Harry Mason and his daughter Cheryl are driving to their favorite vacation spot. Late that night, a figure suddenly appears from out of the darkness. Harry turns the wheel in panic, and the car careens off the road, knocking him unconscious. Awakening sometime later, he realizes that Cheryl is missing. Stumbling out of the wreckage, he heads toward the small town of SILENT HILL. EVERY TOWN HAS ITS SECRETS. SOME ARE JUST DARKER THAN OTHERS. This is a short (3 to 5 minute), fan-made recreation of the beginning nightmare in the first Silent Hill game, and is a complete project. A tribute in celebration of its 20th year of life. It has been re-imagined in a cinematic first-person view, so expect things to be different; but familiar. I really hope you enjoy. zerotraceoperative.itch.io/silenthill !
Silent Hill Remake Concept Demo 1.2
A small surprise update. SPOILER AHEAD.
The major change is the driving intro. It is now mostly what I originally wanted it to be. Its time has been extended to the length of the Silent Hill 1 theme song which now plays from the Jeep radio. 3D spatial audio has been added for all sound in this scene as well, look around the jeep to test this.
The road now more closely resembles the road from the original game intro, minus its winding turns. The mountain is present on the left, the road railing is on the right, and the occasional streetlight passes by.
The best part is Cybil Bennett makes her cameo! Her drive-by animation is closely accurate time-wise to when she appears, drives off, and goes missing in the original game intro.
In SHRCD 1.1, Alessas brace-for-impact animation was barely noticable, as if she was already standing like that when she became visible. Her animation before impact is now more obvious. For an added touch, the classic radio static is also heard getting louder as you get closer to Alessa.
Lighting has been modified to be brighter. In version 1.1, the daytime world geometry was a lot less bright than it should have been, in relation to the brightness of the fog. The lighter is also brighter in the alley section, but the distance it casts light is the same. Ambient occlusion has been strengthened as well. Resolution has also been upscaled from a locked 1280x720 to a locked 1600x900. A reminder that the locked resolution is a limitation of the version of the UPBGE game engine used to make this demo. These changes lead to a less visually obscure experience. The heavy parallax textures and other details can now be seen and appreciated.
Audio has been slightly modified in the alley section as well, with better rain ambience, and better mixed music layers. Although without the original music stems, it will never be 1:1, as I cant mix specific intruments or samples without them.
Lastly, I added a promo for my next main project in an ad after the demo completes, so look out for that final splash screen!
Although there are a million ways to polish this demo further, I think I'll be leaving it as is indefinitely, unless future circumstances allow for the amount of free time needed to touch up overall details. To be clear though, no further gameplay, levels, or any real meaningful additions to the demo will ever be done. This is not my Intellectual Property. I'm just happy it gets to stay online at all. So as usual: THIS FAN PROJECT IS COMPLETE AND WILL NOT BE CONTINUED!
Keep a look out for new projects I'm finally getting back to. All using the Unreal Engine with a hybrid of traditional flatscreen MKB/Controller play, and full VR support. Sub as an Operative on Patreon if you would like early peeks and ViDocs of these upcoming projects!
It's been a long 3 years.
But guess what? I WILL be coming back, and I'm bringing my new toys with me.
The Silent Hill remake concept demo is now available on itchio!
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