About the leaked demo- Apparently it's the full game, only coded so it can also represent a 'demo'. The Demo is designed to feature only the events that occur within the Alchemilla Hostpital, but the rest of the game code is available on the UMD. People have already ripped out the Intro, Good Ending, and Bad Ending video clips and posted them on youtube. < The Demo contains none of these, not even the intro.
Various videos have hit youtube, submitted from the demo, and from e3 and TGS.
Here you can watch the first bits of the game. (SPOILERS, obviously)
Also compiled a guide on the demo.
Highlight to read - SPOILERS DEMO: -Alchemilla Hospital-
Travis starts out in the lobby of Alchemilla Hospital. Press the L button to center the camera so you can get a forward view of the scenario. To your right near the bench, is a tackboard with a map of the hospital. Move to it with the analog stick, and pick up the map with the X button. Examine the board again and pick up the notice regarding the construction in the hospital. Head down the hall, around the reception desk. Notice the red pyramid mark on the wall. This is your save point. Though you can save, you cannot load a game in the demo. If this save is transferred over to the final game, or not, the demo does not describe. Unless this is the opening stage of the actual game, saving seems worthless.
Down the hall the "exam room" is locked. We'll need a key. Use the last remaining door to enter the next hallway. You can press triangle to display the map, and your current location. There are two restrooms, a stairwell, and a door leading to another hall in this area. All but the door to the next hall are locked, but go ahead and try to open the others anyway. When you encounter a locked door, or a jammed door, it is marked down on your map for future reference, with a red scribble, or a solid red line marking locked doors. Eventually you'll return to locked doors one way or the other, so keep in mind the solid red marks.
Enter the next hall. To your right (south) is the exit, which Travis refuses to use until he finds a little girl. This refers to the character Alessa, from Silent Hill 1 and 3. The exit will be marked with a solid red line, but note that in the demo, you do not return to it to exit the hospital. The medicine room, staff lounge, kitchen, director's office, and stairwell are all locked. As you continue down the hall toward the elevator, you encounter a cutscene with a mysterious character. Veterans who played Silent Hill 1 will remember this character as Dr. Michael Kaufmann.
-Scenario 1 - Travis: Hey, you a doctor? Kaufmann: Can I help you? Travis: That fire last night, the girl that was burned - is she here? Kaufmann: A girl? We've received no new patients in the last day or so. Was she hurt? Travis: She was burned all over! Kaufmann: Are you a relative? What did you say her name was? Travis: I don't know her name. I was the one who saved her from the fire. She must have been brought here? Is there another hospital? Kaufmann: I'm sorry. Perhaps someone in reception can help you. I have urgent business to attend to. Goodbye. -end-
All paths are blocked at this point, save for the elevator. Looks like you're going up. Enter the elevator and head to the second floor, which is the only other accesible floor. As soon as you exit the elevator you will notice your flashlight has been turned on. You can turn the flashlight on and off with the circle button. Enter the only door available, and enter the next hallway.
-Scenario 2- Travis: Miss? You okay? *Nurse turns around* Travis: ...What? -end-
Fight time. After the short cutscene, grab the sledgehammer from the bench to Travis' right. Note, that like Silent Hill 4, weapons break after a certain amount of use. If you wish to continue this fight using only Travis' wife-beaters, feel free, though I recommend the hammer. There are more than enough weapons avaiable to complete the demo, though the fights in this demo aren't much of a challenge either. To equip the sledge hammer, press select. You will be in the inventory screen. Press L twice to switch to weapon inventory. Use the directional pad to examine or equip the sledgehammer, and then press circle to exit. Hold R to ready the weapon in hand, and tap x a few times to perform a two hit combo. Alternately, you can hold down X isntead of tapping it, to perform a powerful strike. A bit risky for your first encounter though, so I suggest sticking with the standard combo. Another attack is performed by tapping x while moving in the direction of the enemy. A bit more powerful, and you can use this as your opening attack as the enemy approaches. After about four hits, the nurse falls. Stand next to the body, and press X (don't press R). Travis will stomp the enemy to death. Otherwise, the enemy would rise again. All done.
In this hall, there are two rooms. Head into 205, as the door to 206 is jammed. In this strange room, head to the other side to the medical cart, and examine the doctor's notes on the preliminary diagnosis. Head back out the door when done for another cutscene.
-Scenario 3- *Alessa leaves a bloody handprint on the window* -to be continued-
Nothing better to do, so examine the handprint.
-continued- Travis: You're the girl from the fire. How did you?... I'm seein' things. This ain't right. -end-
Now you're in the dark dimension, a reality in which all things appear to hellishly mock everything you knew about your own reality. In the dark version of 205, examine the table that has been drawn out, and pick up the plastic lungs, then examine the gurney to retrieve a scalpel. It's a very fast melee weapon, and you should equip it only if the hammer hasn't broken yet. Next to the door is a busted medical cabinet with a health drink. This is a restorative item you can use to restore small portions of your health. Shouldn't need to use one now. When you exit the room, to your left is another nurse creature. Have at it. If your hammer breaks, try to finish it off with your fists. Quite hilarious actually. >_>
The elevator room and 206 are blocked off, as is the operating prep room, and nurse centre. Enter the only remaining door to get to the next hallway. The door to the stairwell works, but skip to 202 instead. Grab the golden egg from the table, and also examine the notes next to it. When you exit, there may be a nurse to your right. If so, you will immediately note the static noise coming from your radio. I suggest pressing circle to turn off your light, and wait for the nurse - now partially blinded to your existence - to approach. Charge up that hammer attack or scalpel jab, and let her have it. Only other working door here is 204. Head toward it, and grab the portable tv just outside the door. Enter 204 and examine the box. There's also a note on the box, hinting at another objective.
Scattered around the hospital, in both dimensions, are 3 women's names, accompanied by a number that regards their age. To open this box and retrieve the plastic heart, you must enter the three ages, in highest-to-lowest order. Or, if on normal mode, you can enter the following. "312319". Regardless, note that only once you retrieve the plastic heart, a nurse appears right outside the door, so be ready to attack. Before you leave, obtain the drip stand to the left of the box, in the corner of the room. All done here, so head back to the stairwell and head down.
As soon as you enter, you are confronted by another nurse. However this time, there is another nurse not too far away. Once you engage the first, the second will approach. Rather than risk losing your current melee weapon (your hammer is likely gone by now), just run past them and head to the ladies room. If a nurse gets too close, they will grapple with you. Just tap x repeatedly to push them away. It's rather easy, and you can actually avoid taking damage from their knife swipes by running up to them so they grab you instead. In any case, run in front of the ladies room, facing the door, and enter your inventory. Select the golden egg and use it to open the door.
Inside the bathroom is a mirror. You can examine the mirror to switch back to real dimension. Don't do this just yet. Tacked onto a gate near the mirror, is a letter that will help you with these plastic organs. Or... you can just follow my advice when the time comes. Examine the toilet, and open up the top to retrieve the plastic liver. Open your map. The door to the lobby is locked, and requires you use all the plastic parts later to retrieve the item necessary to open the lobby door. You're only option now is to go through the mirror, so do so.
Once back in your dimension, go back to the toilet and grab the staff lounge key. Also, on one of the stalls is the first clue to the locked box puzzle. May change depending on difficulty, but on normal mode it should read "Amy 31". On your way out, on the ground near the door is an ampoule, a very strong health restorative item. This item in particular seems to change randomly during the demo plays. Sometimes it is an energy drink, other dimes a health drink. In any case, to check your current health, enter the inventory screen. On the bottom left is a screen marked 'status'. The faster the screen flickers, the weaker you are. When the border turns red, and the screen is filtered pink, you're near death. When the border turns green, and the screen is also filtered green, you're at maximum. If you're in the red zone, use the item now. Otherwise, save it for later. You don't get too many of these during the demo, and it's best to use them when you know you'll need it. Unlock the door, and make your way to the staff lounge. As soon as you enter the lounge, on your right is the second locked box puzzle hint. "Lucy 23". (Once again, on normal mode. Hard mode details may differ.) Head to the counter and steal yourself the toaster. Also grab the hanging exam room key. There is also a health drink on the northern couch. There's an optional notice on a tackboard near the jammed door. When done, exit the room and head to the exam room.
This is where the plastic parts need to be inserted into the anatomy doll. Once the doll is examined, it is marked on your map. On the table in this room is a typewriter, and a note from Dr.Kaufmann. Retrieve them, and examine the x-ray on the wall. Turn on the lamp to get the last puzzle from the puzzle box. "Sarah 19". Retrieve the plastic stomach and plastic intestine from the two sinks in this room. There is also an alcohol jar on the shelf near the door. Now on to the puzzle box.
Skip this part if you have obtained the plastic heart already. If not, head back to the elevator, and into 205. Enter the dark dimension, and make your way to 204, battling any nurses along the way. Once you retrieve the heart, head down the stairwell, and finish off the two nurses you left behind here. Enter the ladies room, and warp to the real dimension. Head to the exam room.
Examine the doll, and enter the plastic organs in this order. INtestines, STomach, LIver, HEart, LUngs. The eyes will open. Retrieve the glass eyes, then enter the ladies room again and warp back to the dark dimension. You can attack these nurses, or bypass them. Just make sure you turn off the light before you exit the ladies room, if you do you have a chance to dodge them before they grab you. In the middle of this hallway is a rack with another alcohol bottle. Grab it before you leave this area. Head to the door blocking the lobby, and enter your inventory. Use the glass eyes on the door, then open it. Another two nurses await in this room. If you have your flashlight off, you'll get the jump on them. Straight ahead and to your left is a small table with another scalpel on it. To be completely honest, it's just as easy to run all the way to the locked front door of the lobby, wife-beat knock out one nurse, and take out the other when it catches up. You shouldn't need to waste any weapons on them, especially now that you've had practice dispatching them. In any case, by the locked front door, there are two health drinks to the left, on the ground. Near the corner, there is a cart with a portable TV you can use later.
Enter the exam room. There's a dead nurse-to-be on the table, and another door in this room. Prepare yourself for the boss fight, and enter the door. Here you will encounter a creature similar to Silent Hill 2's "Numb Body". It's got an acid-like spit attack, and can move somewhat faster than the nurses. In any case, hope you stockpiled on those TVs and toasters. Use them one after the other at point blank range, and this fight is a shoe in. Or if you prefer, wife-beat it. Either way, it's an easy fight once you've started attacking.
Once Numb "Fledgling" (as I call it) is dead, pick up the 'future piece' to complete the demo.
-Scenario 4- Travis: What is this? *Alessa appears* Travis: You. What was that thing? *Alessa causes the air-raid siren to go off in the town* Travis: This...isn't...happening... *Travis passes out over what appears to be the Metatron symbol* -end-
-Review-
And there you have it, the demo's over. So on to discuss the 'future piece'. It's a red pyramid. This leads me to believe Travis may end up becoming the first Pyramid Head, noting also the presence of the Numb Body, two beings seen only in Silent Hill 2. Where as Pyramid Head was thought to be the demonic representation of the executioners from old silent Hill, perhaps Origins plans on adding more of a back story to the Pyramid Head being, in so much that Travis, the man apparently responsible from rescuing Alessa from the fire that would have killed her, is rewarded by being the servant executioner and sheperd of lost and comdemned souls entering the town.
In any case, it's not a bad demo. It does 'taste' like Silent Hill, but so far, just as much as Silent Hill 4, which isn't saying a lot. Also, i'm not pleased that Silent Hill 4's melee system prevails here, as does the breaking of melee weapons. To top that off, I hate Climax. They destroyed the ATV Offroad Fury series (3 and 4). The character modeling in Origins also is a far cry from the style we've seen in the last 2 games. The faces look very blank, with dark and simple color dots representing the irises of the eyeballs, and simplistic cheeks, jaws, and foreheads to go with it. The monster design looks good though, since A- Climax had Konami's reference points to work with, and B- They didn't have to worry about screwing up basic human anatomy, or faces for that matter. Travis himself as you can see from screenshots already released, is dressed as a trucker.
While the element should fit niceley into the town of Silent Hill, it also feels awkward, as though we know it's a rural town, we've never actually seen the rural community. It's also a bit alienating to know our hero in SHO can fist fight, where as every other depended on a weapon, and the backbone of the character always came from (save for a few scenes from James, which explain themselves in that game's endings) the player. In any case, taking fists to monsters in the Silent Hill universe greatly detracts (at least for me), the psychological standpoint of primal fear that should otherwise be instilled in the player. Why else has the combat system been so based on weapons, and awkwardly timed attacks? It's the same reason Resident Evil will never let you body slam zombies (or similarly infected human horror genre stereotypes). Yet even the Resident Evil series is taking a departure from survival horror, and is becoming more and more action and suspense oriented, rather than maintaining its survival horror genre. Then again, Silent Hill 4 was criticized for straying far from the working formula of the Silent Hill series. As if Heather Mason's added, cinically comical commentary during cutscenes wasn't bad enough a factor in killing the mood. Anyhow, Silent Hill Origins seems to be following the trend in step. I won't say it's a good thing, but can't say it's a bad thing until the final game is released.
As far as the sound goes, it's pretty good. Familiar series sound effects are all over the game, and will help draw fans of the series back into the Silent Hill world almost instantly. Some of the industrial clangs of metal and such that play during scenes of suspense seemed a bit too loud and forced this time around, and some of the more melodical qeues felt a tad too melodical, more in line with Silent Hill 3 and 4, than Silent Hill 1 and 2. The enemy AI however, has stayed intact throughout the series, with the most aggressive of all being enemies being in the first Silent Hill, with it's running dogs, killer demon apes, and shrieking pterodactyls all being much more mobile and damaging than others have been since. By comparison, Silent Hill Origins is a breeze. If anything, it feels as if you were playing a mix between one of the off-putting Silent Hill comics, and Silent Hill 4. If you've ever read the comics, you'll know they missed the mark of the original games almost entirely, with its forced character confrontations, 'quirky' and 'spunky' dialogues with the demons of the town, and Silent Hill 4's strayed attempt at turning what was just a game about ghosts, into an official part of the Silent Hill series to earn a quick buck. The combination of such isn't too promising for fans of the original series, and the end result of the completed Origins is so far up in the air, but not looking quite as promising as long-time fans would wish.
The lighting and world design are however, quite exceptional. Not the greatest possible, but up there with top PSP games like Metal Gear Solid: Portable Ops, and Syphon Filter: Dark Mirror (and the soon to be released Socom: Tactical Strike, which uses Dark Mirror's game engine). And of course, too little of the plot has been revealed, so all together, i'd give the demo a 7.3/10 My gut also tells me that the lowest score the completed game will get is a 6.5-7, so while it may not end up being in the top 10 PSP titles, it's still something that can be played and enjoyed by the non-die hards out there, and those new to the series.Remove all text beyond this point.
[color=#666666]This message was edited by raijin1999 on Sep 14 2007.
This message was edited by raijin1999 on Nov 13 2007.
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