Posted Nov 11, 2008 at 05:51PM by Glenn M. Listed in: Interviews, Games, Silent Hill: Homecoming Tags: Double Helix
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All those user ratings and fan comments are paying off. Double Helix felt the pressure as they worked on Silent Hill: Homecoming (PS3, Xbox 360, PC). Silent Hill fans have been described as rabid, obsessed with the series' intricate plot nuances, and typically resistant to change. Maybe that's why they didn't like The Room.

Is he looking at where I think he's looking? - Image 1


Going for the Japanese feel in the game "was very much our intent," said Jason Allen, lead designer for Silent Hill: Homecoming. "Silent Hill has always been a unique ambiance that has separated the game from competitors. We felt it was of crucial importance that we maintained this aesthetic difference by concentrating on the Japanese elements of the game.

They're unique because of the Japanese element? Uhh...Fatal Frame?

When asked about the similarities of the movie to the visual effects of the game, Allen believes that it was a "style of metamorphosis" that would "ensure continuity for the game." "Regardless of individual opinion about the movie, they did a great job on character and set design, we felt it was in our best interest to show those potential game players a connection to the movie, when they may not have played any of the previous games.

For spoiler risks, other details in the interview were not included. If you really want to know more, follow the source link. Again, spoiler warning.



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