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Silent Hill Reborn On The Wii With Shattered Memories

Konami and Climax are giving the classic psychological horror series a from-the-ground-up makeover with motion controls that appear to really make sense.

Yep, still creepy.
Yep, still creepy.
I try not to give in to hyperbole when writing about games, especially ones that were shown to me under carefully controlled conditions by the people who make the games. That said, the new Silent Hill: Shattered Memories on the Wii looks like it might make the best use yet of the platform's unique controls. Most "hardcore" games on the Wii tack motion controls on top of existing designs; Shattered Memories, by contrast, looks like it's being designed around them.

Konami's sales pitch for this "reimagining" of the first Silent Hill game goes something like this: Like in the original, you're still Harry Mason, you're still getting your bearings after a car crash, and you're still looking for your daughter Cheryl in the quietly terrifying town of Silent Hill. Oh yeah, and series creator Akira Yamaoka will return to deliver the game's score. Other than those basic facts, the developer insists everything about the story, characters, and setting are different and will surprise even veterans of this well-known series.

So what about the demo of Shattered Memories got me all riled up? In short, the game integrates the Wii's motion controls straight into its fundamental mechanics rather than tacking them on like many games do, rendering them an obstacle to what would otherwise be direct control of the action. There's no stilted point-and-shoot combat here. The exploration, puzzle-solving, and equipment all look like they're integrated together in clever ways that--at the very least--made for a really impressive demo.

Want to peer into the darkness and hear what Harry has to say about what he's looking at? Just use the Wii remote to point the flashlight there (no "look" icon or button press required) and listen to his commentary. Need to open a cabinet? Move an onscreen hand and physically pull the doors outward. An example puzzle involving a lost key presented three empty soda cans, and the player simply picked up the cans from a first-person perspective and shook them around until one of them rattled--then turned the can upside down to dump the key out. Sure, this was a canned, publisher-driven demo, but it would be hard to fake this sort of direct game-world interaction just for the benefit of the press. I'm hoping you really have as much freedom of exploration in the final game as it appears you do.

Your motion-based interactions with the environment look really impressive.
Your motion-based interactions with the environment look really impressive.
The in-game cell phone will also avail you in some nifty-looking, hands-on ways. Just short of an iPhone in its feature set, the phone has a camera with a real-time viewfinder you can look through to take pictures of the environment (and reveal ghostly afterimages of past events in the process). There's a map in the phone you can annotate with the remote to help you find previously visited locations later. Oh yeah, and you can make calls on the phone to characters you've already met. Developer Climax wants all of the gameplay functionality--activities involving the phone, flashlight, and other gear--to happen within the game world rather than inside abstract menus. And it looks like they've found reasonable ways of accomplishing that goal.

In lieu of traditional survival horror-style shooting, Shattered Memories will throw you into true survival situations, in which you're fighting for your life not with shotguns and grenades but with quick wits and, seemingly, a little luck. It seems Silent Hill's typically ghastly enemy designs haven't gone anywhere; one scene showed Harry fleeing from a couple of spindly, pale attackers, and it looks like you can actually turn around to look backwards (flashlight and all) while continuing to barrel forward. Direct enemy encounters look like a matter of careful evasion, and using the environment to get away from your attackers rather than fighting them head-on.

Shattered Memories looks like the most direct combination of survival horror and classic adventure gaming I've seen in a  while. It doesn't hurt that the game also looked gorgeous by the Wii's standards; from what I could see, the lighting and shadow effects emanating from the flashlight were head and shoulders above the fidelity you've seen in other games on this platform. I hope Konami gets some gameplay footage out there soon, because it really helps to see this game in motion.

Outside Nintendo's own contributions, the Wii hasn't exactly been fertile ground for the sort of deep, involving gameplay you find far more frequently on the Xbox 360 and PlayStation 3. But from what I can see, I think Shattered Memories will offer me just as many enticing reasons to play it as games on those platforms do. And I'm not even a Silent Hill fan!


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Brad

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Edited By Brad
Yep, still creepy.
Yep, still creepy.
I try not to give in to hyperbole when writing about games, especially ones that were shown to me under carefully controlled conditions by the people who make the games. That said, the new Silent Hill: Shattered Memories on the Wii looks like it might make the best use yet of the platform's unique controls. Most "hardcore" games on the Wii tack motion controls on top of existing designs; Shattered Memories, by contrast, looks like it's being designed around them.

Konami's sales pitch for this "reimagining" of the first Silent Hill game goes something like this: Like in the original, you're still Harry Mason, you're still getting your bearings after a car crash, and you're still looking for your daughter Cheryl in the quietly terrifying town of Silent Hill. Oh yeah, and series creator Akira Yamaoka will return to deliver the game's score. Other than those basic facts, the developer insists everything about the story, characters, and setting are different and will surprise even veterans of this well-known series.

So what about the demo of Shattered Memories got me all riled up? In short, the game integrates the Wii's motion controls straight into its fundamental mechanics rather than tacking them on like many games do, rendering them an obstacle to what would otherwise be direct control of the action. There's no stilted point-and-shoot combat here. The exploration, puzzle-solving, and equipment all look like they're integrated together in clever ways that--at the very least--made for a really impressive demo.

Want to peer into the darkness and hear what Harry has to say about what he's looking at? Just use the Wii remote to point the flashlight there (no "look" icon or button press required) and listen to his commentary. Need to open a cabinet? Move an onscreen hand and physically pull the doors outward. An example puzzle involving a lost key presented three empty soda cans, and the player simply picked up the cans from a first-person perspective and shook them around until one of them rattled--then turned the can upside down to dump the key out. Sure, this was a canned, publisher-driven demo, but it would be hard to fake this sort of direct game-world interaction just for the benefit of the press. I'm hoping you really have as much freedom of exploration in the final game as it appears you do.

Your motion-based interactions with the environment look really impressive.
Your motion-based interactions with the environment look really impressive.
The in-game cell phone will also avail you in some nifty-looking, hands-on ways. Just short of an iPhone in its feature set, the phone has a camera with a real-time viewfinder you can look through to take pictures of the environment (and reveal ghostly afterimages of past events in the process). There's a map in the phone you can annotate with the remote to help you find previously visited locations later. Oh yeah, and you can make calls on the phone to characters you've already met. Developer Climax wants all of the gameplay functionality--activities involving the phone, flashlight, and other gear--to happen within the game world rather than inside abstract menus. And it looks like they've found reasonable ways of accomplishing that goal.

In lieu of traditional survival horror-style shooting, Shattered Memories will throw you into true survival situations, in which you're fighting for your life not with shotguns and grenades but with quick wits and, seemingly, a little luck. It seems Silent Hill's typically ghastly enemy designs haven't gone anywhere; one scene showed Harry fleeing from a couple of spindly, pale attackers, and it looks like you can actually turn around to look backwards (flashlight and all) while continuing to barrel forward. Direct enemy encounters look like a matter of careful evasion, and using the environment to get away from your attackers rather than fighting them head-on.

Shattered Memories looks like the most direct combination of survival horror and classic adventure gaming I've seen in a  while. It doesn't hurt that the game also looked gorgeous by the Wii's standards; from what I could see, the lighting and shadow effects emanating from the flashlight were head and shoulders above the fidelity you've seen in other games on this platform. I hope Konami gets some gameplay footage out there soon, because it really helps to see this game in motion.

Outside Nintendo's own contributions, the Wii hasn't exactly been fertile ground for the sort of deep, involving gameplay you find far more frequently on the Xbox 360 and PlayStation 3. But from what I can see, I think Shattered Memories will offer me just as many enticing reasons to play it as games on those platforms do. And I'm not even a Silent Hill fan!


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Luberik

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Edited By Luberik

looks ok, let's see the gameplay

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JJOR64

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Edited By JJOR64

I think I will probably pick it up when it comes out.

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Edited By Al3xand3r

There's no need to bash past Wii games just to hype this one. Why comment on how some unnamed action titles had bad motion controls, in a sense insulting all the past action games of the system since you don't specify which, instead of simply say this one's controls rock (do they)?

Silent Hill doesn't integrate motion controls better, simply because from what I've been readng it doesn't integrate motion controls at all. It seems to use the pointer functions for the most part, much like the likes of Resident Evil 4 (though I guess with less shaky QTEs) and Metroid Prime 3. So, yeah, it's certainly not the first game to go "hey, the pointer functions rock" as, well, it's what they put it in there for, lol.

Still, it's nice to finally see this game featured here, we've been talking about it in the Wii forums for two weeks now, it's good to have the rest of the community check it out too. You should probably mention there are PS2 and PSP ports of the game in the pipeline, to make owners of those (and of PS3) happier, even though those versions will not offer the phone features and other Wii based functions.

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Edited By DrRandle

I absolutely cannot wait to play this game. IGN had an article about this and it looks terribly clever and all around amazing. This is what every Wii game should be doing.

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Edited By RHCPfan24

Well, that was a good feature there, Brad. You gave me a better look at the game than what I heard before. I might be interested in this one, as long as it is more SH2 and less SH: Homecoming.

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Edited By Arkthemaniac

Looking forward to this one.

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dezvous

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Edited By dezvous

Damn nintendo. It happened with the GameCube, I didn't want one until I heard Resident Evil was going to get remade on that system and REmake turned out to be the best game in the series still to this day. While this doesn't look like it will hold a candle to any of the other Silent Hill games it does actually look and sound better than Homecoming and Climax did a good job with Origins on the PSP, staying true to the source in terms of style and atmosphere. Which to me is the most important aspect of Silent Hill. Even though it broke some of the  "rules" of SH, like being able to enter and exit the alternative worlds at your own free will it still felt like a Silent Hill game. Homecoming made me sick though, it was terrible. Started off promising in the Hospital and then they just got lazy with everything as it progressed.

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ashogo

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Edited By ashogo

Based on first impression, I'd say my hype level is pretty high for this game. The character-profiling system also sounds really interesting, but I have to keep reminding myself that we've only seen 15 minutes of the game so far.

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Edited By Hamst3r
Shattered Memories indeed. That title is frighteningly appropriate. They've added an iphone and turned Cybil into a stripper.
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Edited By Al3xand3r

Iphones are cool. And I don't know if that's Cybil. She doesn't look the same as here (bad quality scan). More here.

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Edited By simian

What's up with Boobs McGee? Result of focus testing for the age groups that actively use their Wii still?

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Edited By eclipsesis

i hate the american developers that make silent hill now (this bag of wank and the other bag of  wank called silent hill homecoming), what made them think that they could take a game thats was perfected  (silent hill 2) and improve on it by taking everything that made the game great away and turn it into arse dribble that it will become. The japanese developers which origanaly made the game had the correct concept of horror, atmospheric, twisted storyline, confusion. Most of the time i spent playing silent hill 2 i was shitting my self even though there were no enemies around. However when the japanese developers decided to give it in, hence the new shitty american developers, they have spent their time masterfully taking away what made silent hill so good and fucked it up for goodness sake look at the cops breasts. Im sorry but americans have no concept of horror, their horror films are shit, games are shit, novels are shit. so why is this going to be any better, because the ultimate truth is its not its going to be the arse dribble that i have marked it to be.

For all those that don't believe me about american concept and japanese concepts being far superior, watch the american version of "The RING" and then watch the  original Japanese version.  

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Edited By irishjohn

I hope it's as good as it seems here! I've never played a Silent Hill game, so I'd actually like a chance to play any version of the first one on a console i actually own.

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Cleavage. I suppose if this was developed internally by Team Silent (Question: Do they still exist?), everyone would try to extrapolate some psychological meaning out of it.

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Edited By Claude

I left the Silent Hill games after 3, but I will definitely keep an eye out for this one. A reimagining of the first one... on the Wii... sounds cool.

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Edited By BrittonPeele

This is going to be a day one purchase for me. The game is sounding absolutely fantastic.

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Edited By Cornman89

Never got into Silent Hill before.... Considering how long it's been since I bought a Wii game, maybe now's the time to see what the franchise is all about?

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Brad said:
"

An example puzzle involving a lost key presented three empty soda cans, and the player simply picked up the cans from a first-person perspective and shook them around until one of them rattled--then turned the can upside down to dump the key out. Sure, this was a canned,

"

Har-har
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Edited By Teoball

It sounded ok until I read that Climax was doing it.

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Edited By Al3xand3r
BiggerBomb said:
"Brad said:
"

An example puzzle involving a lost key presented three empty soda cans, and the player simply picked up the cans from a first-person perspective and shook them around until one of them rattled--then turned the can upside down to dump the key out. Sure, this was a canned,

"

Har-har"
Nice spot. That part interested me too, if only because it called a basic action a puzzle. That doesn't sound like a puzzle to me, just the same basic integration of the pointer controls, which he claims is used for things like opening doors and whatever else. Picking up stuff from the ground is hardly a puzzle, right? That can't be an indication of things to come.
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The first thing you should know about is that we have people everywhere.

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i don't follow silent hill much, but i'm intrigued. let's just hope climax doesn't crap it up like they did with that other sh game they made.

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Edited By Undeadpool

...interesting.

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SOLD

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Edited By ArbitraryWater

Actually doesn't sound terrible. But it does have the problem of having "Silent Hill" in the title.

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Edited By Gump

I am pretty excited about this title.
Let's hope this one turns out very well.

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I hope it turns out well.


Thanks Brad.

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Edited By JaredA

This sounds promising! I may have to dust off my Wii to play this!

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Edited By ahoodedfigure

Nice.  Sounds like someone finally had the guts to try something interesting with the controls.  I hope this is the start of a trend.

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Edited By Meowayne
Outside Nintendo's own contributions, the Wii hasn't exactly been fertile ground for the sort of deep, involving gameplay you find far more frequently on the Xbox 360 and PlayStation 3



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Edited By The_A_Drain

Wtf is wrong with some of you people?

"i hate the american developers that make silent hill now (this bag of wank and the other bag of  wank called silent hill homecoming), "

Especially this bullshit. First of all, get your facts straight. This and Origins (don't know, or care about homecoming) were made by Climax Games,
an ENGLISH studio. One which, with any luck i'll be working for soon. They are based literally a couple hours away from me, and gave a talk
recently at my university.

Secondly, let the hell go of Silent Hill 2, it was great, we get it. It's not like the series hadn't gone downhill since then anyway and I reckon Climax
did a class job on Origins.

As for this "For all those that don't believe me about american concept and japanese concepts being far superior, watch the american version of "The RING" and then watch the  original Japanese version.  "

Learn the difference between opinion and fact, then keep your opinion to yourself it's obviously not worth the time it took you to post it.
I love Japan and it's culture, but you goddamned japanophiles piss me off, it's like anything coming out of Japan is totally flawless and
devoid of imperfections and that somehow anything 'different' or culturally appealing to a different audience is somehow 'wrong' or 'not as good'.

Newsflash, theres money to be made by aiming products at a western audience these days, very few franchises are being aimed solely at their core
fanbase anymore. Besides, I guarantee you if a Japanese developer was doing the same thing, you wouldn't have a bad thing to say about it, cleavage
or no cleavage. (Because the japanese don't put out games/movies/anime/etc featuring characters with massive breasts... yeah... right...)

Edit:

You Nintendophiles are hardly any better, yes, it's true, almost every GAME, let alone just one genre, has had god aweful, badly thought out controls so far, instead of bitching about the fact Brad made a perfectly reasonable point, why don't you simply rejoice the fact that someones FINALLY taking proper advantages of the Wii's unique abilities?

I certainly am, it will be awesome to drag my Wii out of it's box for the first time in a year.



One moooore EDIT:

Brad, you let us down man. It's not Climax Entertainment, it IS Climax Studio (formerly games group) the English studio, developing this.

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Edited By Al3xand3r

I hope you won't work on a Silent Hill game if you do anything related to writing.

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Edited By Meowayne
The_A_Drain said:
You Nintendophiles are hardly any better, yes, it's true, almost every GAME, let alone just one genre, has had god aweful, badly thought out controls so far, instead of bitching about the fact Brad made a perfectly reasonable point, why don't you simply rejoice the fact that someones FINALLY taking proper advantages of the Wii's unique abilities?
This is the classical case right here. Stating that you haven't touched the console in months, yet at the same time making comments about the current state of the games. Brilliant move, Drain. Adorable.


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"This is the classical case right here. Stating that you haven't touched the console in months, yet at the same time making comments about the current state of the games. Brilliant move, Drain. Adorable. "

I know, cute ain't it? I said I hadn't touched mine. I have two housemates  who own Wii's however, on who's I regularly play their latest aquisitions, everything from opoona to animal crossing to Wii Fit and HoTD: Overkill. There hasn't been a Wii game since Mario Galaxy I would happily pay my own money for, although I do plan to buy Mad World when I get paid, I don't care if it plays well, the art style alone is worth the money.

I've either owned, or played a significant amount of, almost every Wii game released (other than family shovelware like Carnival Games and Cheggers Party Quiz... etc)

Is my opinion worth a few pennies more now huh? Is it? I guess not. Remember kids, it never pays to be a fanboy, of anything, all it does is blind you. Bottom line is the Wii (regardless of the typeof game you like) hasn't had more than about 20 decent ones, and even then those have either just been released in the past 8 months, or are better in their original forms on other consoles.

I'm happy someones finally using the Wii's capabilities properly. From the sounds of it at least.

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Edited By Al3xand3r

Too late to save it man. If you had that kind of experience, you'd certainly mention it when judging the system, rather than state how it basically is unused. Yet now you claim yours is unused, but you basically constantly play the Wii (sounds like a good system if so). Even if it's not your own. Meh. Sounds like a geat system, unless your two housemates are considered fucking morons or something along those lines which is why you despite what they keep buying. They don't sound casual from the games they're getting, unless you recommend what to buy.

And what "Nintendophile" said anything so bad about this game anyway? Just because you think other games are trash, doesn't make them so, and just because this game is promising, doesn't mean it will not be met with any skepticism until it proves how good it is. Hopefully better than their past games. Much, much better if it's going to be a worthy title. Again, it certainly sounds promising. That's good.

But, it doesn't seem that you have played that many games because this game doesn't seem to use the Wii's control capabilities in any different manner than past titles. No, it doesn't have motion controls like No More Heroes for example. How could it? It's NOT that kind of game. But it's just another game that relies on the pointer functions. Much like any decent first or third person title on the Wii. It's a good decision for this type of game, but it's only the fucking obvious choice, not something to praise. Praise will come when they do more than common sense dictates.

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Edited By The_A_Drain

"Too late to save it man. If you had that kind of experience, you'd certainly mention it when judging the system, rather than state how it basically is unused. Yet now you claim yours is unused, but you basically constantly play the Wii (sounds like a good system if so). Even if it's not your own. Meh."

Going to an extreme in either direction, what I can't have a middle ground? I don't constantly play the Wii, I try new titles when my housemates get them, I try them myself and I watch and judge their reactions too. Just like I do for almost every new game across all systems.

"And what "Nintendophile" said anything so bad about this game anyway? "

Someone attacked the writer for denouncing most previous Wii games for tacked on, or afterthought controls. Which is an entirely reasonable point to make. I've been saying since the Wii's release that games need to be built from the ground up for the console if they are to have any hope of feeling natural or intuitive. At best the controls feel normal, which given the features developers have access to, is bullshit.

You can attempt to extrapolate the number of games i've played from my comments if you want, but it's pointless. The number would be well in the thousands, I own over 850 for gods sakes I've played a huge number more than that.

Besides, No More Heroes (which I own, one of the better games on the Wii) doesn't have 'motion' controls, it uses the accelerometer to 'roughly' judge the direction you're swinging, and it uses the tilt sensor to determine which angle you're holding the sword at. We won't see anything truly resembling decent motion controls until Motion Plus, which might not even work as advertised anyway.

The puzzle mechanics in conjuction with the other Wii based mechanics presented in this sound a helluva lot better than 90% of whats currently available for the Wii, even if the puzzle interface is pointer based (how the hell else did people expect them to handle it?? It might be 'the fucking obvious choice' but sometimes that's the best choice, which is why bullshit motion controls don't work in most games, because theres either no place for them, or the motion does little more for immersion than simply pressing a button, which defeats the point of the controller in the first place.)
(Well, half the point, the other half has succeeded immeasurably, but thats not related to controls)

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Al3xand3r

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Edited By Al3xand3r
The_A_Drain said:
"And what "Nintendophile" said anything so bad about this game anyway? "

"Someone attacked the writer for denouncing most previous Wii games for tacked on, or afterthought controls. Which is an entirely reasonable point to make. I've been saying since the Wii's release that games need to be built from the ground up for the console if they are to have any hope of feeling natural or intuitive. At best the controls feel normal, which given the features developers have access to, is bullshit."
That observation I made was still not attacking Silent Hill Wii in any way. And, once again, this game does nothing other Wii games haven't done in regards to control. The pointer is the remote's strength and is extensively used in a wide variety of games. It's the sole reason you have to put up with a sensor bar on your awesome TV. It's the sole reason many Wii games or ports came to exist at all (so, yes, there are titles that are designed around that capability) and many games that would exist anyway were elevated to new heights of fun and/or precision. Silent Hill follows their example. Heck, it's another game that would exist anyway but is elevated to new heights thanks to that. After all, it will also be available on PS2 without that ability. Kind of like RE4, except it's a new game. It's good, but not praise worthy just for using common sense. Not until it proves to be a good game. I don't know why I even have to repeat this again.
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The_A_Drain

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Edited By The_A_Drain

You have to repeat it because it's stupid and saying things over and over again somehow makes them less stupid.

You obviously don't understand how making design decisions before even starting work on a game affects the outcome.  A game designed from the ground up with
those features in mind is almost guaranteed to make better use of them than one that wasn't, or was adapted to do so. I'd say that alone proves they are at least
attempting to push the console a little further. Of course whether or not they will is up in the air i've never disputed that.

Also pointer controls havn't made anything any more or less precise, honestly all they've done is totally hunder one genre and done little but replace a thumbstick to others

because it's not been used in any unique ways yet, other than as a basic mouse pointer (theres tons of other things you can in fact do with it, even if it is the same technology and application)

Besides, the 'sensor bar' is misleading, it doesn't actually sense anything and you can get by without it for most games. Heck even if you lose it you can replace it with two
burning candles. All it does is send out infra-red light, it's actually the controller that processes the info in order to produce a mouse pointer location (and the reason it has two lights instead of one is so it can track rotation.) (Not using this as any kind of point, just dishing out an interesting fact about the sensor bar)

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Al3xand3r

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Edited By Al3xand3r

I'd respond elaborately,  if you had said anything sensible instead of random Wii and post trashing, which isn't even the point. Ok, pointer controls to look around in first or third person games are shitty thumbstick replacements, but using them to look around with a flashlight in Silent Hill is going to be an incredible and praise worthy experience. Will you tell Climax "I defend you in forums" in your bio? Good luck. And yes, it has been used in games for more than a mouselook replacement. But that's pretty much its biggest use in SH itself. They praised how fluid the "flashlight controls" are, and that sounds like mouselook to me. As for their other actions, it's still nothing more than a mouse replacement if you want to be so anal about it. None of their actions sound like things Penumbra didn't do already on PC. None of the things they will do is something you couldn't do on PC. Or replace it with thumbsticks for a shittier experience if that's your thing, as it seems to be in some of your other comments. In fact, nothing you do with the pointer is something that can't be done on the PC. But it's ok, bash all the games that use it except Silent Hill. Lol.

And yes, thank you for telling me how the sensor bar works, I obviously didn't know because I brought it up yet I didn't analyse how it works. I think most everyone else knows that though, so it's not so interesting 2 years after the Wii's release.

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Meowayne

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Er, would you please stop this? I think we've all had enough of this. If Drain's opinion about the Wii comes from personal gaming experience, then that's perfectly fine with me and I didn't say anything.  I disagree with Brad's notion that the amount of "deep" (hurr hurr) and "immersive" games is higher on the PS3 and X360, but before this starts again I'll shut up about it.

Stop with this pointless arguing.

Let's talk about Silent Hill: Shattered Memories please.

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Meowayne

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Edited By Meowayne

Developer interview (that doesn't really tell us anything new):

  

Still no footage, though.
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Al3xand3r

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Edited By Al3xand3r

I don't care if he likes it or not, but putting down all games that came before, yet praising SH without having experienced it, for features other games have used before, is stupid.

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Meowayne

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Edited By Meowayne

Whatever. Just let it be.

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DeanJParker

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... since when the hell did Harry wear glasses?

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daniel_beck_90

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Edited By daniel_beck_90

I am really glad that Giant Bomb pays much more attention to Silent hill games than other medias . I am not a Wii kinda dude so I'll get the PSP version on day one  .

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Media_Master

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Edited By Media_Master

sounds ...aa....spooky

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mannalive

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Edited By mannalive

i'll keep buying anything Silent Hill based, b/c i'm a series fool, even though each game since the first 3 gets progressively less care and feeding from Konami.

Konami must feel that anyone still buying Silent Hill games isn't worth their respect.  how much lady cop cleavage does it take to show us how cynically they are approaching this game?

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mannalive

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Edited By mannalive

also, real time, in game map checking Always sucks.  i'll take an abstract, full screen, flippable map over a sixth of a screen iphone google map any day.