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The creator of Silent Hill talks about returning to the horror style with Slitterhead

BingMag.com The <b>creator</b> of <b>Silent</b> <b>Hill</b> <b>talks</b> <b>about</b> <b>returning</b> to the <b>horror</b> <b>style</b> <b>with</b> Slitterhead

It was almost a year ago that some old Sony members announced their intention to establish their own independent studio: Bokeh Game Studio. This news was exciting for the fans, because the studio was founded by Kichiro Toyama (creator of the Silent games Silent Hill, Siren and the Gravity Rush series) and he wanted to sit in the director's chair once again and scare the audience.

During Game Awards 2021, Bokeh Game Studio finally unveiled its game called Slitterhead. Not much is known about the game, but Toyama has previously stated that Slitterhead includes the theme of "subverting the lives of all the characters" as well as scary elements alongside the action. This game is made by some of the most talented developers in the industry, and many of them are former members of Sony. Following the closure of Sony's Japanese studio, many of its members joined Bokeh Game, including Junia Okara (designer of Gravity Rush), Kazunobo Sato (chief developer of Puppeteer) and Tatsuya Yoshikawa (Doyle May's character artist).

  • Watch Slitterhead horror game unveiling trailer

Kichiro Toyama hopes the early introduction of the game will help a number of young and talented developers join his studio and complete its amazing team. Following the introduction of Slitterhead, the VGC website conducted an interview with Toyota and talked to him about the status of the new studio, the possibility of Silent Hill returning, as well as Slitterhead's game.

One year since the studio Bokeh Game was introduced to the world. How is your first project going?

We unveiled the trailer for our first game, Slitterhead, during Game Awards! In the case of the project, we have gone through the prototype construction phase. We will use the knowledge gained from the feedback to enter the full production phase. However, it is still too early to release the details of the game and there is considerable time left until its release; We hope you look forward to it!

Looks like you already have an experienced team together. Joining the project seems to have attracted a lot of developers; Has this helped you move the project faster? BingMag.com The <b>creator</b> of <b>Silent</b> <b>Hill</b> <b>talks</b> <b>about</b> <b>returning</b> to the <b>horror</b> <b>style</b> <b>with</b> Slitterhead

I have worked in the past and I am thankful for this. I will be able to carry out this project with the same mindset that I used to work at Sony Interactive Entertainment. We are also gradually recruiting younger staff to motivate the team.

How is the first year of working in your own studio different from the Japanese studio? Have you had a very different experience?

I definitely work in a much freer environment now. Although I focus on the creative side of things in the first place, they have a lot of experience in the team and create a certain integration in all aspects of the work. This allows me to spend more time with the story and the concept elements.

We were very disappointed that a history-making developer like the Japan branch of PlayStation closed down. You had two choices; Join a new publisher or start your own studio. What led you to establish Bokeh?

I was thinking about independence for a while before the Japanese studio closed. However, I felt it would be difficult for me to move to a new position in a different company due to my age. I think the best option for me was to become independent and work with other companies. However, due to the circumstances, I was able to work with people who shared my thoughts, so we decided to start a new studio.

Slitterhead takes you back to the horror genre; The genre for which you are known. Among modern horror genres, is there anything you really like or different about? And why?

Needless to say, P.T. from Hideo Kojima was really amazing. The game set a new standard for virtual reality (VR) horror games. I think P.T. is a legend.

For newer games, I think Devotion was a lot. The feeling of alienation and acquaintance with different cultures made me feel nostalgic, while at the same time I was afraid of the unknown.

Based on what you founded with the first game of Silent Hill, how do you feel about the continuation of the series? Do you have games with Silent Hill 2, 3 and beyond?

For the second and third games of Masahiro Ito, he perfected his artistic directing style and gave his best perspective on the game. I think there was a lot of integration and I think it was very good. My only concern was how the characters get into an action game.

And Ito, as a developer, is really out of control. It is very difficult for him to follow the professions of others or to tell him to do his work in a certain way. Even he does not have much control over his thoughts and feelings, and he can not always follow a certain path, so he needs a lot of creative freedom.

But when you give him that freedom, He comes up with great ideas and concepts, and as a director, you always want to find the best way to get things done. Eventually, these characters come out of a nightmare and I think they fit well into the narrative.

BingMag.com The <b>creator</b> of <b>Silent</b> <b>Hill</b> <b>talks</b> <b>about</b> <b>returning</b> to the <b>horror</b> <b>style</b> <b>with</b> Slitterhead

Silent Hill movie scenes designed by Takayoshi Sato - and what sets it apart from Resident Evil - is one of the main reasons why the game is so memorable. Do you think these scenes have played a role in creating the legacy of the game?

I agree that Takayoshi Sato's work was and is amazing, and many in Konami's studio admired it, and the directors wanted to make the most of his talent and high level. Make it a game strength. But personally, since it was my first directing, I was worried I would not be able to use Sato or Ito's abilities. So that's one of my problems when it comes to directing Silent Hill. Is this true? And surviving this experience, what approach did you try to take in making other titles like Siren, Gravity Daze, or future games?

Konami came up with the idea at the time. It had a lot of games coming to market, and if we had a successful release, it would be great. It was Konami's mentality to increase the number of games. They tried to put novices in the director's chair, but at the same time I had only three years of experience in the company and I was very young. I was also one of the first people to direct a game with this new trend and policy in the company. So I was very surprised when they chose me as the director.

The only reason I can find them for this is that I joined the company in 1994, the same year that the PlayStation console was released. At this time, there were widespread changes in the video game industry, and Konami wanted to adapt to this process. As a result, he took a big risk and took advantage of inexperienced, young developers. It was a big bet.

BingMag.com The <b>creator</b> of <b>Silent</b> <b>Hill</b> <b>talks</b> <b>about</b> <b>returning</b> to the <b>horror</b> <b>style</b> <b>with</b> Slitterhead

If you were not chosen as the director of that project, your life It was very different now.

I'm just thankful, I think I was very lucky to get that opportunity in time.

32-bit graphic style seems to be It is becoming common again. How do you feel about that? Do you have any fond memories of this period, or was it frustrating to deal with the limitations of PlayStation at the time?

PlayStation initially had this particular style, and I remember one of the most important obstacles And our problem with the development of the games was that the textures and the smooth lines did not stay smooth at all; Everything changed as it moved.

And I really did not like that, so we tried to fix the problem within the system. We found different ways to display them, for example, some shortcuts or ways to solve the problem so that the image does not look too bad. But it's interesting to me that the same graphic style is now popular, and they'd love to re-experience a lot of old work.

Capcom has remade or remastered several titles in the Resident Evil series. And this will probably continue until all the titles in the series are updated. Do you think it would be interesting if Konami completely reconstructed Silent Hill's first game?

I think it would be harder to build this title than Resident Evil, because Silent Hill's gameplay is an older concept. . This is not an action game that modernizes its action aspect like Resident Evil, bringing Silent Hill to today's standards and updating its graphics can not satisfy fans. Silent Hill had a special beauty and it did not end there. In my opinion, Konami should reconsider the concept of the game from the ground up in order to be attractive to the fans.

BingMag.com The <b>creator</b> of <b>Silent</b> <b>Hill</b> <b>talks</b> <b>about</b> <b>returning</b> to the <b>horror</b> <b>style</b> <b>with</b> Slitterhead

In general, what is the feeling about the new process of making remakes? Is it good that classic games are being offered to new audiences, or do you find it devoid of originality and creativity?

Unlike movies, it is difficult to enjoy games in their original state - Obviously because of the platform, because as time goes on, its mechanics lose their logic and maturity. Visually, the old games are clearly not made for the new devices, so I have no objection to changing or improving them to keep pace with the modern age.

As such, as one of the people in charge Created by Silent Hill, do you have a special attachment to it and will the return of the series be interesting to you?

I can not say anything about myself, however, I would be excited as an audience if a new episode were to be released in the future. I know that many games have followed in the footsteps of Silent Hill to date, so I would love to know what legacy a new game will leave in the series and how it will differ from the first part.

Why do you think Has David Lynch had a tremendous impact on Japanese game developers?

Twin Peaks was as popular in Japan as it was in the United States. Therefore, the Japanese people generally know him very well. But the idea that ordinary people can have a dark side to their personality is well received by audiences; Especially since the suburbs often have dual characters, and I got very involved with what Lynch was showing at Twin Peaks.

You can point to something in your games that is directly inspired by David Lynch Is it?

That siren [when you go to another world] used in Silent Hill is actually a tribute to David Lynch and the Twin Peaks. In "Eraserhead" we see a sense of curiosity in humanity, when you are not going to do something, it is a desire in human nature that you can not stand, this powerful desire to do things you should not do such ideas They have definitely influenced my game.

The main character is looking for his lost daughter, but he constantly enjoys hunting and killing. On the surface, we think he has to do these things to save his daughter, but then we think he may be enjoying some of these things as well. This innate human struggle was inspired by the work of David Lynch.

It is not bad to know that Silent Hill composer Akira Yamaoka is again collaborating with Kichiro Toyama on Slitterhead's project. In an interview with GameSpot a few weeks ago, he mentioned that he intends to use musical elements that are not usually close to the horror genre and create another kind of fear.

Perfectly matched, we're looking for a kind of inconsistency that makes it feel more fresh and attractive. And PlayStation 5 to be marketed.


Source: Video Games Chronicle

Tags: creator, silent, hill, talks, about, returning, horror, style, slitterhead

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