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Vote: Did you like this game? Yes No. Log in. Related games. Sniper Mission WebGL. Save or Die WebGL. Pixel Force WebGL. The Saboteur WebGL. Sniper Reloaded WebGL. American Sniper Unity 3D. Zombies - Sniper Unity 3D. Terrain Sniper Unity 3D. Sniper Attack WebGL. The Mercenaries WebGL. Within moments, she's already been nearly grabbed by a large, disfigured man in a viscera-covered room. Her memories are foggy at best and the eerily docile servant, Daniella, makes her uneasy.

Something isn't right. She has to leave. Luckily, she finds someone that she can trust: a dog named Hewie. Together, they might just be able to escape. Haunting Ground is a psychological thriller as well as a classic survival horror game. Fiona is defenseless and relies on hiding, crafting small items, setting traps, and ultimately using Hewie to fight for her. She's also prone to panic, leaving the player unable to control her until she relaxes.

Her vulnerability and the truly twisted nature of her story are beautifully woven throughout the game. The four of them are taken together to his sprawling mansion, the Clock Tower.

Shortly after their arrival, one of the girls is killed, and Jennifer finds herself being hunted by the Scissorman, a deformed child brandishing a large pair of scissors. While its foreboding atmosphere and intricate mystery are similar to Silent Hill , Clock Tower is actually similar to Haunting Ground too Jennifer can't fight and must rely on hiding and setting traps, while trying to avoid panic mode. When investigative journalist Miles Upshur receives a tantalizing anonymous tip through e-mail, he heads to Mount Massive Asylum to check it out for himself.

He breaks into the abandoned building to find that the staff's bodies litter the halls, which are now stalked by dangerous inmates. Outlast uses its environment as a powerful gameplay mechanic. Attempting to fight results in death. Development of Silent Hill started in September For this reason, a Hollywood-like atmosphere was used for Silent Hill.

The staff members that were assigned to the game's development had failed at their previous projects. They intended to leave Konami, as they were not allowed to realize their own ideas, and were not compatible with the company's other teams.

According to composer Akira Yamaoka, the developers did not know how to proceed with the Silent Hill project, either. As the time passed, the personnel and management of Konami lost their faith in the game, and the members of Team Silent increasingly felt like outsiders. Despite the profit-oriented approach of the parent company, however, the developers of Silent Hill had much artistic freedom because the game was still produced as in the era of lower-budget 2D titles.

Eventually, the development staff decided to ignore the limits of Konami's initial plan, and to make Silent Hill a game that would appeal to the emotions of players instead. For this purpose, the team introduced a 'fear of the unknown' as a psychological type of horror. The plot was made vague and occasionally contradictory to leave its true meaning in the dark, and to make players reflect upon unexplained parts.

It was based on Western literature and films, as well as on depictions of American towns in European and Russian culture. Artist Takayoshi Sato corrected inconsistencies in the plot, and designed the game's cast of characters. He also created 3D demos and presentations, and taught older staff members the fundamentals of 3D modeling. However, he was not credited for this work as he did not have as much respect within Konami as older employees.

Sato eventually approached the company's higher-ups with a short demo movie he had rendered, and threatened to withhold this technical knowledge from other staff members if he was not assigned to 3D work.

As a consequence, his superior had to give in to his demand, and he was allowed to do character designs. To prevent this from happening, Sato volunteered to create the full-motion videos of Silent Hill by himself. Sato estimated the game's budget was lower than the cost of Japan's biggest games at the time.

He said the development team intended to make Silent Hill a masterpiece rather than a traditional sales-oriented game, and that they opted for an engaging story, which would persist over time — similar to successful literature.

The American staff altered these names, as they considered them too uncommon. The names of these doors were taken from the names of the angels Ophiel, Hagith, Phaleg, and Bethor, who appear in a medieval book of black magic and are supposed to rule over planets.



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