Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
Producing Silent Hill: A Chat With Konami's William Oertel
View All     RSS
July 3, 2020
arrowPress Releases
July 3, 2020
Games Press
View All     RSS

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Producing Silent Hill: A Chat With Konami's William Oertel

August 14, 2006 Article Start Previous Page 4 of 4

GS: Why would anyone who played the original care about Origins?

WO: Well, people that played Silent Hill 1, there's probably some questions they want answered. They want to know what started it all. And based on people have been clamoring for a Silent Hill 1 remake, there's a lot of passion still left for that game. We're taking it back a few years, we're introducing a new character, but we're still keeping it within the context of Silent Hill; the town, some of the old parts that you played in Silent Hill 1, so naturally you're going to see graphics that are better than Silent Hill 1. But at the same time we've also added new parts to the town.

Coming in with the knowledge of where they were at 1, it's going to be interesting to see how their characters were a few years beforehand. I think people also will be curious to see how do you get more onto a PSP. I think they're going to want to see how the game feels with the new camera. We've also included some other elements, like a system that puts custom animations and controls and movements at certain times. It's the next step in the series. We're taking some risks with it, and that's one thing we're going to see how people react to that. Some are necessary because of the platform, other things, we're going to see how it works. Everyone here are huge Silent Hill fans, and they all want to make sure that it's the best possible game. So there's a lot of stress on that.

More concept art from Silent Hill Origins

GS: I would imagine with both of these products, a lot of the reason for their existence is because of the success of the movie. Was any of the movie's mythos put into the game, as a result of that success?

WO: We're not going to disturb the storyline set by the previous games. We're not changing direction in that respect. It has a storyline and we're going to follow that, that's canon. But there are certain things that were in the film that are just great, visually. It's like you look at it and say, wow, that feels like Silent Hill, and that's a great idea. So some monster and stuff like that, visually there were a lot of compelling ideas presented in the movie that really worked well, and it's given us ideas for things to incorporate now and in the future.

Silent Hill Experience

GS: So this inspiration is the feel, more than a direct change.

WO: There are some things that will be more direct. There were some aspects in the film that hadn't been touched on in previous games that are very subtle. Only in the case where it doesn't break historical rules set.

Article Start Previous Page 4 of 4

Related Jobs

Klang Games GmbH
Klang Games GmbH — Berlin, Germany

Technical Producer
Square Enix Co., Ltd.
Square Enix Co., Ltd. — Tokyo, Japan

Experienced Game Developer
Ziggurat Interactive Inc
Ziggurat Interactive Inc — Denver, Colorado, United States

Video Game Brand and Marketing Manager (Remote)
Embodied Inc.
Embodied Inc. — Pasadena, California, United States

Software Tools Engineer, Unity

Loading Comments

loader image