DescriptionSilent Hill: 0rigins
is a prequel to the Silent Hill series set in the 1970s. You play as trucker Travis Grady, who attempts to take a shortcut through Silent Hill late one night when running behind on his rounds.
As in the previous Silent Hill games, you move back and forth between nightmare and real versions of the town, here crawling through mirrors to get between. He must gather items used to solve puzzles and open up new areas. Monsters of various types provide obstacles and, in series tradition, are mostly disturbingly twisted versions of humanity.
Travis can fight with his bare fists or use melee weapons. Unlike previous games in the series, melee weapons break after a time. There are also one-shot items that can be thrown and several guns. Combat is performed through lock-on. There is no HUD, but the edge of the screen turns red when Travis is near death.
- "Silent Hill Zer0" -- Japanese title
- "Silent Hill: Origins" -- Alternate spelling
Part of the Following Groups
The Press Says
|Video Game Generation
||Jan 19, 2008
||8.5 out of 10
|Gamers' Temple, The
||Mar 18, 2008
||85 out of 100
|The Video Game Critic
||Nov 01, 2008
||Apr 04, 2008
|Game Informer Magazine
||7.75 out of 10
||77 out of 100
||Mar 17, 2008
||7 out of 10
|FileFactory Games / Gameworld Network
||Apr 16, 2008
||70 out of 100
|GBase - The Gamer's Base
||Jul 21, 2008
||7 out of 10
||Jul 08, 2008
||6 out of 10
There are currently no topics for this game.
This game was originally started by The Climax Group
's (now closed) Los Angeles office. Erik Gloersen
was running that section at the time. Phil DeLuca
was producing. Anders Granlund
was lead programmer. Tim Trzepacz
worked as a contract programmer. There were two other programmers on the team, which still left it horribly understaffed.
The project was originally being coded using an original engine that Granlund had written, and which was being shared with a UK team working on a version of Bethesda Softworks
' The Elder Scrolls IV: Oblivion
for PSP. About three months were spent building new systems for this engine, when the decision was made to scrap it and go with RenderWare
instead, starting over with a code base that was inherited from the Ghost Rider
There were certainly some problems moving forward from there. For example, the AI and pathfinding on Ghost Rider
were written by people who were no longer working at Climax group, which slowed things down tremendously.
Work on that continued for nearly six months when management changed at the US office. After a period of upheaval, the entire Climax USA operation was closed and the project was moved to the UK. It is unknown if any of the original project's code was used in the new version, but none of the programmers from the US office were credited in the final release.