Silent Hill HD Collection Code Wasn’t Final Version

Silent Hill HD Collection was met with a lot of negativity after release, with good reason. The Collection didn’t contain the fog which is so central to the Silent Hill games, and this led to gamers finding areas of the game which were incomplete.

In an interview with 1Up, Silent Hill HD Collection Producer, Tomm Hulett, revealed the problems the team faced during development, including not having the full game code.

“We got all the source code that Konami had on file — which it turns out wasn’t the final release version of the games! So during debug we didn’t just have to deal with the expected ‘porting’ bugs, but also had to squash some bugs that the original team obviously removed prior to release, but we’d never seen before.

A lot of assets such as textures and sound had to be taken out of the compiled game, and that brings with it a host of unique issues, especially taken on top of the tricky coding workarounds at play in the original games. We certainly had our hands full. I think at one point  Heather was blue.”

The full feature by the guys at 1Up is definitely worth a read as it highlights the various difficulties developers face when trying to bring classic games into the HD generation.

Source: 1Up.


  1. Would have been easier to start again

    • Or reverse-engineer the retail discs like they did with GOW/Ico/SOTC

      • Yeah, you would’ve thought when they realised they didn’t have the final source code they would do that.

      • Bluepoint Games >>>>>>>>>>>> Hijinx Studios

      • GOW and ICO/SOTC where recompiled from the source, where did you get the idea they where reverse engineered?

      • Read the source, it has a great quote from O’Neil, Bluepoint Games:

        “We don’t use archive data,” says O’Neil, “We take retail discs of the game and reverse engineer them. That way we can be 100% sure we have all the final retail data and that it matches up. That takes a lot time. Then to get it working, we basically have to go in and change every single piece of data. We get the code and we use that to build a PC version of the game. It’s not something meant to ship, so a lot things don’t work. It doesn’t have sound for example. The engine though is the same, the data layout is the same, so we get that working first. If you have a lot of stuff coming through the VU assembler [with a PS2 game], you need to do lot of super detailed work to convert it all. We don’t emulate any of this stuff, we hand convert it.”

      • Bluepoint Games did GOW I+II HD, ICO/SOTC HD and MGS 2+3 HD.

  2. So instead of asking Konami to extend the deadline in order to restart they decided to battle with the code. Should have restarted as a good but delayed HD collection is better then the failure that they put out.

    Why would Konami chuck out the final version code and not the code that they gave the HD team? Surely if you are chucking out code, you would delete all versions of it.

  3. death jam

  4. Shame, real shame.

  5. So theres little chance of patches to fix this then… Was really hoping it was a rush job that would get updated to fix the crap bits… Never mind

  6. Why even bother then?
    Haven’t played it and definitely won’t because of that. What a fuck up.

    I know I keep saying it but they should let Silent Hill die a semi-dignified death while it still can. The franchise has become a mess.

  7. Eep. Sounds like I should take my unopened copy to Gamestop then.

    And the franchise has indeed become a mess. I’m finishing up Downpour right now, and I like it okay, but not as a Silent Hill game.

    Would be good if they made one huge last game, a reboot that could bring back all the original atmos and style, and then call it quits. Going out like this would be a shame.

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