Silent Hill: Shattered Memories
#91 Napisany 08 kwietnia 2009 - 17:12
- you have to fill out a personality profile
- storefront examples: Teresa’s used-clothing store, Clear Picture video store
- open doors just a bit and peer inside with flashlight
- puzzle example: pick up a can, shake the Wiimote to hear it rattle, flip Wiimote upside down to retrieve object inside
- this is not Harry’s first visit to Silent Hill
- Harry may be suffering from Amnesia
- cell phone static gives off clues
- pictures may have to be taken to find clues
- things will change during gameplay, such as locations, clothing and items
- creatures will react to heat in a negative way
- flares are used to keep monsters off
- flares do burn out
#92 Napisany 10 kwietnia 2009 - 08:58
Quote:
Forty-five minutes later, I'm calling my editor, Mark Bozon on my cell phone. "Man, you're going to hate me," I say. "I just saw what could be the most impressive third-party game on Wii." There's nothing better than being unexpectedly blown away.
Quote:
You're going to read this a lot -- in previews, interviews, whatever -- but while Shattered Memories is based on the characters and events that powered the original game, it is not so much a remake as it is a re-imagining.
Quote:
Armed with the flashlight, you take control and everything you do is being monitored, considered. Based on your actions, the game itself changes on the fly. The design of the world. The characters. How they treat you. Everything. When Harry inevitably walks into a deserted office setting and looks around, the game will be analyzing your decisions. If you immediately look for a map, it'll think you're practical. If you look at a girlie picture instead, not so much. Either way, these decisions will incite changes, possibly even some with consequences.
Quote:
... this iPhone-esque device -- an integral component of the game -- is your one-stop hub for all the information and tools you could possibly need. The minus button brings up the device. You can dial numbers, use a camera (whose viewer shows a slowed framerate a la iPhone) to take and store pictures, check text messages and voice mail, look through your phone book, and access game options and settings. In my demo, one of the Konami reps tried to dial 911. "911, what's your emergency?" a voice asks through your Wii remote. Harry responds on-screen. There's some kind of interference, though and the 911 operator cannot hear him. She keeps asking if anybody is there and then hangs up. It's a very effective means to maintain Silent Hill's trademark sense of isolation.
What's the point of taking pictures with your cell phone? Konami showed me. As Harry approaches a dilapidated children's playground, he notices that something is off about a swing-set's color -- that it looks a bit more static than the rest of the environment. He cues his phone, snaps and picture and sees his daughter in the photograph. That, in turn, triggers a voicemail to his cell. He brings it up and listens. "Daddy, I'm hurt," the message plays. Voicemail messages like these occur regularly and both help drive the storyline and offer players guidance. Later, when the town is transforming right before Harry's eyes into something much more nightmarish, his phone rings and his daughter screams, "You have to run, daddy. You can't fight them. Run!"
Quote:
The single most impressive thing about the game is the flashlight, which frankly kicks the one in Namco's action-RPG Fragile to the curb. It's perfectly mapped to the Wii remote so that Harry can quickly point and illuminate anything on-screen and it simply looks incredible. It casts shadows on just about everything -- even on snow flakes. And all the while, the framerate never hiccups.
#93 Napisany 10 kwietnia 2009 - 09:27
http://wii.ign.com/a...1/971319p1.html
- Harry has crashed on the side of the road while in a snowstorm.
- Harry’s daughter is missing, and he sets off into Silent Hill to find her
- game kicks off with in a psychiatrist’s office where we hear of a new patient arriving. After that exchange, we see Harry fall from his car into the snow just after his crash. We then flash back to the office with the psychiatrist talking to this new patient
- camera is first person during the office segment. You can look around while the psychiatrist talks
- you must fill out a psychiatric profile
- when asked questions by the psychiatrist, you can wave your Wiimote up and down/left to right to answer
- after this exchange you flash back to the accident with Harry calling for his daughter
- almost every decision you make impacts the game. For example, if you first choose to look at your map or a girlie calendar on the wall, the game makes note of this decision
- an example of early changes: as you fill out your profile, the game will present you with different situations. When walking through town, you might see an open bar or an open diner. These things change as you make more and more choices
- minus button to bring up your phone, which houses all sorts of important information
- use phone to dial, take pics, text, check voicemail, browse phonebook, changes options and settings (whose viewer shows a slowed framerate a la iPhone) to take and store pictures, check text messages and voice mail, look through your phone book, and access game options and settings
- take pictures of the environment to reveal new details: take a picture of a swingset with no one around it, look at the pic to see your daughter sitting on the swing
- pictures can cue voicemails and other occurrences
- game world changes from Silent Hill to evil Silent Hill right before your eyes
- no longer a hellish look…things are more ‘icy’
- static on your phone still clues you in as it did in past games
- stunning flashlight effects
- Nunchuk to walk, hold Z to run, C for 180-turn, A for actions, B-trigger plus A to pick items up, D-pad for phone, D-pad down to view behind you
- intelligent enemies will hunt you down, talk to other enemies to find you, open doors and climb fences
- one again, no weapons
- Harry talks to himself throughout the game to rehash info
- no load times
- camera filter returns from previous games
- flashlight will even light up snowflakes
- Wii is the lead platform
#94 Napisany 10 kwietnia 2009 - 09:30
Silent Hill: Shattered Memories - should look like a 360/PS3 game in SD
Sam Barlow: It’s a great engine. It’s been worked up in house and has a lot of great render features thanks to James Sharman, one of our elite programming brains. We have a ton of effects which I haven’t seen elsewhere, or done quite as well. The lighting is an obvious hook — full shadowing off everything, self shadowing on characters. Even the snowflakes cast shadows. Then there’s the suite of ice shaders that are better than anything else I’ve seen on Wii. This should look like a 360/PS3 game running in SD. That’s the idea.
#95 Napisany 10 kwietnia 2009 - 09:38
#96 Napisany 10 kwietnia 2009 - 10:50
#97 Napisany 10 kwietnia 2009 - 12:24
Prawie na 100% powinna wyjsc i w USA, zwazajac na popularnosc konsoli i miejscie w ktorym odbywa sie developing.Zapowiada się srogo, mam nadzieję, że wyjdzie nie tylko w Japonii.
#98 Napisany 10 kwietnia 2009 - 12:59
Pozostałe obrazki :
http://media.wii.ign...477/imgs_1.html
Wrażenia Matta jak najbardziej pozytywne .
http://wii.ign.com/a...1/971316p1.html
#99 Napisany 10 kwietnia 2009 - 18:40
- no longer a hellish look…things are more ‘icy’
Dziwne. Właśnie diaboliczność złej wersji miasta tak bardzo uderzała klimatem.
Naprawdę ciekawie się zapowiada. Takie podejście remix. I te decyzje ... ciekawe jak faktycznie te decyzje wypadną w działaniu.
#100 Napisany 10 maja 2009 - 16:45
Elektryzujacy jest pomysl z wyrzuceniem broni i musowym uciekaniem od potworow. Teoretycznie ten koncept jest idealny - to wlasnie walka najbardziej zasysala we wszystkich odslonach Silenta i to na niej konczylo sie cale napiecie i strach budowane przez radio, odglosy i nasza wyobraznie. Stwory beda nas ganiac, rozwalac drzwi i przeskakiwac ploty, masakra . Jesli to zostanie dobrze zrealizowane, Silent da nam po dupie jak nigdy dotad - bedziemy szczekac zebami przy kazdym postawionym kroku. Z drugiej strony - bardzo latwo mozna tym elementem zepsuc cala rozgrywke, jesli stwory beda nas "ganiac" zbyt czesto i zbyt upierdliwie. Ale wierze, ze dev tego nie spieprzy i zbalansuje rozgrywke jak nalezy. Na udostepnionych materialach nie pokazano poki co zadnego stwora, przez co nadal zywie nadzieje, ze w czasie rozgrywki nie spotkamy ich zbyt wielu. Wyobrazcie sobie to - zamarzniete, ciemne miasto, muzyka Yamaoki i stale zagrozenie.
I wreszcie, czytajac te wszystkie cechy gry wypunktowane wyzej, widac sporo motywow przygodowych, mniej czystego survivala. Wylania sie calkiem konkretny obraz tego remakeu. Co do developera - Origins nie byl jakims totalnym gniotem. Climax moze dac rade.
#101 Napisany 29 maja 2009 - 09:03
A tu screeny: http://www.gamekyo.c...s0_4_31137.html
No no. Premiera w 2009 roku.
Dead Space, Resident, Silent i nie wiadomo co jeszcze (Fatal Frame?) na święta? Strach się bać.
#102 Napisany 29 maja 2009 - 11:14
#103 Napisany 29 maja 2009 - 11:53
#104 Napisany 29 maja 2009 - 12:48
#105 Napisany 29 maja 2009 - 17:44
Ale Matt się pałuje, choć to fanboj nie z tej ziemi...
#106 Napisany 29 maja 2009 - 22:29
#107 Napisany 02 czerwca 2009 - 22:25
Walkthrough pcozątku dema E3. Może nie ma wielkiego opadu szczeny ale bardzo mi się podoba to, co widzę. Fajnie rozwiązali otwieranie drzwi, a latarka daje fajne, ostre światło
#108 Napisany 02 czerwca 2009 - 22:53
#109 Napisany 02 czerwca 2009 - 22:58
#110 Napisany 03 czerwca 2009 - 10:31
btw to gral raczej ktos obcykany z demem, widac ze wie gdzie trzeba isc i rozwiazuje zagadki z marszu ;p
#111 Napisany 04 czerwca 2009 - 17:20
3 częścia walkthrough jesli ktos jeszcze nie widzial.
Zamiana miasta na zywo wyglada ekstra a uciekanie przed potworami uberstresujące! Będzie grubo
#112 Napisany 12 czerwca 2009 - 04:49
http://wii.ign.com/a...2/992667p2.html
"Na E3 były tuziny świetnych gier na Wii - które kształtują fantastyczną drugą połowę 2009 - ale gruntowna reintepretacji Silent Hill w wykonaniu Konami nas zmroziła. (...) Profil psychologiczny, zmieniający się świat, niesamowite rozgałęzienia dróg, poczucie bezradności i oczywiście momenty grozy czynią Shattered Memories czołowym kandydatem tego E3."
Ktoś się czuje zachęcony?
#113 Napisany 12 czerwca 2009 - 09:22
#114 Napisany 22 czerwca 2009 - 18:37
TERMINUS: Will the player be able to sneak past and avoid enemies, or will the enemies always be aware of the player's presence and be able to find them?
TOMM: Yes, strategically avoiding enemies is a big element of the Nightmare sequences. The Nightmare you’ve seen is from the start of the game, so they get a lot more complex later on. Players can use the cell phone (static) to figure out where creatures are prowling and try to sneak past.
KAIRU: What is the A.I. of the monsters like? Do they follow simple routines, or do they react to the player and his/her actions?
TOMM: The creatures, which are called Raw Shocks, have a very advanced AI. They don’t have any patrol routes that they follow or anything that you’ve encountered in “sneak games.” They prowl about the Nightmare areas sniffing Harry out and communicating to one another, so if Harry is spotted, the other creatures will arrive soon. They’re a lot more agile than Harry and they know the environment, so they can break off from the group and flank him, or follow him through hidden tunnels, etc. They will definitely keep you on your toes.
I NAJLEPSZE:
MEPHISTO: Will Harry have his own "monster," like Travis did, or are you guys going to recycle PH?
TOMM: We do it one better and have neither of those things! The Psych Profile will change the Raw Shocks as you play the game, so by the end you are pursued by YOUR own "monster." This takes the same theme that led to Pyramid Head’s creation and tailors it a bit for each player.
#115 Napisany 22 czerwca 2009 - 19:19
#116 Napisany 24 czerwca 2009 - 10:24
P.S. Nie podoba mi sie fakt, ze miejsca ktorymi trzeba isc sa oznaczone blekitnym lodem
#117 Napisany 25 czerwca 2009 - 10:36
Dla mnie to brzmi niezrozumiale. Moglby ktos mi to przetlumaczyc jak dla tlumoka?
P.S. Nie podoba mi sie fakt, ze miejsca ktorymi trzeba isc sa oznaczone blekitnym lodem
Chodzi o to że wypełniany na początku gry test psychologiczny oraz decyzje gracza w trakcie właściwej przygody (przykładem jest choćby budynek do którego najpierw pójdzie, albo przedmiot jaki obejrzy w danym pomieszczeniu obejrzy) wpływają na wygląd potworów w grze, który będzie ewoluował wraz z postępami - ma to sprawić że każdy odnajdzie w tej grze sój najgorszy koszmar 8)
#118 Napisany 25 czerwca 2009 - 22:02
Kiedy to wychodzi? Wii coraz bardziej zaczyna mnie interesowac (sporo horrorow i do tego TAKA wisienka na torcie).Dla mnie to brzmi niezrozumiale. Moglby ktos mi to przetlumaczyc jak dla tlumoka?
P.S. Nie podoba mi sie fakt, ze miejsca ktorymi trzeba isc sa oznaczone blekitnym lodem
Chodzi o to że wypełniany na początku gry test psychologiczny oraz decyzje gracza w trakcie właściwej przygody (przykładem jest choćby budynek do którego najpierw pójdzie, albo przedmiot jaki obejrzy w danym pomieszczeniu obejrzy) wpływają na wygląd potworów w grze, który będzie ewoluował wraz z postępami - ma to sprawić że każdy odnajdzie w tej grze sój najgorszy koszmar 8)
#119 Napisany 26 czerwca 2009 - 16:37
#120 Napisany 15 sierpnia 2009 - 12:33
kawał niezłego arta