Monthly Archives: June 2013

Reading: The Combative Horror of ‘Silent Hill: Downpour’

It´s always very interesting to read someone else´s analysis of your designs. Nick Dinicola wrote this nice article on Silent Hill: Downpour´s combat system and design choices we made in order to keep player feeling vulnerable even during the mechanics … Continue reading

Posted in Game design, Silent Hill

Reading: False Starts: Why Silent Hill Downpour’s Opening Is a Poor Tutorial

Interesting post on Gamasutra by Nick Masercola who speaks about how openings in the game affect player´s expectation while using our game as an example. Read whole article here

Posted in Game design, Silent Hill