Konami Announced Silent Hill: Downpour

Silent Hill Downpour logo
Silent Hill Downpour logo

Fans of the survival horror series rejoice the eighth game in the series is set to be released this fall. Silent Hill makes its return to the Playstation 3 and Xbox 360 will a brand new story, updated graphics, gameplay, and a soundtrack by acclaimed composed, Daniel Licht. Here is a sample of the music.

Silent Hill Downpour Music Sample

The story follows Murphy Pendleton, a convict on his way to prison when his transport bus crashes just outside the fabled town of Silent Hill. Stranded and alone in the woods just on the outskirts of Silent Hill, Murphy will not only have to find a way out, but fight for survival.

Along with the updated graphics and music, Silent Hill: Downpour reveals a new, expansive environment that is similarly claustrophobic and where the player is never truly alone. In the screenshots below, you can not only see the incredible new graphics, but also get a sneak peek at two new areas in the town, The Diner and the Devil’s Pit.

Obsolete Gamer was able to speak to Konami about the upcoming game.

Obsolete Gamer: Why the decision to go with a convict this time?

Tomm Hulett – At the start of each game we try to consider “what would be an interesting thing to see in Silent Hill.”  Other games have touched upon normal people who have done bad things, or innocent people stumbling on events much bigger than themselves.  But a prisoner is a person you would expect to have a lot of baggage for Silent Hill to exploit.  We felt this was an interesting premise that fans could speculate on as they awaited the game.  I wouldn’t say it was a deliberate attempt to “play a badguy” necessarily, but we did have discussions around whether or not people would/could relate to such a character.

Obsolete Gamer: Can you give us some information on the new gameplay and side quests within Silent Hill?

Tomm Hulett – In previous games, in order to progress the plot you might have to do some elaborate fetch quest puzzle involving artifacts or photographs or what have you.  And the clues involved might tell some side story that had little to do with the actual story (except tying in thematically perhaps).  The side quests could be viewed similarly.

Devin Shatsky – We’ve basically taken that notion that Tomm described above , and expanded it upon it exponentially.  We have this huge city at our disposal, yet in the past, it was comprised primarily of locked doors .  We wanted to give players a bit more incentive to search around, and check those doors without facing a constant barrage of discouraging locks.  This gives the player a greater sense that they are “exploring the town” and then rewarded with these mini-stories.  We’ve been very careful to keep these immersive enough to make the player feel like they’re still a part of the main story, yet separate enough that they aren’t forced into completing all of them in a linear fashion to reach the ending.

Obsolete Gamer: What have you taken from previous Silent Hill games and added to this one?

Devin Shatsky – We’ve borrowed elements from just about every past Silent Hill game in some form or fashion.  During pre-production we did (and still do) a lot of research in the fan forums, review sites, etc. for each game in the series, and we apply what we’ve learned from those past games into certain areas of Downpour as well.  The main goal being to do it in a way that pays respect to the past games and what we’ve learned from them, as well as trying to innovate where appropriate.