Although a significant departure from the themes and events of the video games being adapted, director Christophe Gans' Silent Hill does capture something of the actual, linguistic experience of a player puzzling through this type of interactive story. Screenwriter Roger Avery even apes the structural and narrative devices employed by both Konami's Team Silent and the similar, largely Japanese development studios who specialised in survival horror during the PlayStation 2 era. To wit: expositional flashbacks instantly impose themselves on the unfolding action following the activation of some inscrutable trigger and Radha Mitchell's despairing mother, Rose, finds herself in a safe, congratulatory space after having surmounted a climactic danger. Keys are also crucial to Rose's basic progress within an environment that is smothered with low resolution textures and shifts in then out of relative safety. These solutions are scavenged and context-sensitive; premised around the tiny, everyday inventory that Rose is able to hold. Of course, these items are then immediately lost after their use. Whereas other video game adaptations work hard to translate the sprawling mess of interactive entertainment into a tight, three-act structure, Silent Hill instead attempts to emulate the dissociative quality experienced when playing Japanese video games that are themselves inspired by an American film or television series. Those messy, parapsychological doomsdays that have been transcribed and reinterpreted back-and-forth between two languages that read in completely different directions. Gans' film, which centres around a Bible Belt town's revulsion at the idea of a messiah born out of wedlock, even finds time for the listless wandering that occurs when players are unfamiliar with their brand new maze.
Showing posts with label konami. Show all posts
Showing posts with label konami. Show all posts
Sunday, 6 October 2024
Silent Hill
Labels:
Christophe Gans,
Films,
konami,
Radha Mitchell,
Roger Avery,
Silent Hill,
Team Silent
Tuesday, 11 June 2019
E3 - GUNSPIKE
Konami have announced another Contra game, just in time to ride the goodwill generated by their superb Anniversary Collection package. Contra: Rogue Corps swerves the standard platform-shooting for an isometric twin-sticker, reminiscent of the Mode 7 interludes from Contra III: The Alien Wars and Dreamcast hidden-gem Cannon Spike.
Labels:
contra,
Contra: Rogue Corps,
konami,
video games
Thursday, 30 May 2019
Digital Foundry Retro - Castlevania Anniversary Collection
Digital Foundry is back with another thorough rummage around a newly released retro collection. This time it's M2's Castlevania Anniversary Collection, a jam-packed retrospective that breezes through the herculean task of emulating four completely different game systems.
Labels:
Castlevania,
Digital Foundry,
konami,
video games
Wednesday, 29 May 2019
Aliens (1990 Arcade Game) - Japan Set 1, Both Loops
I never realised the Japanese release of Konami's Aliens arcade game was so different from the versions released in other territories. As well as dropping the travelling APC levels, Japan lost all reference to the Newt character and Ripley's pressing need to rescue her. To compensate, the Japanese coin-op was easier with weaker (but less brightly coloured and therefore more movie accurate) enemies. MAME monster KIN takes us through both loops in the above clip.
Monday, 11 February 2019
Contra III: The Alien Wars - HARD SPIRITS
Digital Foundry take a look at SNES classic Contra III: The Aliens Wars and its various conversions. Not to spoil the surprise or anything but who knew that Konami repurposed levels and bosses from (superb) Mega Drive exclusive Contra: Hard Corps to fill out their Mode 7 challenged Game Boy Advance port?
Labels:
Contra III: The Alien Wars,
konami,
video games
Sunday, 20 December 2015
Backwards Compatible - PlayStation 2 on PlayStation 4 #1
The three Grand Theft Autos have already been released and other established greats like Resident Evil 4 and Metal Gear Solid 3: Snake Eater also have pretty decent high-definition spruce-ups, so we'll be skipping over them to concentrate on some (slightly) more obscure output.
1. Silent Hill 2
Although we've already had a Silent Hill HD Collection on PS3 and 360, that disaster had to be patched umpteen times to reach a level of adequacy. Better to abandon Hijinx Studios poison port to make use of whatever backwards compatibility solution Sony has dreamt up.
See Also: Fatal Frame II: Crimson Butterfly
Guide a rickety waif around a spooky castle, exorcising ghosts with an old camera.
2. R-Type Final
Irem's psychedelic shooter has the player racing after a fleeing alien armada, doing as much damage to the battered, retreating invaders as possible. Alternate gameplay paths take you through diseased futures and bloody field hospitals, whilst also offering the opportunity to betray humanity and mutate into a higher life form.
See Also: Gradius V
Treasures scroll shooter is available on PS3 but frame rate drops kill the fun.
3. Shadow of Rome
Apparently, Capcom's barbaric gladiator sim was a concerted attempt to appeal to the western market. Thanks! I guess. Players are actively awarded for their savagery with a crowd mechanic that revels in creative bloodshed. Cut a man's head off and you'll receive a polite applause. Sever his arm and beat him to death with it whilst also chomping down on a greasy chicken leg and you'll have the auditorium on its feet, screaming your name.
See Also: Maximo: Ghosts to Glory
Ghosts 'n Goblins repackaged as a third-person brawler.
4. Hyper Street Fighter II: The Anniversary Edition
Hyper Street Fighter II featured a novel approach to arcade preservation. Rather than limit the players to one version of Street Fighter II, this Hyper upgrade made every update and revision available simultaneously. Want to pit Championship Edition's Bison against his Super Turbo counterpart? Hyper was your game.
See Also: Capcom vs SNK 2: Millionaire Fighting 2001
Another fantastic Capcom fighter that allowed players to choose from several distinct super gauge mechanics.
5. Killer7
Like many of Capcom's Gamecube exclusive, Killer7 quickly made its way to the PS2. Killer7 puts the player in charge of a contract murderer with a horde of distinct, playable personalities as they battle against Sentai superheroes and zombie suicide bombers. Killer7 is a delirious, deliberately fractured experience that uses simple inputs to drive players deeper and deeper into the heart of darkness.
See Also: Michigan: Report from Hell
An earlier, trashier effort from Killer7 dev Grasshopper Manufacture that casts the player as a leering cameraman hoping to video as many grisly deaths as possible.
Labels:
capcom,
Hyper Street Fighter II: The Anniversary Edition,
Irem,
Killer7,
konami,
R-Type Final,
Shadow of Rome,
Silent Hill 2,
video games
Thursday, 15 October 2015
Metal Gear Solid V: The Phantom Pain - NUMBERS TICK UP
Chugging ever closer to a mid-80s completion percentage on Metal Gear Solid V: The Phantom Pain I started rooting around YouTube for some details on the hidden tasks I was expecting to be lumbered with. Instead I ended up stumbling on this video by Super Bunnyhop in which he talks about falling down Konami's resource management hole and how the game's optional tasks actually direct you to approach missions from unforeseen angles.
Tuesday, 16 June 2015
E3 2015 - DIAMOND DOGS
Perhaps Konami have finally twigged that Metal Gear Solid as a brand is indistinguishable from Hideo Kojima? As if to allay fears that the interaction auteur had been snatched off the project, Metal Gear Solid V: The Phantom Pain's big E3 tease runs with a front-and-centre direction and editing credit for Kojima.
Wednesday, 29 April 2015
Konami is Konami
Konami blacklistee Jim Sterling gives us the implosion details on the video game company who had everyone's undivided attention back in 2001.
Friday, 20 June 2014
FULTON RECOVERY SYSTEM
Screened for the press last week, the E3 gameplay demo of Metal Gear Solid V: The Phantom Pain shows off a game primarily concerned with being an exciting toy. This is actually a bit of a shock - story trailers have so lasered in on grim dark themes like child soldiers and genocide suggesting something a little more constrained and directed. On the strength of this, The Phantom Pain is nothing of the sort. Kojima and co selling on an idea of an interactive GI Joe playset with all the gadgets and vehicles tucked away in the code just waiting to be discovered, then airlifted back to your customisable base.
Tuesday, 10 June 2014
E3 2014 Metal Gear Solid V: The Phantom Pain - DIAMOND DOGS
Four minutes of absolutely bonkers cutscenes taken completely out of context? It must be Hideo Kojima's trailer for Metal Gear Solid V: The Phantom Pain! With a horn shaped lump of shrapnel lodged in his head, Metal Gear Solid 3: Snake Eater hero Naked Snake jets around the world sticking his nose into genocide, getting himself covered in blood, and wiping the ashes of his fallen comrades all over his face. Hideo Kojima is tackling serious issues!
Saturday, 22 March 2014
Metal Gear Solid V: Ground Zeroes - SECRET SAUCE
Hideo Kojima talks IGN through the opening cinematic for Metal Gear Solid V: Ground Zeroes. It's amusing to hear that the distinctive lens flare effect used throughout is nothing more than a visual affectation inherited from Japanese pop music videos. Internet snoops had convinced themselves that the images were a clue to deeper, hidden meanings.
Friday, 13 December 2013
"Looks like an enemy recovered the car, so..."
It's hard to get a handle on what Metal Gear Solid V: Ground Zeroes is going to be. All released footage has revolved around the infiltration of this particular POW camp. The emphasis on rescues and recruitment recalls Metal Gear Solid: Peace Walker (itself intended to be the fifth series instalment at one point), suggesting a hub based collect 'em up? Systems and gameplay feedback are also front and centre, looking delightful. The ability to create a solid, working foundation of interactive expectations is an undervalued ability. The best games allow players to generate a sense of security through basic calculations - cause and effect is everything. In that sense, Zeroes looks like it's got a rugged, but flexible machine pumping away under the hood. Out in March and budget priced, Zeroes would seem to be a slimmed down, chaser experience, with the real meat to come later in Metal Gear Solid V: The Phantom Pain.
Vid
Friday, 27 September 2013
Wednesday, 18 September 2013
Friday, 13 September 2013
Monday, 10 June 2013
E3 2013: Metal Gear Solid V: The Phantom Pain
So far, the most impressive thing at this year's E3 has been Metal Gear Solid V: The Phantom Pain. Shown at the head of Microsoft's game heavy presentation, The Phantom Pain depicts a cybernetically augmented Big Boss sneaking around Afghanistan putting lumps on Russians; Rambo III by way of Red Dead Redemption. Franchise bells and whistles aside, the most exciting thing about this new game is the sense of scale it seems to be implying. Unlike the relatively linear paths of previous instalments, this Phantom Pain clip suggests a world teaming with detail and incident. The Metal Gear series has always been a playground - a set system for you to play with, and a variety of interactive options that each create different outcomes. This 80s set Snake Eater sequel looks set to be the most elaborate yet.
Labels:
E3 2013,
hideo kojima,
konami,
metal gear solid,
Metal Gear Solid V: The Phantom Pain,
video games
Wednesday, 27 March 2013
LIMB LOSS
Metal Gear Solid games are always fun and maddening to speculate about. Fun since Hideo Kojima never lacks for imagination, maddening thanks to series continuity being slippery at best. In this tease for Metal Gear Solid V: The Phantom Pain it seems like we're seeing an older, late 1970s Big Boss taking hits fending off an imperfect clone and slipping into a coma, only to be rescued by Psycho Mantis and Revolver Ocelot of Metal Gear Solid's FOXHOUND unit.
It's interesting as well that in what appears to be a post-coma, pre-rescue sequence Big Boss has injuries similar to those he picks up during the original MSX Metal Gear game. Set in the mid 1990s, Metal Gear sees the player cast as Big Boss's clone son Solid Snake, out to thwart his father's apocalypse attempts. Given that mainstay Snake voice actor David Hayter has apparently been dropped in favour of Kiefer Sutherland for this instalment, it got me thinking that Solid Snake might pop up a minor, perhaps adversarial role? No such luck if Hayter's twitter feed is anything to go by - he denies even being approached to lend his gruff talents to this game.
Tuesday, 26 March 2013
Tuesday, 19 February 2013
REVENGEANCE CALLS
Just in case people weren't excited enough for Metal Gear Rising: Revengeance, Producer Hideo Kojima has cut together a 7 minute hysteria trailer to get us hyped.
Labels:
hideo kojima,
konami,
Metal Gear Rising: Revengeance,
metal gear solid,
platinum games,
video games
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