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#silenthill

ett innlegg1 deltaker0 innlegg i dag

11 years today since P.T., AKA the demo of Silent Hills, AKA the franchise revival that would have involved the collaboration of Hideo Kojima and Guillermo del Toro that we will (probably, because never say never) not get to actually play, was released worldwide on the PlayStation 4.

Man, hope you enjoyed that little vignette through the (terribly told) story of Luvellius Allus, because we're onto something old yet new again today! Today's VOD kicks off Spooktober season 2020 with a triple feature! Up first we have a spooky little mapset clearly inspired by #SilentHill called Soundless Mound, before jumping over to the demo map for Trenchfoot, and finally ending with a very appropriately named mapset, combined with a Complex Doom variant, Pandemonia!

Having never before dipped my toes into this gameplay mod, I honestly want to find another mapset to sink my teeth into it a bit more, especially with the more recent enhancements that have gone into it since these next few VODs.

For now, sit back and relax as we journey into a Halloween themed Super Mario-esque painting hopping adventure!

youtu.be/9oxNrOzJim0

#Game#Games#Gaming
Fortsettelse av samtale

The soundtrack for Silent Hill was composed by sound director Akira Yamaoka, who requested to join the development team after the original musician left. 🔄
In addition to the music, he was responsible for sound effect creation and audio mastering. 🎹

To differentiate #SilentHill from other games and to give it a cold, rusty feel, Yamaoka chose industrial music. 🏭
He did not watch game scenes but instead created the music independently from the visuals.

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Fortsettelse av samtale

The Silent Hill developers wanted to create a game that would appeal to the emotions of the players. 🖤
To achieve this, the team introduced a "fear of the unknown" as a psychological type of horror. 🔦

The plot was intentionally made vague and occasionally contradictory to leave its true meaning in the dark, encouraging players to reflect on unexplained elements. ⁉️

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1999's Silent Hill for PlayStation 1 uses a third-person view with real-time rendering of 3D environments. 🚶

To mitigate the limitations of the console hardware, the developers used distance fog and darkness to obscure the graphics and hide pop-ins, which, in turn, helped establish the game's atmosphere and mystery. 🌫️

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