read the full interview here
Destructoid: Some series fans complained that Silent Hill: Homecoming focused too heavily on action and that playing in the role of Alex Shepard made gamers feel "too capable" when it came to combat. Did this factor into your decision to remove combat from Shattered Memories? If not, what brought the team to the decision to remove it?
Tomm: We've been hard at work on Shattered Memories for a long time, so it was not a direct reaction to any feedback from Homecoming. But, we have noticed that a lot of recent survival horror games have started focusing far more on action than "survival." (This is not a knock at anyone, Silent Hill is just as guilty.) Really, they're action games with ickier monsters. Running low on ammo happens in any game with guns -- it's not unique to the horror genre. So we wanted to step back, clean the slate, and go back to the roots of what makes a "survival horror" game. How would we scare the player? What would we allow them to do, etc etc. To that end, we did not "remove" combat. We built a game where the action is not about killing monsters.
Tomm: We've been hard at work on Shattered Memories for a long time, so it was not a direct reaction to any feedback from Homecoming. But, we have noticed that a lot of recent survival horror games have started focusing far more on action than "survival." (This is not a knock at anyone, Silent Hill is just as guilty.) Really, they're action games with ickier monsters. Running low on ammo happens in any game with guns -- it's not unique to the horror genre. So we wanted to step back, clean the slate, and go back to the roots of what makes a "survival horror" game. How would we scare the player? What would we allow them to do, etc etc. To that end, we did not "remove" combat. We built a game where the action is not about killing monsters.
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