Silent Hill 2 Remake ‘Rebuilds Combat’, Won’t Have Fixed Camera

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The trailer for Bloober Team’s Silent Hill 2 Remake recreated several scenes from the original game, only with high resolution faces and looser hair. We saw James staring at himself in a public restroom mirror, hiding in a cupboard as Pyramid Head murdered a pair of mannequins, and reaching between the bars to grab a key. But we also saw James from behind as he walked around, suggesting the adoption of a modern third-person view rather than the fixed-camera perspective of the original game.

Mateusz Lenart, creative director and lead designer of the Bloober team, told the PlayStation Blog (opens in a new tab) that was indeed the case, saying, “One of the new elements you may have spotted in the reveal trailer is the adoption of an over-the-shoulder camera. With this change, we want to immerse players even deeper into the game, making them feel part of this unreal world and providing them with a more visceral experience across the board.”

While Bloober Team’s previous match The way used fixed cameras, it’s no surprise that a Silent Hill 2 remake could opt for a perspective reminiscent of the popular Resident Evil 2 remake. That’s not the only thing changing, of course. “One change often leads to another,” Lenart said. “With a new perspective, we’re rebuilding the combat system and some of the scenery, among other things. Now that you basically see what James can see, we could find new ways to keep the player on edge.”

Combat isn’t something we’ve seen much of in previous Bloober Team horror games, which have focused almost exclusively on stealth and chase sequences. Blair Witch was the exception, with a first-person combat system that involved pointing your flashlight at the creature your dog was barking at. It doesn’t inspire much confidence, but Silent Hill 2’s combat has never been its standout feature. Swinging a plank with nails on the end would often result in accidentally hitting a nearby wall or even your NPC companion.

Lenart also mentioned the engine, saying that “With the possibilities of Unreal Engine 5, we’re bringing the foggy, eerie city to life in a way that was impossible until now.” This is seen in the Silent Hill 2 Remake System Requirementswhich are quite demanding (and for some reason Windows 11 is recommended; perhaps for Direct storage?).

According to Lenart, two features of Unreal Engine 5 were important for the remake: the Lumen global illumination system and the Nanite rendering technology, which allows developers to import 3D assets with billions of polygons. “Lumen is a fully dynamic global illumination solution that reacts immediately to scene and light changes,” he said. “This means that light interacts with the environment in a realistic way, just like in the real world. The whole game environment is lit more naturally this way. Nanite technology, on the other hand, is an incredible tool for level designers. With it, they can create incredibly detailed worlds and more realistic environments that look and feel almost realistic.”

Finally, Lenart praised the PS5’s SSD, stating that “ultra-fast data streaming means players won’t see any loading screens as they seamlessly explore the entire city of Silent Hill.” This will probably also be the case on PC.

Meanwhile, several new Silent Hill projects are in the works. Silent Hill F is a prequel set in 1960s Japan, Silent Hill Tomb is made by the Stories Untold No Code studio, and Silent Hill Climb is a live interactive event with a story shaped by the audience.

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