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Silent Hill: Downpour

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This page details one or more prototype versions of Silent Hill: Downpour.

To do:
There's some things that needs to be done:

  • Rip the models from the final game so they can compared to their respective prototype models.
  • Unused/early cutscenes.1
  • Invesitage all prototypes available. Most content investaged here is from the June 3, 2011 (09.23) prototype.

Monocle Man Boss Battle#

Watch on YouTubeDue the rushed development of the game, a boss fight with a monster known as the "Monocle Man" was ultimately scrapped, however, all the necessary code and assets to battle this boss still exists inside the 09.23 prototype and can be properly fought with some tinkering. The only issue is that the game doesn't exactly know what to do after beating the boss, thus leaving the player stuck in the boss arena for eternity.

Early and Scrapped Models#

Early Sewel#

Location: pe_present_characters.xxx/char_policemen.Meshes.char_sewel
An early model of Sewell, which is closer to his early concept art. This model is reused in the final game for a generic guard.

Ferryman#

Location: pe_present_characters.xxx/char_ferryman_civil.Meshes.ferryman_civil_ai
A model for The Ferryman, a character that was cut from the final game. Other files and texts in the early builds reveals that he was going to reveal himself as the homeless man known as "Homer", who was originally meant to have a different role in the story.

Young Anne#

Location: pe_present_characters.xxx/char_anne_young.Meshes.anne_young_aj.fbx
A model from young Anne which is different than the one from the final game, the main difference being her dress which is red instead of white. This model is used for a brief scene in the monastery which was later cut from the game. The same scene can also be glimpsed in the E3 2010 reveal trailer.

Killer Murphy#

Location: pe_present_characters.xxx/char_killer01.Meshes.kil
An early model for Murphy which is named "Killer Murphy", back from when he was planned to be a more cut out criminal and a murderer. Interestingly, the outfit he's wearing is reused in the retail game as an outfit that can be obtained through one of the side missions, although with slightly different colors.

Early Murphy#

Location: 12_dep_sta_end_cs08.xxx\char_charles01.Meshes.char_charles01_cinematic_aj
An early model for Murphy which was originally used for cutscenes during the 2010 builds and can be seen in the E3 2010 reveal trailer.

Early "Charles"#

Location: 02_present_combat_garage.xxx/char_charles01.Meshes.charles01_ao
An even earlier model of Murphy back when his name was Charles, which has an entirely different face and shorter hair.

Early Wheelman#

Location: 01_prn_cells_cs40A.xxx\char_wheelman01.Meshes.char_wheelman01
An early design for the Wheelman which has several notable differences to the final design. Aside from being chained to the wheelchair in a more straight pose, his head has a more defined, monstrous look to it compared to the twisted and deformed one he has in the retail game. This design bears much more resemblance for the title character of the short horror movie "Rubber Johnny" which was confirmed as a direct inspiration on the Wheelman. Several of the Wheelman's appearances in the game still use this model in this build, while in the retail game all of them were updated to use his final model.

Shade01#

Location: 02_mon_otw2_ai.xxx\char_shade01.Meshes.shade_chase
A model which appears to be either an early design or a placeholder model for what became The Void in the retail game. The most notable aspect is the model featuring a much more humanoid looking entity compared to the abstract one in the final game.

Shade_Test#

Location: 00_otw_din_pe_ai.xxx\char_shade01.Meshes.shade_test
Another early model for The Void, this time being sort of a middle ground between its early humanoid model and the fully abstract entity it ended up being. The base model has a face which looks fairly similar to the one it had in its humanoid model, and there are several textures for smoke and lightning particles which would've formed around it. This appearance of the void was briefly shown during the same trailer which gave a glimpse at the scrapped Monocle Man boss fight.

Early Prisoner Juggernaut#

Location: pe_present_characters.xxx\char_prisonermonster.Meshes.char_prisonermonster01_ak
An unused model for the Prisoner Juggernaut, which is closer to the concept art for the prisoner enemies that has them with more clown-like features.

Bat#

Location: pe_present_characters.xxx\char_animals.Meshes.bat_ai
A model of a bat that was meant to be used during the scrapped Monocle Man boss fight.

Monocle Man Weak Point#

Location: 14_dep_boss_ai.xxx\char_jp_boss.Meshes.weekspot_aj
A model that was meant to be used as a weak point during the Monocle Man boss fight. This model isn't actually used in the fight, so it's possible that this is a remnant of an earlier version of the boss battle.

Monocle Man Damaged Weak Point#

Location: 14_dep_boss_ai.xxx\char_jp_boss.Meshes.weakpoint_destroyed_ai
A damaged variant of the weak point mentioned above.

Monocle Man Train#

Location: 14_dep_boss_ai.xxx\char_jp_boss.Meshes.trainXX
There are 8 meshes of a damages version of the Devil's Pit train, those meshes are meant to be placed on the Monocle Man tentacles during the boss fight.

Monocle Man Intro Cage#

Location: 14_dep_boss_ai.xxx\cs18_JPBoss_intro.Meshes.obj_cage
A cage in where the otherworld version of Charlie is locked. When the player attempts to free him, the cage is sent into air as the Monocle Man breaks through the wall.

Cybil Rockface#

Location: 08_dep_tears_ai.xxx\env_dep_sm.cybil_head_ai
Originally, Murphy would've had an objective to found three faces hidden on rocks - Walter, Cybil and James. Walter's face made it to the final game, but not Cybil nor James.

James Rockface#

Location: 08_dep_tears_ai.xxx\env_dep_sm.james_head_ai
The cut face model for James.

Silent Hill Sign#

Location: 12_dep_sta_end.xxx\obj_uni07_signs.Mesh.silentsign_obj_uni01_EMIS_at
A "Welcome to Silent Hill" sign which ended up being unused and eventually removed from later builds of the game. It can be seen in the E3 2010 reveal trailer.

Unused Textures#

Early Devil's Pit Sign SHDounpour_Mysteries.sign_blend_01.png

An early texture for the signs across Devil's Pit.

Early TV Monitor#

A hoard of Homers on a TV monitor. SH_Downpour-Proto_Homer_prison_tv.png

Inside the file "Startup_FRE.xxx" there are images from an early logo using the final logo of Silent Hill: Shattered Memories and the sub name of the game using another font, also revealing that the game title was originally intended to be "Silent Hill: Downfall". This file is dated back from October 25, 2010 while the main title file "Startup_INT.xxx" is dated from July 2, 2011.

Early Mystery Assets#

Several textures for assets regarding mystery items are found in the prototype builds. While some assets are the same as the retail game, there are some unused and placeholder graphics. One notable exception is a family photo of Murphy and his family, with his wife having a mistextured model.

Early UV Light Text#

Several textures for UV texts that are not present in the final game.

Early Placeholder Graphics#

Several placeholder graphics that features some items and a wanted poster.

Early Audio#

Early Murphy Lines#

Early voice lines for Murphy that seem to be from the intro level of the game. Not only Murphy's voice is different, but his character is noticeably different. He sounds rougher and much less sympathetic, disrecarding other people as long as his own safety and benefit are ensured. Those are possibly leftovers from the early drafts of the game where Murphy was going to be a killer and a hardened criminal compared to the more sympathetic and pain filled person he ended up being in the final game.

Prototype British Murphy#

Many voicelines which are identical to the ones in the final game, but has a different, british voice for Murphy. Those were likely early lines with a placeholder voice actor.

Early Nun Voice#

An early version of one of Murphy's interactions with the Nun. While his voice lines are the same as the final game, the Nun's voice is different and noticeably younger.

Prototype Music#

The prototypes contain two songs that are absent from the final game. The song "Night and Day" played during the prologue with Napier in the prototype build while in the final game it was replaced by ambient music. The song "I am a Man of Constant Sorrow" played on one of the radios in the prototypes and replaced in the final game

References#


  1. https://youtu.be/wH4EhN963jU↩︎