Hill on a portable. Whether the graphical
fidelity is there, the atmosphere and so on.
I'm curios how much input
Team Silent has on this game. Did they set a story
down in stone, or leave wiggle room for original
contributions?
Oertel: The
scenario wasn't written by Team Silent. We talked
with Akira Yamaoka about the story, but it was very
much hands off. They gave us a lot of leeway.
Would you say it was
collaborative?
Oertel:
Somewhat. Team Silent is working on their own
project in Japan, so the story was really left to us
to come up with. We talked about whether we'd do a
sequel or a prequel... in fact, the original idea
was to do a remake of Silent Hill 1. But when we
looked at how much work that would be -- redoing all
the graphics from scratch -- we decided to do
something that updated the history of the series
rather than repeating it.
With this game being a
prequel, does it start at a point in time when
Silent Hill was a "normal" town? Will we see its
transformation into nightmare?
Oertel: At this
point...there's already fog (laughs). So no, it's
not a normal town. It's not quite yet where Silent
Hill 1 is at, but it;s not a happy town yet.
Will the ending of 0rigins
lead directly into the story of 1?
Oertel: Yeah.
There's a definite connection.
What about the
controversial laser sight we saw in some early
screenshots?
Oertel: The
laser is gone (laughs). That was an early
development thing, and I don't thik it worked to
well. We've found another way of doing the aiming.
Can you tell us a little
more about the barricade system we've heard about?
Does it become necessary to block off access to
enemies to proceed?
Oertel: That was
the original plan...that enemies would chase after
you and you'd have to trap them in other rooms to be
able to proceed. It was almost going to be a kind of
puzzle element. It proved to be very difficult to
implement. The design would have taken a lot of
time, so that part is no longer in the game. It
would have been a nice feature to have, but we just
ran out of time. It was either...we could have a
great barricade game, or a great Silent Hill game
(laughs)
...Is the control scheme
substantially different?
Oertel: It's
sort of by necessity. On the PSP you have more
limited controls -- just the one analog nub and two
shoulder buttons. Still, I wouldn't say it;s a
run-'n'-gun.
So it's not, say, a
Resident Evil 4?
Oertel:
Hmm...there's just so many ideas out there now,
whatever you do it's going to seem like you're
copying something. There are only so many control
schmes and so many camera angles, so it's bound to
look like something that's come out in the past.
Because of the small screen we had to bring the
camera in closer, just to be able to see what's in
front of you (laughs). In terms of the action
elements...when you use a firearm, you can't move
the character around. You're not going to be running
down a hallway, pistol in each hand, Matrix-style.
Will 0rigins retain the
classic flashlight/radio combination?
Oertel: The
flashlight yes, the radio will have some
modifications. There will be the static, but we'll
also have a visual indicator of some sort. I think
we have to, since it's a handheld game.
How about the inventory
system? Will it be more in line with the system from
1-3, or more like 4's?
Oertel: It's
still under dicussion. You're not going to have
chests or anything. You'll never have to leave items
somewhere and go back and get them. However it turns
out, all your stuff will always be available to you.
Since the game is tied in
closely with 1, will we see the return of familiar
locales from that game?
Oertel: Yes. If
you picture the map of the town, it;s like a
rectangle...let's say we have one street here, a
part of Old Silent Hill people have seen from the
first game. Adjacent to that are areas we've never
seen...somewhere been two thirds to four fifths of
the areas are new.
Will Travis travel to the
Toluca Lake district of Silent Hill, or is the game
mostly in the old town?
Oertel: It's all
Old Silent Hill.
Everything in the trailers
so far looks very classically Silent Hill. What are
some of the new areas we'll be seeing?
Oertel: We have
Alchemilla Hospital from Silent Hill 1, but also a
hotel, a theater, a meat-packing plant, a mental
institution...and another area I can't talk about
(laughs).
Let's talk about the
soudtrack. I heard Akira
Yamaoka (Ed. Note -- original series composer) was
involved.
Oertel:
Yeah, he wrote the whole
soundtrack -- all 15 songs. Akira's a huge part of
Silent Hill. His music features so prominently. It's
almost not video game music, in some respects. He
delivers so much emotion, feeling and texture. You
can really feel what the characters are experiencing
through his music. Of the 15 tracks, four are vocal
songs.
It's been a great
interview, but our time is up. Any final words for
the fans?
Oertel: We've
looked really hard at the previous games and are
committed to making a faithful Silent Hill. There
will be some changes that people will have to
accept, but everyone's goal is to have a complete
Silent Hill experience for the PSP.
Thanks to Dr. Loomis
from
SilentHillHeaven
for posting the interview. |