Succén med Silent Hill 2 Remake är fortfarande färsk, och den ledde till att Konami gav studion Bloober Team en ny uppgift: att skapa ett nytt spel baserat på en hemlig serie. Därför kunde tidpunkten inte vara mer passande för ett samtal med Monika Chmura, som befann sig i Gdansk under DevGAMM-konferensen för att diskutera leveldesignen på Woodside Apartments i nyversionen. Miljön för vår exklusiva intervju, med den dimmiga bakgrunden, kunde heller inte vara mer passande, vilket du kan se nedan:
När Monika diskuterade mötet med Pyramid Head betonades utmaningen att skapa en spänningsfull atmosfär genom layout och belysning, och sade att "we needed a long, straight corridor that has a lot of darkness... we wanted that moment to be really elevated, to have proper build-up for it". Teamets mål var att fånga samma kyliga känsla som i originalet och samtidigt förbättra upplevelsen för moderna spelare. Monika fortsatte:
"So as you mentioned, the Pyramid Head is quite, I would call it a pop cultural phenomenon right now. Because we changed the geometry and long corridors are not necessarily working well in a third person camera. So we decided to break them a little bit. But for that specific part, we needed a long, straight corridor that has a lot of darkness. So we kind of struggled a little bit to find the right spot because we wanted that moment to be really elevated, to have proper build up for it. That has proper lighting. And so you can feel that power that comes from this character.
And also it connects to the other events. So when you pick up the gun, then you hear the scream and you find a dead body in the apartment that you previously visited. [With the bullets]. And then the Pyramid Head disappears. So it was crucial to keep that flow intact and this chain of events the same way as it was in the original game. Because we felt that it corresponds strongly with building the character of Pyramid Head".
Kolla in intervjun i sin helhet härunder.