![silent hill alchemilla silent hill alchemilla](https://media.moddb.com/images/mods/1/17/16273/logo2.jpg)
- #Silent hill alchemilla how to#
- #Silent hill alchemilla mod#
- #Silent hill alchemilla series#
- #Silent hill alchemilla ps2#
The developers have claimed that they were unable to bring someone onboard who could figure out how to do these things in the Source Engine, and I certainly feel their frustration in being unable to make these a part of the game's systems. Some will find themselves further frustrated by the game's lack of a menu or journal system for keeping track of important information. It's something that last year's Mind: Path to Thalamus also had issues with, which pulled down the rest of the game as a result. Even for an amateur effort, I feel like they could have found someone to further localize the script and give the game's protagonist a better performance. The dialog suffers twofold - the script itself suffers from the same language issues, while simultaneously being read aloud by someone who has no register above deadpan and often has awkward, inappropriate inflections. Most notes just don't come out quite right. This language gap is pervasive in the game's script as well. Not to mention keys that are either mis-labeled or don't have a label at all, making you wonder where the hell they're supposed to be used. But anything that requires manipulation of keypads, buttons, or other physical arrangements, will often leave you scratching your head. Those that are constructed from object-hunts are fairly easy and often solve themselves so long as you have all of the items. This is a critical problem in game, as your main connection to the game world is with the puzzles. When converting their script to the more globally understood language, they left a lot of grammatical mistakes, spelling errors, and in some cases are unable to accurately convey the information that they want to. In SH:A, the difficulty stems less from purposeful density and more of a language barrier issue.Īs the developers are Russian, their native language is not English. The translation team must have had a hell of a time trying to understand how to rebuild some of the sentences that made the puzzles in the original series. Said bullshit arises from thematically appropriate amounts of disturbing poetic bush-beating. Puzzles in Silent Hill are always cryptic and, on the highest difficulty level, often ten tons of cruel bullshit. And herein lies the majority of SH:A's negative marks. This shackles the plot and the puzzles with additional weight to drag as they try to make it across the rusty, decrepit finish line. Unfortunate, but not a total game-breaker. Nor do they seem particularly designed with the series' attention to detail in mind. While you will run into a few creatures, none of them present any danger at all.
#Silent hill alchemilla series#
Another huge aspect of the series has been the creatures each protagonist faces and how the disturbing details in each reveals an aspect of the psyche, playing up the character's worst hidden traits.
#Silent hill alchemilla mod#
can it carry the weight of expectation on replicating the physical manifestation of the game world alone? As noted earlier in the thread, the mod features no combat or enemies to speak of. When it comes down to atmosphere, this mod delivers.īut.
#Silent hill alchemilla ps2#
Both strolling down Koontz St and running in hopeless circles in the Otherside Alchemilla feel like they could have come straight out of your PS2 in the early 00s. But they show off an understanding of how much lighting and smart level design come into play as well. A lot of this is owed to the team's lifting of textures from some of the games, while making new textures that fit perfectly into the visual language that fans seem to have an understanding of.īorrowing elements from the original games, including the music, makes their job a lot easier as those tend to be some of the more difficult elements to nail down.
![silent hill alchemilla silent hill alchemilla](https://i.ytimg.com/vi/FKBDqouE2UU/maxresdefault.jpg)
With the exception of a few props and the splashing water sound, almost everything else is new and smothers the Source Engine's clean rendering with a nice bit of grime. While the game was built in the Source Engine, which has its share of telltale signs that anyone who has played a few games on it can point out to you, the developers have done an exceptional job covering that up. And I have to say, cross my heart and pour a goblet for Xuchilbara, these guys are probably the closest on the mark yet. I went into Silent Hill: Alchemilla with cautious enthusiasm, questioning if they would be able to deliver on all fronts. And, let's be honest, even professionals have failed to get the job done, too. Many a fan project has risen and fallen, unable to replicate the occult magic used when the crew at Konami signed their pact with Samael. Silent Hill fans have been chasing that perfect blend of style, cultural study and psychological drama that the original 3 games in the series are so cherished for.