- "If you look at the whole series, and the way that we chose to look at the series - Silent Hill has an entity, a genius loci - is the main character," says Brian Gomez, design director of Silent Hill: Downpour. "Silent Hill the town is the star of the show. In the way that Jigsaw is in Saw, he's the inciting force and events transpire around him. That's what Silent Hill is like. So we see Silent Hill as the only consistent character across the whole series. It's really about who you plug into it. You get a different result whenever you plug in a different person with different psychology, a different load of guilt or remorse that they're carrying around with them."
- Guns will play a role in the game but Vetra doesn't want to discuss the gunplay right now
- "You're never going to dig up Murphy's past and discover that he's the great, great, great grandson of The Order [Silent Hill's enigmatic cult] or something like that," Gomez promises. "You'll find some nice little tie-ins for the fans, but Murphy's story is Murphy's story. It has nothing to do with Alessa, or James, or anybody."
- The female cop from the trailer is named Anne Cunningham and the mail man is named Howard
- The actions you make to change the story can be much more obvious time, although the cryptic things (such as enemy kills or examining specific items) are still in there. One example is that characters will react to your differently depending on how you're dressed.
- They're going back to the old Silent Hill style of having a fixed camera along with a player controlled camera. They say that it's much easier to set up scares when going into a fixed perspective. But they point out that you won't always experience scares when it goes into a fixed perspective.
- "Thematically, psychologically, story-wise, obviously water is playing a big part in it," says Gomez. Vatra wants to break the predictable mold of the nightmarish parallel world presented in earlier Silent Hill games. "Our world isn't nearly as uniform as some of the more recent Silent Hill games were," he says, "With Silent Hill: Shattered Memories there was always a chase sequence every time the otherworld happened." They go on to say that Downpour's otherworld's are meant to play out like standalone levels instead of remixes of the environments.
- They say that the reason for having breakable weapons is to make the player feel vulnerable. They mention that you can't feel vulnerable when you've got a big gun or an unbreakable axe.
- The damage Murphy has taken is indicated by a pool of blood that will grow on his back.
Scans:
http://www.systemwars.com/forums/showthread.php?89284-Silent-Hill-Downpour-scans