Box Art Sony Psp Silent Hill Shattered Memories Usa
Silent Loma: Shattered Memories | |
---|---|
Developer(s) | Climax Studios |
Publisher(s) | Konami Digital Entertainment |
Director(s) | Mark Simmons |
Designer(s) | Sam Barlow |
Developer(s) | Dave Owens |
Creative person(s) | Neale Williams |
Writer(s) | Sam Barlow |
Composer(s) | Akira Yamaoka |
Series | Silent Hill |
Platform(due south) |
|
Release | Wii
|
Genre(s) | Survival horror |
Mode(s) | Single-player |
Silent Hill: Shattered Memories is a 2009 survival horror game developed past Climax Studios and published by Konami Digital Amusement. It was released in December for the Wii and ported to the PlayStation ii and PlayStation Portable platforms in January 2010. In April 2014, it appeared on the PlayStation Network in Europe.
Shattered Memories is a reimagination of the first game and retains the premise—Harry Mason'south quest to find his missing daughter in the fictitious American town of Silent Colina—just is set in a dissimilar fictional universe, has a dissimilar plot, and altered characters, alongside new ones. Five endings are available. Gameplay takes place in 2 parts: a framing, first-person psychotherapy session, and an over-the-shoulder perspective of Harry's journey through Silent Loma, which is periodically interrupted by the occurrence of a shift to a more than dangerous environment. Answers given to the psychological tests in the therapy session affect various gameplay elements in Harry'south journey.
Later designing the Silent Colina prequel (2007), which intentionally replicated elements of the showtime installment, Climax Studios wanted to try a dissimilar approach to creating a title in the series. Among the changes made was the removal of combat and the constant presence of monsters. Akira Yamaoka equanimous the soundtrack of the game, which was the start in the series to prominently feature dynamic music. The game received more often than not positive reviews for its graphics, plot, voice interim, soundtrack, and employ of the Wii Remote were praised by reviewers, and has been favorably compared to Chiliad. Nighttime Shyamalan's visuals.[ane] Though information technology drew mixed response for gameplay, puzzle exploration, chase sequences and psychological elements past some reviewers, which they respectively accounted potentially frustrating and brusque.
Gameplay [edit]
Silent Hill: Shattered Memories is a reimagining of the first installment of the series, Silent Hill. It keeps the premise of writer Harry Bricklayer looking for his daughter in Silent Hill after a car crash, although it leads into a different plot.[2] The personalities and roles of characters from the offset game have besides been changed,[ii] and Shattered Memories introduces new characters every bit well.[iii]
Silent Hill: Shattered Memories divides its gameplay between ii different settings. The beginning section is gear up in a psychotherapist's office and the second in a town called Silent Hill.[4] In the showtime section, the player interacts with Dr. Michael Kaufmann, who is a therapist[5] NPC, from a showtime-person perspective. The thespian responds to Kaufmann's questions and completes a psychological test, fills in a questionnaire or colors pictures.[4] [6] The histrion'south responses to these tests alters aspects of gameplay in the second setting, including the available areas, the concrete advent and behavior of characters encountered, and the concrete appearance of the monsters.[7] Shattered Memories returns to Kaufmann's role periodically throughout the game.[4]
In the second setting, the player guides Harry Mason in an over-the-shoulder view as he searches for his missing girl Cheryl in the snowy boondocks of Silent Loma.[six] Harry is equipped with a smartphone and flashlight:[six] he can apply the telephone to check his location on a GPS map, have photographs, and make telephone calls.[6] Moving to certain spots with high interference, represented by a lot of radio noise, or by taking pictures of spots where shadowy figures can be seen, unlock various text and voicemail messages that expand the story and occasionally provide clues. To view the details of various documents, the actor tin can zoom in on objects.[four] The game also alters details of gameplay based on what the player views.[6] Throughout his journeying, Harry encounters puzzles such as mechanisms, which reward either a key required to progress or a bonus memento.[iv] In the Wii version, the Wii Remote is used for puzzle solving and to control the flashlight and jail cell phone.[4]
The game occasionally shifts to an icy alternate dimension called "Nightmare", where hostile monsters exist.[eight] To escape from this dimension, Harry must find a predetermined exit while fugitive the wandering creatures which chase him upon detection.[eight] Unlike previous installments in the series, there is no combat element to the gameplay: Harry is weaponless for the entire duration of the game and tin only run, hide, slow downwardly the monsters past knocking downwards objects to block their path, throw off the creatures if they latch onto him, and temporarily ward them off by picking upward and using flares plant lying on the ground.[4] His running speed and "health" (the amount of impairment that he can endure earlier dying) decrease every time the monsters take hold of him.[8] In dissimilarity to the previous installments of the series, which featured various types of monsters, Shattered Memories features only i blazon of humanoid monster, whose physical appearance changes in response to the histrion's actions within and outside the Nightmare realm, including their responses to Kaufmann'due south psychological tests.[9]
Plot [edit]
The game begins with a psychotherapy session conducted by Dr. Kaufmann, which acts as a frame story for Harry'due south quest.[3] [five] Suffering from bug with his memory,[10] Harry travels dwelling house to search for his seven-year-former daughter Cheryl, hoping that she is already at that place.[xi] His consciousness moves betwixt the in-game real world and Nightmare—a frozen version of the town in which monsters chase him—and finds that another family lives in his business firm.[8] [12] Police officer Cybil Bennett arrives and decides to take him to the police station, merely they become caught in a blizzard, and Harry somewhen leaves her car to continue his search.[13] Somewhen, Harry finds his fashion to the local high school, where he learns from a woman named Michelle Valdez that a Cheryl Mason attended schoolhouse there previously, just and then moved.[fourteen] She offers to bulldoze Harry to Cheryl's new accost,[15] merely after briefly stepping away, he returns to observe Michelle has been replaced by Dahlia Mason, who claims to be Harry's lover and acts as if she has been with him the whole time. He accepts the ride,[16] although during another shift to the Nightmare, the car falls into a river. Harry escapes but loses consciousness.[17]
He awakens in a wheelchair pushed by Cybil in the town'south infirmary. Before Cybil can tell him virtually his file at the station,[xviii] the town transitions to the Nightmare. Harry escapes and meets Lisa Garland, a nurse injured in a crash, and escorts her to her dwelling house.[19] At her request, Harry gives Lisa pills for her headache,[twenty] and returns to find her either expressionless or dying, depending on in-game actions taken by the player. Finding him adjacent to Lisa's corpse, Cybil attempts to abort him, but is frozen as the Nightmare emerges around them.[20] Harry escapes to Cheryl's abode, where he finds an older Dahlia who claims to be his married woman and tells him that Cheryl is at the lighthouse.[21] Harry enters the Nightmare, escapes it, and eventually gets a ride from Michelle.[22] Harry finds a young-again Dahlia aboard a boat at a lakeside harbour, who sets the grade for the lighthouse and seduces him.[23] Harry wakes, finds an anile Dahlia and the surroundings covered in ice, and crosses the now-frozen lake merely falls into the water and passes out. Harry is dragged ashore near the lighthouse by Cybil, who confronts him with the news that Harry Mason died eighteen years ago in a car accident.[24] As Harry gain, he finds "the lighthouse" is the proper name of Dr. Kaufmann's counseling dispensary:[5] the patient in the therapy session is an adult Cheryl, who is in denial over her begetter's death.[25] Harry enters the office and Cheryl either reconciles herself to his decease[25] or continues to cling to her fantasy male parent.[25]
At the end of the game, an quondam video clip from Cheryl'due south camcorder is played. Four variations of this prune are bachelor depending upon the player's actions equally Harry. In "Love Lost", Harry packs his luggage in a car and tells Cheryl not to blame herself for her parents' separation.[26] In "Drunk Dad", a drunken Harry yells at Cheryl, demands a beer and blames his drinking on his family.[27] In "Sleaze and Sirens", Harry flirts on his bed with Lisa and Michelle.[28] In "Wicked and Weak", Dahlia verbally abuses Harry and slaps him.[29] In the "UFO" joke ending, Cheryl tells Dr. Kaufmann that she believes Harry was kidnapped by aliens and that Silent Hill is a spaceship. After James Sunderland interrupts, the therapy session continues, revealing Cheryl to be a dog and Dr. Kaufmann to be an alien.[xxx] Regardless of the catastrophe, the terminal scene shows Cheryl packing away mementos that the player can collect throughout the game. An additional scene the player tin can obtain shows her reconciling with Dahlia exterior the clinic.
Development [edit]
Plans for a Silent Hill remake, and speculation about a possible remake based on the Silent Hill motion-picture show, were circulating as early on as 2006.[31] The idea of a remake was too considered early in the evolution of the prequel game Silent Loma: Origins (2007).[32] Rumours persisted into 2009,[33] and were seemingly confirmed in February when the British Lath of Film Classification (BBFC) re-rated the original game.[34] The game was officially announced in the May 2009 upshot of Nintendo Ability.[35]
Climax Studios, the developer of Silent Hill: Origins, developed Shattered Memories with a development team made up of more 55 members and a supporting network of more than than xc artists.[36] With the completion of Origins - for which they had attempted to closely replicate the temper and gameplay elements of the commencement Silent Hill game (1999)[37]— Climax Studios wanted to create a different horror game.[38] Because of the tenth anniversary of the offset Silent Colina installment, Konami idea the time was ideal "to revisit" the game.[38] Climax Studios saw the then-newly introduced Wii platform every bit a fashion to reach a wider range of gamers,[38] specially as outside Nihon, no Silent Loma title had been exclusively released on a Nintendo platform.[9] Development costs for the Xbox 360 or PlayStation 3 and their gamers' "mindset" factored into the decision for the gaming platform.[36] Additionally, the developers wanted to use the Wii Remote to incorporate the gameplay elements of the flashlight and radio static.[36] Climax felt that the first game would be a good starting point, instead of continuing any existing storylines or adding onto the mythology of the town.[nine] To delight fans of the serial and bring in new ones, they decided to reimagine the setting and characters, such as Dahlia, who was changed from "a haggard former woman" who led the town's cult into a physically attractive immature woman.[ix]
Climax Studios began with the game's plot, which the development squad considered the main appeal of the series.[3] [38] Early in the game's evolution, some team members visited a psychiatrist for inquiry.[37] The use of ice as a visual theme originated partly because the developers wanted to create an Otherworld for the game, every bit previous games in the serial had featured the aforementioned theme every bit Silent Hill, and because snowfall is mutual in the northeastern or midwestern The states, where the fictional town is located.[39] Falling snowfall was added to limit the player'south visibility and build an atmosphere of dread.[40] The developers included a system of psychological profiling that adjusted gameplay elements based on the player's interaction with the game.[39] Writer Sam Barlow explained the organisation: "Ultimately every niggling thing you practice in the game or slice of content y'all can interact with can be assigned a footling personality score. This is all added into a very classical psychometric contour of your personality that can so be mapped onto enquiry".[three] The opening questionnaire has little significance in the player's profile.[39] Capturing the multiple variations of gameplay elements for submission to the Entertainment Software Rating Board proved to be difficult, according to the game's producer, Tomm Hulett.[39] Loading times were eliminated from the game to maintain a sense of immersion for the actor.[ix]
Hitchcock said that all horror goes back to childhood, that's why it's a universal thing -- it's a primal. How many children wake upward screaming because they had a dream where they beat upwards a zombie with a baseball bat? You wake up screaming because yous ran and you got caught.
—Lead designer Sam Barlow on the absence of combat in Shattered Memories [36]
The developers felt that creating another game in the series with the same style of gameplay had limited potential.[38] In an endeavour to imbue the game with the experience of a horror picture where the protagonist is a regular person and the adversary is powerful, they avoided the common survival horror gameplay feature of a histrion character who is skilled in the use of weapons. Instead they generated an unarmed thespian character;[36] and examined the survival horror gameplay staple of difficult combat and sluggish opponents, inspired by zombie films and modelled afterwards the video games Lonely in the Night (1992) and Resident Evil (1996).[38] They also analyzed around 50 hunt sequences from various films, including horror films, and the construction of slasher films, in which a powerful and intelligent antagonist pursues the protagonists.[38] The developers drew inspiration from mutual babyhood nightmares about running away from an unknown threat, and decided to incorporate an intelligent enemy capable of trailing and outrunning the protagonist.[38] The chase sequences were designed to evoke a cursory sense of tension and fear for the histrion, although the developers did not want to prolong the tension with the constant presence of monsters, and were concerned that this would become overwhelming and spoil the thespian's immersion in the game and interest in the story.[37] The constant presence of monsters was also thought to be irrelevant to Shattered Memories; managing director Mark Simmons said, "this Harry Mason is non a guy who is constantly under attack from monsters. It'southward non a story of surviving a zombie apocalypse".[37] Additionally, to brand information-gathering in the game realistic and corresponding to modern life standards, the developers substituted text in scattered documents, a common element in survival horror games, for the player'due south interaction with the in-game surroundings and use of the cell phone.[36]
Silent Hill serial composer Akira Yamaoka scored the soundtrack of Shattered Memories.[36] It was his last contribution to the Silent Hill series before he resigned from Konami later on 16 years with the visitor.[42] Vocalisation extra Mary Elizabeth McGlynn provided vocals for iv musical pieces included in the game and co-directed Shattered Memories ' voice acting, and musician Joe Romersa wrote lyrics for three of the pieces.[41] The game is the beginning in the serial to make prominent utilize of dynamic music; a composition is introduced and subsequently retracted, based on the player'due south actions, in every major surface area of the game.[36] Widely varying compositions, ranging from undertones to rock music, were produced for the game.[36]
Release [edit]
A playable demo of Shattered Memories was made available in June 2009 at the annual merchandise off-white Electronic Entertainment Expo 2009 (E3) and received favorable reviews from video game journalists. A group of editors of the IGN website gave the game iii "Best of E3" awards in the Wii category for all-time overall game, best adventure game, and all-time video game graphics technology.[43] The game was too given a "Best Wii Game" award by editors of the GameSpot website in an article on their preferred games featured at the E3 show.[44]
Shattered Memories was published by Konami for the Wii in North America on 8 December 2009;[45] in Europe on 26 February 2010; and in Japan on 25 March.[46] The Australian release was delayed until 22 June, due to European supply problems caused past the economic furnishings of the 2010 eruptions of Eyjafjallajökull.[47] Major Australian retailers struggled to ostend available copies of the game for several months after the delayed release, potentially damaging initial sales of the game.[47] [48] The PlayStation 2 and PlayStation Portable versions were published in North America on 19 Jan 2010;[45] in Europe on 26 February; in Nippon on 25 March;[49] and in Commonwealth of australia on 22 April 2010.[48] It likewise became bachelor on the PlayStation Network for Europe and the United Kingdom on 28 April 2014.[50] A PlayStation Vita release for Shattered Memories was apparently planned, simply was cancelled.[51]
Reception [edit]
Co-ordinate to producer Tomm Hulett, the number of pre-ordered copies of Silent Hill: Shattered Memories "looked very skillful".[nine] In March 2010, the game placed 5th on the listing of the peak forty bestselling PS2 videogames in the United kingdom of great britain and northern ireland and eleventh on the respective listing for Wii games.[67] Even so, NintendoWorldReport stated that sales of the game were depression.[68] The game somewhen broke even with the help of the PS2 port, selling an estimated 440,000 copies.[69]
Review aggregator website Metacritic displays an averaged score for Silent Hill: Shattered Memories of 79/100, indicating "more often than not favorable reviews".[52] Wesley Yin-Poole of VideoGamer.com ranked Shattered Memories in seventh place on his list of "top ten nerve-shredding video games", and wrote: "Dark, dank and dangerous, Silent Hill grabs yous by the scruff of the neck, shakes yous till you throw up, then headbutts yous correct between the eyes".[70] Gamasutra 's Brandon Sheffield, ranked the game in fifth place on his elevation ten list of overlooked games of 2009, and wrote that despite the absence of horror elements, the game was a nice feel.[71] Matt Wales of IGN also included the game in a listing of overlooked Wii games, and wrote that the combination of various elements which he regarded equally positive delivered "a meticulously-synthetic, expertly-paced feel quite unlike annihilation the serial has seen before".[72]
Chris Schilling of The Daily Telegraph described it as "one of the most innovative and enjoyable survival horrors for many a twelvemonth".[73] Eurogamer 's Kristan Reed wrote: "Packed with inventive ideas and one engaging sequence later on some other, it's a spirited, poignant and unsettling game that non only delivers a long-overdue render to form, just reinvigorates horror adventures in the process".[4] According to Distraction Anderson of GameSpot, "Shattered Memories is a fantastic return to the core concept of personal fear, and though its developers made some unorthodox decisions - such as removing gainsay entirely - those decisions have paid off handsomely".[58] Nintendo Power called it adventurous and compelling.[63] In a retrospective feature, NintendoWorldReport 's Jonathan Metts by and large agreed with GameSpot, stating that the installment "is a noble and arguably successful endeavor to revive and reform the survival horror genre. While maybe non scary, it is genuinely disturbing, shocking, and always interesting".[74] Co-ordinate to Leigh Alexander of The A.V. Lodge, the innovation and uniqueness of the installment made information technology capable of continuing alone from the Silent Colina series, without having to use the series' reputation or name to concenter players.[75] Conversely, Game Informer 's Tim Turi considered the frustrating controls and dull pacing to be major flaws, and wrote: "If you're a Silent Hill fan interested in a fresh take on the stale formula, this Wii entry may be the Cheryl you've been searching for, but information technology comes at a cost".[2]
The division of gameplay into puzzle-based exploration, weaponless chase sequences, and therapy scenes drew mixed comments from reviewers. Virtually.com'southward Charles Herold wrote that the fast-paced action of the nightmare sequences and the therapy scenes undercut the "trapped in a nightmare" feeling of previous Silent Hill games.[8] Matt Casamassina of IGN wrote that "the separation betwixt safety exploration and puzzling and run-for-your-life monster scenarios is too transparent and as a outcome yous will inevitably come to fear the water ice and few things else".[7] PALGN 's Michael Kontoudis said that the chase sequences severely detracted from the rest of the game.[76] Eurogamer wrote that they created a welcome mix with no gameplay element overemphasized.[iv] Reviewers were as well divided on whether the chase sequences were potentially frustrating,[4] [8] [77] or quickly grew repetitive.[ii] [6] GamesRadar 's Henry Gilbert expressed frustration over the similar enemies and repetitive utilise of a stock scream.[78] Neon Kelly of VideoGamer.com was concerned by the absence of a possible decease of the player character which would result in a "game over", considering he esteemed the fright potentially acquired to the actor by player character expiry as a major element of the survival horror genre.[79] The use of the Wii Remote was praised by reviewers every bit natural-seeming,[6] [59] [58] and well-suited to the movement-based puzzles and scenes.[four] [7] [78] [80]
Shattered Memories ' reimagined plot received praise from reviewers, some of whom found it easier to follow than the plot of the first game.[2] [59] [77] [78] Game Informer drew comparisons with film director M. Nighttime Shyamalan's fashion.[ii] GamesRadar wrote that the storyline and characterizations were mature, its puzzles articulate yet challenging and that the atmospheric scares contributed to the game's appeal.[78] Justin Haywald of 1UP.com said that the text letters about minor characters not introduced in the game detracted from the overall narrative.[55] The game'southward duration, considered relatively brusk by reviewers, was seen equally a drawback,[4] [6] [58] although some reviewers said that the psychological elements and multiple endings increased the replay value of the game.[two] [6] [seven] The psychological elements were also criticized. About.com wrote that they were far less subtle than those in Silent Hill 2,[8] and GamePro 's Will Herring said that while the player-profiling element was ambitious, he did not think it went far enough, as it inverse only corrective details and character dialogue.[57] Reviewers praised the graphics, and called them detailed and well-done.[iv] [seven] [8] [77] Chris McMahon of Play placed the game 10th on his list of the "ten best-looking PSP games".[81] GameTrailers praised the variety of objects, many of which can be manipulated by the player, and the detailed textures which lent the game's environments authenticity.[sixty] The soundtrack was favorably received, and reviewers described it as moody,[seven] [77] atmospheric,[2] and helping to create tension.[4] [6] The voice acting was similarly well-received as believable.[2] [4] [55] [77] Additionally, the soundtrack won an award for its audio design at the Milthon European Games Awards, an consequence held in Paris, France, at the Paris Game Festival;[66] the awards were handed out by an 8-person jury and the French Government minister of Culture and Advice.[82]
Metacritic shows an averaged score of 77/100 for the PlayStation 2 port, indicating generally favorable reviews.[53] Casamassina gave the PS2 port a score of 8.0/x, and wrote that while the graphics and control system in the Wii version were meliorate, the port held up well.[61] For the PlayStation Portable port, Metacritic displays an averaged score of 73/100, indicating "mixed or boilerplate reviews".[54] Casamassina gave it a score of 7.0, and commented upon the "obvious visual downgrades", "sluggish controls", and "the inability to directly control and bespeak his flashlight".[62] In his review of both ports, Haywald said that the control systems of both ports worked well, and described them as "a technical triumph".[56]
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External links [edit]
- Silent Hill: Shattered Memories at MobyGames
Source: https://en.wikipedia.org/wiki/Silent_Hill:_Shattered_Memories
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