Howdy everyone. Im Borman, and I do prototype research.
This prototype is still post-Climax LA, after they moved it overseas. But it's from fairly early on in the project. I have some notes that Im putting together straight from the developers mouth regarding the development (and possibly that PS3 prototype), but that is waiting until more materials arrive.
Oohfakanorus wrote:My heart beat faster at "PS3" prototype! But then that might have been a misprint! Either way, fantastic shots and welcome to the forum!
Nope, not a misprint. Figured I would come and make an impact. The stuff that was going on with the then-nextgen PS3 game isn't really as Silent Hill related as the articles out there might suggest (https://www.unseen64.net/2009/02/27/sil ... prototype/). Or rather, it is a bit more complicated hah.
I only have bits and pieces of the whole story, so Im hoping to bring more info in soon. Dont know if Ill be able to get my hands on the prototype, or even the older Climax LA Origins builds or not. They did certainly use Silent Hill assets for their pitch though...
Borman wrote:Just read through the document for the original Silent Hill Origins before it shifted gears. Trying to think how I want to present it.
Sorry I didn't answer quickly enough I thought you were going to post what you had and didn't want to break your chain! But yeah, whatever you got, get it all up in this thread! And thanks again for doing this!
If the reluctance to post is caused by worries it might diminish Origins, then don't worry! There must of been at least one Dick joke pitched and made it to the notepad! We can take it, because it still won't be any more funnier or harming than Konami's current treatment of Silent Hill!
Naroon wrote:If by 'original document' you mean the old one where they wanted the game's tone to be that of a "dark comedy", then...
See, I havent found any actual references to that being the case in the original Climax LA document. I get the impression that the whole comedy thing was an initial concept that never went anywhere. The document Ive been poking at is nearly 100 pages of the version that was approved to be developed at Climax LA.
And the reluctance to post isn't really reluctance, it's just some necessary hardware to dig through other bits has taken longer than I expected.
That right there sounds like a really cool concept. This would've been awkward with the "traditional" loosely-fixed camera that Climax UK wound up going with, but would've made sense with the RE4-style over-the-shoulder view Climax LA was planning on using.
The fact that 0rigins was rushed and still made a decent game speaks miles for what the game could have been had it not.
I love the idea of visible breath and heavy breathing to compensate for the static effect, not so much the screen turning blue and ice cracking sounds, that seems too immersion-breaking. I'm glad that part got scrapped. Subtlety was one of classic SH's strong-suits, and I'm glad 0rigins was able to retain some of that original charm.
The haters always criticise the non-JPN developers, but they seemed blind or indifferent to the pressures of time and money Konami were happy to cut off! I think if the same standards of practice were dished out to TeamSilent they'd probably have walked yeaes ago!
Keep in mind the game was originally due to launch in 2006, so they had to get all sorts of things worked out between Climax Group and Konami. I actually have the schedule for deliverables and money that would have been paid, which I wont post. The game was targeting a Halloween 2006 release, with the game done in September.
The breath thing is cool, since it would have come to a head towards the end of the game, where I believe they are in a meat packing plant (I think, I have to double check). The idea being that it's cold, so the player couldnt trust it.