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Will the game show in August after being a bust in June?

  • Yes

    Votes: 653 36.3%
  • No

    Votes: 1,147 63.7%

  • Total voters
    1,800
Status
Not open for further replies.

Deleted member 12555

User requested account closure
Banned
Oct 27, 2017
2,113
If this really is real (which I am still not convinced) they need to release versions of Silent Hill 1 - 4 to current consoles/PC.

I bet at this point a lot of gamers have never even played a Silent Hill game.
And can you blame them? You can't even buy the games anymore.

This is actually what's been on my mind first and foremost since this announcement. Does this open the door for a re-release of the classics? Seems logical, but who knows.

Depending on the success, maybe full blown remakes down the line, if we're taking Capcom as an example.
 

Mars People

Comics Council 2020
Member
Oct 25, 2017
18,192
Do they? This is an entry point either way, and the IP is plenty known through cultural osmosis.

Also something something, Book of Memories had the most combat, ergo it's the best Silent Hill game ever.
Yes.
Why should anybody care about Silent Hill at this point?
There is no context. We know that there are some old ass classic PS1/PS2 horror games, but a lot of people don't.
 

Strings

Member
Oct 27, 2017
31,417
Yes.
Why should anybody care about Silent Hill at this point?
There is no context. We know that there are some old ass classic PS1/PS2 horror games, but a lot of people don't.
Think of how absurdly viral PT was in the Let's Play sphere / all the Silent Hills shenanigans. You don't need the wider audience to have played your game to be aware of it and interested.

The kind of people who'd be interested in rereleases aren't even the ones you want to be targeting, since they're interested in a new entry either way.
 

Mars People

Comics Council 2020
Member
Oct 25, 2017
18,192
Think of how absurdly viral PT was in the Let's Play sphere / all the Silent Hills shenanigans. You don't need the wider audience to have played your game to be aware of it and interested.
Maybe.
But re-releasing the old classics to get the Silent Hill mindshare back certainly would help.

Hell a remake of Silent Hill 1 would be amazing. But that is just wishlising.
I'm sure Konami would never be dragged kicking and screaming to greenlight something like that.
 

PlanetSmasher

The Abominable Showman
Member
Oct 25, 2017
115,670
Do they? This is an entry point either way, and the IP is plenty known through cultural osmosis.

Also something something, Book of Memories had the most combat, ergo it's the best Silent Hill game ever.

It's not about having a TON of combat, it's about having combat that works well and isn't embarrassing.
 

addik

Member
Oct 28, 2017
1,527
I honestly felt like if they removed combat, they really have to commit to it... The chase sequences added nothing to Shattered Memories, but the narrative was compelling enough for me to like it. I loved going through the town and exploring it just for the neat stories you encounter. They could totally do that but try to make exploration more terrifying and rewarding at the same time.

Yes.
Why should anybody care about Silent Hill at this point?
There is no context. We know that there are some old ass classic PS1/PS2 horror games, but a lot of people don't.

I think you will have people recognize the name from brand awareness alone. I know a lot of people who enjoyed the first games and the movie. People used to refer to Silent Hill and Resident Evil games as the video game horror series. Konami's mismanagement of the franchise just left people asking what happened to it. PT brought back a lot of awareness, but I feel like much of it is from Kojima fans who would not be pleased to hear that he is not involved with the reboot.

That said, I'm sure many casual fans wouldn't mind not having Kojima back as long as the reboot is good--and with the original team back, I have a good feeling it will be.
 

NediarPT88

Member
Oct 29, 2017
15,110
jsWDP5p.png

O8eMKiw.gif
 

PlanetSmasher

The Abominable Showman
Member
Oct 25, 2017
115,670
I honestly felt like if they removed combat, they really have to commit to it... The chase sequences added nothing to Shattered Memories, but the narrative was compelling enough for me to like it. I loved going through the town and exploring it just for the neat stories you encounter. They could totally do that but try to make exploration more terrifying and rewarding at the same time.

How would exploration be more terrifying without combat? Chase sequences aren't scary, they're just repetitive.
 

Winston1

Avenger
Oct 27, 2017
2,105
If you remove the players ability to fight back, then you have to replace it with something, like stealth. I've never played Shsttered Memories, but by all accounts the chase sequences are the sole gameplay during the enemy encounters. That sounds awful because then the game just becomes repetitive, which is the worst thing that can happen in a horror game.
 

Strings

Member
Oct 27, 2017
31,417
I guess you could have some kind of stun element like the flashlight from Alan Wake and other stall mechanics, but that sort of thing is difficult to keep interesting over an entire game.
 

Mars People

Comics Council 2020
Member
Oct 25, 2017
18,192
If you remove the players ability to fight back, then you have to replace it with something, like stealth. I've never played Shsttered Memories, but by all accounts the chase sequences are the sole gameplay during the enemy encounters. That sounds awful because then the game just becomes repetitive, which is the worst thing that can happen in a horror game.
I hope its not stealth.
In 99% of games not call Arkham something, stealth is terrible and not fun.
 

PlanetSmasher

The Abominable Showman
Member
Oct 25, 2017
115,670
If you remove the players ability to fight back, then you have to replace it with something, like stealth. I've never played Shsttered Memories, but by all accounts the chase sequences are the sole gameplay during the enemy encounters. That sounds awful because then the game just becomes repetitive, which is the worst thing that can happen in a horror game.

Pretty much. The only enemies in the entire game are the Raw Shocks and every time you encounter them your only recourse is to run and hide until you lose them. This happens in every single Otherworld sequence.
 

addik

Member
Oct 28, 2017
1,527
How would exploration be more terrifying without combat? Chase sequences aren't scary, they're just repetitive.

They could definitely try to play around with the atmosphere, and generally try to mess you up by constantly changing the game's geography. Several walking simulators actually came close to making me feel spooked at least (What Remains of Edith Finch and Everyone's Gone to the Rapture are what I immediately thought of).

I can definitely see some people totally against that, but I tend to let things slide if I enjoy a game's story or if it makes full advantage of the medium.

Pretty much. The only enemies in the entire game are the Raw Shocks and every time you encounter them your only recourse is to run and hide until you lose them. This happens in every single Otherworld sequence.

Yeah, this was so annoying. I honestly thought the game would have been much better if they made Shattered Memories a straight up walking simulator game with moments where you go through otherworld sections and have to solve puzzles under a time limit or something idk. Point is: game would have been so much better without the raw shocks.
 

antonio

Member
Jan 12, 2018
376
I think we will see something soon. I am mainly interested in seeing members of Team Silent working again on Silent Hill. I would love both remake of Silent Hill 1 (to play on Switch) and a completely new entry. I was very satisfied with combat in SH2, so I wouldn`t make it much different. It was supposed to be like that, it was a horror game, not an action shooter game. What I am not interested is Kojima making Silent Hill(s), he can do his own horror game if he wants.
 
Oct 27, 2017
12,756
Pretty much. The only enemies in the entire game are the Raw Shocks and every time you encounter them your only recourse is to run and hide until you lose them. This happens in every single Otherworld sequence.

Guh, those ice world sequences were so bad. The entire game was a snoozefest, and not even the mildly interesting psych evaluation mechanic could save it from being a pretty boring, mediocre game.
 

PlanetSmasher

The Abominable Showman
Member
Oct 25, 2017
115,670
Guh, those ice world sequences were so bad. The entire game was a snoozefest, and not even the mildly interesting psych evaluation mechanic could save it from being a pretty boring, mediocre game.

Yeah. It's pretty much a textbook example of how not to develop a Silent Hill game from a gameplay perspective.

While Downpour has its problems (police cars, mediocre enemy designs, the constant overuse of the Void, etc), I think the framework it instituted of making Silent Hill into an actual PLACE with more going on than just the torment being inflicted specifically on the protagonist is the best way for the series to continue. Give me more vignette-style short stories within the town. Remind the player that Silent Hill isn't just a spooky backdrop for emotional torture porn, but an actual town where people live and work and play and grow up and die.

And SOMETIMES, those people happen to get wrapped up in spooky Otherworld shenanigans.
 
Oct 27, 2017
12,756
Yeah. It's pretty much a textbook example of how not to develop a Silent Hill game from a gameplay perspective.

While Downpour has its problems (police cars, mediocre enemy designs, the constant overuse of the Void, etc), I think the framework it instituted of making Silent Hill into an actual PLACE with more going on than just the torment being inflicted specifically on the protagonist is the best way for the series to continue. Give me more vignette-style short stories within the town. Remind the player that Silent Hill isn't just a spooky backdrop for emotional torture porn, but an actual town where people live and work and play and grow up and die.

And SOMETIMES, those people happen to get wrapped up in spooky Otherworld shenanigans.

Downpour is one of my faves of the post-Team Silent games (alongside Origins). Sure, the framerate was iffy and the enemy design was... uninspired, to say the least. But the town itself, the idea of side missions etc. made it an overall enjoyable game for me. It felt like the devs had their hearts in the right place, but weren't given enough time and budget to make those final touches of polish.
 

Winston1

Avenger
Oct 27, 2017
2,105
They could definitely try to play around with the atmosphere, and generally try to mess you up by constantly changing the game's geography. Several walking simulators actually came close to making me feel spooked at least (What Remains of Edith Finch and Everyone's Gone to the Rapture are what I immediately thought of).

I can definitely see some people totally against that, but I tend to let things slide if I enjoy a game's story or if it makes full advantage of the medium.



Yeah, this was so annoying. I honestly thought the game would have been much better if they made Shattered Memories a straight up walking simulator game with moments where you go through otherworld sections and have to solve puzzles under a time limit or something idk. Point is: game would have been so much better without the raw shocks.
I've played the Silent Hill: Alchemilla mod that was basically exactly what you described and...it kind of shows that the walking simulator approach is not a good direction for the series. Walking simulators only really work for a first playthough, imo. They lack replay value. Meanwhile, I've replayed Silent Hill 1 several times and it still keeps me invested and still manages to scare me.
 

DemiOrpheus

Banned
May 9, 2020
172
Yeah. It's pretty much a textbook example of how not to develop a Silent Hill game from a gameplay perspective.

While Downpour has its problems (police cars, mediocre enemy designs, the constant overuse of the Void, etc), I think the framework it instituted of making Silent Hill into an actual PLACE with more going on than just the torment being inflicted specifically on the protagonist is the best way for the series to continue. Give me more vignette-style short stories within the town. Remind the player that Silent Hill isn't just a spooky backdrop for emotional torture porn, but an actual town where people live and work and play and grow up and die.

And SOMETIMES, those people happen to get wrapped up in spooky Otherworld shenanigans.
The whole point of the series was to instill a sense of isolation and unfamiliarity, there isn't much to uncover about the town that you can't already infer. Its history is shrouded in mystery by design, Lisa is your best source of lore info in SH1 and even she can't keep it straight

The Downpour sidequests had the subtleness and intrigue of a shovel to the forehead and were lowlights of the series for me
 

Henrik

Member
Jan 3, 2018
1,607
So what makes this thread extend to 100 pages?

Anyway, I looked up staff members and it seems Japan Studio had several people who had worked on Silent Hill since 2 and worked recently on The Last Guardian, Knack II and Gravity Rush 2.

If Sony snatched up staff from MGS~Peace Walker/ZOE2 (unknown territory for them except 10 regular staff members worked on Knack II and Gravity Rush 2, not key staff) and Team Silent then what is stopping them from getting more staff from Team Silent if this project actually exist? If Sony and Konami want it to be great the project needs Hiroyuki Owaku.

He is not just a scenario writer, he is also a programmer. He programmed the drama for SH2 and events for SH3. They can't afford another Naoko Sato only written horror game. She has been working with meager budgets since Siren and it's time to go all out or go home.

If they can't find someone who can rival Owaku's writing and programming from the new generation, what's the point of making Silent Hill? Owaku will create hype for the reboot.
 

DemiOrpheus

Banned
May 9, 2020
172
So what makes this thread extend to 100 pages?

Anyway, I looked up staff members and it seems Japan Studio had several people who had worked on Silent Hill since 2 and worked recently on The Last Guardian, Knack II and Gravity Rush 2.

If Sony snatched up staff from MGS~Peace Walker/ZOE2 (unknown territory for them except 10 regular staff members worked on Knack II and Gravity Rush 2, not key staff) and Team Silent then what is stopping them for getting more staff from Team Silent if this project actually exist? If Sony and Konami want it to be great the project needs Hiroyuki Owaku.

He is not just a scenario writer, he is also a programmer. He programmed the drama for SH2 and events for SH3. They can't afford another Naoko Sato only written horror game. She has been working with meager budgets since Siren and it's time to go all out or go home.

If they can't find someone who can rival Owaku's writing and programming from the new generation, what's the point of making Silent Hill? Owaku will create hype for the reboot.
while the writing in sh2 is still incredible I'd argue the series owes more of its success to the art and sound design, and Ito and Yamaoka are both supposedly on board
 

eso76

Prophet of Truth
Member
Dec 8, 2017
8,118
Sony revealing Silent Hill and MG2:SS remake in June.
That's the kind of megaton that brings Era down.
 

Winston1

Avenger
Oct 27, 2017
2,105
So what makes this thread extend to 100 pages?

Anyway, I looked up staff members and it seems Japan Studio had several people who had worked on Silent Hill since 2 and worked recently on The Last Guardian, Knack II and Gravity Rush 2.

If Sony snatched up staff from MGS~Peace Walker/ZOE2 (unknown territory for them except 10 regular staff members worked on Knack II and Gravity Rush 2, not key staff) and Team Silent then what is stopping them for getting more staff from Team Silent if this project actually exist? If Sony and Konami want it to be great the project needs Hiroyuki Owaku.

He is not just a scenario writer, he is also a programmer. He programmed the drama for SH2 and events for SH3. They can't afford another Naoko Sato only written horror game. She has been working with meager budgets since Siren and it's time to go all out or go home.

If they can't find someone who can rival Owaku's writing and programming from the new generation, what's the point of making Silent Hill? Owaku will create hype for the reboot.
Yes, Owaku wrote Silent Hill 2, but not every game needs to be the next Silent Hill 2. That thinking is what resulted in everything after Silent Hill 4. Also, Owaku had nothing to do with Silent Hill 4 and yet people generally consider it to have one of the best stories in the series. A new game can work without him, especially under Toyama, the guy who gave us truly fucked up shit like Silent Hill 1 and Siren. Both of which are far more interesting than Silent Hill 3, which Owaku wrote.
 

Henrik

Member
Jan 3, 2018
1,607
while the writing in sh2 is still incredible I'd argue the series owes more of its success to the art and sound design, and Ito and Yamaoka are both supposedly on board
Art and sound are also important, that's true. But Naoko Sato has described her incompetence in American horror movies and towns. It seems to me Owaku is the only one who understand it.

forbidden-siren.ru

Naoko Sato Interview from the Forbidden Siren Guide Book - Siren Maniacs

Interview with Naoko Sato - developer of Siren, Silent Hill and Gravity Rush. In this interview, she gives many interesting details about her work on the Forbidden SIREN horror game.

She seems obsessed with Japanese horror movies because it was Owaku who came up with fear in daylight concept for SH5 because after SH4 the team who did SH3 was up next. American horror movies and Western popular media is Owaku's expertise. Toyama seems to be a guy who accept both sides but for Silent Hill it was Stephen King, Jacob's Ladder and old American horror movies from the 60's and 70's that inspired him to create Silent Hill.

Whether it's movies or cartoon movies Toyama is a sucker for old film technology and art.

Yes, Owaku wrote Silent Hill 2, but not every game needs to be the next Silent Hill 2. That thinking is what resulted in everything after Silent Hill 4. Also, Owaku had nothing to do with Silent Hill 4 and yet people generally consider it to have one of the best stories in the series. A new game can work without him, especially under Toyama, the guy who gave us truly fucked up shit like Silent Hill 1 and Siren. Both of which are far more interesting than Silent Hill 3, which Owaku wrote.
Yes, Suguru Murakoshi is also great as he also directed SH4. Any of them will be great as long it's not Naoko Sato only.
 
Last edited:

addik

Member
Oct 28, 2017
1,527
I've played the Silent Hill: Alchemilla mod that was basically exactly what you described and...it kind of shows that the walking simulator approach is not a good direction for the series. Walking simulators only really work for a first playthough, imo. They lack replay value. Meanwhile, I've replayed Silent Hill 1 several times and it still keeps me invested and still manages to scare me.

I vaguely remember talk about the mod but I didn't know it had been fully released. It's a shame what you said, but I'm definitely saving this link because I need a Silent Hill fix and I'm wondering how a walking simulator

while the writing in sh2 is still incredible I'd argue the series owes more of its success to the art and sound design, and Ito and Yamaoka are both supposedly on board

Aside from Owaku, Jeremy Blaustein also said he contributed much of the writing. I wouldn't be surprised if he had some input, but Owaku probably just outlines the narrative and the sequences while he worked with Blaustein on the dialogue and translations.


Basically, what I'm thinking is that as long as they can get a competent horror writer for the reboot, they can probably match their previous entries' stories.
 

Henrik

Member
Jan 3, 2018
1,607
This is interesting though. A month away before she decided to leave Tango Gameworks.

twitter.com

Ikumi Nakamura on Twitter

“@samaeru_kuro @310705 She is the one who understand me the most. She is like a mother to me. There are few female game developers in Japan. She is precious. @310705”
 

Pariah

Member
Oct 29, 2017
3,945
If I have a gun, I don't feel afraid because I accept the game loop as an exchange of hits and bullets, essentially devolving in: "if it bleeds, we can kill it". If I don't have a gun, however, it's all the same as I know I'm going to be forced into a hide-and-seek black hole that'll sooner or later will run out of gas and surprise. My point is I'd prefer a mix of both, preferably with an option to defend yourself always available, but the act of playing these games has not been scary for a long time. What I find scary or unnerving is the sound design, the camera placement, how the frame is presented. The game part is just there, functional, at the service of the haunting trip.
 

Dusk Golem

Local Horror Enthusiast
Member
Oct 25, 2017
5,804
Again I know nothing on gameplay really so this is pure speculation from me, but I'm taking it many here have not played the Siren games?

I mention them as all three are stealth-horror games, BUT not in the way you may think if you never played them. Firstly none of them were combatless (except for a few sequences in each game), the Siren series actually shows a masterful understanding of horror game design and how to make stealth horror interesting and varied, while also making it a stealth horror game where you're not defenseless (but importantly, blasting your way out of a situation is more often not the answer to predicaments).

They achieve this through interesting and strange enemies in interestingly designed levels to complete various objectives in interesting scenarios. The games are willing to get very strange, surreal and twist what you expect while also giving the player a lot of choices in how to tackle things, but scale the difficulty right (most of the time) so the odds are stacked slightly against you and you have to think, plan, execute and be quick on your feet to survive (Siren: Blood Curse wad a bit better at this than Siren 1, which famously is among one of the hardest horror games ever and sometimes a little too cryptic for its own good).

I really trust both Team Silent and the Siren team when it comes to horror game design, so I'm open to what they may have cooked up.
 

Deleted member 66837

User requested account closure
Banned
Apr 24, 2020
1,650
Art and sound are also important, that's true. But Naoko Sato has described her incompetence in American horror movies and towns. It seems to me Owaku is the only one who understand it.

forbidden-siren.ru

Naoko Sato Interview from the Forbidden Siren Guide Book - Siren Maniacs

Interview with Naoko Sato - developer of Siren, Silent Hill and Gravity Rush. In this interview, she gives many interesting details about her work on the Forbidden SIREN horror game.

She seems obsessed with Japanese horror movies because it was Owaku who came up with fear in daylight concept for SH5 because after SH4 the team who did SH3 was up next. American horror movies and Western popular media is Owaku's expertise. Toyama seems to be a guy who accept both sides but for Silent Hill it was Stephen King, Jacob's Ladder and old American horror movies from the 60's and 70's that inspired him to create Silent Hill.

Whether it's movies or cartoon movies Toyama is a sucker for old film technology and art.


Yes, Suguru Murakoshi is also great as he also directed SH4. Any of them will be great as long it's not Naoko Sato only.
Welcome back friend, really interesting article on Sato! Her initial idea for the nurse monsters really intrigue me most to the point of seeing a Japanese Silent Hill piques my interest. But if it is set in america then yeah hopefully a writer is there to assist her.

The stealth horror discussion was very fun, I personally love those types of games so i'd reboot is one with a little bit of combat i'll be ecstatic.
 

Shevek

Member
Oct 25, 2017
2,533
Cape Town, South Africa
Again I know nothing on gameplay really so this is pure speculation from me, but I'm taking it many here have not played the Siren games?

I mention them as all three are stealth-horror games, BUT not in the way you may think if you never played them. Firstly none of them were combatless (except for a few sequences in each game), the Siren series actually shows a masterful understanding of horror game design and how to make stealth horror interesting and varied, while also making it a stealth horror game where you're not defenseless (but importantly, blasting your way out of a situation is more often not the answer to predicaments).

They achieve this through interesting and strange enemies in interestingly designed levels to complete various objectives in interesting scenarios. The games are willing to get very strange, surreal and twist what you expect while also giving the player a lot of choices in how to tackle things, but scale the difficulty right (most of the time) so the odds are stacked slightly against you and you have to think, plan, execute and be quick on your feet to survive (Siren: Blood Curse wad a bit better at this than Siren 1, which famously is among one of the hardest horror games ever and sometimes a little too cryptic for its own good).

I really trust both Team Silent and the Siren team when it comes to horror game design, so I'm open to what they may have cooked up.

I'm hoping that at least from an artistic standpoint, Toyama incorporates some elements of the Siren series in the new Silent Hill. I mean, just imagine some of this reinterpreted in a new Silent Hill on next gen tech:

888580-936034_20080716_096.jpg


6.jpg


original.jpg
 

Dusk Golem

Local Horror Enthusiast
Member
Oct 25, 2017
5,804
I'm hoping that at least from an artistic standpoint, Toyama incorporates some elements of the Siren series in the new Silent Hill. I mean, just imagine some of this reinterpreted in a new Silent Hill on next gen tech:

888580-936034_20080716_096.jpg


6.jpg


original.jpg
I'm certain Masahito Ito and the people behind the Siren games have a good understanding of interesting monster design, though I do suspect the creature design to aim more for SH's aesthetic than Siren's for obvious reasons.
 
Oct 25, 2017
3,065
Damn... Siren is a name I haven't heard in a long time. I only played Forbidden Siren and Blood Curse - they were intense in the best possible way.

I remember the latter having promotions in PS Home and Mainichi Issho. That late 00s PS3 nostalgia...
 

Lord Fanny

Banned
Apr 25, 2020
25,953
I wouldn't mind something more stealth based, but yeah, if it ended up being just one of those nothing but hide and seek games with no kind of weapons or real combat or anything like those Outlast games or whatever, I honestly don't even think I'd buy it. I've had enough of that type of game, it's not my thing.
 

Trevelyan

User requested permanent ban
Banned
Oct 27, 2017
1,196
Again I know nothing on gameplay really so this is pure speculation from me, but I'm taking it many here have not played the Siren games?

I mention them as all three are stealth-horror games, BUT not in the way you may think if you never played them. Firstly none of them were combatless (except for a few sequences in each game), the Siren series actually shows a masterful understanding of horror game design and how to make stealth horror interesting and varied, while also making it a stealth horror game where you're not defenseless (but importantly, blasting your way out of a situation is more often not the answer to predicaments).

They achieve this through interesting and strange enemies in interestingly designed levels to complete various objectives in interesting scenarios. The games are willing to get very strange, surreal and twist what you expect while also giving the player a lot of choices in how to tackle things, but scale the difficulty right (most of the time) so the odds are stacked slightly against you and you have to think, plan, execute and be quick on your feet to survive (Siren: Blood Curse wad a bit better at this than Siren 1, which famously is among one of the hardest horror games ever and sometimes a little too cryptic for its own good).

I really trust both Team Silent and the Siren team when it comes to horror game design, so I'm open to what they may have cooked up.
Reading this reminded me how much I absolutely loved Blood Curse. Man, looking back it really it is up there in my top 5 horror games, and I honestly kinda dug the episodic nature of it(though I hope SH doesn't go this way).
 

Hentailover

Member
Oct 25, 2017
4,417
Moscow
Can someone even explain what soft reboot even means in an anthology series? Like what's the difference between a 'soft rebooted" entry and "just yet another new entry" when most entires weren't connected already as is? Just seems like PR speak to me.
 

addik

Member
Oct 28, 2017
1,527
No thank you to the idea of SH being a walking simulator.

How about we let SH be... SH.

I mean, I also wouldn't want that ideally too. But, past SH games have always focused on tackling SH's combat issues by trying to make it more action-packed (Homecoming), or by removing it (Shattered Memories). Only problem with the latter is that they added a completely new gimmick to replace combat that was just plain awful. There's never a middle ground where they just add a serviceable combat that isn't frustrating nor empowering (something like Blood Curse, which I agree is a great middle ground to these games from what I played of it). In the case of Shattered Memories, I would have rather just take out the entire chase sequence altogether and focus on exploration/atmosphere. At least they could have made something unique out of it without the chase sequences breaking the tension/pace.

That discussion is rendered moot though because of the fact that Team Siren + Team Silent are supposedly making the reboot. The Siren games and Team Silent games never really put combat at the forefront of the experience, which the last few Silent Hill games have done.

Can someone even explain what soft reboot even means in an anthology series? Like what's the difference between a 'soft rebooted" entry and "just yet another new entry" when most entires weren't connected already as is? Just seems like PR speak to me.

Basically means that the new game won't have any direct connection to the past games. There'll be links, but it won't deter any newcomers from playing it.

For example, Silent Hill 3 is a direct sequel to Silent Hill 1, and 4 is so heavily tied to the lore of the first three games that it's not exactly easy for newcomers to appreciate what was happening.
 

Hentailover

Member
Oct 25, 2017
4,417
Moscow
Basically means that the new game won't have any direct connection to the past games. There'll be links, but it won't deter any newcomers from playing it.

For example, Silent Hill 3 is a direct sequel to Silent Hill 1, and 4 is so heavily tied to the lore of the first three games that it's not exactly easy for newcomers to appreciate what was happening.

But every game since then was doing that already. Were they also soft reboots? Was Silent Hill 2 a soft reboot since it was an entirely self contained entry. I hate modern PR speak and all these meaningless terms being thrown around willy nilly.
 

Baccus

Banned
Dec 4, 2018
5,307
mean, I also wouldn't want that ideally too. But, past SH games have always focused on tackling SH's combat issues by trying to make it more action-packed (Homecoming), or by removing it (Shattered Memorie
Japan Studio co-developed Bloodborne, I'm 0% worried about the combat of this game. And so should you.
 

black070

The Fallen
Oct 27, 2017
5,583
Can someone even explain what soft reboot even means in an anthology series? Like what's the difference between a 'soft rebooted" entry and "just yet another new entry" when most entires weren't connected already as is? Just seems like PR speak to me.

I'd assume it means it being a departure from what people would expect from the series or what they'd consider to be series staples.
 

Uzupedro

Banned
May 16, 2020
12,234
Rio de Janeiro
Can someone even explain what soft reboot even means in an anthology series? Like what's the difference between a 'soft rebooted" entry and "just yet another new entry" when most entires weren't connected already as is? Just seems like PR speak to me.
I think it's similar to what happened with Call of Duty Modern Warfare. Same characters (in personality, look and background), some similar events, but a completely different/new plot
 
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