Agenda
'SILENT HILL f': The Challenges of Creating a Melee-Only Horror Game
Examples will be given using direct system and mechanical comparisons and explaining the design process and decision making steps of: key combat systems, progression, enemy A.I., all the way to the visual and mechanical design of our main character, Hinako.
Takeaway
Intended Audience
Developers curious about how SILENT HILL f's design chose to go fully melee combat and our analytical approach to methodically breaking apart historical horror game combat systems and rebuilding them for SILENT HILL f may find this talk interesting.
This content will be useful in general for developers working with combat systems, especially those that are working towards significantly different directions in genres that traditionally have strong and more rigid player expectations.