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Download Silent Hill Revelation 3D Movie Full Link

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If audiences aren’t familiar with Michael J. Bassett, they won’t be able to avoid him soon. After an extended delay, Bassett’s adaptation of Robert E. Howard’s Solomon Kane arrives in theaters September 28, and is quickly followed by not one but two other projects: Strike Back, a television series for Cinemax, and Silent Hill: Revelation 3D, the second film in a series of video game adaptations.

Download Silent Hill Revelation 3D Movie

Following presentations for Silent Hill and Solomon Kane at Comic-Con in San Diego, Bassett spoke to The Hollywood Reporter about his work on the upcoming video game adaptation. In addition to reflecting on the mixed success of past video game adaptations, he offered insights about what will set his film apart from its predecessor.

Michael J. Bassett: Story, story, story, character, character, story, character. I mean, it’s the only reason you go to watch a movie. You don’t remember how big the explosion is later, but you remember the moment Bruce Willis said “Yippie ki-yay mother---er,” because you remember the context of the character doing that thing -- or, Rutger Hauer’s incredible speech at the top of the building at the end of Blade Runner. Those are the things you remember. The visual wraparound is amazing, but your takeaway from a movie is always how you resonate with the characters. And nobody’s seen Silent Hill yet so it may be to the contrary, but what I wanted to do was give you the story of a girl that you relate to and understand within the environment of the computer game mythology and the landscape that’s been created for it.

I suspect as video games are getting better, and they’re getting better written and better directed, the synthesis of the two is going to be so sort of flawless that you won’t be able to tell where one begins and the other one ends. I mean, if you place Dead Space, which is a fantastic game and you have these animated movies that go with it as well, the movies let the game down. So it’s the other way around. Or like God of War; if I, please, got a chance to make a God of War movie, how the hell do you better the graphics there? I mean, even the performance of the character is pretty good. But it’s hard for the film business and Hollywood in general to take a game and make something better than the game – because they’re an incredible, immersive way to experience adventure.

Bassett: No, I think you’ve got to raise the game. You’ve got to make a sequel that’s better than the original – that’s the point, that you’ve learned from what was good and what was bad. And with Silent Hill, I brought back quite a lot of the team from the first one from the bits that I liked. I think the film is artistically very successful; I think it’s not so narratively successful. The story trades so much on the arcane mythology of the games that perhaps the mainstream audience didn’t get it. I wanted to make a movie that was more scary, more intense, and the 3D element, though obviously it’s a gimmicky thing now, when you’re doing a computer game adaptation and you’ve shot it in 3D – no post-conversion, we had the cameras on the set and we did the thing – when you’re trying to draw the audience into this alternate world, it really is a fantastic tool to have at your disposal for that. I can reach out to you, and I can also draw you in a little bit. So it was kind of a fun experience to play with this technology.