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Silent Hill F Has One of Horror's Most Gnarly And Profound Transformations

Silent Hill F Has One of Horror's Most Gnarly And Profound Transformations https://ift.tt/TrkGXL0 What do you think of when you think of a woman in pain? There are no tidy universalisms here, but for many of us, even most of us, pain is private and domestic. You could think of a mother shouldering burdens alone while her husband is at work. The father in the waiting room while the mother screams with strangers. A woman going to the doctor about an ache, only for him to tell her to lose weight and deny the problem is even happening. All these things are simple clichés--tropes stolen from life and television. When Silent Hill f conjures a woman's private pain, it is with cutting specificity. In one of the most grisly moments of body horror in video games this year (or ever, really), protagonist Hinako turns into an emblem of her own sorrow, her own compliance, her own screaming rage. Spoilers follow. Continue Reading at GameSpot

James Gets Progressively Dirtier And More Tired In The Silent Hill 2 Remake

James Gets Progressively Dirtier And More Tired In The Silent Hill 2 Remake https://ift.tt/opS72Nt

The Silent Hill 2 remake reimagines the somber story with modern technology, and the tech in place goes beyond providing a new look for environments and monsters. In a dev diary by developer Bloober Team, the designers explained the work involved in recreating the look of protagonist James Sunderland, including features that showcase him becoming dirtier and more tired as you make progress into the story.

"We wanted to stay true to the original design, but we also wanted to use modern technology to expand on the concept of an ordinary man pushed into extraordinary situations," creative director and lead designer Mateusz Lenart said in the dev diary. "Our version of James has three-day facial hair, you will see his clothes getting dirtier and his face more tired as he progresses through the game." Over on X (formerly known as Twitter), a player noticed this visual transformation in James' own fingernails, gaining noticeable dirt over time.

Lead character artist Pablo Poliakov added that, while it's easy to get carried away and come up with more flashy designs, it was important for Bloober to retain James' "not too cool, not too good looking" aspect. This philosophy carried over to the way the character moves with a hunched posture, as well as his actions in combat or traversal, such as vaulting over windows.

Continue Reading at GameSpot

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