Horror videogames, which were extremely uncommon in the eighties, were now everywhere, thanks to the success of franchises such as Konami's Silent Hill and Capcom's Resident Evil. What had been considered so violent and gory in the late '80s and early '90s was now considered tame. That decade and a half gap between games had not only provided all sorts of technological leaps and bounds, but the modern gamer had grown much more used to shocking content during that time. Early on, the team decided that the core aspects of the game were going to be blood, gore and metal, and as producer Dan Tovar had said many times, "the main tenet of the game is more blood more power." They even went as far as showcasing the new damage system Rick had very early on, focusing on the real-time regeneration of body parts.īut there were obstacles to overcome. Story and gameplay elements were taken from all of the original games (even Wanpaku Graffiti) and combined into what we all hoped would be the ultimate Splatterhouse experience. Having been fifteen years at that point since the last installment of the series, 1993's Splatterhouse 3, we knew that Namco would take advantage of the technological advancements in home gaming consoles to provide the kind of horrific experience that we could only dream about when the original series was brand new. Splatterhouse was envisioned as a remake of the original 1988 arcade game, originally announced to the public in April 2008 after spending two years in development. The underdog that, unfortunately, did not come out on top. The game that seemed to have the odds stacked against it from the start.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |