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  • 3 days ago
Transcript
00:00Silent Hill
00:29Silent Hillは西洋ホラーと和風ホラーのエッセンスが融合したシリーズでしたが、シリーズを重ねていくごとに和風ホラーのエッセンスが失われていったように感じています。
00:41そこで、いっそ和風ホラーのエッセンス100%の Silent Hill を作ってみたいという気持ちが出てきました。
00:49和風の Silent Hill を作るなら、日本やアジアの制作チームが良いと考えており、そのタイミングでNeo Birds さんと出会いました。
00:58日本の大手パブリッシャーともいくつか仕事をしており、コミュニケーションも円滑に取れる良いチームだと感じました。
01:06この団体は、彼らは20年間で一緒に工作したり、彼らは20年間で一緒に彼らが彼らの作品を見ることができました。
01:15この団体の中で、S Silent Hill 、隆岐石さんのファンス、
01:20その中で、Konamiのゲームを始めることについて、
01:22コミュニケーションで、どのような味わいがあることを考えていただきました。
01:28大切な内容で、
01:29それについては、
01:30このようなコミュニケーションは、
01:33but really understand what the key atmospheric elements that defined the classic Silent Hill titles were,
01:39in order to evolve them for F.
01:41So we spent a lot of time iterating and discussing between Neobards and Konami
01:46on how to bring that uneasy charm and loneliness of Ebisugoka to life.
01:51Keeping in tradition with the Silent Hill series,
01:54our protagonist Hinako is also designed to be an ordinary person.
01:58However, it was crucial to us to have fun and interesting gameplay.
02:02For Silent Hill F,
02:04the team spent a lot of time focusing on creating a combat system
02:07that would feel both fresh but familiar,
02:10yet also be thematically appropriate and not overly complex.
02:18Silent Hill F
02:50As a key concept in Silent Hill F is the idea of beauty and terror, we created our visual designs to have a distinct uneasiness to them, but also have a horrific charm that would make it so you just couldn't stop staring.
03:06In this matter, we were extremely fortunate to be able to work with Kerasan to design our key character art as their designs perfectly suited the ideal of beauty and terror.
03:17For the first time of the movie, I decided to choose the theme of the movie and the environment and the environment and the environment and the environment.
03:29Since now, it is already half a century before the time of the time of the time, and it is certainly not related to the future.
03:36I hope you enjoy the future.
03:47Another key reason we chose this time frame and location
03:50was that there were many, many elements we could draw from
03:53that would both feel familiar yet alien to many players,
03:57supporting that sense of uneasiness.
04:17Even though we didn't forget Silent Hill's The World,
04:19this is a very important component of the IP.
04:22We had a lot of discussion and adjustments
04:25with the fun of the movie,
04:27and we had to build up the original part of the game.
04:31I believe that for the players of the world,
04:33these events should not be seen in the past,
04:35but for the players of the world,
04:37these are a very unique place.
04:41We hope that this game,
04:43it will allow more players to experience
04:44the modern art and design of the world.
04:48I'm trying to challenge the theme of Silent Hill in this past.
04:53I think it's a very similar theme to Silent Hill.
04:59I think it's a very similar theme to Silent Hill.
05:03I've had a lot of discussion about the performance and表現.
05:09I would like to share everything from the scenario.
05:15One of our core development goals was to make sure
05:18Ryukishi-san's unique storytelling characteristics were completely preserved.
05:23Because the flow and pacing of a script is very different than that of a playable game.
05:28There was a lot of discussion and iteration between our teams
05:30on what things would need to be adjusted,
05:33why they would need to be adjusted,
05:35and how to best go about it.
05:37For instance, something we had to consider was the flow of the levels in relation to the story,
05:42such as when to push players along, when to give them the freedom to explore.
05:48In order to present Ryukishi sounds lower in the most suitable way,
05:52we'd organize what information would fit best where,
05:55such as through environmental storytelling,
05:58secondary information such as a note you'd pick up during gameplay,
06:02characterization through animations, VO, etc, etc.
06:06And of course, what parts would most suitable as a cutscene?
06:12本作的敘事設計,我認為有一個原有的核心,與兩個崭新的面貌
06:17原有的核心指怎麼延續三一有特有的戰力與恐怖
06:21崭新的面貌則是熔騎士老師筆下的劇情搭配本次的 gameplay玩法設計
06:27什麼部分讓玩家在遊玩中直接去感受壓力
06:31什麼時候則透過鏡頭與構圖去投射恐懼
06:34and also the fear of fear.
06:36This time we came to Japan from the West,
06:38except for the environment,
06:40we also hope the part of the exhibition
06:42will allow players to have the same cultural experience.
07:04For more information, visit www.fema.org