As I type these words, specialist wifeguy assessor Brendy is rambling through the fog of Bloober's Silent Hill 2 remake. Knowing Brendy, he'll be sauntering down Neely Street like a gentleman dandy from 1920s Oxford, throwing out his cuffs and elbows and winking merrily at all the shambling depression metaphors who are trying to chew his legs off. While we await his verdict, here's another excerpt from a chat with Bloober earlier this summer, in which I pop the extremely imaginative question of what they'll do after remaking Silent Hill 2. The answer, in brief, is more games with a manual third-person view that rely on ambience, suspense and the thrill of the unknown, rather than monsters going "boo!"
"Back in the day when we were working on the first Layers Of Fear, we were much more counting on jump scares and things that appear in a very sudden way," lead producer Maciej Głomb told me. "And I think that with every game afterward and especially right now, with Silent Hill 2, we went much more in the direction of just creating this tense atmosphere - again, [this sense of] the unknown, you're not sure what's going to happen next. If you can actually deliver on this feeling, you don't actually need to 'make' something happen because this is already working on players, they're having that experience."
These observations are "more on the creative side". In more practical terms, Bloober haven't spent years getting a manual third-person camera up and running only to plonk it on the shelf come 7th October.
"[The Silent Hill 2 remake] is also the first game where we've created a third person camera and going forward, I think this is also the direction that we want to keep exploring," Głomb continued. "Because we feel that it actually helps you experience the story, and understand the emotions, the motivation of the characters, and keeps the overall experience much more personal. Because seeing the character, you identify with them, in my opinion, much more than, for
Read more on rockpapershotgun.com