Of note, the extra ‘S’ at the end of Silent Hills apparently is supposed to stand for “Plural Scariness,”. One of the big goals for Silent Hills is to make it, “pants-shitting scary.” According to Kojima, there are a number of developers that will make a horror game less scary because players may get too scared to continue, never end up finishing, or even play the game again. For Silent Hills, this is more than okay with them and something they actually expect. The team are actively ignoring the ‘scary limit’ and want to make the game as scary as possible. They’re even considering including an extra pair of trousers to come along with the Limited Edition version of the game.
Q:I'm trying not to get myself hyped up, but I have to say that the soundtrack in that demo sounds a LOT like Akira Yamaoka!
I feel the same way. I think he will be involved though its still unconfirmed. I really hope he and Ito are both involved! If they are oh man.. This will be the closest Team Silent game since SH4! For now lets just wait. I know i dont need to be let down anymore.
Before we begin, watch this walkthrough of the game. It doesn’t hit all the highlights, and I would have loved it had the player stopped to read the writing on the wall more often, but this will suffice. It’s one of the few on Youtube that doesn’t include commentary.
What You Need To Know:
P.T. stands for (I’m guessing) “Playable Teaser”. It’s a short, unsettling horror game built upon the FOX engine, released under a small dev. Team. The advertisements for it are incredibly vague, save that playing it will induce pants-shitting terror.
What they fail to mention is that this demo was the brainchild of the folks at Konami, and was actually a teaser for the upcoming “Silent Hills” release, being lead by Hideo Kojima. A few of the “Team Silent” folks are also returning to help out with “Silent Hills”, which equates to a lot of fans getting hyped. Myself included. Kojima’s return is equivalent to returning to what the series was during the first three titles, before other developers decided to stick their hands in it. Meaning, a lot of symbolic, heady tension and terror.
P.T. is packed full of just that, as the above walkthrough can attest. I’m also lead to believe that-despite Konami’s claims that it’s simply a teaser, and “will have nothing to do with the final product”-P.T. is filled with so much silent-hill goodness, references and related atmosphere that it’s a set-up for the plot. Let’s start taking the walkthrough apart, piece by piece.
Act 1: “The Real World”
We begin with a text prompt that says the following:
Watch out. The gap in the door, it’s a separate reality.
The only me is me.
Are you sure the only you is you?
Right off the bat, this is an disquieting message that seems in-line with the spirit of the Silent Hill franchise. The complete text, which the walkthrough we’re referencing seems to miss, also includes. “I went out walking, until I was walking ahead of myself”. Silent Hill is a series that greatly enjoys screwing with sense of time, space and reality. While the “Otherworld” portion of an abandoned town seems the most obvious, the series has made use of non-Euclidean space to purposefully disorient players, which only aids in the ongoing tension the rest of the atmosphere and score bring. P.T. is no exception.
The teaser begins proper, and we’re met with a single door, illuminated by a white light. From our vantage point, we also see what we believe to be a lone cockroach, until it begins moving. It’s actually conjoined, either by mating or circumstance, with another cockroach, both moving as a single entity. Yet again, this is something Silent Hill makes constant use of-both birth metaphors, and “other-but-sameness”. This imagery was more apparent in Silent Hill 3, though 2 and 4 also made use of the “otherworld” to represent two sides of the same person, thing or place.
The room isn’t completely barren, either. If the player manages to die post-obtaining the flashlight, you can see a desk in a corner, with a lunchbag that features dark stains towards the bottom. It repeats the opening text, as well. Behind it, you can make out tic-marks along the walls, counting up to quite a sum. Coupled with the text/speech, this begs the question of how long the player has been in this particular room/scenario, who the bag is…and if it’s an “other” of the player, or merely the environment toying with you. Again, classic Silent Hill, leaving more questions than answers.
The door opens, and we’re met with a long, badly-lit hallway that turns right, leading to another door, which recycles the hallway section again. The hallway itself tells quite a bit-the corners are littered with booze, empty cigarettes and trash, implying someone is either living here or squatting. A desk near a window features a few pictures, and a telephone off the hook. Turning right, we see a desk with a radio and a wedding picture, coupled with trash, car-keys and more. There are two doors past this turn-the front door (which never opens in the entire teaser), and another, which is unopenable at this time.
Worth mentioning is the fact that, if the player has subtitles on, certain messages display when you walk up to paintings. This becomes increasingly important, as when you pass through the doorway beyond the descending stairs, the radio crackles and comes to life, featuring a breaking news item. The messages seem like song lyrics-and likely are to be featured on the forthcoming title. They say something to the effect of, “If I call, will you hear me? I’m waiting”, which reminds me of several of Melissa J. William’s songs from 3, 4.
My voice, can you hear it?
This sign, can you read it?
I’ll wait forever if you’ll just come to me
Before we delve further, I would like to point out that the way in which the hallway is shaped, along with a descending staircase and recurring trips through the hallway, reminds one quite a bit of the frequent staircases and spirals within Silent Hill 4. The “holes”, experienced in 1-4 also are implied and outright used later in the demo, referencing the sense of descent into madness and despair the series is popular for. The second time through the hallway, everything-marginal references to the Silent Hill series, and their popular fluff-becomes all the more apparent as the player descends into their self-made nightmarish hell.
Act 2: “Descent into Purgatory”
Things grow steadily more unstable as “The real world” of the first trip through the hallway and “The other world” begin to overlap. At first, it’s a slow decay-the radio crackles to life, with the announcer talking about how a husband murdered his entire family with a rifle, later going out to his car and turning on the radio. Police find him “almost as in a trance”. At this point, the family pictures scattered around take on a sinister connotation. The fact that the few lights in the hall grow steadily dimmer doesn’t help, either.
This is further aggregated by the sound of a crying infant heard in what appears to be the bathroom, formerly one of the locked doors, now cracked open slightly. If the player approaches it, a hand appears from behind and shuts the door, locking it again. At this point, I began to feel a slow prickling on the back of my neck as the opening text came back to the forefront of my mind.
Another trip through the hallway results in a much darker walkthrough, with the door guarding the stairs locked. This breeds confusion-until the bathroom door creaks open. Walking towards the room, we see a flashlight blinking on the tile floor. When the player picks it up, the first instinct is to look around the bathroom-which is infested with cockroaches, grime and filth. If we look into the shower, there’s a hole in the wall-and something reflecting back at us for a fraction of a second. A clear reference to the apartments in Silent Hill 2.
If the player turns around, we see that the mirror above the sink is shattered, coated in grime and filthy. Something also appears to be moving in the sink. Glancing down in it, we’re met with the fleshy, malformed creature that was causing all the noise-which makes it immeadiately begin crying all over again, much more violent and desperate this time, like a screaming child. If we’re being observant, it’s vaguely humanoid form, bulbous head and overall features aren’t all that different than a fetus, which makes the radio announcement something more than mere mood setting. It’s an implication of guilt, one which-though not directly-makes the player out to be the murderous father.
Footsteps begin coming down the hall, towards our left. The bathroom door closes, and as the footsteps approach the door, the handle turns several times, to no avail. Eventually, the door opens into total darkness, and the stairwell door is open again. While this could easily be construed as “spooky happenings”, it’s not that far of a stretch to assume that it was either a double of the player, or the player themselves-displaced by the otherworldly dimensional warping powers of Silent Hill, or something more.
From this point on, the cancerous growths of the Otherworld become increasingly obvious. Cockroaches become a mainstay, with the radio announcer directly referencing the player, voice sinister as he says “Don’t touch that dial-we’re just getting started”. He also says “look behind you. NO, REALLY. LOOK BEHIND YOU!”. While the above playthrough successfully avoids the encounter, a ghastly, rotting-in-appearance, vaguely female entity attacks the player, choking them out until they descend to the ground. Should this happen, the player wakes up in the original room, and starts that particular cycle of the hallway all over again. Worth noting is that the entity appears to be missing their right eye-as the hallway degrades further, so do the random items that make up the environment. The family photos-the wedding one, in particular-features an X over the wife’s portrait, later featuring the writing “PLUCK IT OUT!”. Eventually, the player is able to stab the face of the picture, destroying the bride’s eye. If there were any doubts at this point over the identity of the player, they’ve hopefully been shattered by now. The announcer also calls out a number-204863-which could be several things, and is also never used directly in the game. A quick google check-up reveals nothing extraordinary.
The hallway begins to ruin itself, with a window falling and shattering a mere foot from the player. Writing slowly begins appearing on the walls in different places. One above the doorway in the stairwell. One near the front door. The messages vary, but almost unanimously reference being called by a certain power somewhere-much as James and Heather were called to Silent Hill. As the otherworld begins to take over, things get worse…much, much worse.
Act 3: Otherworld Hallway, The Maze, The Crash
When the red-light appears in the hallway, you’ve officially crossed over into otherworld. Darkness, the color red, and more are all popular color motifs of the series, and it was at this point I really expected to start hearing the all-too-familiar air-sirens. Especially when I noticed the “load/save” icon in the bottom right was three circles in the shape of a triangle-a popular symbol of Silent Hill’s cult.
Many things happen at this point. Going towards the front door, we’re met with the sound of liquid sluicing-if we look up, it’s a giant box suspended by chains, oozing blood, swaying where the hallway light normally is. Walking towards the phone, we see the word HELLO!, with letters gradually disappearing until only HELL is left. Cycling through the hall several more times, the radio announcer begins to repeat 204863. We see the bathroom ghost, hear the fetus-creature in the hallway crying in a maddening cacophony. Several players report a rare random event in which the phone rings, and a voice says “YOU HAVE BEEN…CHOSEN”, though I failed to find this on any of the play-thrus I found. A potential signal of being brought in for a beta? Here’s hoping!
The puzzles grow more complex at subtle, requiring acute attention to the environment. One puzzle in particular, while the hallway is a blood-curdling red, requires finding a hole on the wall where a portrait formerly hung. There’s a small hole on the wall-the peephole from the shower earlier. If the player looks through it, they can hear the brutal murder of the wife mentioned on the radio, complete with throat slitting. All of these events compiling onto one another yet-again feels all too familiar, as several of the lead characters in the series were reminded of their past sins when they made it to Otherworld. P.T., again, seems no exception to this rule. The fact that the phrase “NO TURNING BACK NOW!” appears above the peephole only hammers home this theme even more.
Eventually the player reaches a cycled hall in which they’re moving at a manic pace, a red filter over the world. Cockroaches squirm on every surface, with the paintings on the wall appearing as constantly cycling eyes. This “maze” carries on for several minutes until the player reaches a stretch of hallway without the red filter, complete with a door that opens unto…the opening hallway. The first walk through of it, at least. Everything is as it was, complete with radio announcer lacking his sinister remarks(Edit: The portraits and writing are just as damaged and damning as they were, however. They’re still there, casting an accusation at the player). However, walking through the hallway, we begin to experience static distortion, screen blurring, bleeding and cutting. This is no fault of the hardware we’re playing on, but rather the game itself purposefully showing distortion to imply that even with everything being “normal”, it’s anything but. Eventually this leads unto a red-screen, filled to the brim with writing…before a slow-roll reveal of the Silent Hills trailer, with Daryle(Norman Reedus) from Walking Dead as the lead. The writing is in several different languages, but the message appears the same:
“I’m Heading There Now”
Epilogue, and Why P.T. Is More than A Teaser.
The ending for P.T. gives both the creative minds behind the upcoming “Silent Hills” game, along with the assertion that “This is a teaser, and does not reflect the final product”.
However, given both the constant allusions to classic series components, the high-profile execution of the teaser, and the nature within which it slowly built terror and dread, I can’t buy that. I just can’t.
There was too much effort put into P.T., too much attention to detail and style for P.T. to be just Konami showing off the FOX engine. It’s a teaser, yes-and teasers grossly change between what hopes it builds in us, and what we receive. However, much as with the series itself, P.T. left me with questions. Lots of them. Even more when I saw the trailer at the end.
Everything I’m about to state is pure theory, head-cannon garbage and opinion, crap based on years of playing silent hill, reading dissertations on the plot, and analysis of character motivations and environment/symbology tear downs.
Kojima isn’t an idiot. He’s also not a slacker. He’s not the kind of person that would throw these many things at the players without grander schemes behind them. He takes his work as serious as anyone in the industry, and it’s my firm belief that sweeping P.T. under the rug is a trick. For the moment, everything seems to implicate that the Otherwordly aspects of silent hill are beginning to creep elsewhere-possibly into other dimensions than the two we’ve experienced so far in the series. The hallway wasn’t just a descent into guilt and terror. It could have been a trip through multiple, progressive dimensions of the same pocket of space, reflecting differing aspects of the same moment, the same person, the same inhuman acts. Why else would the writing remain at the end, along with the damage to the portraits? The player didn’t land back at their origin point. They landed somewhere right next to it.
The closing screen before the trailer is what really got me thinking. “I’m Heading There now”, into a trailer of Reedus walking down an abandoned street. It’s my personal opinion that P.T. was our first experience playing as Reedus, giving us his “original sin” (which may change between now and final development). The fact that, in some playthroughs, the game ends with text saying something along the lines of “Dad didn’t even kill me in an original way. And I’m coming back for him”, likewise seems like extra effort towards pushing this as fact. It’s a leap of logic, based on too-convenient evidence and overwhelming effort on the part of the team.
I think Silent Hills, alongside being a trip down the memorable aspects of the series, will see the atmosphere play with dimensional space, time, and the feeling of being stalked while completely alone like never before. Both the opening text, the ending screen, and the constant over-our-shoulder dread resurging through the brief time with the demo seems to emphasis this. I could be wrong. Completely wrong, but if this is wrong, I can only imagine how insane the true game is going to be.
I’m hopeful. You should be, too.
It’s going to be a good time to be a SH fan again.
When I was small I was only able to watch scary movies just because there’re familiar actors/director. I knew it was a made up story. But unknown foreign horror films were scary as hell as it lacks info. I intentionally aimed the lack of info to gain fear for ‘PT’
Hideo Kojima and Guillermo Del Toro come together to create a Silent Hill game!
Sorry im late with this news but an official trailer was released for the teased mysterious horror game demo titled “P.T.” earlier today at Gamescom. We found out that this interactive demo is for the upcoming Silent Hill title created by non other than Hideo Kojima (Metal Gear Solid, Castlevania) and Guillermo Del Toro (Cronos, Mimic, Blade II, Hellboy, Pan’s Labyrinth, Dont Be Afraid of the Dark, The Hobbit, Pacific Rim) and the lead character is modeled after and played by Norman Reedus from The Walking Dead! We have been hearing a lot of interest in the Silent Hill franchise coming from Kojima for sometime now and many fans were both excited and weary of the possibility. Having the franchise return to a Japanese developer especially one who funds plenty of money and takes its time on its projects takes a lot of concern and worry away from Silent Hill fans in return for pure joy and excitement. This could be the closest the franchise has gotten to Team Silent since well, Team Silent… On the other hand Kojima makes action games with many sexual innuendos, a much different tone and style from Silent Hill… Could it be done right?
With the inclusion of Del Toro who is known for his fine work in dark fantasy, sci-fi and horror and who has a lifelong fascination with monsters, which he considers symbols of great power. A man known for his use of insectile and religious imagery, themes of Catholicism and celebrating imperfection, the underworld and clockwork motifs, and dominant amber lighting, I think we are safe! I cant help but wonder if that Del Toro game “inSANE” that was announced last fall as “in development”, even after the fallout of the game’s publisher THQ could possibly be this game now, under its new Silent Hill title. That game was a planned trilogy written and directed by Del Toro so if we find out this game is written and directed by Del Toro and produced by Kojima this could be the case. Both individual’s are know for being primarily producers behind their work so we will have to wait and see.
Breaking news here so not much is known, but it is rumored Ryan Gosling (The Notebook, Blue Valentine, Drive, The United States of Leland, Fracture) may be in the game as well and the games score may very well be created by franchise’s legendary composer Akira Yamaoka! The game appears to be the first touch of a Silent Hill game in first person since Silent Hill 4, which only had a small portion in first person. Though the game is still in development so anything could change.The only thing known now is that the game will be available for PS4 and the games titled just appears as “Silent Hills” which seems a bit unsettling. A specific developer and date is still unknown but we can see the game is under the Fox Engine! Im excited for it and it definitely looks promising. I really hope this isnt a great potential that doesnt meet up to its expectation. What do you guys think?
Interview: Silent Hill Downpour Comic Artist, Tristan Jones
My Silent Hill conducted an interview with the Tristan “T-Rex” Jones, illustrator behind Silent Hill Downpour: Anne’s Story!
You’re no stranger to dark themes, having illustrated Alien, Ghostbusters and TMNT. Your use of urban decay and the city at night make you a natural choice to draw Silent Hill. How did you come to be involved in Silent Hill Downpour: Anne’s Story?
It’s interesting. I was asked to pitch for this YEARS ago and got the job, but there was a lot of red tape in the way. Suddenly it cleared up and we were on again! I was kind of dissatisfied with the way my contributions to the Ghostbusters comics were going, as I’d just done my first full story of interior art and writing, and there were plans to reboot the series that would kind of pull back what I was doing to simple kind of back-up material, and having drawn and written something a little fuller and received such a great response from it, I was keen to do more. Unfortunately, that couldn’t happen without destabilizing the creative team of that book (all of whom I love), so I took leave. Tom offered me a shot at Silent Hill after that and the rest was history!
Had you played or watched much Silent Hill prior to this project?
Yes! I’m a huge Silent Hill fan. I seem to find I’m in the minority in that I really, really, really love Shattered Memories and Downpour. I love the originals, too, but I think as things have gone on those’ve been the standouts. I liked the world building Homecoming did, too. The idea that the evil isn’t just located in Silent Hill. That’d be something I’d love to explore in the comics, but for for now, Downpour’s the focus.
What do you think is the most important element to capture when illustrating the world of Silent Hill?
I think it depends on which reality you’re visiting. Downpour is a very different visual to the others, which are different in themselves. There’s a visual thread running through 0-5, but there are also narrative links connecting those that aren’t as present in Downpour as they would be for those ones. I think at the end of the day, the isolation is something that’s important, or at least conveying those things. Right now, I’m drawing issue 2, so I’m hoping those things come out later, but given this is focused on Anne and her back story, I can’t say for sure how much of what I’m drawing will actually focus on the towns. I think there’s a certain visual thread to the creatures of Silent Hill, and wherever I can I’m sort of nodding to what’s come before, to kind of make Downpour feel a bit more like it’s a part of the original run’s world.
Your use of light and shadow are amazing. Do you use reference photos are you just that awesome, haha?
Bahaha! Thanks, I wish that was the case but really that’s kind of me cheating a bit more than anything else. I’ll use rough mock-ups but generally it’s me guessing where the light source is or whatever might work best for the image. The deadlines for this book have been a little tighter than I think anyone’d like, so chances are the use of black is probably me creating a sense of shape and not get too bogged down in details. There was a page in there that took me three or four days to draw because of the detail required.
It appears that you use a variety of mediums in your artwork; what are your favorites?
Fine pens and inks. Easily. It’s where I can make it mostly “mine”, though I do LOVE pushing things a bit further digitally — creating a grander sense of scale and depth using digital apps. Blurs and the like.
What was the comic book that made you want to draw comics for a living?
That’s actually kind of a weird thing for me. I’m actually a writer. It’s what I trained to do and probably what I’ve spent more time learning to do than anything else, but since Mirage shut up shop, most of my work has come from working as an artist for IDW. Particularly the Ghostbusters comics. I think once Silent Hill is finished, the only book I really want to draw after this is a Ghostbusters story I wanted to pitch a couple of years ago, and maybe one or two things of my own. Once those are done, I’m kind of leaning back towards writing again. I think doing a few drawing stints in comics is invaluable to any writer in this field, but obviously not every writer is capable of that either…
As a comic book WRITER, you are responsible for creating TMNT characters, Razorback, King Cobra, and Lt. Gordon Mille. Did you get to create any new characters for Silent Hill Downpour: Anne’s story?
No, not as such. At least not yet. I still don’t know what the final couple of issues have in store! I’d love to write something original set in the Silent Hill universe. I think it’s got a VERY rich mythology and, as a fan, there are so many other artists out there that I think would produce an amazing Silent Hill book.
If Silent Hill took place in Melbourne, Australia, what would it look like?
Melbourne IS Silent Hill every morning around this time of year! We get some pretty amazing fog blankets rolling in in the mornings…!
In Silent Hill Downpour, Ryall State Prison was named after IDW’s Chris Ryall. If you had a location in Silent Hill named after you, what would it be?
Named after me?! Jesus… it’d probably be a 24 hour gas station with the kind of hours I pull sometimes. You juggle a few projects at once and it’s no sleep ’til Brooklyn in comics!
You mentioned on Twitter that you listen to Mica Levi’s Under the Skin soundtrack while drawing Silent Hill panels. Do you have any other music that inspires you right now?
I really love Explosions in the Sky, but that’s more for a book I’m writing for myself. I used to have the Silent Hill soundtracks on constant loops, but these days I tend to throw a lot of Jerry Goldsmith into the mix (particularly the amazing ALIEN score). I’m a big, big vinyl soundtrack collector so I’m just taking a look… Danny Zeitlin’s score to the 76 remake of Invasion of the Bodysnatchers is another, so’s Gustavo Santaolalla’s “Last of Us” (though that’s not on vinyl… unfortunately). Jim Latham’s score to Extreme Ghostbusters is another one I have going constantly. Really great, moody stuff.
Porcupine Tree gets a LOT of play while I work, too…!
We can’t wait to see what you’ve drawn! For artists who are inspired by your art style want to learn, do you have any tips for them?
God, I hope there aren’t people out there inspired by my style… I’d say go look at the folks I’m inspired by! Jorge and Gerardo Zaffino, Christian DiBari, Killian Plunkett, Geoff Darrow… You can learn a lot just by looking at and absorbing someone’s art.
Basically I like horror and I’m interested in the horror genre. I began participating in the Silent Hill series as a sound designer originally, but I was also sharing my opinions on the project, about the game structure and creation, and this process brought me the opportunity to be a producer for the saga. Even as a sound designer, you have to know and understand everything about game production including the meaning and message of the game because every part of it requires sound. Regarding seeing and understanding the entire project, the roles of a producer and sound designer are quite similar. However, producer is a tough position because he/she also needs to manage people in a team, and that requires a different set of skills and capabilities than the ones needed for a sound designer…. The feeling of fear is strongly influenced by the culture, the same for comedies and humour. Sometimes it scares Japanese people but not foreigners, and vice versa. From this point of view, it seems Silent Hill differs itself from other popular horror games. And I feel this is really a unique genre in horror. Even though it was not meant to be popularized horror, it came to become popular because of its strong sense of uniqueness.
Better late than never… Am I right? Here’s my review of Gecco’s new Robbie statues!
Check out my previous Red Pyramid Thing statue review here: http://youtu.be/ZBbN0G_11fM
Check out my previous Bubble Head Nurse statue review here: http://youtu.be/c9DumyT-0ZY
Check out my previous Heather statue review here: http://youtu.be/XtJYmf8zlOM
Looking to order one? Head over to Big Bad Toy Store! http://www.bigbadtoystore.com/bbts/product.aspx?product=TMK10005&mode=retail
Need a second opinion? Check out Silent Hill Paradise’s Review of the Robbie Statues:
Bloody Blue and Pink: http://www.silenthillparadise.com/news/geccos-blue-and-pink-robbie-the-rabbit-statue-review-silenthill
Troy Baker, Mary Elisabeth McGlynn & Akira Yamaoka
Revisit Silent Hill In A Terrifying New Tale ‘Anne’s Story’ Reveals The Past!
San Diego, CA (July 01, 2014) – The nightmare-inducing series based on the hit video game series Silent Hill by Konami Digital Entertainment (“Konami”) returns to IDW this summer with a brand new chapter, Silent Hill Downpour: Anne’s Story. Featuring the dark origins of Downpour’s enigmatic antagonist, this new comic book series will delve deeper into the history of prison guard Anne Marie Cunningham… as well as further explore the fog-shrouded haunted town that is caught between realities.
Introduced in Silent Hill Downpour, officer Anne Cunningham set out on a bloody quest for revenge. The mystery surrounding her journey to Silent Hill, and the terrors she faced upon her arrival will finally be revealed, giving readers an entirely new perspective on the acclaimed video game.
Having written both previous Silent Hill series at IDW, Sinner’s Reward and Past Life, as well as co-written the video game, Silent Hill Downpour, Tom Waltz returns to the foggy town that bleeds horror.
“This will be my fourth foray as a writer into the dark side streets and alleyways of everyone’s favorite haunted vacation town and I couldn’t be more excited,” said Waltz. “More so because we finally get to share Anne Marie Cunningham’s canonical backstory, a mystery only hinted at until now. In our new story we can finally present all her grim and dirty secrets to Silent Hill fans, old and new alike.”
Diving head first into Silent Hill is Australian artist Tristan Jones (Ghostbusters, Hoax Hunters), who is handling covers and interior art.
Debuting this August, Silent Hill Downpour: Anne’s Story opens up a whole new experience for fans and players, and stands tall as an horrifying tale all it’s own! Catch up on the previous Silent Hill series’ anytime on read.idwpublishing.com.
This will be my fourth foray as a writer into the dark side streets and alleyways of everyone’s favorite haunted vacation town and I couldn’t be more excited, more so because we finally get to share Anne Marie Cunningham’s canonical backstory, a mystery only hinted at until now. In our new story we can finally present all her grim and dirty secrets to Silent Hill fans, old and new alike.
To commemorate the 10th Silent Hill 4: The Room anniversary Silent Hill Memories chatted with Dennis Falt, the actor who had played Walter Sullivan in SH4 as well as had voiced over Mary’s doctor in SH2, and asked him a few questions.
SHM.net: Please tell us some background info about yourself.
I’ve been a professional actor since I was a child. Got a BA degree in Theater Arts from CSUSF (California State University San Francisco). Move to Hollywood where I joined SAG (Screen Actors Guild). Worked in TV and film (Starred in SLITHIS) and voice over. Moved to Tokyo. For many years in Tokyo’s Industry, I was declared a “Tokyo Super Star” by a national magazine. One of my more memorable films was GODZILLA. Also had a daily TV show for 11 years. Went to Hawaii for a while and acted in LOST, etc. Now back in Tokyo and very busy. Finished my first novel, SAXON BRIGHTLIGHT, TIME SURFER.
SHM.net: What did you like about your character? Was it easy or hard portraying him/her?
Frankly, it’s been a long time since I did this, (and I do many of these), I can’t remember anything about the character, even his name. Was it easy portraying him? This is my job, it’s always easy, because I love the work. Sometimes I have to do 10 or more different character in one production, all very different voices. That’s when I really have fun.
SHM.net: Do you remember some interesting or funny moments from your recording sessions?
Funny moments during recording? We had a break for lunch, and a few of us went to an Indian restaurant near the studio in Akasaka. Then during recording my stomach kept making weird noises, and we’d have to cut and go back many times. It was a bit embarrassing, but everyone else thought it was funny.
SHM.net: Are you a fan of horror (films/games)?
I am not a fan of horror films or games, no interest in them at all.
SHM.net: Silent Hill 4 featured hauntings and ghosts. Do you believe in these kinds of paranormal activity in real life?
I’m not sure if I believe in paranormal activity, but I do feel spooked when walking in a graveyard by myself at midnight, especially if there’s an owl going “Hoo, hoo”, or a crow cawing, or bats flying around. “Ain’t nobody got time for that.”
SHM.net: Would you do another Silent Hill?
Sure, I’ll do anything if they pay me, and like I said, I love the work.