PS5 Silent Hill Townfall | Annapurna + No Code | Disponibile

  • Autore discussione Autore discussione zaza50
  • Data d'inizio Data d'inizio
 

Felice della notizia, spero mostreranno qualcosa di corposo. Sicuramente questo capitolo non venderà come i precedenti, ma sono certo che attirerà comunque l'attenzione.
 


Overall consensus
  • tl;dr is that all the previews that I've seen seem positive and optimistic.
  • It seems like Screen Burn understands the atmosphere and lingering dread expected from Silent Hill while making the gameplay feel meaningfully different.
  • The biggest unresolved question is whether the full story pays off. the game still needs to deliver a satisfying explanation/interpretation/something that resolves the questions of Simon, Zoe, the town, etc, though there's still plenty of room to do so.
Setting
  • St. Amelia, Scotland, was one of the most praised elements.
  • Previewers found the remote coastal town believable and richly detailed
  • The 1996 period setting matters to the gameplay, with dial-up internet, old computers, prepaid electricity meters, landlines, etc
  • Otherworld:
    • Otherworld seems visually striking and disorienting.
    • Doesn't really use the blood and rust look from the original games. Instead uses blood-red concrete tunnels, bunkers, waterlogged passages, cages, and impossible industrial structures.
    • The later moments where its red lighting and enormous pipes begin invading the normal town were singled out as especially memorable, although some previewers found these more enemy-heavy sequences exhausting compared with the quieter fog-world exploration
Story
  • Themes seem to center around corporate exploitation, healthcare, economic decline, dying industrial communities, technological anxiety, and guilt
  • A lot of the story reveals itself through environmental details rather than exposition
  • Previewers caution that final game still needs to provide a satisfying payoff for all the unanswered questions
Combat
  • Deliberately limited and dangerous.
  • Simon begins with breakable wooden planks and later gains firearms with very scarce ammunition
  • Reactions to melee combat were mixed:
    • Some previewers found melee attacks weighty, satisfying, and smoother than the combat in Silent Hill f.
    • Others thought blocking and striking felt basic or slightly unresponsive, with enemy attacks sometimes difficult to read.
    • General consensus was that combat works best as a desperate last resort rather than the main attraction.
  • Some later action-heavy sequences were described as intense and exhausting, especially when several enemies appear in maze-like environments.
Stealth
  • Stealth appears to be the preferred way to survive most encounters
  • Player can peek around corners and doorways, hide inside rooms, closets, bathrooms, and sheds, throw bottles or bricks., and trigger car alarms and radios to lure enemies away
  • Enemies are fast, aggressive, and difficult to escape
  • A minor complaint was that remembering which frequency belongs to which enemy can become awkward when several monsters are nearby
Puzzles
  • CRTV consistently described as the game's standout mechanic
  • Puzzles involve old emails, photographs, calendars, phone numbers, electricity meters, prepaid power cards, and dial-up-era computers
  • Puzzles generally feel connected to the story and reveal information about the town or its residents instead of existing as arbitrary obstacles
  • Opinions on difficulty varied. Some reviewers found them clever and satisfying; others considered them fairly easy or conventional.
Monster Design
  • Reactions to the visual designs themselves were somewhat mixed. Some praised their disturbing human qualities while others felt the standard enemies looked like fairly familiar fleshy Silent Hill humanoids and were not yet as distinctive or iconic as others in the series
  • Overall, reviewers seemed more impressed by how the monsters behave than the individual designs
Sound Design
  • Audio received strong praise
  • Static, distant screams, ringing phones, footsteps, and noises just outside the player's view apparently do a pretty good job at sustaining tension
  • Enemy audio appears especially important in first person. Reviewers often heard creatures before seeing them
  • The Otherworld shifts into harsher industrial audio, with echoing tunnels, machinery, water, metal
Etc
  • Save system: Players save at telephones by selecting "save yourself." I saw comparisons to Alien: Isolation's save system here. Though one reviewer disliked the possibility of replaying sections after dying or crashing.
  • Crafting: Ingredients found around town can be crafted into supplies, including blood bags connected to Simon's IV. These can revive him after death with a small amount of health
  • Difficulty options: The game includes story, normal, and nightmare difficulty settings
  • Gyro controls: On PS5, motion controls can assist with firearm aiming and certain CRTV signal-calibration sequences. One previewer found gyro aiming especially useful
  • Aspect ratio: The game is designed around an ultrawide, cinematic presentation, reported as either 2.35:1 or roughly 21:9. A standard 16:9 option is available though
  • Behavior-based endings: The final outcome reportedly reflects patterns in how the player behaves throughout the game rather than a single ending choice, following tradition from most of the series.
 
In sto progetto ho avuto fiducia fin dall'inizio, e sembra che stavolta, abbia avuto ragione con un SH :morty:

Sempre più bello.

Ormai ho più fiducia negli Occidentali per i SH, che non Orientali :ohyess:
 
Bello come mi dicevo: ora che torna Silent Hill posso mettermi a recuperare una saga horror senza dovermi confrontare con i 20+ giochi da recuperare di Resident Evil (i SH precedenti posso non considerarli in quanto purtroppo mai usciti su macchine moderne con una sola eccezione).

Bene, nel giro di 2 anni siamo già a quota 3 giochi interi, di cui 2 validi e probabilmente lo sarà pure questo terzo quindi tutti da recuperare prima o poi, con 1 altro annunciato in arrivo e non si sa cos'altro bolle in pentola in futuro :asd:
 
Ho paura venga inghiottito da caos che sarà settembre.
 
Ho paura venga inghiottito da caos che sarà settembre.
Quella attualmente potrebbe essere l'unica pecca, dato che da Settembre in poi esce di tutto.
 
Potrebbe essere per me la più grande sorpresa del 2026 insieme a Raiders

Si fotta Gta.
 
Continua a migliorare e a catturare il mio interesse. Ma quanto sono belle le ambientazioni?
 
I dev, gli ex no code, sono bravi veri.
Se non conoscete i loro 2 titoli precedenti, ve li consiglio entrambi.
Sì, ne ho sentito parlare veramente benissimo, di loro


Ho un hype impressionante, non riesco a smettere di guardare quel gameplay

È esattamente il tipo di titolo di cui sentivo di aver bisogno, spero esca una demo o qualcosa, nell'attesa
 
Ho giocato qualche mese fa SHf e SH2, non pensavo avrei avuto voglia di fare subito la tripletta, eppure pare bello forte questo.

Anche se a me la prima persona negli horror, meh, non mi fa impazzire.
 
Devo ammettere che avevo sottovalutato questo nuvo SH.Dalle anteprima sembra essere niente male.Lo recupererò sicuramente sotto Natale. :sisi:
 
Pubblicità
Pubblicità
Indietro
Top