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ifirit

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  1. It would seem that No More Heroes has finally made it across the pond. Yahtzee has opinions.

    Since the usage of the phrase "across the pond" refers to mostly transatlantic travel, I'm going to assume that you meant this is a clever pun meaning "arrived in the British-born son's hands" in light of the satirical nature of the review. (And not that you forgot that he lives "down under." By the way, I've managed to consume quite a bit of liquid pretenousness today.)

  2. http://en.wikipedia.org/wiki/Uwe_Boll#Financing

    Don't listen to that man, he spews cliches and unrealistic propositions.

    Actually, Shadowe was refering to the idea that if the movies perform poorly at box office and with DVD sales, then production companies would cease to continue to fund Boll. However, according to the article, since the companies financing Boll's films are German, then under German tax laws, the production companies can write-off the films for tax purposes if the films fail to turn a profit as part of a tax shelter for companies that produce films. (The only restriction is that the production companies own the copyrights to the film.) Thus, as long as his films continue to tank, German production companies can continue to use Boll's films as tax write-offs. Therefore, these production companies can receive a $12 million tax write off for House of the Dead in addition to the $5.73 million in box office sales, residual DVD and home video sales and films rights that can be sold off in a pinch. In other words, regardless of whether or not Uwe Boll's films succeed or fail at the box office, he will still be able to receive funding to produce these terrible films under the current German tax shelter.

    The only real way to prevent Uwe Boll from creating more terrible films is to convince game publishing companies from selling their film rights to those film companies associated with Uwe Boll. However, based on his track record, he seems to target game properties with little to no recognition from the film industry at large, offering a promise of wealth and recognition for simply allowing him to own their name on paper. If more game companies were to realize that his films only profit himself and the film production companies he works for in the long run, it would be more likely that they would cease to allow him access to their intellectual properties.

    Therefore, the greater the recognition that Uwe Boll is a terrible director and film producer, the better for all audiences everywhere. So, keep signing that petition, everyone!

    Truthfully, I think Uwe Boll only chooses videogame properties, because he can't gain access to book, comic, or celebrity film rights (mediums with experience and knowledge about good film ideas).

  3. If you guys are looking for a cool, adventure/beat-'em-up, check out Dead Head Fred. It's a really funny M-rated comedy about a guy who loses his head.

    While there are still very few good adventure gameson the PSP, this is probably one that stands out in my mind. The game can be hard, sometimes unforgivably hard, but the checkpoint system is very forgiving. Plus, the power-up system that you get with the various heads that you can obtain, along with the ability to upgrade them, makes it fun.

    My only gripes are the lack hints on missions and the lackluster final boss and ending. Besides, it's voiced by John C. McGinley.

  4. I'm using them!

    Anyway, I have to support OCR because of the contributions that this site has provided me, aside from the great music and forums. It has introduced me to my best friend and to a community of people who have been nothing less than supportive over the years. Plus, the Silent Hill discussion thread would never be where it is without the support of OCR and it's visitors.

    After considering these contributions, I still feel like I owe more to the site and its community. Expect to see another contribution later this month!

  5. Really great article, but there were no samples in this one. :( At least the official website had some samples, though, I'm not too impressed. Isn't the battle theme just an arranged version of Sabre Dance?

    Sabre Dance

    Anyway, I didn't realize that his company created music for Odin Sphere, FFTA2 and Grim Grimoire. Gotta check out those games sometime.

  6. Hmm...I haven't heard anything about extra content, but what I actually have heard is that if you order Silent Hill Origins from...

    http://www.konami-data.com/officialsites/silenthillorigins/

    ...that website, you get The Silent Hill Experience for free. o.o Pretty nice offer!

    It should appear on the right side of the screen, after you enter your birthday and then click "skip intro".

    Oddly enough though, the link leads to a Gamestop page where it says that it can't find the information, for some reason.

    Can anybody find out more about this?

    GameStop originally offered The Silent Hill Experience (UMD for the PSP) as a pre-order offer for purchasing Silent Hill 0rigins (PS2). Since the game has thus been released, the pre-order offer is no longer available. The offer is not a Konami Digital Entertainment, Inc. sponsored bonus, thus, why the link does not direct you to the KonamiStyle webpage. Konami was simply advertising this deal in order to increase purchases of the game, even if through a third-party retailer.

    There is a bit of a problem with this though, since the U.S. official site for SH0, which linked to GameStop's retail website, did not make it clear that the offer was a pre-order bonus through GameStop and not through Konami itself. Administrators for the site have also since forgotten to remove the promotion and its links. Of course, this isn't the first time administrators for the official Silent Hill websites have posted dead and incorrect links...

    I read a short preview of the PS2 version for Silent Hill: Origins in a Swedish gaming magazine, and it hinted at having new material. Has anyone else heard anything about this?

    SH0 for the PS2 does not contain any new material. PERIOD.

    However, that doesn't mean the game isn't different. Think of this version as like a special DVD version of a film already released on DVD, where nothing fundemental about the film has changed, but they update the appearance and change a number of subtle background textures and objects.

    The changes themselves are pretty skewed towards the beginning, though, since the last two sections of the game are completely unaltered. The game is definitely easier to play and get into the experience than on the PSP, but there's nothing that makes one version inherently better than the other. However, I found the PS2 version less forgivable with programming bugs than the PSP version, mostly because they had the opportunity to fix them, but didn't. Still, those graphics sure look nice.

    If you're really interested in seeing the differences between the two games, well, buy it. But, if you'd rather see a glimpse into how they look different, here's some video.

    WARNING: Videos Contain SH0 Spoilers

  7. From now on, whenever I want to say something is awesome, I'm saying "Blue Magic."

    This sketch is just Blue Magic. The Blue Magic way that you use the effects and processing are just incredibly Blue Magic. Blue Magic stuff.

    Okay, seriously, great production on your part. And in only a few hours! The direction is very complex and not what one would call lazy groove. I'd like to see that direction carried throughout the mix. The piece could definitely go between sounding chill and vibe to throwing in different changes and variations that make you sit up and listen. I really, really like that the piece makes you sit up and listen.

    I'd want to say more about this, but I want to hear where this goes before I do. I can't wait to hear more.

  8. ....annnd...I found another Silent Hill V video. Never seen it before, thought I'd share :) It looks actually very good...I really hope they can flesh out the context-sensitive actions, a la Resident Evil 4. (Climbing over things, hopping down a ledge, etc). Also, the graphics are actually pretty great-looking, when the fog lifts up a little.

    Damn, I was too late! Well, here's more information about the video.

    Silent Hill 5 Update:

    Preview Video of SH5 Featured in GamePro Magazine of Germany:

    In the 2008 January Issue of GamePro Magazine (Germany), a subsidiary of IDG Entertainment, Silent Hill 5 was featured as the cover story. In addition to the feature story in printed form, a preview video was featured on the bonus DVD. The video, which features footage from the initial demo version of the game, contains a voice-over of the reporter speaking German relaying details about the game and its development.

    While the report does little to reveal information that the Electronic Gaming Monthly (EGM) story did not already cover, the preview video shows a larger portion of the demo footage and a small section of new music. Scans of the full article, a downloadable version of the video, and their translations can be found on SilentHill5.net.* A copy of the translations can be found below.

    The videos can be downloaded in .wmv (Windows Media Video / 27.0 MB) or .avi (requires XviD codec / 25.1 MB) formats.

    Trauma (noun, from the Greek): wounds, injury, violence to the mind and body. As psychic trauma it means a wound of the soul, which through an experience which is too cruel, too brutal, and too incomprehensible for the human mind to deal with. One speaks in this context of war trauma. The veteran suffers for years later from flashbacks and deals with depression and anger. The human psyche is as multifaceted as the ways in which war trauma expresses itself. Certain symptoms such as panic attacks or fear of death don't disappear permanently, rather, they are released through certain journeys.

    Traumatised Hollywood Heroes

    In the American film industry especially, war veterans are a much-visited theme. Whether Oliver Stone's "Born on the 4th of July," Adrien Lynne's "Jacob's Ladder," or Ted Kotcheff's "Rambo," all these films show war trauma and what follows it. Hollywood war films tend to come in two forms: either, the soldier pulls through and becomes very violent, or he begins, through hallucinations, panic and paranoia, to doubt his mental health. Alex Shepherd, hero of SH5, belongs to the second category. Because of his war experience in an unnamed war Alex has returned home and shuns the contact of others. The only person who still means anything to him is his younger brother Joshua.

    Catch 22

    While the 22 year old soldier was taken into a military hospital due to a serious injury, he was tormented more and more by mysterious visions. He realized that his brother maybe in danger and he left the hospital for New England, more specifically, his hometown of Shepard's Glen. When he gets there, he is greeted with a picture of horror: his mother shivers on the floor and stammers, there is no trace of his father or brother. It's as if the fog covering Shephard's Glen has swallowed them whole.

    Veterans of the series will notice already that Shepherd's Glen has, the tradition of the toilets and weird malls, is simply the opening point of a journey that leads once again to a "Special place." To a place, where one finds oneself, where our fear and demons claw with sharp claws through the insanity like stringy black oil dropping in our souls.

    Be careful what you wish for!

    In the 2005 Leipzig Games Convention a somewhat frustrated William Oertel gave an interview about SH Origins (PSP) and said he'd rather work on a Silent Hill for a newer console system, instead of simply a pocket-sized version of the series. Two years later his wish was fulfilled. When Konami announced that SH5 would be made by the American studio The Collective, William Oertel and his team were faced with worldwide distrust. The fans feared that an American team would stray from the series' feel or that they would bungle it entirely. We feel that these fears are unfounded, and the Oertel and his team will make sure that SH5 will meet the highest expectations.

    New hero, new possibilities

    The protagonists of the other games were always average, harmless types who were brought into nightmarish Silent Hill not entriely through their own doing. Instead of fighting with large mouthed monsters the players steer the weak and fearful characters through a world that has become insane. The battles go on crazily in the earlier episodes: , awkward, slow fighting with iron bars and bits of wood as well as pistols and shotguns, which is exactly what you would expect from heroes like James or Harry. Things are a bit different with Alex. As a soldier, he is experienced with weapons and also with hand to hand combat like no SH-hero before. The combat system in this installment will be very different from that of the previous games, which is quite necessary for the series, since it hasn't changed much since the series' debut on the PSOne.

    Until the soup sprays!

    To make the game more dynamic, the designers worked on a combat system that reminds one of a horror title from Sega (which was not released in Germany). Instead of awkwardly running around the area and beating on the monsters, you can grab the enemy or power up your hit power to hit them mightily, depending on your current weapon and the enemy you're homing in on, it also opens up new combo-possibilities. with which one will send the baddies to hell, is not yet known. We hope for a return to the zombie-steps of the past. If one likes the visually appealing fights, one should be happy about the possibility of grabbing and kicking around the monsters. The new fighting system is important, because the bizarre creatures and mosters in SH5 aren't very cuddly. One meets them in the foggy streets and there are some familiar monstrosities, like the sick nurses and numerous other horrors, whose design the word "sick" serves well. Expect creatures with skulls made out of blades, deformed hybrid hermaphrodite entities, [with] strange combinations of male and female features. Or an almost human creature covered with disgustingly pulsing blisters that spits out gas. These beasts aren't just ugly, they're also clever, thanks to the new console systems and the designers who used their artful intelligence. If you expect the monsters to flit by like in the older games, you'd better check your calculations. The creatures follow you mercilessly, through doors and then desist. This way the fighting varies and the designers promise more endings than in any other SH game.

    Interactive Nightmare

    A further deficiency in the previous games should be corrected in part 5, the interactivity with objects. In the other games, it's not possible to throw around tables and chairs. With the "havoc object physics" are these things now in the past. The chairs, closets and bottles aren't just scenery, they can be used purposefully in the game. Example: you need to go through a large waiting room full of monsters. Instead of fighting your way through, you can make a distracting maneuver to get rid of the bizarre brutes and slip away unnoticed on your way. Similar actions can be done with lights. Because the strange nurses are drawn to light like moths, so the lamp is important when you want to avoid them.

    Captions:

    Did the creator want to express his love of bananas with this monster?

    Fresh colors bring life to the room. Alex ferrets out the artist.

    Light play

    Despite the new technical achievements and the fighting system, it won't change the basic direction of the series. If anyone hopes for a cheap "the zombie jump out at me from the closet in a nudie-shock-scene" they will be disappointed. The horror of Silent Hill is not on the screen, but rather mostly takes place in the player's head. True to the motto "the less one recognizes, the the scarier it is" the designers strengthen the shadows, that flit around before you. One of the most effective scare-factors of the series is of course also here, the typical Silent Hill dim lights, the many dark passages, in which one can hardly see more than the circle of light coming from your flashlight, one worries not only about the uncomfortable feel of the isolation, but also the player worries about their concentration and is subject to shock scenes.

    In SH5 the horror uses not only your fear, but also the player's ears. If you can remember the unholy shambling in the tunnel in SH2 of the goose-[bump]-causing sirens, that announce the shift to the otherworld. Thank Dolby Digital and the sick sounds of Akira Yamaoka which allow all kinds of dimensional effects and nerve shattering noises.

    Looks the same, only better!

    The designers oriented the visual form on the previous games, to stay true to Silent Hill and also to optically transport the washed out colors, which remind one of a grey winter day. In the Otherworld, strong reds dominate and there is rust everytwhere. To have a cinematic flair, important scenes are shown with long camera shots. Through the freely moving camera and the turning on its axis to get the classic Silent Hill look, there is also of course the noise filter. What is new is that different situations use different filters. In this way, the optical elements and colors (such as blood red) are brought out strongly.

    Captions: Even in the Gully, you can't be sure if it's safe, because the monsters also hide in the water.

    Some of the doors really take some getting used to.

    An old saying says, "all paths lead to Rome." For friends of video games, [these] paths lead elsewhere, namely, to Silent Hill. Here you see scenes from Silent Hill 5 for the Xbox 360 and PS3. This time it's being designed by an American studio called the Collective instead of from Konami. The inspiration for SH5 was mainly [from] the acclaimed second installment of the series. The protagonist is a war veteran named Alex Shepherd who is in a hospital due to a war injury. The traumatized Alex has problems to cope with because of his experiences. He has a dark vision in the hospital that his young brother is in danger. So he goes back to his hometown of Shepherd's Glen to check things out. Unfortunately, he's too late. When he finds his mother, his brother and father [have] disappeared off the face of the earth. Though this part takes place in Shepherd's Glen, of course most of the game takes place in Silent Hill, where you see many familiar faces and the nurses without faces. To make things more dynamic they have completely reworked things. It's possible to use new combo moves instead of awkwardly beating on things. You can throw enemies out the window. In contrast with the last installment, SH4 The Room, SH5 will be more like the classic installments of the series. That means you follow a linear storyline and discover the secrets of the town piece by piece. Of course the parellel dimension is again a very important part of the game. The graphic effect where the otherworld changes is taken directly from the film and gives a look at the blood red and rusty world that is underneath the reality. With the Havoc-Physics-Engine, thing get more and more realistic. For example, when you run into a chair, it will fall over. Ha. You can use this in the buildings to distract enemies. Unfortunately our trip to Silent Hill ends here because that's all the footage we have. Until the release in 2009 we'll be reporting about SH5.

    GamePro.de - Heft-Inhalt 01_2008

    GamePro.de - DVD-Inhalt 01_2008

    SilentHill5.net - Silent Hill V News and Updates - New Silent Hill V Scans from GamePro

    SilentHill5.net - Silent Hill V News and Updates - New Silent Hill V Gameplay Trailer on GamePro DVD

    *Footnote: While the story and video were compiled by Furin of SilentHill5.net, they were originally posted by Slayerhouse of the Nightmare Forums. The videos were later posted on SilentHill5.net's forums by Rage. The translation of the magazine scans and the preview's voice-over was created by Nur_ein_tier.

  9. I had no idea the graphics were actually given a bit of a facelift for the PS2 version. Those screenshots don't look bad at all. What I was expecting from a PSP-to-PS2 conversion was essentially a direct, unchanged, 100% completely identical port, complete with graphics that look great on a handheld, but terrible on a TV screen.

    It's nice to see they went the extra mile to make it look better, isn't it?

    Actually, I've been playing the PS2 version of SH0 and in addition to the graphical update to the character models and some bumping up on the environments, the game itself has been tweeked some to improve upon the experience. The changes that have been made to the game are innumerable, but all subtly applied; so much so, that if you're playing the game for the first time on the PS2, you'll not even know that anything had been changed.

    You'll notice that the opening sequence of the game has been modified some to have the credits appear more in sync with the overall flow of the walk up the road. The opening FMV is about a few frames longer than the PSP version and has a few color changes. The character model improvements are not simply asthetic, as the models now can move their fingers, sway their hair, display greater emotion in their faces and show their teeth. This adds a greater amount of expression and characterization to the cutscenes. Also, you'll notice that the characters now have different expressions and facial reactions in these scenes than on the PSP, which gives the game a more serious and melancholy tone. This tone definitely makes a difference.

    While looking at the environments, you'll notice that a lot of the textures have been changed, particularly with paintings, posters and signs. For example, in the Gillespie residence, you'll notice that the pictures on the walls, which depicted various Egyptian and Babylonian buildings and artifacts, have been replaced with various paintings of the Madonna from across art history. Everywhere you look, there are visual improvements that completely enhance the game's appearance. However, the improvements in the game are not simply visual.

    A few tweeks have also been applied the level design and the gameplay. With regards to the level design, a few changes have been made to the pacing to enhance the experience. There are a few environmental interactions and events that re-establish the psychological fear aspect into the game, though I'll refrain from spoiling them here. While not as creepy as in previous games, like the Brookhaven mirror-room in SH3, the locker scene in SH1 or the hauntings from SH4, they none-the-less add that extra dimension of uncertainty. The pacing has also improved with a subtle redistribution of monsters and addition of some extra health items. Harder enemies have been removed in favor of adding an extra weaker monster.

    In terms of the gameplay, the fighting hasn't changed much, with the exception of the addition of a few fighting animations and better accuracy with malee weapons and lower accuracy with firearms (Travis will no longer hit every target with pin-point accuracy, even in the dark). Sneak attacks now deal greater damage and can fell an enemy in fewer hits, which are very rewarding. The creatures now have a greater sense of awareness as well and are more responsive to light and sound, giving the AI greater depth, though still not 100%. Creatures on the town map will still spot you from two miles away and you can still walk right up to some creatures in the dark without them noticing you. However, the screen-static filter is much heavier in the PS2 version, almost to the point of not being able to see, especially with creatures that tend to blend in with the background. (However, the game does not allow you to turn off the filter on the first playthrough, which can be frustrating.)

    Items no longer shine in the dark, which made them easy to see in the PSP version, so use of the flashlight in the PS2 version is now imperative in locating the items, but not in obtaining them. The menu system has improved the "examine item" feature, which resembles more closely to SH1. The text has been improved and isn't as blocky or awkward as the first version. And, memos have improved images to go along with the text, instead of the blurry, generic variety on the PSP version, almost to the point that you could actually read the memos themselves without the textbox. The camera has also been lowered and placed farther back, allowing you to see Travis' whole body while playing, instead of from above the knees and waist. This makes gameplay much easier, but the exploration of the environments more awkward since the game was constructed with the higher camera. Therefore, many posters, paintings and textures are too high up to see. And there's no way to tilt or move the camera or flashlight.

    However, there are a number of problems that still exist in the PS2 version that plagued the PSP version. First of all, the stamina bug is still present, making the use of energy drinks useless. The flashlight bug is still there too, so obtaining items, reading memos, looking at the map, etc. doesn't require using the flashlight. The monster-respawn glitch is still present on the town map, so one should not try to fight monsters and explore the area at the same time. (Do either one or the other.) The throwing weapon/QTE glitch is still there too, so make sure you have enough distance between you and your target when using throwing items. The enhanced accuracy of the throwing weapons makes them easier to use at a distance. The music bug and sound glitches are still present on the PS2 version, but are also more noticable. Music tracks will only loop once in certain (well, most) rooms, which gives the appearance that they cut off in the middle. The sound glitch occurs when two or more sound effects are played too closely after one another, causing them to not play at all, which makes you very aware that you're playing a videogame and jerks you out of the experience somewhat.

    There are also NEW bugs and glitches specific to the PS2 version of the game. If you are using a third-party memory card to save your game, the gameplay slows down some and loading times are slightly increased. Also, saving with a third-party memory card will also not allow you to save the game and can sometimes freeze the game itself. I've found no problems in using an official PlayStation 2 Memory Card, but that's still no guarantee. However, I should note that I'm using the original model of the PlayStation 2 (SCPH-5000x), which could be a problem specific to this version and not with the Slim or Silver PlayStation 2.

    Overall, the PS2 version of Silent Hill 0rigins is a definite improvement and definitely worth getting if you liked the PSP version or have been holding off to see which version is better. (Or if you're a cheap bastard who didn't want to purchase this a PSP specifically for this game.) While I say that the graphics for SH0 on the PS2 are on par with SH2's in-game graphics, they are still nowhere near as good as SH3's or SH4's.

  10. Actually, the problem with the announcement about the PS2 version of Silent Hill 0rigins is my fault. I had known about it since January, but I didn't want to double-post. Well, here's a full report.

    Silent Hill 0rigins/Zer0 Update:

    Silent Hill 0rigins Released for the PlayStation 2:

    On March 4, 2008, Konami Digital Entertainment, Inc. released Silent Hill 0rigins for the PlayStation 2 home console. The game, which is a modified port of the PlayStation Portable version, features new character models and gameplay controls formatted for the PS2.

    Konami originally released a press package announcing the PS2 release on January 22, 2008, a few days before the release of the Silent Hill Zer0 Original Soundtracks.* Reports about the PS2 version of Silent Hill 0rigins were originally rumored when Amazon.com began taking pre-orders for the game on January 16, 2008, releasing the cover of the box art.

    silent-hill-origins-for-playstation.jpg

    Character models of Travis and Lisa modified for the PS2 were released by Game Press Ltm.. While screenshots featuring the enhanced graphics were released by eNe3.

    Konami Digital Entertainment, Inc. - Press Releases - KONAMI SHIPS SILENT HILL® ORIGINS FOR PlayStation®2 SYSTEM TO RETAIL STORES NATIONWIDE [.pdf file / 33.0 KB]

    Silent Hill: Origins.com - News - Silent Hill: Origins Officially Coming to Playstation 2

    Silent Hill: Origins.com - News - Silent Hill: Origins Playstation 2 screenshots

    *Footnote: The press package for the release of SH0 for the PS2 was not officially published on the Konami website; instead, it was only announced via videogame online publishings (first by Kotaku). Below is posted the announcement.

    EL SEGUNDO, Calif. - January 22, 2008 - Konami Digital Entertainment, Inc. today confirmed speculation that Silent Hill® Origins, released last year for the PSP® (PlayStation®Portable) system is in fact currently in development for the PlayStation®2 computer entertainment system. Now PlayStation 2 system owners will have the opportunity to experience this frightening and popular survival horror game, complete with signature sound and music from renowned Silent Hill composer Akira Yamaoka.

    "Console gamers can now expect the same chilling, suspenseful and fear-filled experience that handheld gamers encountered when we released Silent Hill Origins on the PSP system," said Anthony Crouts, Vice President of Marketing for Konami Digital Entertainment, Inc. "This is their chance to learn more of the mystery and mythos surrounding Silent Hill that's been hinted at in earlier games and made the series such a success."

    Players take on the role of Travis Grady, a lone truck driver making a routine delivery when he makes an unfortunate detour to the mysterious town of Silent Hill. Players must help Travis escape the city's horrific inhabitants and unravel the mystery of the strange hallucinations from Travis' past, visions that have plagued him since childhood.

    Updated controls maximize combat, allowing Travis to use his fists, his wits and an array of weapons including a meat cleaver, pool cue and sledgehammer to fight his way through the nightmarish world of Silent Hill and face multiple endings based on his actions.

    For more information, please visit www.konami.com.

  11. This awesome thread shouldn't have dropped so far as it has, especially with all of this insane info that ifirit's been providing...And yes, I do read all this and try to look at it, and it interests me to no end :)

    Yes, it is a shame. But, I'm glad you're reading it.

    I wonder where one might be able to find a copy (Digital) of that Pyramid Head 'comic' that's right there...Very neat stuff.

    Silent Hill: Lost Memories, with which I am affliated, has posted all the media related towards the Silent Hill Zer0 Original Soundtrack. Definitely check out the artwork, because it's amazing. Please remember that the soundtrack and its artwork are commercial products and as such that you ONLY download the media if you have purchased or are intending to purchase the soundtrack (i.e. you have purchased the soundtrack online and are simply waiting for it to ship). You don't want to deprive Akira Yamaoka or Masahiro Ito of their income, now do you?

    Silent Hill: Lost Memories (English Branch) - Music - SH0 Original Soundtracks

    In case you're wondering, the English translation of the title of the comic is White Hunter. The two characters are called Белый охотник (which means "white hunter") and Ангел (which means "angel"). Masahiro Ito has posted his comments on the comic via his BBS channel on his website.

    About comic,I tried to express was My another world about pryamid head.

    Pryamid head is white hunter. The white hunter is "белый охотник"

    It has no connection to SILENT HILL at all.

    If the pryamid head is another character ?

    In comic he has white helmet. His purpose is to keep killing Angels.

    (I call angel "it" in that comic.)

    According to him, the red pyramid thing is in fact a white pyramid thing and actually called "white hunter." Thus, Masahiro Ito is trying to establish the character as his own creation independently of the game series and its backstory. The comic thus describes the tale of an angel sent to awaken the White Hunter, whose task is to kill angels. (A rather cycular relationship, if you ask me.) The article "it" is used to refer to the angel, while the article "he" is used to refer to the white hunter.

    In fact, there's a ton of neat stuff there, that somehow I have no idea how I missed! Like the New Track & Field version of Pyramid Head? Great laughs on the character bio there :)

    Yep, that's some pretty strange stuff. Also, check out the christmas card Konami sent out for 2007.

    konami_xmas.jpg

    Socks? That's just crazy.

    Buut, anyway...

    This thread's been gone too long, and maybe one reason is because there's been pretty much *nothing* to chew on Silent Hill-related lately...

    Actuallly, I've got a lot of information about SH5, PS2 version of SH0, Silent Hill The Arcade's international release, Silent Hill: Sinner's Reward comic from IDW, and a few fan-made stuff. I don't have time to post it today, but I will on Saturday.

    But I just stumbled across these screenshots for Silent Hill V, thought you guys might enjoy taking a look.

    One thing I think that should be kept in mind while looking at them is that the early screenshots for every other Silent Hill game didn't show much of anything, either...Probably to preserve the scare factory of certain areas. All in all, the pictures (I think) actually look really good!

    ...I'm not sure I like that weird health meter/enemy attack detector thing at the left hand side of one of the pictures though.

    The fog is impressive though, and looks as if it distorts anything that's far off in the distance, rather than completely hiding it. The other impressive thing I noticed is how pic 4 in the XBox 360 section of the photos shows off how the flashlight's light cone can be filtered through and dimmed by the fog. I'm also wondering by that picture if this game has even a little bit of a RE4-type camera angle, at least during combat.

    Oh well, anyway...Link!

    http://ps3.qj.net/Silent-Hill-5-screenshots-a-tour-around-creepy-town/pg/49/aid/114885

    I've got some objections to the way that the art direction is presenting the environments. Something about it isn't exactly right; it lacks... perculiarity. As such, they seem almost interchangable with environments from any adventure-horror game, which already loses its individuality.

    What I'm most disappointed with is that the game is being developed on the 360 and ported over to the PS3. They're just overlooking all the things that can be done with the PS3. As such, reviewers will almost definitely say the 360 version is better. So, there goes Silent Hill's tradition of pushing the hardware capabilities on it's respective console.

    This is turning out to be less and less of a SH game the more I see of it. And with the release scheduled for this fall...

  12. "Boring" is not the correct term to use in this piece because I find the arrangement itself to be varied and textured despite the minimal instrumentation. However, what incites XZero to use the word "boring" is the placement of the rephrases and reprises in this mix. Because the saxophone rephrases the main melody at 1'19" through 1'36" and reprises the main section of that melody at 1'36 to 1'42", the momentum of the song wains there and thus loses it focus momentarily. It's not until about 2'00" that the focus seems to be regained.

    The problem with this section (1'19" - 2'00") of the song does not involve anything regarding techinical issues, but that in terms of the overall arrangement, it is the section that least fits into the context; due mostly from it's change in momentum and concentration via the use of the refrain. In contrast, however, this section is the most technically proficient section of the entire song. So, what it means in terms of fixing problems and tackling issues for this piece is to rerecord this section with better focus on the overall arrangement and greater attention to the momentum that the piece is undertaking.

    Additionally, the piano seems to hit a few off-key notes at 0'42"/0'43" and at 2'31"/2'32" at least in relation to the saxophone.

    Personally, I like the concept of a piece that simply involves these two instruments. It provides a refreshing contrast to pieces that take a maximalist approach to these source tunes. So long as this song continues to work on its arrangement in the overall sense and really tightens up the recording, I see no reason why this wouldn't pass the judges panel.

  13. Considering the answer(s) given in regards to NO OVERRIDEs, can you explain YES OVERRIDEs?

    Additionally, how are ReMixes for games that use "dynamic music" evaluated in regards to comparing the two, i.e. games where the arrangement of the music in-game is compiled in response to the gamer's actions and thus fluxuates on every playthrough? (See Halo: Combat Evolved, Splinter Cell: Pandora Tomorrow, Psi-Ops: The Mindgate Conspiracy, etc.) Does the panel refer to composer/arranger arrangements from CD/commercial releases, or is there another method for comparison?

    Are arrangements of VGM from non-VGM sources suitable for submission to OCR? (See The Legend of Zelda animated series, Silent Hill the movie, Orchestral Games Concert/Video Games Live/PLAY! A Videogame Symphony, etc.)

    Certain games contain music on the physical medium, but are never actually used in the game itself, which is sometimes the case for PC and other CD-ROM titles. Are ReMixes of these unreleased "hidden tracks" a violation of the current submission standards? (See "Singing Mountain" from Chrono Trigger, various PSOne Titles, "Heads No. 1" from Silent Hill 3, etc.) Personally, there is still some obscurity regarding this issue as I'm not sure if the panel distinguishes "...used in the game..." between physically present and executed via operation.

  14. If you're looking to hear a respectful, charming love note video game music, go to Play.

    That basically summeizes my feelings on attending PLAY! Arnie Roth really understands this aspect of producing the concerts and chooses pieces accordingly. This is particularly why I like PLAY! more, because it PLAYS as a symphonic concert. Also, VGM needs this kind of recognition as having sustainability just as much as it deserves having a more mainstream presentation like VideoGames Live. The two concerts balance each other by showing two different sides of presenting the same music.

    I can only hope that in the future, touring performances of VGM can also cater to other styles and genres of music, such as live rock and electronica. Also, these symphonic concerts need more Hitman music.

  15. Cool. The fact that it's pretty well organized and that RSS channels are added makes this pretty functional about getting new release information on a category-wide basis. Now if only we could do this for Coming Soon info.

    As far as feedback goes, avatars or image tags would be useful for searching. (I say that as a visual learner, which is only personal preference.)

    I'd like a search box somewhere near the tags buttons. Also, it would be helpful to have a "search tags" option, since some of the tags are just incredibly small and hard to read, e.g. DS.

    Clicking on the RSS button on the bottom of the page, though, produces this error.

    An invalid character was found in text content.

    Line: 200 Character: 270

    <description><![CDATA[RPG created by acclaimed artists Takehiko Inoue (Japanese manga creator, made famous by “Slam Dunk”), Kiyoshi Shigematsu (a famous Japanese novelist) and Nobuo Uematsu (Japanese music composer, known for creating the music for the “FINAL FANTASY

  16. 2

    I listen to a song only if I know the game/series music or if I like the artist (mostly)

    I must admit I fall into the number 2 category. Yes, I am a bona fide piece of shit, and I'm curious as to how many other people are (generally).

    ______________________

    ps2ndsig.jpg

    ~check out my music~

    Irony!                    

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