<![CDATA[Kotaku: Silent Hill]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Silent Hill]]> http://kotaku.com/tag/silent hill http://kotaku.com/tag/silent hill <![CDATA[ Silent Hill: Homecoming Review: Hello, Zombie Nurse ]]> The sixth installment of Konami's venerable psychological horror franchise Silent Hill breaks ground on current generation consoles, now in the hands of a new developer, Double Helix Games, formerly known as The Collective. The titular homecoming is that of white bread war vet Alex Shepherd, who has returned to the town of Shepherd's Glen, exactly one lake over from the perennially cursed town of Silent Hill, only to find his younger brother Joshua and his father missing. While on the hunt for his baby brother and an explanation for the decimation of his hometown, Shepherd encounters all manner of hell-spawn and cultist conspirator, dispatching them with steel pipe like a true American hero.

With a new developer at the helm and new, more powerful consoles to showcase the world(s) of Silent Hill, does Silent Hill: Homecoming bring the series into the next generation? Or is just pure hell?

Loved
Thematically Strong: Silent Hill: Homecoming delivers on a solid, exciting storyline, one peppered with dense themes: child abuse, infanticide, religious fanaticism, mental illness. It's far more straightforward in comparison to other Silent Hill games, ones which often needed the aide of a plot guide to disassemble, but it's administered with finesse. Double Helix supports their storytelling with brilliant symbolism, little of which rarely detours into the obvious.
A Reasonably Good Facsimile Of A Silent Hill Game: If you're desperate for another trip to Silent Hill, Homecoming fits the bill. At times, the game feels like a "greatest hits" compilation, borrowing monster and environmental designs too liberally from previous entries and, unfortunately for this reviewer, the Silent Hill movie. At others, it feels more like a tribute band doing a well-worn cover version of older games, abstracting subtlety and nuance.
Improved Controls: From a mostly better inventory interface to more logical action controls, Homecoming is much easier to get a handle on than its predecessors. That doesn't necessarily mean that hand-to-hand combat is any fun. It's not. It's just better than what Konami Computer Entertainment Tokyo was capable of with the older, more cinematic camera style.
Hell Looks Hellishly Good: The "Descent to Hell" portion of the game looks stunning. If only the camera were pulled back just a few more feet to get a better view...

Hated
Graphical Letdown: While Double Helix nailed portions of Silent Hill's "otherworld," the game is disappointingly inconsistent in its technical execution. Alex Shepherd looks well detailed in comparison to Shepherd's Glen's other inhabitants, with fathers, mothers, sons and daughters all looking, curiously, the same age, more like action figures that human beings. Homecoming also has some of the worst water we've seen this generation. Ugly textures abound.
Odd Bugs and Visual Quirks: Getting stuck on an invisible platform in the first fifteen minutes, forcing a restart of the game, did not leave a good first impression. Fortunately, this was a unique circumstance, but it made moments of geometry clipping and moments of violently spinning camera angles tied to enemy death animations that much more noticeable. Some lip-syncing in the game feels like it was left unfinished.
Annoying Enemies: While the game's combat mechanics are somewhat improved, it doesn't prevent the battles with the blade-limbed Needlers from being any less controller-throwing. A severe lack of supplies, that tends to irritate more than add to the "survival" of the horror, required reverting to an older save to beat one of the tougher bosses.
Obtuse Puzzles: Even for a Silent Hill game, Homecoming's puzzles are simply... puzzling. Too many simply devolved into a frustrating series trial and error attempts.

Silent Hill: Homecoming is a very capable entry, maybe better than cynics were expecting, one that should please most fans of the series and anyone looking for a good scare layered with respectable storytelling. Homecoming fluctuates from moments of brilliance to shades of mediocrity, a bit of a junk food entry that may leave you hungering for something meatier. But less picky players, ones who don't mind the graphical quirks and sameness, will likely not take issue with the final product. There's plenty of frustration to be had and little in the way of traditional "fun," as the game's mechanics are starting to feel in need of a revamp, but Homecoming gets the job done.

Silent Hill: Homecoming, developed by Double Helix and published by Konami was released on Sept. 30 for the Xbox 360, PC and PlayStation 3. Retails for $59.99. Played Xbox 360 version to completion on normal difficulty.

Confused by our reviews? Read our review FAQ.

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Tue, 30 Sep 2008 14:00:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5056995&view=rss&microfeed=true
<![CDATA[ Does Survival Horror Really Still Exist? ]]> By: Leigh Alexander

You’re picking your way through the destitute skeleton of an abandoned building. All around you, decaying, discarded décor reminds you that people lived and worked here once, just as it prompts you to wonder what happened to them. Strange noises and crawling damp seep through the rotted walls.

Your backpack is stuffed with cryptic objects you inexplicably picked up in your exploration – unsettling to look at and obscure in their application, they somehow hold the solutions to the puzzles that impede your progress, if only you can figure them out.

It’s dark, you’ve got a weak flashlight, a short knife, maybe a length of steel pipe you picked up along your way. And you have a sinking feeling that at the end of the next corridor, death is lurking in the shape of a shambling, deformed monster. But you press on through the dispassionate madness, driven by unraveling mysteries and the unresolved ghosts of your own past.

This is survival horror – does it still exist?

The Origins
Though it’s widely held that 1992 PC title Alone in the Dark laid the groundwork for the way video games treat horror, it was the original Resident Evil that cemented the formula on consoles in particular. The saga of Raccoon City began in 1996, when an entire generation of gamers became invested in the adventures of the Redfield siblings, the sordid Umbrella Corporation, and the S.T.A.R.S special forces. Hallmarked by the moan of soulless zombies, mysterious puzzles in an abandoned mansion, and occasional leap-out-of-your-goddamn-skin moments, it wasn’t the kind of thing you’d want to play late at night by yourself.

The original Silent Hill arrived in 1999. Like Resident Evil, it sent the player wandering through eerily deserted locales dismantling black-blooded flesh sacks, but Silent Hill’s hallmark was true psychological horror – the eponymous town cloaked in white fog, through increasingly detailed iterations of the series, became a fairly clear allusion to the protagonist’s personal Hell, and players could draw metaphors through each phase of the game to the often sordid history of the game’s characters.

Resident Evil, Silent Hill and the Fatal Frame series, which takes a particularly Japanese cultural approach to the survival horror formula, could perhaps be called the “triple crown” of survival horror in video games, and along with Clock Tower, Haunting Ground and Siren, each of which put a distinctive spin on the core genre, set in stone the way we chase fear on a video game console.

Don’t Fight, Just Run!
Titles like these all have distinct differences, of course, but they all tend to have a few traits in common. First, they largely de-prioritize combat mechanics, favoring challenging the player through elements like on-location puzzles, mazelike game areas, using the environment itself against enemies, and even fleeing and hiding instead of direct combat. The Fatal Frame series eschews actual hand-to-hand fighting, characterized by its use of a camera to banish the game’s ghosts; Haunting Ground avoids the issue entirely, creating effective, vaguely perverted fear by casting the player as an exposed, vulnerable girl who must hide while training her dog to defend herself.
Though the inability to directly confront monsters in an effective way ended up enhancing the fear factor for these games, it wasn’t likely an entirely deliberate design decision – technology in the nineties didn’t allow for multiple kinds of mechanics in one game the way we see today. Back then, a game couldn’t easily have an enormous, interactive environment, an inventory-dependent puzzle system, and really good third-person character behavior and still have a sophisticated combat engine on top of it.

In other words, the only games we had in which the fighting worked well were games in which fighting was the main event. But Silent Hill became a critical and commercial success in spite of decidedly unwieldy combat mechanics – fans didn’t play it for the creature-bashing, they played it for the creep factor, perhaps demonstrating to the industry that games didn’t need combat to be great, and paving the way for other clever, primarily psychological action titles.
Among its peers, though, Resident Evil was arguably the most successful in terms of combat mechanics, at least in contrast to Silent Hill. Though it wouldn’t have held up when compared to, say, Western first-person shooters or action titles as far as how fluidly the player could become a killing machine, it was always largely competent, and the arsenal of available weapons increased with each successive installment of the storied series.

If fighting mechanics remain the weak spot in survival horror, it makes sense that developers would want to evolve them, and again, it makes sense that Resident Evil’d be the one to perfect its combat controls as the years went on. The widely-acclaimed Resident Evil 4 has been called one of the best all-around games of all time, hailed in large part for its good looks and brilliant controls. The action comes fast and messy, and it’s outright joyful to play as agile, powerful Leon bringing the wet, snap-popping hurt to a legion of eerily lifelike viral Ganados.
And by all early accounts, Resident Evil 5 will just refine that formula even more. Through all of its pre-release critical checkpoints RE5 has excelled. It looks awesome. It hasn’t messed much with RE4’s practically perfect controls. It brings the zombie-bashing into a new (if somewhat controversial) arena. It adds partner AI!
Wait, partner AI? Whatever happened to alone in the dark?

You Call This Survival Horror?
When you watch Chris Redfield (who over the years has apparently been lifting a lot of weights) charge through an open village with the camera over his brawny shoulder, toting heavy arms with his tough-sexy partner Sheva by his side, it ought to make you thrill with anticipation for what could be the next great action game.
But it also ought to make you wonder – is this really survival horror?
Electronic Arts’ upcoming space splatterhouse Dead Space says it’s “survival horror” too. Now, it looks like a good game, to be sure, and it also looks like it’ll be quite scary. But with a focus on real-time, non-stop action (literally – you can’t use a pause menu) and design that producer Chuck Beaver says is inspired by Half-Life 2, it has few touchstones to survival horror as we know it. “Person all alone in creepy area surrounded by swarms of bad guys” does not a survival horror game make – that’s just a basic tenet in nearly all video games. By that definition, hell, even Super Mario Bros. is survival horror.

So whatever happened to our imperfect, psychologically damaged heroes, our creepy little doll rooms, our feeble switchblades, our crawling dread? And why have they been replaced by gun-toting professionals and space marine types – as if gaming needed any more space marines?

How We Lost Our Way
Part of the answer lies in the fact that the video game industry has become big business in a way that perhaps it hadn’t yet approached in the early and mid-‘90s. These days, whenever you’d like to know why too many games just “follow the leader” instead of innovating, whenever you’d like to know why your favorite kooky series got canned – and, in this case, when we’d like to know why a beloved niche went mainstream, there’s a simple, two-word answer that means a lot to game company investors but very little to us: Risk management.

Games with big budgets need to make a lot of money; that’s not greed, that’s fiscal responsibility. So when planning a project slate, publishers look around and see that the big sellers are Gears of War and Halo — they look at the high performance of RE4 and consider the heavy weapon apocalypse to be the direction that consumers want to go. And to some extent, it is – these titles are shining examples of excellent game design. But faced with these prevailing trends, most publishers will feel the need to see highly detailed gunplay and cover mechanics implemented into the games they greenlight, believing it’s a recipe for success – even for games that have historically thrived on other strengths.

The other reason is somewhat more complex. Those beloved survival horror franchises came into prominence at a time when Japanese design and aesthetic sensibilities largely dominated the console market. The very titles that have helped shift Western development to the forefront – the aforementioned Gears, Halo and Half-Life among a good many others – have also brought Western cultural values about action, fear and horror to the fore, where previously the Japanese approach defined the genre.

East Versus West
Resident Evil is said to be born from a Japanese horror movie, “Sweet Home” (which was actually based on an NES game of the same name). Although “Sweet Home” itself took its inspiration in turn from several Western movies, it nonetheless carries with it the strong hallmark of the way Japanese culture treats horror – and that distinctly Japanese fear factor is what made Konami’s Silent Hill, Tecmo’s Fatal Frame, and Sony Japan’s Siren what they are.

The West and the East have distinctly different approaches to creating fear in entertainment media, uniquely rooted in their respective cultural histories. Though it’s doubtless had numerous influences from Western films and games – we mentioned Alone in the Dark, for example – the Japanese aesthetic for survival horror video games relies heavily on ghosts, ritual, and the unseen. This results in a fear environment that is primarily psychological, contrasted with a Western approach that is more visceral and action-oriented. Think American slasher fics versus Japanese haunting films for a basic example.

So as Western game design shifts to become the dominant paradigm, it makes sense that action and gore has begun to supersede psychological dread as the primary catalyst in what we call survival horror. Resident Evil creator Capcom is, of course, a Japanese company, but Capcom in particular has been tenaciously successful in learning to balance the needs and interests of a Western audience with a Japanese one, arguably even targeting Western consumers primarily over Japanese audiences with its major releases in recent years.

Going Back To Our Roots
But longtime survival horror fans recognize that there’s a distinct loss happening for the genre as the complexities of Japanese fear aesthetics begin to take a back seat. While Resident Evil’s shift to a more Western-style action series has been a more gradual, comprehensible transition, by contrast the Silent Hill series has remained largely unadulterated. That’s why news that California-based Double Helix would be developing the fifth Silent Hill game, Silent Hill: Homecoming, raised alarm for many series stalwarts, who worried that American developers might not be able to retain the distinctly Japanese spirit of the series.

But perhaps a collaboration between Japanese IP and modern, Western design talent is a key way forward for survival horror. While the Japanese fear aesthetics I’ve lauded here have resulted in games that take a subtler, more thought-provoking approach to the genre, they can also feel a little surreal and disjointed. The strength of Silent Hill 2 was the fact that its gameplay and environmental elements subtly pointed the way to some dreadful truths about “hero” James Sunderland’s sundered mind and deeds — but aside from its problematic combat, its weakness was that it sprawled thematically, leaving many loose ends, unanswered questions, unclear conclusions and unrelated elements.
Japanese horror idealizes the unanswered questions; Western horror wants clearer explanations for motivations, behavior and symbols. Perhaps the Silent Hill series might have attained still more widespread appeal if it had, to be blunt, made just a little more sense – and if the combat design had been just a little bit better, while still stopping short of becoming a pure-action title where the player felt powerful.

But what if collaborations such as the one between Double Helix and Konami can bring us the best of both worlds?

There’s Hope!
Such partnerships can merge the established conventions forged around popular franchises originating in the East with the forward-thinking, proven Western recipes for strong design that current trends seem to favor, thus helping historically niche franchises find broader global success – which could mean that survival horror as we once knew it might see a renaissance.

Silent Hill: Homecoming will be seen as the test of this merger between two worlds. And while I’ll leave the reviewing here to my Kotaku colleagues, I’ve spent hours upon hours over the last few days playing it for my Variety Magazine review, and I’ll just say that in my opinion, it passes the test with flying colors. Yes, Silent Hill fans, you will be happy.

Here’s hoping it forges the start of a return to familiar form for survival horror — real survival horror.
If you’re interested in reading more on this subject, I recommend the following links:
Chris’ Guide To Japanese Horror: Chris maintains an extensive database on the survival horror game genre and has done a great deal of writing and research on it, and in this article he gives a succinct explanation of some key hallmarks of Japanese horror, how it differs from Western horror and how it has influenced entertainment.

History of Resident Evil: Writers Justin Speer and Cliff O’Neill go in-depth on the genesis and evolution of Capcom’s baby.
Sweet Home at Wikipedia: Wikipedia article on the Sweet Home game and film with relevant links.

Leigh Alexander is news director for Gamasutra, freelances and reviews often for a variety of outlets including Variety and Paste, and maintains her gaming blog, Sexy Videogameland. Her monthly column at Kotaku deals with cultural issues surrounding games and gamers. She can be reached at leighalexander1 AT gmail DOT com.

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Mon, 29 Sep 2008 10:00:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5056008&view=rss&microfeed=true
<![CDATA[ Silent Hill Homecoming Footage Is Fit Like Ox, Strong Like Tractor ]]>
Some SIlent Hill Homecoming gameplay footage. To head your whining off at the pass: yes, the graphics look like a PS2 on a bad day, but this is supposedly taken from very early code. Yes, there's a narrator. Guy's from a Russian mag, Igromania. So he's speaking Russian. Just enjoy the fact you get double the subtitles and hear the game called "Saileent Heeeeeeeeeeeeaall" and you'll get through the next 13:29 just fine.

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Mon, 07 Jul 2008 07:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=397961&view=rss&microfeed=true
<![CDATA[ Takayoshi Sato on Silent Hill, Serious Games, and Art ]]>

Tale of Tales has an interesting little interview up with Takayoshi Sato, who was responsible for the art and CGI direction of Silent Hill and Silent Hill 2; after relocating to the US, Sato did art for some big titles, then made the switch to 'serious games.' On making the switch, he has this to say:

I feel that games are being standardized into only a few formats lately: FPS, RTS, MMO, 3rd Person Action and Sports. There’s a tendency to create the same games over and over with only a visual upgrade. And the only thing artists are supposed to do is “be professional” and gift wrap the same game elements with a pretty new skin.

Then I encountered serious games. Despite of the downsides -small budgets, clients to satisfy, etc- serious games allow us to convey social messages, for instance. There hasn’t been an opportunity for deep story telling yet. But even making a game about behavior changes in the context of social problems, seems a little more creative than just making more and more weapon concepts. I find it hard to like games that only provide a “kill kill kill” experience. Since serious games are in their infancy, I thought it might be a great place to seek future possibilities. I hope that very interesting things will happen down the road.

It's brief, but has some good thoughts on art in games and where Sato's headed next. On the serious games front, he sounds like a man after Ian Bogost et al's hearts.

Interview with Takayoshi Sato [Tale of Tales via GameSetWatch]

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Sun, 22 Jun 2008 14:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5018655&view=rss&microfeed=true
<![CDATA[ "Not Just Western Developers Making This by Themselves." ]]> For upcoming Silent Hill title Silent Hill: Homecoming, Konami had Western studio Foundation 9 do the developing duties. How does the original Japanese team feel about that? Series composer and producer Akira Yamaoka states:

Silent Hill's identity is that Japanese teams create the kind of horror that takes place in the U.S. I'm not saying this in a negative way, but Japanese people creating a story taking place in the U.S. was part of Silent Hill's identity. This time we worked with a Western development team, with Japanese members also involved, so it's not just Western developers making this by themselves. We are involved, too. So it's different from the past iterations of Silent Hill, but I think it is something new and very interesting.

Yamaoka goes on to say that half the Japanese team members are really into David Lynch (pictured) movies like The Elephant Man. The other half are into other movies, it seems. Good for them.

Yamaoka Interview [Gamasutra] [Pic]

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Thu, 12 Jun 2008 04:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5015710&view=rss&microfeed=true
<![CDATA[ Anyone For Some (Not Very) Erotic Silent Hill Fan Art? ]]> It's Kotaku After Dark, which means its time for your regular dose of adult (though nothing NAUGHTY) Silent Hill fan art by a super-talented Russian guy. His name's Mikhail Gluhov, and while his portfolio's worth checking out just for his angry little rabbits, we're here for the aforementioned Silent Hill stuff. Like proactive Pyramid Girl here. Or, after the jump, lesbian nurses.

SH2.jpg Hit the link for the rest of Gluhov's stuff, including something that may or may not be an S&M depiction of Resident Evil's Nemesis.

Михаил Глухов [Free.Lance, thanks Sergey!]

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Fri, 23 May 2008 23:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=393108&view=rss&microfeed=true
<![CDATA[ Konami Gamer's Night '08 ]]> konami_logo1.jpgKonami hosted their Gamer's Night last evening in San Francisco, hot on the heels of Sega's Gamer's Morning and Ubisoft's Gamer's Afternoon. It had already been a long day by the time I arrived and my brain was already ful of tons of other games. This didn't stop Konami from making quite an impression with a few key announcements. Be sure to check back shortly for all the news including an MGS 4 secret weapon, a new Castlevania game for the DS, my Silent Hill V hands on, the Rock Revolution announcement and more!

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Thu, 15 May 2008 13:00:00 MDT fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=390843&view=rss&microfeed=true
<![CDATA[ The Konami Christmas Card, Featuring A Festive Pyramid Head ]]> We're about up to our elf hats in Christmas cards from game developers and publishers this year, but Konami's effort, courtesy of the New International Track & Field web site finds room for a number of classic characters. Where else can you find Pyramid Head, Frogger and Evil Rose so happy to be in the same room? There's even a guest appearance from the Cardboard Box! And Sparkster! Boy, was he memorable...

Thanks for the heads up, Robert.

New International Track & Field [Konami]

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Fri, 21 Dec 2007 20:40:27 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=337026&view=rss&microfeed=true
<![CDATA[ Sexy Undead Nurse Shooting Finally Comes To Mobile Phones ]]> silent_hill_the_escape.jpgKonami of Japan has released Silent Hill: The Escape for mobile phones today on FOMA 904i and 905i hand sets, making fantasies of shooting faceless hordes of sexy nurse zombies with your phone a reality. Silent Hill: The Escape uses the phone's built-in camera to monitor a user's movements allowing for aiming and reloading of your character's gun. The game also supports 3D sound and vibration to emulate the series' radio static feature that lets a player know how close enemies are and from where they are approaching.

Given that the Silent Hill spin-off, which seems to share more with Silent Hill: The Arcade than anything else in the series, doesn't attempt to use a cell phone keypad for control gives it a much lower chance of sucking. Say, 98%. Not bad for a cell phone game!

Silent Hill: The Escape [Game Watch]

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Wed, 19 Dec 2007 19:40:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=336026&view=rss&microfeed=true
<![CDATA[ The Cutest Silent Hill Papercraft ]]> From Tubbypaws who brought you such memorable paper models as The Cutest Portal Papercraft, comes the Cutest Silent Hill Papercraft. It features Officer Cybil Bennet about to have a run in with one Silent Hill's ubiquitous nurses. The artist describes it as:

A blocky 3D paper fun model tribute to the foggy fog game, the second one, the one with the pillow.

I love this model (especially the flashlight light on the floor...genius touch) and will be putting it together for my desk, but if Tubbypaws would create a little blocky Pyramid Head add-on (sold separately), this would be about the greatest papercraft ever made.

Silent Hill papercraft [Tubbypaws]

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Sun, 25 Nov 2007 17:00:00 MST fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=326160&view=rss&microfeed=true
<![CDATA[ Silent Hill Ringtones From Verizon ]]> silenthillart02.jpg I've been playing quite a bit of Silent Hill: Origins lately and was lucky enough to have met Yamaoke himself at E for All, so when Kotakuite Jesterhead369 dropped me this note in my inbox it piqued my interest. If you have a Verizon phone, you can download several Silent Hill ringtones including the popular Theme of Laura. Each ring will set you back $2.99 for the privilege of carrying a bit of creepy town with you. Unfortunately , I don't have a Verizon phone, but hopefully with the iPhone I hope to get for Christmas and my SH2 soundtrack CD (autographed even!), I can cobble together my own SH ringtone to disturb passers by.

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Sun, 11 Nov 2007 08:00:00 MST fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=321308&view=rss&microfeed=true
<![CDATA[ Onimusha Plot Revealed, Shoehorns In Some White Folk ]]> onimusha_plot.jpgVideo game film adaptations are generally poorly received, but the upcoming Hollywood transformation of Capcom's Onimusha seemed to be on the right track. When the production announced the wise casting of Takeshi Kaneshiro as lead demon slayer in Christophe Gans adaptation, I wondered "When's some clueless executive going to come around and fuck this thing up the right way?" Well, we may have an answer. The upcoming plot of Onimusha the movie has been revealed.

Sure, the Onimusha series is no stranger to throwing in an out of place European or two, rather unexpectedly, but this just smacks of icky casting to up the white people quotient. Here's a snippet.

When Britta, the daughter of a Dutch merchant, is abducted on board a ship by seemingly invincible warriors, her tutor and confidant Jacob pursues her captors, vowing to rescue her at all costs. Meanwhile, the beautiful Princess Yuki is also kidnapped, this time by ninjas that reveal themselves, incredibly, to be part spider. In search of Yuki, Samanosuke joins forces with Jacob to vanquish their common foe.

I can only assume that the listing of Samanosuke and Yuki's existence in the plot line as secondary is indicative of the importance of their roles in the story. Since Gans churned out such a sloppy Silent Hill adaptation, I don't really have much in the way of faith for Onimusha. That's probably a good thing, since my attachment to Onimusha isn't nearly as strong as Silent Hill. More details on the film's outline are at Coming Soon.

The Story for Christophe Gans' Onimusha [Coming Soon]

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Wed, 07 Nov 2007 16:20:15 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=320176&view=rss&microfeed=true
<![CDATA[ Roger Avary's Dream Film ]]> wolfensteinanswer.jpg The film adaptation of Return to Castle Wolfenstein marks the first time Roger Avary has returned to the director's chair since the critically lauded 2002 film, The Rules of Attraction. In that interim, he's penned the Silent Hill film and Beowulf. Avary tells MTV:

I'm doing an adaptation of the game Return to Castle Wolfenstein. I just love the World War II guys-on-a-mission movies; to me, 'Castle Wolfenstein' is all of that, plus monsters and horror and all that craziness jammed together. It's my dream film.

Avary is tightlipped about whom he hopes to cast in the film, but previously stated the answer was in the game's box art. Shooting could start early next year. That means that Avary could get his men-on-a-mission WWII film in the can before director Quentin Tarantino does. Tarantino has been working on a WWII script called Inglorious Bastards since the late 1990's!
Avary Talks Wolfenstein [MTV Movies via Multiplayer]

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Thu, 01 Nov 2007 23:00:03 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=318032&view=rss&microfeed=true
<![CDATA[ Pyramid Head Pumpkin ]]> Kotakuites, Silent Hill fans and rockin' rockers Brookhaven Hospital decided to have a good old fashioned pumpkin slaughtering and this was the result. A Pyramid Head pumpkin that reeks of pure awesomeness. I know we've had some good jack o' lanterns here in the past week, but this one really speaks to me. It says "Kill everyone now."

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Sun, 21 Oct 2007 13:00:00 MDT fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=313264&view=rss&microfeed=true
<![CDATA[ Japan To Get Butcher Figure With Silent Hill Origins ]]> Continuing a long legacy of making me seethe with jealousy and bite my lip until it bleeds, the Japanese are getting yet another amazing freebie. Folks who pre-order Silent Hill Zero (Origins) for the PSP in Japan will receive this sweet Butcher figure. No mention is made about of how big it is, but a Silent Hill figure is a Silent Hill figure and I'll take it however I can get it. I believe this will require another one of those late night phone calls to Ash unless Konami decides to offer the same thing here in the States. I will cross my fingers and silently pray to a nameless god that this happens as my long distance bill to Japan is stacking up.

[via PSP Fanboy]

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Sun, 21 Oct 2007 09:00:00 MDT fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=313229&view=rss&microfeed=true
<![CDATA[ Silent Hill: The Arcade Hands-On Impressions ]]> Konami's psychological horror adventure series Silent Hill may seem like an odd choice for an arcade port. Combat and gunplay in the Silent Hill games generally runs from suck to medium suck. Silent Hill: The Arcade is little more than blowing the heads off of dozens of knife-wielding nurses, bugs, slugs and bandaged demon dogs... and that's okay. The arcade-only journey to Silent Hill smacks very much of The House of the Dead 2 with it's rapid fire and reload action, rivaling that game for worst voice acting ever.

The story set up that no one cares about is that our male lead Eric has been having nightmares about a girl falling off of a steam boat, drowning in the rivers of Silent Hill. He wakes up in the hotel that's made a number of appearances in the series, only to be thoroughly confused by the newly creeping fog. Some of his shitty friends gone missing and the only way to remedy the situation is to shoot stuff. The obligatory little girl who looks just like some dead kid is also present, constantly running away from our heroes.

The shooting? Top notch. Pull the trigger and things die. Headshots make for a satisfying "POOM!" sound and cause things to fall down faster.

The voice acting, though. Oh God. It's thirty shades of awful. Lines like "Ew. It's smells moldy!" followed by "Better than the smell of blood!" will either leave you in stitches or slightly pissy. Every single interaction and line of dialog is just abysmal, almost impossible to have been read worse.

One more negative is the transporting of the console games' worst elements—constant door handle checking. You're presented with the option of going left, right or straight now and then, something that will inevitably lead to a key finding detour when some random door won't open. Not fun, since the game moves at a sluggish pace.

Despite the negatives, Silent Hill: The Arcade is a great light gun shooter. Many of the areas are lifted from various games, including Brookhaven Hospital and the Silent Hill Mall, so you'll feel right at home. You'll face mid-level bosses and end-of-level bosses that don't really put up a fight, and the game isn't much of a challenge, so if you get your hands on it, you'll most likely get your money's worth.

It's not much to look at, nor does it do anything outstanding in terms of bringing real scares to the genre, but it's fun. The game has been out for some time now, but playing it in an Akihabara arcade this week was my first experience. If you have an arcade that may carry the game, keep your eyes peeled. It's worth the trip (if just for all the cheesy dialog).

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Fri, 28 Sep 2007 17:20:37 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=305023&view=rss&microfeed=true
<![CDATA[ Who Do You Think Will Star in Wolfenstein Movie? ]]> box-l.jpg Say what you will about the Roger Avary's Silent Hill script, the filmmaker has churned out some great pictures including The Rules of Attraction and Killing Zoe. His next project? Bringing Return to Castle Wolfenstein to the big screen. Avary wants to do the first-person-shooter as a "men on a mission" movie like The Dirty Dozen or Where Eagles Dare. The director explains:

I mean, what's not to love? It's a WWII "guys on a mission" movie, which means you're going to be blowing shit up, storming bunkers, busting dams, derailing trains, and killing Nazi's. I love WWII films, but with Wolfenstein we get the creature effects as well, and the guys at id Software have already done all the heavy lifting for me in that department. They went to the imagination well and pulled up buckets of craziness — and as you know, I respond to crazy.

It's interesting to point out that Pulp Fiction co-writer Quentin Tarantino also wants to make a "men on a mission" movie, and has been working on a script called Inglorious Bastards for almost the past ten years. Looks Avary will get his WWII movie out first! Who's going to play B.J. in Wolfenstein? Avary says "all one needs to do is look at the box art on the Return to Castle Wolfenstein game and you can see who I see in my mind for the role." Start your guess below!
Castle Wolfenstein [AICN via CVG]

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Mon, 10 Sep 2007 07:00:05 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=298023&view=rss&microfeed=true
<![CDATA[ No More Dumps ]]> Bathroom saves, nothing new! Dead Rising has 'em. Silent Hill has 'em. And now it looks like No More Heroes has water closet saves as well — with hot sitting on the throne action. Once again, leave it to game creator Goichi Suda to push the envelope further. Toilet saves are so the new black.

Thanks Thor!

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Fri, 10 Aug 2007 22:00:41 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=288432&view=rss&microfeed=true
<![CDATA[ No Gans Means No Avary ]]> rogeravarytongue.jpg Sure the Silent Hill screen adaptation wasn't prefect, but hey, it was alright! Director Christophe Gans is an accomplished filmmaker, and writer Roger Avary has an impressive resume that includes Pulp Fiction, The Rules of Attraction and the upcoming Beowulf. And while they didn't knock it out of the park with the first Silent Hill, I'd love to see them take another crack at it. Doesn't look like that's going to happen! According to Avary:

I'm not gonna do Silent Hill 2. If Christophe's not gonna do it, I'm not...

There you have it! Avary and Gans: B.F.F.
Avary News [Shock Till You Drop via GayGamer]

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Mon, 23 Jul 2007 02:00:41 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=281167&view=rss&microfeed=true
<![CDATA[ Former Localizer Dishes Kojima Dirt ]]> NDAs sure make gossip dull sometimes! Former employees, though, make it oh-so rich. Jeremy Blaustein, translator of the first Metal Gear Solid and Castlevania: Symphony of the Night, gets frank as hell as he discusses things like trials and tribulations of voice recording, Snatcher's abysmal SEGA CD sales, Silent Hill ripping off movies like The Cell and Barton Fink. His thoughts on series creator Hideo Kojima?


First of all, he [Kojima] is an auteur. From the very start, he has a large ego, which is a necessary thing in order to drive a large number of people to follow a project. You've gotta have a big ego and be sure you're right about everything.

That's not all! He also goes off on Kojima's "over expository nonsense" and dishes about getting panic attacks from doing MGS translations. Later, he talks about beating up the guy who recorded the voice acting for Castlevania: SOTN. He even says he would've worked on Metal Gear Solid 2, 3 and 4 if he "would've kept his stupid mouth shut." Delicious!
Listen to the Podcast [MetalGearSolid.org] ]]>
Fri, 20 Jul 2007 22:00:32 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=280936&view=rss&microfeed=true
<![CDATA[ Konami Reveals Leipzig Lineup ]]> konamilogogc.jpgDidn't we just get finished with a major industry trade show? Days after E3's end and Konami has come forward to announce its lineup for the 2007 Games Convention in Leipzig Germany, kicking off August 23rd. The show will mark the first ever appearance of Pro Evolution Soccer 2008 on the PS3, which is almost guaranteed to be one of the hottest titles in Europe this year, featuring a new AI mechanic called Teamvision that adapts to your style of play to maintain a consistent level of challenging gameplay. The game will also be playable on just about everything that plays video games.

Also on hand will be Koji Igarashi to present Castlevania: The Dracula X Chronicles on the PSP, and Silent Hill: Origins lead William Oertel will be there to "unveil the future of the series". Spooky.

Sounds like Konami is gearing up for a really big show. We'll let you know how that turns out when Kotaku visits Germany later next month. For now, the press release calls to you.

Games Convention 2007: First details about Konami's product line-up in Leipzig

The football game for a new generation: Konami Digital Entertainment GmbH invites visitors to play PES 2008 for the first time

9:00am on August 23rd will mark a historic date for football fans and games players across Europe, as Konami uses the Games Convention in Leipzig to show the PLAYSTATION®3 version of PES 2008 for the first time.

Visitors to the Konami stand (Hall 4, Booth B11) will be the first people to get a hands-on play of the eagerly-awaited next generation football title, which is just one of dozens of big new titles from the publisher. With more details to follow, Konami has whet appetites with the announcement that key members of its development teams will be on hand to present new titles, including Koji 'IGA' Igarashi who will be showing Castlevania: The Dracula X Chronicles for PSP® (PlayStation®Portable). Similarly, William Oertel, who is overseeing Silent Hill Origins for PSP® will unveil the future of the series.

PES 2008 will be released in Autumn and introduces 'Teamvision', a unique system of artificial intelligence that adapts according to an individual's style of play to create the balanced and strategic play of a high stakes match. Player detail and animation have also been taken to incredible details thanks to the high-definition power afforded by the Next Gen hardware, and visitors to Games Convention 2007 will also be invited to play the game on PC, Xbox 360 and more.

"We will witness one of the most exciting system changes ever at this year's Games Convention," commented Martin Schneider, Sales and Marketing Director Germany for Konami Digital Entertainment GmbH. "We can promise visitors and gamers in Leipzig that Konami will play a major role in this year´s gaming year - delivering new games and additions to popular franchises, while producing exciting games for new systems and established formats."

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Tue, 17 Jul 2007 09:40:13 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=279254&view=rss&microfeed=true
<![CDATA[ What Is Necessary For Silent Hill DS Game ]]> williamoertelsh.jpg

Sure, Silent Hill: Origins is coming to the PSP. Producer William Oertel says his team is working hard to "set the bar" for PSP survival horror games. But, what about the DS? Is it possible to make a Silent Hill DS title? Oertel says:


I don't think anything is impossible.

Hey, neither do I! But Oertel adds that a Silent Hill DS game would need a "really compelling" idea. What, zombie nurses aren't compelling enough?

Oertel Interview [Kikizo]

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Thu, 07 Jun 2007 01:00:29 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=266687&view=rss&microfeed=true
<![CDATA[ Crazy Press Events ]]>

There's no in-between. Gaming press events can either be really exciting or really boring. From chocolate covered bugs to Nazi brothels, game site Games Radar takes a look at seven of the wildest press events in recent memory. Take the above event: a latex wearing woman dressed as character Anesthesia squirts vodka into the mouth of an attendee at Konami's Rumble Roses London event. From Miss Spencer's classroom to Dixie Clemets mechanical bull, each character had her own private area. Konami also rolled out women in short nurse skirts with bandages at a Tokyo Silent Hill event. Trying to keep costs down, PR put out an ad for amateur cosplayers that offered bloodstained Silent Hill nurse outfits as payment. You stay classy, Konami!

Crazy Events [Games Radar]

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Mon, 04 Jun 2007 23:00:21 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=265837&view=rss&microfeed=true
<![CDATA[ Onimusha Film Gets A Demon Slayer ]]> REMEMBER ME?Director Christophe Gans is bringing Capcom's Onimusha to the big screen with filming scheduled to kick off early next year. While Gans' adaptation of Silent Hill received mixed reviews for its take on Konami's horror franchise, it seems his Onimusha flick is off to a good start. According to Ain't It Cool News, Gans spilled some casting-related beans to French site DVDrama, putting actor Takeshi Kaneshiro in the role of lead demon slayer Samanosuke.

This is one of those casting "no-brainers." Kaneshiro not only performed the voiceovers for Samanosuke in the original Onimusha: Warlords and Onimusha 3: Demon Siege, Capcom designed the in-game model to look like the Taiwanese-Japanese actor. Outside of Onimusha games, Kaneshiro is probably most famous for his portrayal of Jin in the movie House of Flying Daggers.

Something about this sounds too right. When's some clueless executive going to come around and fuck this thing up the right way?

ONIMUSHA fans prepare to be happy... [Ain't It Cool]

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Mon, 04 Jun 2007 15:20:08 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=265758&view=rss&microfeed=true
<![CDATA[ Silent Hill 5 Multi-Platform? ]]> sh5interview.jpg

In a recent interview with Japanese magazine Dengeki Playstation chief Silent Hill designer Masashi Tsuboyama recently talkedSilent Hill 5 — Namely platforms. In an age when all but first party games are going multi-platform, what does that mean for SH 5? Tsuboyama explains:

...We only have ideas but we have been assessing next-generation consoles such as Sony's Playstation 3... We have not decided the console yet... Silent Hill 1 to 3 have all been multi platform appearing on either Playstation 3, Xbox or PC. This was when we were working at DVD level with no HD needed. Mutli-Platform will be discussed but nothing is certain yet... The Xbox 360 is definatly a candidate. However the sales are Japan are unimpressive. It does have a large installed based in the West though which will be looked at... This by no means says we will not consider the idea [putting it on the Wii] but the general opinion is that Wii is for family games, and I'm sure the fans don't play Silent Hill with their grandma! ...Nintendo Wii would be easier to make for but the control scheme would be hard to implement in a Silent Hill game.

Sounds we're looking at a PS3 version with an Xbox 360 port.

SH 5 Interview [Silenthill5.net Thanks, Maynard!]

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Wed, 30 May 2007 06:00:26 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=264345&view=rss&microfeed=true
<![CDATA[ My Creepy Pony ]]>

Yikes! Slipped under our radar, but someone named Vanessa created this Pyramid Head My Little Pony. The Silent Hill monster is best known for his distinctive headgear, while My Little Pony is best known for... Being pure saccharine. Why did Vanessa create this? To give you nightmares, that's why.

My Little Pyramid Head [Game Drop via Gay Gamer]

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Wed, 25 Apr 2007 07:00:55 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=255052&view=rss&microfeed=true
<![CDATA[ Hollywood Big Cheese Talks Silent Hill 2, Clock Tower Flicks ]]>

Don Carmody, the man that brought us Rabid and Porky's (not to mention A Christmas Story and Weekend at Bernie's), has his hands busy with two video game adaptations: Silent Hill 2 and Clock Tower. Carmody, who won an Oscar for Chicago, produced the Silent Hill prequel as well, but has revealed that director Christophe Gans won't return to helm SH 2 as he's "involved pretty heavily in another project right now." What about Clock Tower? How's that coming along?

It's a tricky one to get. I became involved in the project about a year ago and I just felt they were going the wrong way. So I added my two-cents and they're trying to put it in. We'll see what happens there. Hopefully it'll develop out, not every iron you stick in the fire gets used.

Yah, but with Hollywood game adaptations, it's usually the sucky irons that get used. *sigh*

Producer Talks Horror Game Movies [Gay Gamer]

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Tue, 24 Apr 2007 23:00:05 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=255023&view=rss&microfeed=true
<![CDATA[ Silent Hill Movie Sequel Confirmed? ]]> Ain't It Cool News reporter Quint got a chance to speak with actress Laurie Holden—she played police officer Cybil Bennett in the original Silent Hill film—who revealed that producers were "going forward with a sequel" but that original director Christophe Gans was currently undecided about returning.

The original, while not a hit with critics, did excellent business, grossing some $97 million worldwide, according to IMDB.

Quint on the set of THE MIST: Day 1!!! [AICN via 1UP]

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Thu, 01 Mar 2007 18:20:25 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=240929&view=rss&microfeed=true
<![CDATA[ The Horror That Is Silent Hill The Arcade ]]> Konami's unveiling of Silent Hill The Arcade at today's AOU 2007 expo was met with confusion from Silent Hill series fans and disgust from people with working eyeballs. We'll reserve judgment on the game until we've actually played it, but the graphics? Ick. Maybe I'm just spoiled, but this game just screams ugly Wii port. Check out the seven screens in the gallery below and give us your thoughts in the comments.

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Fri, 16 Feb 2007 18:40:30 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=237559&view=rss&microfeed=true
<![CDATA[ First Silent Hill Arcade Image! It's Sucky! ]]>

Yup, the first pic of The Silent Hill arcade shooter officially blows chunks. Besides not being able to see any gameplay, the pic's blurry. And WHAT IS UP WITH THAT CURTAIN?! Gross.

Though, Konami's Otomedius looks pretty much like we thought: Moe meets Gradius. Good one, Konami! Also, there's Square Enix's sword handled Dragon Quest Monster Battle Road. Some game called Network Battle Quiz Answer x Answer as well. We'll be posting more images from the arcade gaming AOU2007 Amusement Expo as they surface. Stay tuned.

AOU2007 [Watch Impress]

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Fri, 16 Feb 2007 02:00:46 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=237220&view=rss&microfeed=true
<![CDATA[ Next Silent Hill Coming To... Arcades? ]]> German gaming site GameFront picked up a thread on currently unannounced games scheduled to be shown at Friday's Arcade Operator's Union 2007 trade show at the Makuhari Messe in Chiba, Japan. Rumors about an upcoming Silent Hill arcade game were tossed and they appear to be the real deal. Little is known about the game, as Konami only lists two games sans title, calling them nothing more than "New Video Game."

However, resident Japanese newshound "duckroll" way over at NeoGAF says this Silent Hill Arcade is a "new Gun Shooting game from Konami." With just a few hours to go before the show opens, news is sure to creep out soon. We'll keep you updated.

UPDATE: It's official as the logo for the game has appeared on the official Konami AOU 2007 page.

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Thu, 15 Feb 2007 16:20:30 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=237093&view=rss&microfeed=true
<![CDATA[ Rumor Smash: Gaiman Refutes Claims of Silent Hill 2 Penning ]]>

In a recent interview with French site dvdrama, director Christophe Gans stated that Silent Hill 2 will be penned by Roger Avary and fantasy author Neil Gaiman.

Not so says Gaiman. On his personal site, he blogs:

I'm afraid that I don't think I am — I mean, it's the first thing I've ever heard of it, and I'm sure that if they make a sequel Roger would want to write it himself. I am writing Black Hole with Roger (we're one draft in right now), and we already wrote next year's Beowulf. If I get home to find an invitation to write Silent Hill 2 with Roger is waiting for me I'll let you all know, but for right now I think it's a discredited internet rumour.

Discredited internet rumors that apparently start with movie directors or just miscommunication clusterfuck? Love it!

Not Me, Dude [Neil Gaiman, Thanks Dean!]

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Fri, 29 Dec 2006 04:24:03 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=224944&view=rss&microfeed=true
<![CDATA[ Silent Hill Movie Sequel In The Works ]]>

Christopher Gans, French director of Brotherhood of the Wolf and the first Silent Hill film, has been quoted as saying that that writer Roger Avary (Reservoir Dogs, Pulp Fiction) and fantasy author Neil Gaiman (Mirror Mask, Sandman) will be getting together to work on the script for a sequel to this summer's Silent Hill movie. No details on the story as of yet and it is unclear whether Gans will direct the sequel as he is currently working on a movie adaptation of Japanese demon killing game, Onimusha.

Avary and Gaiman sound like an ideal team to work on a Silent Hill script. Gaiman excels in the extraordinary and bizarre, while Avary has a penchant for the bloody and violent, both of which are the main ingredients of the Silent Hill franchise. If Gans ends up signing on to direct, this could be one of those rare instances where the sequel outshines the original.

Gans Talks "Silent Hill" Sequel Plans [Dark Horizons]
[via: Blue's News]

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Wed, 27 Dec 2006 10:20:45 MST fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=224490&view=rss&microfeed=true
<![CDATA[ Akira Yamaoka Talks Silent Hill 5 ]]> Konami and series producer/music man Akira Yamaoka have been silent on the next-gen chapter of the groundbreaking horror franchise. But recently, according to fansite Silent Hill Origins, Yamaoka spoke to Famitsu, spilling some psychologically frightening beans.

Our first hint about the content and style of the game is this:

I cannot say much about the development of the game but i can say we are working on a new unique idea of fear in daylight and the game will play like Silent Hill 2's psychological roots.

And what console or consoles will the game appear? Akira dodges the question:

We cannot say yet but we are hoping to carry on the plans of the earlier silent hill platforms.

Well, that sounds like it will hit the PlayStation 3, but who knows? Only Konami. Yamaoka also speaks briefly about the music and his involvement in the PSP prequel, also named Silent Hill Origins.

Japanese Magazine Famitsu interview Akira Yamaoka on Silent Hill 5 [Silent Hill Origins]

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Thu, 21 Dec 2006 17:20:59 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=223716&view=rss&microfeed=true
<![CDATA[ Horror Games for Halloween ]]>

This October, I hope I will spend the vast majority of my days sitting in a rapidly expanding pool of hysterically evacuated urine. And I need your help to do it.

Let's face it: despite the fact that almost every game has monsters in it, there aren't many truly scary games. Games that have scared me, off the top of my head, include Silent Hill, System Shock 2 and, ironically, quite a few adventure games, like Gabriel Knight and I Have No Mouth And I Must Scream. Most of these games are frightening not because of monsters or mere spooky moments, but because there's something deeply unsettling philosophically behind them.

I want to spell all of October playing some truly scary games. The thing is, I don't really know of many that don't merely fall into the FPS with monsters mold. I'm looking for games with less monsters jumping out of closets to blaze down with a shotgun than I am looking for games that disturb on a deeper level. For example, I Have No Mouth And I Must Scream is terrifying because of the reality-shifting cruelty of an insane, malicious god willing to torture for infinity. System Shock 2 is unsettling because of the horrors of losing your humanity in infinite space, all alone. Silent Hill's dreamlike psychological symbolism touches something raw.

So help me, guys. Help me find some good horror games, fitting the above criteria. Any suggestions you have, no matter how old, would be welcome. Remember anyone can comment now: just enter your comment, a username and a password and you're on your way to becoming a Kotakuite!

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Fri, 29 Sep 2006 12:40:36 MDT kotaku.com http://kotaku.com/index.php?op=postcommentfeed&postId=204158&view=rss&microfeed=true
<![CDATA[ Pyramidhead in Legos ]]>

Okay, Pyramidhead loses a bit of something in Lego form. The rank, fetid flesh, clammy with the condensation of a thousand hellish boilers. His penchant for making sweet, rapey love to tormented women with their flesh sewn inside out.

What raises his plastic homunculus to excellence is the blurry, saturated Silent Hill quality of the photo. Or maybe it's less art than cheapness and incompetence. Whatever.

Pyramid Head in Legos [Gay Gamer]

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Fri, 22 Sep 2006 05:00:20 MDT kotaku.com http://kotaku.com/index.php?op=postcommentfeed&postId=202475&view=rss&microfeed=true
<![CDATA[ "Pyramid Head Should Not Dance." ]]>

When I showed this to a horror aficionado friend of mine, he was incensed. To him, these hallowed halls of gore are untouchable, verboten, and not to be mocked! "Pyramid Head should not dance!" he screamed, clawing at me.

Here and now, recovering quietly and having a nice lie-down, I can only thank whatever dark gods prevented me from showing him this clip, which surely would have driven him mad with grief. Thanks for the link, Tara.

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Fri, 01 Sep 2006 15:20:55 MDT egauger http://kotaku.com/index.php?op=postcommentfeed&postId=198097&view=rss&microfeed=true
<![CDATA[ Silent Hill Backstory Translated ]]> BOOKS? WHO NEEDS EMWeb site Translated Memories seems to be the definitive resource for all things Silent Hill. They've gone to great lengths to localize and painstakingly composite the translated text onto a digital copy of "Lost Memories", the bonus series guide that accompanied Silent Hill 3's game guide.

In addition, they've also translated the other Silent Hill character and history resources "The Crimson Tome" and "The Sullivan Victims" from Konami's Silent Hill 4 official site, again only previously available in Japanese. While "Lost Memories" focuses on the entire series of psychological horror games, these two resources are simply backstory for the fourth game.

Every Silent Hill fan needs to bookmark this site immediately—and possibly print out a copy of the translated book for safekeeping.

Translated Memories Site

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Sun, 06 Aug 2006 14:58:50 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=192349&view=rss&microfeed=true
<![CDATA[ Silent Hill Hits DVD, PSP, Blu-Ray August 22 ]]> Remember Silent Hill the movie? The disaster of a horror flick that I spent good money on, seeing it in the theater twice? Well, apparently now they're going to release this thing into the wild, on multiple digital formats for your reviewing/recoiling pleasure. The DVD version hits August 22nd for an MSRP of $28.95, with cursed Sony-backed formats UMD and Blu-ray hitting the same day. The Blu-ray disc is going to set you back a cool $38.95, for extra regrettability. Of course, no one pays MSRP, so expect this to come in a little lower at your retailer of choice.

Special features for the DVD disc include a six-part production diary, focusing on:

  • Silent Hill origins
  • Casting Silent Hill
  • Building Silent Hill
  • Stars and stunts
  • Constructing the creepy creatures from the film
  • Creature choreography

If I did actually pick this up, it would only be to fast-forward to the mangled busty nurse bits. Anyone out there seriously considering adding this to their library?

Silent Hill Release Details

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Sun, 02 Jul 2006 22:53:30 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=184847&view=rss&microfeed=true
<![CDATA[ Silent Hill: The Japanese Maid Cafe ]]>

Even though it could be argued that maid cafe customers are more frightening than Silent Hill itself, Akihabara's cleverly named Maid In Japan is trying to scare up interest in the film. Silent Hill posters cover the walls, while nurse zombies in super short skirts serve red pyramid curry and tomato juice. Oddly, there seems to be a big push to get otaku interested in this film—an audience that should be a given. This special movie promotion lasts until July 9th. Nightmarish gallery after the jump.

Previous: Silent Hill Promotion in Japan: Crazy, Sexy, Scary! [Kotaku]
More Here [Akiba Blog]

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Mon, 26 Jun 2006 11:22:23 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=183235&view=rss&microfeed=true