Worth noting, this is a mostly vibe-coded port. There is a separate no-AI port in the works called SilentEngine, but it is in a much earlier stage right now.
PC Gaming
For PC gaming news and discussion. PCGamingWiki
Rules:
- Be Respectful.
- No Spam or Porn.
- No Advertising.
- No Memes.
- No Tech Support.
- No questions about buying/building computers.
- No game suggestions, friend requests, surveys, or begging.
- No Let's Plays, streams, highlight reels/montages, random videos or shorts.
- No off-topic posts/comments, within reason.
- Use the original source, no clickbait titles, no duplicates. (Submissions should be from the original source if possible, unless from paywalled or non-english sources. If the title is clickbait or lacks context you may lightly edit the title.)
I remember this game being extremely scary as a kid. Wonder if PS1 graphics would get a rise out of me.
I recently tried playing it and it very much did get a rise out of me. The lizard parts of my brain do not care about the blockiness, pixelated textures and crude animations. It's still just as scary as it was back then.
Yeah the graphics were more or less just standard for the time, it is the level design and sound design that made it especially scary IMO
The whole reason for the misty hazy setting is because the hardware of the day wasn't capable of rendering well. They fuzzed it out so it didn't have to be rendered.
Turok? Sure. Silent Hill? Ehhh. This game's fog is a technical achievement that required rendering every polygon twice. It was an obstacle to performance as much as it disguised the draw distance. The simple fix would have distant polygons fade to black... like Syphon Filter.
Silent Hill 2 double no, because that game used so much fog deliberately that later machines couldn't render... the fog. The PS2 had a disgusting fillrate, and simply layered z-buffered triangles, numerous and deep. The 360 port looked worse because it was not designed for so much alpha blending.
One of the first remasters fucked it up, too, by not having the fog so a bunch of holes, gaps, and other things you were never meant to see in the level geometry were very much visible.