Monday, 27 April 2020

More Background Research

I found this noteworthy video a while back and have been meaning to write up about it, it does a great job at covering most of the initial research I had done at the begining of the semester for this franchise. It’s quite interesting as it collates all the various rumours and speculation as to why the Silent Hill 2 & 3 HD Collection, were so horrendous.
It is a particularly good watch because I have referred to this game several times and is part of the reason why I chose the original Silent Hill to remaster.


The Youtube aither is somewhat unprofessional but his research and points are solid.

Website Rely on Horror had an interview with an anonymous Hijinx employee who worked on the HD Collection, and gives insights to the whole situation. He starts by stating: “It seemed like a no-brainer, since MG (Metal Gear Solid) and SH (Silent Hill) were popular franchises from the 32-bit era onward. Just preserve them for the next generation consoles.”.

Developer Hijinx Studios known for Karaoke Revolution by Konami. Were picked because of their previous work for them. During the time where remasters were exploding on to the scene “Konami wanted to join into the trend of HD Remasters that were occurring”. Although Hijinx had zero experience in remastering, the company was chosen presumably because of financing “I don’t know what BluePoint charged for other collections”, “So I have to imagine Hijinx made a lot more sense for Konami on this particular collection.”.

BluePoint is another studio that was commissioned by Konami, with the task of remastering numerous Metal Gear titles in a similar HD Collection. BluePoint was able to get assistance from Kojima Productions if required since the original team(s) were available “Kojima Productions still existed as an entity if they needed to ask questions or ran into any difficulties”. Hijinx wasn’t afforded the same luxury, due to the failure of Silent Hill 4; the team aka Team Silent that was responsible for the franchise were disbanded and the franchise left solely to Konami to deal with.

The source then goes on to talk about the project in more depth, the interviewer asked the following: What exactly did everyone have to work with in terms of source code and final assets?

“Once the project kicked off, Konami provided the source assets that had been archived after the original release on PlayStation 2. These were the only assets available, and as far as we knew going in, the completed final code. However after digging into the code and assets, it was obvious these were not final. Whoever archived it must have done it before final submission, or worked with incomplete data, nobody really knows by virtue of it being so long ago. Needless to say, there were many unfinished elements.”.

So developer Hijinx had been given assets to work on for the remaster and improve, yet the final source code for the game was incomplete and some assets were missing too “when a texture was found to be missing, it would need to be recreated by their artists.”.

Because of this and the extreme stringencies placed on them by Konami they were poised to fail from the start. Especially since the deadline for the entire project was a mere few months “The intended schedule was a few months, but by the end we spent more than a year on the project.”. “I imagine Konami management saw this as a very quick and painless way to make some money while HD Remasters were popular”.

Nearing the end of the interview, the ex-Hijinx employee was asked: In your opinion, what did the project need for it to have been a completely faithful and solid remaster of these two classic games?

“I think what most people expect of an HD Remaster – the games should play the same with the same content, but be prettier to look at and supported on modern platforms”. “I think as long as the experience itself is the same, and it doesn’t seem like a different level, or story, or gameplay, that’s a good target to aim for.”.

Which is exactly how I view remasters and how they should be approached in the industry.

From my understanding Hijinx have done an admirable job of the task they were given. If Konami hadn’t been so stringent with their targets the projects full potential could have been realised.
Given more ideal circumstances such as better final assets, source code, more experienced employees and a longer deadline, studio Hijinx could have made this remaster collection exactly what it should have been.

Hopefully, this is a hard lesson the industry can and should learn from…
Although it appears some studios since have indeed failed to adhere to these teachings.

Monday, 20 April 2020

Finished


The whole project is now complete

It took a lot of work and many, many hours. I set out to re-create the first 10 minutes or so; up until the point in Café scene where a monster breaks the glass. I've managed to do this to a satisfactory level I believe, with as much quality as I could all whilst learning new things and keeping it within the 4 month deadline.

As an added bonus I even managed to add in the lengthy cutscene in Café, which I stated would only be included if I finished everything else AND if I could do it to a good standard.

There are a number of thinks I'd like to do differently next time, like being able to spend a lot more time on individual areas, to really make them look even better.
In hindsight I think some of the editors functions were too unreliable to fully capture what I wanted to achieve. Would be great to find out if it was me or the editor.


I believe that with a character artist / animator, I could easily re-create the entire game to a respectable standard. It would undoubtedly take a long time, considering that in 4 months I managed to recreate about 5%, maybe even less. But with the scripts / tools I've made, it would be feasible!

Friday, 17 April 2020

3/4 Areas Finished!

Both Alleys and Café area are now fully done! Extra models / texture work have been finished, all required cutscenes done!
I need to come up with some form of way to add blood some fences and model a chain then Alley B will be finished too.(Done)

If I manage to finish the remaining models for the main city area I think I will attempt re-creating the big conversational cutscene in the Cafe.
It may prove to be too much work for what little time I have left, as it involves animating 2 characters. Camera setup and general cinematics would be fairly quick though.

At any rate, 3/4 areas finished! Very nearly 3.

To-Do List Update

Progress is almost complete! See my previous To-Do List for a comparison as to what has been done:


Alley B Hell

  • Try add blood to some fences / wire
  • Add a chain to the two gates to make them look locked


CAFE

  • Remodel: Knife, Map and Save Point
  • Consider full cutscene with conversation with Cybil


SILENT HILL

  • Finish last models:
    • Apartments,
    • Crab Shop,
    • Garage Style D & E,
    • End of Alley Wall,
    • Misc props: Traffic Lights, signs, fire hydrants etc.
  • Consider revisiting alley transition / add cutscene.

Thursday, 16 April 2020

How Silent Hill Pioneered Fog

Introduction

Silent Hill if anything is well-known for it’s use of fog throughout the series. Interestingly some people are unaware this was primarily due to hardware constraints. Originally this was implemented to reduce draw distances in-order to make the immediate surroundings that more detailed and to allow better performance.

Fog is effectively used to hide what is known as pop ups. This is when assets all of a sudden immediately render into view without any fading aka “popping up”. It is more prevalent in faster paced games due to the hardware not being powerful enough on older systems to render in time.

Cleverly though, the writers decided to include this limitation into the plot of the game, even to go as far as creating lore for it[1]. Since then it has been used in every single media iteration from the games to even the movie(s), becoming a staple for the franchise.
Therefore, a breakdown of this paramount mechanic is important. It may seem like an insignificant aspect to focus on but it is a core if not THE core mechanic of Silent Hill.


Silent Hill 1

It all began with the first game in the series (of course) which released in 1999, and as mentioned previously; it was introduced as a means to mitigate hardware limitations.
Our first look at the fog in the game is via the intro sequences:

This initially sets the player’s expectations on how the fog should be or at the very least the atmosphere the game is trying to achieve. However, once in game the quality as severely reduced, which can be forgiven due to the time of it’s release.
The first actual interaction with fog in the game looks like this:

As you can see, compared to the intro videos the fog is much different, it isn’t as think, there’s no rolling fog clouds, its just a gradient semi-transparent wall. For the original game, this is pretty much the extent of the fog capabilities.


Silent Hill 2

Skip forward 2 years to 2001 when Silent Hill 2 is released on new hardware.
Again, during the intro cutscene the player can get a glimpse of the fog and how its interpreted in this iteration.

While still pretty much the same, it does appear smoother. In SH1 the fog effect in cutscenes are rather bright, with not much depth to them. Where as here, you can see there is nice fore and background fading, creating a much cleaner gradient.
In game too, the effect is much nicer:

There’s an nice even gradient between the two distances and objects are faded out nicely. In SH1 a clear gradient can be seen between distances of fog, presumably due to the limited colours available (See in-game SH1 screenshot above).
Another thing to note about SH2 is that it introduces a new style of fog on top of the distance effect, which is a rolling fog. It is hard to see from screenshots, but this effect much more closely mimics the fog seen during the video sequences. And even though is subtle, it does tie it in more with the story as it is stated the fog originates from a local lake.

Interestingly, here is a picture of SH without the fog:

Silent Hill 3

The next iteration SH3, again improves on the fog mechanic further. It takes the new rolling fog introduced in the last game and makes it much more apparent:

Whilst the still image isn’t a great indicator, you can still see there is much more foreground fog going on. I think the balance between distance fog however is out of scale in this game. Maybe it’s the combination of the camera being further out and the fog draw distance being much closer, but a lot of environment is lost.

Silent Hill 4: The Room

Next SH4, there isn’t much in the way of fog in this iteration, theres a handful of areas which use it, but it’s not as advanced as what’s seen in the last 2 games. Its somewhat similar to SH1 in that its just distance fog, but better quality since its on more modern hardware.

Silent Hill 5: Homecoming

The next game in the franchise Homecoming, is one of the more recently released (2008) and is considered “next-gen”. It was released on the Xbox 360 and immediately is clear the tell the visuals are much improved.

Not only is the distance of the fog really nice, the general rolling fog that was introduced later is starting to become more of a staple in the series too. Comparing this to the last few entries, it more closely matches that of SH2, where its slightly more than noticeable, where as not too noticeable like it was in SH3.

Silent Hill 6: Downpour

Following suit is the most recent release: Downpour, released 4 years after the previous. This was near to the end of the “next-gen” state of gaming, where new next generation consoles were nearly available.
Again, this entry to the series changes things slightly. The distance fog is present (obviously), even rolling fog to a degree, but its scaled way back to be almost non-existent.

Which is quite surprising. It was introduced many iterations ago and seemed to becoming a staple as much as the distance fog itself.
One thing to actually note here is that the use of colour grading has definitely become more prevalent in the last 2 “next-gen” games. Each scene looks to have a bluer hue to it, rather than the white / grey fog in the older games.

In addition to this, Downpour also introduces volumetric fog, mostly for indoor areas:

Here you can see rays of light aka "god rays", seeping through the gaps between planks. This is definitely new and will probably been seen more in newer iterations of the franchise, much like the rolling fog.
On a side note, this entry to the franchise also introduces a somewhat new atmospheric element: rain, which gives itself to the title of this game “downpour”. Rain has been seen in previous titles, even SH1, but no where as prominent as in this.

Silent Hill: The Movie

Following on from this is the movie iteration of the franchise. This was released In 2006, prior to the 2 latest games mentioned. In the film it’s clear inspiration has been taken mostly from the first game but in a realistic setting. Probably what the original game wanted to achieve at the time if it were possible.

Due to it being a real world iteration of the franchise, its clear to see the fog accurately captured, alongside slight rolling fog. Interestingly though the same bluish hue can be seen here, which could have influenced the last 2 games in the series to follow suit.

Silent Hill 7: Playable Teaser

Finally, is the cancelled playable teaser (PT) in 2014, this was a teaser for a new upcoming Silent Hill game. Not much is known about actual gameplay in an open area, but the teaser trailer upon completion gives a hint as to what the effect were going to look like:

All the previous effects talked about are clearly present, minus the bluish hue. We have distance fog, at a much greater distance, we have rolling fog in the foreground. There is even volumetric fog present visible via the streetlamps.


Conclusion

As each new iteration of the game has been released its clear to see that the atmospheric effects have been tested and improved over time. It has gone from simple distance fog to volumetric fog to extra effects such as rolling fog.
Each game has captured the feeling of anxiety and loneliness perfectly through the use of fog. Seeing how it has evolved throughout has given me great insight in relation to my project.

Initially, I only had distance fog in place, but after this research I have since included rolling fog. Not to heavily to take away from the original’s aesthetic but enough to acknowledge the evolution of this mechanic throughout the series.
I have also increased the range at which the distance fog is rendered. Presumably, the fog in SH1 is so close because it offers the best performance at that distance. Being recreated on newer hardware allows me to achieve the same effect but increase the range of view (as I’m sure this is what the dev would have originally wanted).

I also looked into the new style of blue colour grading, like the previous games introduced. But I think this is an overall aesthetic choice for those games. I don’t personally think SH1 would feel the same if I were to implement this. While I think it looks great for those previous titles respectively, it just wouldn’t achieve the same for this remake.


Result

It's a bit hard to see due to the effect being subtle and video compression, but if you really look, you can see a faint layer of fog rolling along. This is suplemented by distance fog, large area clouds and slighty smaller clouds fading in and out.

I also added volumetric lights:
All of which I believe accuratly re-captures the look the devs originally sought, with extra effects introduced throughout the series.

[1]Fog World. (n.d.). Retrieved from Fandom: https://silenthill.fandom.com/wiki/Fog_World

Wednesday, 15 April 2020

LEARNING AGREEMENT

L E A R N I N G    A G R E E M E N T
Project Proposal                      
Name
Vernon Wroe
MA Course
Games Design
Date
15/04/20
Version Number
1
Project Title / Research Question
Remastering Silent Hill 1
Proposed study / What?                                                                                                          (100 word limit)
This semester I’m going to remaster a portion of Silent Hill 1. I’m going to remake a small section of the game from scratch, primarily the first 5 – 10 minutes’ worth of gameplay. This will include several areas, many 3D assets, programming and much in-editor work such as cinematics.
Rationale / Why?                                                                                                                    (100 word limit)
There are many reasons why this project was chosen for this semester.

It ties-in with my previous work in that it’s another remaster. Unlike my last project, this remake is something many fans have wanted and is one of the few rare games yet to be officially remastered[1]. It also demonstrates a need for modernisation, archival purposes and to become relevant to a modern demographic.
It shows a good comparison to this studio’s previously failed remasters (SH 2&3)[2] and how they should have been done.

Finally, it also addresses the direct competition rival Resident Evil[3] series have received recently.
Aim & Objectives                                                                                                                   (200 word limit)
This project is to solely demonstrate that a quality remake / remaster is not only relevant in the industry but a necessity.

There are a lot of objectives associated with this project, in order to help maintain the deadline I will need to plan my progression slightly better this semester. To do this I plan to do the follow:

I need to begin by carefully deciding how much I want to re-create with leeway to scale areas back to meet the deadline. A few other fan projects have simply recreated the Café scene
[4], I intend to end on this as it marks a pivotal point in the game. And the events leading up to it set the vibe perfectly[5].
Once this is done, I can then start looking into what Silent Hill is; what its mechanics are, what makes it unique etc. I can then use this to create a list of things (such as assets) needed for the whole project.

Then it’s a matter of creating everything and combining it all. After which I can share it to see what people think as use this feedback for next semester.
Plan / How?                                                                                                                            (250 word limit)
Some of the times listed below will be carried out at the same time as other tasks, as the overall timescale can't exceed 4 months. That and many aspects are constantly under review to ensure they're the best I can deliver.
  • Select areas to recreate (1 DAY)
    • Silent Hill Town
    • Alleyways
      • A
      • A (Hell)
      • B (Hell)
    • Café
  • Research / Breakdown Silent Hill 1 (FEW DAYS)
    • Mechanics needed
    • Visual effects
    • Interfaces
    • Cinematography
  • Evaluate research (FEW DAYS)
    • What can directly translate to a remake
    • Mechanics needing redesign
      • Control System (1 WEEK)
      • Interface
  • List in-game assets needed (COUPLE DAYS)
  • Gather original source assets (1 DAY)
    • Models
    • Textures
    • Sounds and Music
  • Deconstruct assets for improving (2 MONTHS+)
    • This section will be continuous throughout development
    • Re-create models based on source material (2 MONTHS)
    • Fix / Upscale more complex assets such as characters (COUPLE OF WEEKS)
  • Create game engine (3 MONTHS+)
    • This section will be continuous throughout development
    • Create base game for asset testing (FEW DAYS)
    • Implement core mechanics
      • Movement (2 WEEKS)
      • Item interacting (3 WEEKS)
      • Menu System (1 WEEKS)
    • Re-create visual effects (1 WEEK)
      • Snow, fog, rain
    • Gradually add new assets (FULL SEMESTER)
  • Done.
Intended Outcomes of Project / What - solution?                                                                     (100 word limit)
The main outcome is to demonstrate that: If one person can accurately re-create a portion of a game to a professional standard, then why can't a much larger studio? And I also hope that this project positively conveys that re-makes/masters are feasible to studios.

This project should complement my previous work perfectly; it’s the same scenario, but much better. Better overall quality and much better game choice (The original game has been needing a remake for over 20 years
[7][8]), one that is widely recognisable as needing a remake / remaster.
References                                                                                                                           
[1] Bolt, N. (2019, 01 31). It's Time for the Original 'Silent Hill' to Receive a True Remake. Retrieved 14 04, 2020, from Bloody-disgusting: https://bloody-disgusting.com/editorials/3544363/silenthill-20-original-silent-hill-deserves-true-remake/

[2] Leadbetter, R. (2012, 04 10). What Went Wrong with Silent Hill HD? Retrieved 04 15, 2020, from Eurogamer: https://www.eurogamer.net/articles/digitalfoundry-what-went-wrong-with-silent-hill-hd

[3] Dutton, F. (2012, 03 23). Original Silent Hill developer disappointed at “poor” HD re-release Retrieved 04 15, 2020, from Eurogamer: https://www.eurogamer.net/articles/2012-03-23-original-silent-hill-developer-disappointed-at-poor-hd-re-release

[4] Strickland, D. (2020, 04 13). Capcom's Resident Evil 2 remake has now sold more than the PlayStation original. Retrieved 04 15, 2020, from TweakTown: https://www.tweaktown.com/news/71778/resident-evil-3-remake-is-success-with-2-million-sales-in-five-days/index.html

[5] Melendez, C. (2020, 01 8). Fan Remakes Cafe From Silent Hill in Unreal Engine. Retrieved 04 15, 2020, from Rely on Horror: https://www.relyonhorror.com/latest-news/fan-remakes-cafe-from-silent-hill-in-unreal-engine

[6] McGee, M. (2015, 03 23). How Silent Hill's opening captured the series' tone. Retrieved 04 15, 2020, from Games Radar: https://www.gamesradar.com/uk/silent-hill-opening/

[7] Jackson, L. (2019,12 18). PEOPLE ARE PETITIONING KONAMI FOR A FULL REMAKE OF SILENT HILL. Retrieved 17 04 2020, from GameByte: https://www.gamebyte.com/people-are-petitioning-konami-for-a-full-remake-of-silent-hill/

[8] Harris, J. (2020, 01 01). Remake Silent hill like Capcom is remaking Resident Evil games! Retrieved 17 04 2020, from Change: https://www.change.org/p/konami-remake-silent-hill-like-capcom-is-remaking-resident-evil-games?


Student signature:
Vernon Wroe


Tuesday, 14 April 2020

*Last Needed Animation

Up until now I was using a death animation found in a free asset pack:

It isn't great by any strech of imagination, but it's all that I had. I'm no animator but i decided to set my self a goal. That if I get my project to a almost complete state I would attempt more animations, so here I go.

Heres Harry's death animation from Silent Hill:

It's very fluid and looks great! It almost looks like mocap was used.
Next I did what I have with other animations and used this original as a reference:

It still isn't fantastic, but... its much much closer to the death animation I want than the weird roundhouse death in the first gif. His limbs and torse follow the original as close as possible, it's little things like the odd jiggle here and there that really make the original look realisitc.

All together it now looks like this ingame:

Apologies for how dark it was, but that's how the scene is suppose to be. But you can see just how much of a difference it makes, even without as fluid animation as he originally did.

I still hate animating a lot! But I think I am getting slightly better at it!

*I'm still debating whether or not to try animating the Café cutscene again, but that is the last animation if I do. This death animation was the last required animation.

Saturday, 11 April 2020

Silent Hill Remake Rumour

Recently there have been rumours surround two new Silent Hill games. One of which just so happens to be exactly what I'm doing, a Silent Hill 1 remake!

It's quite an amusing coincidence to say the least, these rumours have however been rejected by Konami. But that is to be expected.

At anyrate, it will be interesting if it is true, because it will make a great case study to evaluate and compare design choices over my own.

https://www.eurogamer.net/articles/2020-01-26-report-konami-has-two-new-silent-hill-games-in-development

Thursday, 9 April 2020

Updating Custom Tool

While doing more play testing and comparison I noticed that my tool for interacting with objects wasn't complete! I've updated it now to include sounds, which I presume finishes it until I find something new to add.



In the above video you can see that sounds are now easily integrated. This isn't used a great deal, but it can come in handy for the odd line of dialouge too.

I've worked on this script for months now, I'm very pleased with how its progressed and just how much easier it makes adding things to the game. This would be an invalueable tool if this was a full scale project.

I think with a bit more tweaking and flushing out I could actually sell this asset on the Unity Store!