Dwz
Lying Figure
Faceless
Complete the pattern, solve the puzzle, turn the key
Posts: 435
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Post by Dwz on Jul 3, 2010 7:11:38 GMT
^ That's a great idea! As long as we don't get to "choose" stages and stuff because then it would loose any seriousness. I love the thought of him invading other people's nightmares though but a convict of all people? XD Definitely an idea I'd like to see realized someday.
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Post by Redemption on Jul 3, 2010 9:38:54 GMT
Hmm, I just had a thought. In Silent Hill, a person is able to see things that are related to his/her subcsonscious. What if in this future title the main character would be able to see OTHER people's subconscious Silent Hill worlds. In other words, each level would be representative of one of the characters subconscious, and the main character's purpose would be to help the characters figure out and overcome their psychological problems. You would be like how Pyramid Head was for James, helping him understanding his dark side and his past. On that note, the characters you're helping could be boss fights. Taking it furthur, there could be an organization operating the whole thing, giving you missions as to what people you're supposed to help and how. If it were a big game, you might even be able to choose which missions you want to do. (Which leads to MMO-ish thoughts, but that's a bit far. I think the name for a game like that would be Silent Hill World. It's kinda far fetched, but the series needs to go SOMEWHERE, and the different levels would be very unique, plus you'd be a real hero/heroine. What do you think? Thats a pretty neat idea. I'd love to see it in a future silent hill title. I'd love to see that tackled with a Psychologist character, going over characters 'issues' and helping them before finally confronting there own demons. That could be a really sweet game.
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Post by dreggnog on Jul 5, 2010 5:39:42 GMT
Dwz, of course a convict! This is how Silent Hill punishes him, someone has to do the Pyramid Head style work; dwelving into peoples subconsciouses and help them deal with their issues is the perfect community service. It serves the community by making the people of the community less insane and therefore less of a threat to themselves or others! Also, being able to choose would take out a lot of seriousness. When I was envisioning the game, I wasn't totally thinking along the lines of 'linear but immersive horror game'. In fact, I almost imagined the main series still being created alongside the SH World series, but I guess the series isn't BIG enough to handle that, especially without Konami directly making the games anymore. (Also, I wasn't actually picuring the convict for it but once Dwz pointed it out it seemed funny.) So I suppose the monsters you'd fight would come from other people's subconscious. I guess then it would be more like the first game than SH2 because then the enemies came from Alessa's nightmares and not your own mind.
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katran
Lying Figure
Deadly Blessing
Pyramid Head is my boyfriend
Posts: 398
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Post by katran on Jul 5, 2010 5:47:56 GMT
Wow, I didn't even know another game was in development. I'll reserve judgment until I see some actual gameplay video. I teaser trailer this early on just isn't enough for me to make any decisions. And of course, no matter how many bad things I hear about it, I'll still give it a shot anyway.
I will deeply miss Yamaoka doing the music, but I'm willing to give this other guy a chance. I've never seen Dexter and I can't remember Hellraiser 4 or its music, so this guy is a blank slate to me.
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Post by Cenobite, that cute pariah on Jul 5, 2010 16:29:34 GMT
What if in this future title the main character would be able to see OTHER people's subconscious Silent Hill worlds. In other words, each level would be representative of one of the characters subconscious, and the main character's purpose would be to help the characters figure out and overcome their psychological problems. So, Silent Hill: Psychonauts?
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Post by Vio on Jul 6, 2010 20:15:00 GMT
You know it would be cool if instead of the usual tiger roar which we hear from the monsters that we get a large beast yell "God, no!" or "please don't" or "help" or even yelp like a dog. Not all the time, that would get old, but just once or twice - just enough to feed some self doubt.
This is my point, usually a monster is physically and audibly intimidating, and the protaganist is an underdog who overcomes, kills the monster, and feels elated as a result. However we all killed so many of these demons that we have become accustomed to them, so they make the monsters bigger and badder, but then we become accustomed to them again, so they make them bigger, and so on.
But what if they go the otherway, vulerable instead of strong. Remember that spine tingling sensation when Vincent asks Heather: They look like monsters to you? And that cocktail of emotions that follows that up: fear of what happened to your state of mind, of what you have done out of animalistic fear in supposed self defence, guilt over the deaths of possibly innocent victims. And my personal favorite the fact that most of the time that it was you that struck first, hunted them down, and killed them without mercy or even a second thought, and took pleasure from it.
Silent Hill 2 had affected me the most emotionally, but for this reason Silent Hill 3 had the potential to overturn the whole psychological mentality of gaming scared me more then any big monsters, things lurking in the dark, or the cult.
Now since we are taking a convict into play, why can't he attack these monsters of Silent Hill but make something "off" about them, like the gray children in the unedited Silent Hill 1 who cried like babies, to make us feel alittle guilt and to self doubt our motives as we dispatch them.
Or we can have them burp when we hit them.
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Post by blacky on Jul 6, 2010 21:57:12 GMT
Oh yes they should humanize the monsters more. Thats what was good about silent hill 2.
The most human sounding monster so far has to be the invisible prison monster, when you shoot him it sounds like a man getting kicked in the balls.
Though I don't think we should have big monsters making such sounds, that would be funny. Like a big bully that really is a wuss and cries when you fight back. If the monster is human size or even smaller and makes pitty noises then you get that feeling of disgust with yourself for being so cruel.
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katran
Lying Figure
Deadly Blessing
Pyramid Head is my boyfriend
Posts: 398
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Post by katran on Jul 6, 2010 22:03:25 GMT
I think it would be disturbing if occasionally one turned into a human being or a dog or whatever after it dies. Maybe towards the end as your character realizes what is really going on.
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Post by SilentHero on Jul 6, 2010 22:38:14 GMT
I like the idea of the different prisoners effecting the town as well, with each prisoner having their own unique monster in the mass of monsters in town and a unique boss fights. The scene from the trailer where a monster leaps through a window from behind the protagonist and he fires, killing an inmate instead seems tto point to that.
It would be great if each "boss" you kill allows you to alleviate one monster in the game, but also causes the difficulty of the remaining monsters to increase. Also the freedom to go to different locales at will to deal with the other prisoners at your choosing would be great, removing the feeling of being lead from place to place in only one direction. But more than likely, defeating these prisoners will allow you to get a key item in unlocking the final level, which from the trailer could be the huge tower in the center of town. Perhaps if these theories are true, the order you defeat the other prisoners could effect the ending, depending on the other severity of the other prisoner's crimes.
Personally, I'd like the idea of certain monsters reacting differently depending on your treatment of prisoners in interactive cutscenes, like being friendly to some and treating others badly, resulting in some monsters being timid or more ferocious, or actually assaulting other monsters.
Looking at the trailer, there is one scene that fascinates me and could reveal a bit of the protagonist's story. When he is in the apartment, about to reach for the gun on the table, the trailer flickers and then shows a little girl in red brushes against his leg and runs away. In that scene, when you look at the clothes of the guy the little girl bumps into, they are different from the prison jumpsuit he is wearing previous. Could be a possible flashback that relates to maybe why he is in prison.
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katran
Lying Figure
Deadly Blessing
Pyramid Head is my boyfriend
Posts: 398
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Post by katran on Jul 6, 2010 23:47:26 GMT
I like the idea of the different prisoners effecting the town as well, with each prisoner having their own unique monster in the mass of monsters in town and a unique boss fights. Having more than one character to play and having different gameplay with each one would definitely give the game more replayability!
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Post by dreggnog on Jul 7, 2010 3:36:41 GMT
Three little ideas:
1. I'd like it if you could see other characters in the game just moving about in the background going about their business in the town. It would be really creppy if you see one of the monsters go THROUGH somebody because that monster is linked to your subconscious not theirs.
2. It would be neat if more little things you did in the game affected the ending, as in your behavior. I liked that about Silent Hill 2 (examining the knife made it lean more towards the In Water ending for example). So let's say that just finding matches and lighting some candles in another room to brighten up the area might give just a few points to a happier ending, however the matches are in a room with monsters and nothing else, making it optional and requiring a little backtracking to get to the candles, that way there's a little work put into doing this. Also, there should be a note hinting at the idea that little things might lead to a different conclusion, that way the player isn't lighting said candles in the hopes that was key would fall from the ceiling (a rediculous notion anyway lol).
3. More crazy outdoor stuff. I noticed that in 2, 3, and 4 you never see the entire town transform into the otherworld. I loved that about the first game, and how it happened more often and lasted longer later on in the game. I want to see a progression of insanity (they got that right in 2 as well with the prison and labyrith but without a lot of otherworld stuff). Also, some epic outdoor boss battles would be great, where you could utilize the entire town to fight it, maybe going into little shops and finding weapons and stuff. I'm sure the ps3 can handle that.
Just some little ideas not necessarily connected to my bigger one.
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katran
Lying Figure
Deadly Blessing
Pyramid Head is my boyfriend
Posts: 398
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Post by katran on Jul 7, 2010 4:00:55 GMT
2. It would be neat if more little things you did in the game affected the ending, as in your behavior. I liked that about Silent Hill 2 (examining the knife made it lean more towards the In Water ending for example). I really agree with this. SH2 is one of my favorites in the series because of those little nuances. I'd love to see another game in a similar style as SH2. Not a carbon copy, of course, but just utilizing some similar rules or gameplay. By the way, I know Yamaoka won't be doing the soundtrack, but does that mean Mary Elizabeth McGlynn won't be involved either? Does anyone know?
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Post by Kiryū Kazuma on Jul 8, 2010 22:53:53 GMT
Three little ideas: 1. I'd like it if you could see other characters in the game just moving about in the background going about their business in the town. It would be really creppy if you see one of the monsters go THROUGH somebody because that monster is linked to your subconscious not theirs. 2. It would be neat if more little things you did in the game affected the ending, as in your behavior. I liked that about Silent Hill 2 (examining the knife made it lean more towards the In Water ending for example). So let's say that just finding matches and lighting some candles in another room to brighten up the area might give just a few points to a happier ending, however the matches are in a room with monsters and nothing else, making it optional and requiring a little backtracking to get to the candles, that way there's a little work put into doing this. Also, there should be a note hinting at the idea that little things might lead to a different conclusion, that way the player isn't lighting said candles in the hopes that was key would fall from the ceiling (a rediculous notion anyway lol). 3. More crazy outdoor stuff. I noticed that in 2, 3, and 4 you never see the entire town transform into the otherworld. I loved that about the first game, and how it happened more often and lasted longer later on in the game. I want to see a progression of insanity (they got that right in 2 as well with the prison and labyrith but without a lot of otherworld stuff). Also, some epic outdoor boss battles would be great, where you could utilize the entire town to fight it, maybe going into little shops and finding weapons and stuff. I'm sure the ps3 can handle that. Just some little ideas not necessarily connected to my bigger one. I totally agree with all this if they do it make it good ill buy you pie especially point 3
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Post by Cenobite, that cute pariah on Jul 13, 2010 0:28:11 GMT
2. It would be neat if more little things you did in the game affected the ending, as in your behavior. I liked that about Silent Hill 2 (examining the knife made it lean more towards the In Water ending for example). So let's say that just finding matches and lighting some candles in another room to brighten up the area might give just a few points to a happier ending, however the matches are in a room with monsters and nothing else, making it optional and requiring a little backtracking to get to the candles, that way there's a little work put into doing this. Also, there should be a note hinting at the idea that little things might lead to a different conclusion, that way the player isn't lighting said candles in the hopes that was key would fall from the ceiling (a rediculous notion anyway lol). Sounds more or less like expanding upon what was done in Shattered Memories.
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Post by Lolli on Aug 28, 2010 20:37:46 GMT
I'm a little skeptical about the Homecoming esque feel. Although I loved Homecoming, after playing Shattered Memories, it made me realize how little thought was put into the game.
I am PRAYING it's not going to turn out as an over-the-shoulder type game as I really miss the old school high angle shots you got with the older games. Having the camera pan away to something the protagonist couldn't see made it much more suspenseful.
Why, when the two Climax games have been given good reviews, would they risk that to go with a new developer, a developer that looks an awful lot like Double Helix or at least using a similar style. It makes no sense, are they trying to drive it into the ground?
I will agree on the prospect of having a convict as a protagonist though, maybe he will be a deep character with a mysterious past.
As long as he doesn't have amnesia.
And I also liked the otherworld transition, I'm glad they still have that. I like watching the world disintegrate before my eyes. Until we get a gameplay video I won't make a defining comment though I'm half expectant and half cautious about the whole thing.
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