People are still wondering why Konami cancelled the insanely hyped survival horror game Silent Hills, which would have been worked on by Hideo Kojima, Junji Ito, Guillermo del Toro, and Norman Reedus. It seemed like the ultimate team that would’ve resulted in the ultimate game, one that would set a precedent for all other survival horror games to come.
Alas, as we know, it wasn’t meant to be. But that doesn’t mean we don’t want some answers. And that’s why our own Thomas Alexander asked del Toro about what the experience of working on Silent Hills was like, to which he was explained:
It was curious.
We had a great experience and had great story sessions with hundreds upon hundreds of designs. Some of the stuff that we were designing for Silent Hills I’ve seen in games that came after, like ‘The Last of Us’, which makes me think we were not wrong, we were going in the right direction.
The thing with Kojima and ‘Silent Hills’ is that I thought we would do a really remarkable game and really go for the jugular.
We were hoping to actually create some sort of panic with some of the devices we were talking about and it is really a shame that it’s not happening. When you ask about how things operate, that makes no fucking sense at all that that game is not happening.
Makes no fucking sense at all. That’s the randomness that I was talking about.
I’m not sure if they mean “devices” as in actual physical objects that would interact with the player or specific game mechanics that haven’t been done before. Either way, it sounds fascinating and I would’ve loved to have seen what it would’ve been like.
Alexander’s full interview with del Toro will be going up on our site tomorrow afternoon.
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