![]() ![]() Things like insects or aquatic creatures. One inspiration was to have creatures that are close to humans, but that we’re not able to understand. It’s important to have that kind of opposition. Instead, while being different from humans, they have their values, their culture and intellect. I don’t want to make simple enemies, who are here just for the sake of it. This is a part where I’m still deeply involved. What are your mains inspirations in creature design? I believe it’s fun to have something like that, which makes that theme important to me.” Their existence leads to fighting with humans. They are different from humans, but they have their own mind and hierarchy. Rather than focusing on that aspect, I try to avoid making enemies that are simple pawns. Toyama: “This probably won’t be changing. Is the concept of the hive mind (which we also had with the Shibito) important to you? The Shibito nest in SIREN: Blood Curse was already reminiscent of the city of Kowloon in Hong Kong. I put attention to that rather than having jump-scares.” In that sense, you enter a world that is unknown to you, which naturally scares you. Toyama: “No, we first focus on world-building and matching the feelings of the player with the characters. This will result in having elements that surprise the player.”ĭo you feel it’s just how players perceived your games in the end? Sato: “I feel you don’t intentionally try to surprise the player. Sometimes there’s emotion but it’s not scary.” I then wonder of how to immerse the player. Aren’t you conscious of it? Rather than thinking of how to scare the players, I have a fascination for scenes that generate fear. I always ended up thinking that I made yet another game that isn’t scary. Toyama: “First, I believe everyone in this room knows it. How would you rate Slitterhead matching up to your previous creations? Would you say this is your most terrifying game to date? It’s fair to say that you all have made some of the most iconic horror games of all time. ![]() But I want to include as many languages as possible.” We already have English, however I can’t say for now the extent of languages that we’re going to add. We’re currently pursuing development in both Japanese and English. Is there a plan for multiple languages support for Slitterhead? We’re thinking of allowing the player to initiate the attacks as well.”Īre there also scenes where you’re pushed to run away? Junya Okura, Game Director: “I believe the question is whether you can fight back. Will the players be able to fight back or is the gameplay going to encourage us to escape from confrontation? I keep in mind to make a game that is accessible.” It’s aimed at players who are not necessarily core fans of the horror genre, I want young players to be able to experience that as well. This is type of challenge that I want to take on for Slitterhead. Instead, I will make something I currently find fun and that is new. This is why I won’t go in that direction again. A couple of decades later, there are now plenty of good games within that genre. I believed I had found that in the modern horror genre. When I made Silent Hill, I had this idea that it would be fun to make something that had never been made before. “.Keiichiro Toyama, Creative Director: “For me, it doesn’t differ that much. According to the composer, “Instead of perfect combinations, we look for some kind of misalignment, which makes her feel fresher and more attractive. If you have listened to the music of the Silent Hill saga, it will be easy for you to understand it, but basically it’s about breaking the rules a bit when it comes to making music for a horror game. Regarding the approach of the BSO, Yamaoka has used the Japanese expression “Ki wo terau” to define it, which is kind of like acting deliberately strange. According to Yamaoka, he first heard about the new game while he was drinking with Toyama, who used words like “ninety”, “urban” Y “Asian taste.”. ![]() Also, go into a lot of details on his approach to songwriting and his relationship to the new game from Silent Hill creator Keiichiro Toyama.įirst of all, it’s very worth seeing how the idea came out. In her, Yamaoka explains how he joined the project. These statements by the acclaimed composer come from an interview that the author has made for Slitterhead developer’s YouTube channel, Bokeh Game Studio (via GameSpot). ![]()
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