I then wonder of how to immerse the player. Aren’t you conscious of it? Rather than thinking of how to scare the players, I have a fascination for scenes that generate fear. I always ended up thinking that I made yet another game that isn’t scary. Toyama: “First, I believe everyone in this room knows it. How would you rate Slitterhead matching up to your previous creations? Would you say this is your most terrifying game to date? It’s fair to say that you all have made some of the most iconic horror games of all time. But I want to include as many languages as possible.” We already have English, however I can’t say for now the extent of languages that we’re going to add. We’re currently pursuing development in both Japanese and English. Is there a plan for multiple languages support for Slitterhead? We’re thinking of allowing the player to initiate the attacks as well.”Īre there also scenes where you’re pushed to run away? Junya Okura, Game Director: “I believe the question is whether you can fight back. Will the players be able to fight back or is the gameplay going to encourage us to escape from confrontation? I keep in mind to make a game that is accessible.” It’s aimed at players who are not necessarily core fans of the horror genre, I want young players to be able to experience that as well. This is type of challenge that I want to take on for Slitterhead. Instead, I will make something I currently find fun and that is new. This is why I won’t go in that direction again. A couple of decades later, there are now plenty of good games within that genre. I believed I had found that in the modern horror genre. When I made Silent Hill, I had this idea that it would be fun to make something that had never been made before. Keiichiro Toyama, Creative Director: “For me, it doesn’t differ that much. Now how does your next game differ in terms of story, gameplay and art style? What type of gameplay are you going for? However, he promises to keep fans updated regarding the development status of Slitterhead as time goes on.You’ve made Silent Hill. He also notes that the production will be continuing until at least the end of 2022, and what platforms the games will release on is also undecided. In regards to the current state of the Silent Hill successor, Toyama said that the development team is preparing to complete the prototype's core concept before increasing its manpower to start full-on production. He hinted that part of the gameplay will involve finding ways for these creatures to reveal themselves and drop their disguises. The mysterious creatures he said are mimicking humans are known as Yakushi, a kind of monster whose roots originate from classic theater. The trailer shows an unspecified city, with Toyama clarifying it is a fictional place inspired by 1980s and 90s Hong Kong, though the sights will be explored through a lens of nostalgia. Other details revealed about the game include the setting, as well as the inspiration for the monsters shown in Slitterhead. This extends to the gore aspect, where he hopes that it will portray the horror in a way that players will be immersed within it, providing entertainment with both a mysterious story and new action gameplay. He said that Slitterhead will be a more action-oriented third-person game, where it will have new mechanics that have not been seen in other games before, hoping it will create a unique experience. In an interview with IGN Japan, Toyama revealed some of the details of its gameplay and setting, though he remained silent about some specifics considering the game's early development stage.
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