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With names like "Eternal Darkness: Sanity's Requiem" and "Metal Gear Solid: The Twin Snakes", Silicon Knights has blasted to the top of the gaming world - working with the likes of Nintendo and now Microsoft. With its emphasis on story-driven content, Silicon Knights’ games envelop its players in fantastical worlds that make the player think as well as act.  This holds true for their current title, “Too Human”

Silicon Knights began in the basement of a home in St Catharines almost twenty years ago - and now utilizes the talents of 160 employees to create original and superior quality video games.  Programmers and artistic staff are highly educated and continue to be trained and supported in their personal growth. Hard work has paid off as the company's revenues have grown by 250% in just two years.

Silicon Knights is an active member of the gaming industry, working with the Ontario government and peers to develop an action plan for the province, and to make Ontario a more attractive place for this industry.



Step into the world of
"Too Human™," the next-generation third-person epic action-game from famed developer Silicon Knights®. As the Cybernetic God Baldur, players are thrust into the midst of an ongoing battle that threatens the existence of mankind. An ancient machine presence has forced the God’s hand. In the first of a three part trilogy, Baldur is charged with defending mankind from an onslaught of monstrous war machines bent on eradication of human life.

In "Too Human™," players are treated to a non-stop barrage of action powered by the seamless integration of melee and ranged firearms combat and fueled by breathtaking visuals previously not possible. Battles unfold in awesome scale as players engage in spectacular battles with vast numbers of enemies.

"Too Human™" is produced by renowned Canadian developer Silicon Knights®. The masterminds behind critically-acclaimed hits such as "Metal Gear Solid: The Twin Snakes" and "Eternal Darkness," Silicon Knights® brings a wealth of knowledge, story-based design and gameplay expertise to usher in the next-generation of video gaming.

Features:
- Synergy of Melee and Firearms Combat: It'll take more than brawn and raw strength to supplant the machine hordes. Utilize a sophisticated blend of seamless melee and firearms combat to vanquish foes close and far. Feel each punishing blow through advanced visual effects made possible through the unmatched horsepower of Xbox 360.

- Advanced Cinematic Presentation: Characters and environments come to life with unparalleled visual fidelity. Experience the full excitement of combat through a dynamically-driven presentation system that portrays the combat with cinematic quality. A sweeping orchestral score sets the mood for heartbreak, anger and bloodlust as each tune encapsulates the gamer within the immersive gaming environment.

- Intuitive Combat Provides New Level of Accessibility: Perform Baldur's elaborate and complex combat maneuvers through the press of a button and chain together rapid-fire combos with ease. Through the use of an intuitive combat system,
"Too Human™" provides gameplay that is easy to learn and rewarding to master.  "Too Human™" will introduce combinations of weapons combat on a level that exceeds some fighting games leaving players in awe.

- Modern Take on a Classic Story:
"Too Human™" chronicles the ongoing struggle between Cybernetic gods, machine giants and mortal men on a massive scale never before seen. Play the role of a cybernetic god charged with protecting the human race against a relentless onslaught of machines.


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Metal Gear Solid®: The Twin Snakes

Published by: Konami®
Release Date: May 2003
Platform: Nintendo GameCube™

Metal Gear Solid®: The Twin Snakes is an exercise in stealth maneuvers, covert operations and special ops. Delivering the essence of Metal Gear Solid® and Metal Gear Solid®2: Sons of Liberty into one unique experience, Metal Gear Solid®: The Twin Snakes adds new elements to the gameplay that were not available with the original release of Metal Gear Solid®, such as aiming and shooting in first person view, hanging from ledges and opening lockers. The Twin Snakes will feature all-new cut-scene sequences led by Japanese film director and writer Ryuhei Kitamura as well as new character voiceovers, including the voice of the renowned screenwriter (X-Men) and actor, David Hayter as Solid Snake.

Features:
- A reinvented Metal Gear Solid® game directed by Hideo Kojima
- Stunning next generation graphics with all-new breathtaking cut scenes
- Awesome new gameplay, including hanging from ledges, somersaults, and first person mode
- Acclaimed cinematic storyline


Eternal Darkness: Sanity's Requiem

Published by: Nintendo®
Release Date: June 2002
Platform: Nintendo GameCube™

Eternal Darkness: Sanity's Requiem continues our focus on detailed story line, sophisticated artistry, advanced technology, complex sound design and enthralling gameplay. Its progressive, mature storyline provides a dark backdrop for a dark world teetering on the edge of ruin. A brave young woman, Alexandra Roivas, is thrust into a battle for survival. The story is historically based and features many significant real world events and locations: the blood soaked fields of the Somme, the jungle-ridden temples of Angkor Wat, the deserts of Persia, and the haunted vales of Rhode Island are only a few of the areas you will explore in Eternal Darkness: Sanity's Requiem. The evil that is the Eternal Darkness permeates every part of our world!

"Eternal Darkness: Sanity's Requiem is my favorite GameCube title to date. It is also one of my favorite videogames of all time... an amazing achievement that shouldn't be overlooked." - Matt Casamassina, IGN

Features:
- Mature "psychological" thriller story line
- 12 Playable Characters spanning over 2000 years of history
- Revolutionary Sanity System
- Advanced, dramatic camera system
For information on other projects by Silicon Knights®, visit their website at www.siliconknights.com

Profile

 

  • Currently, over 160 talented people work together at Silicon Knights®.
  • All of their programmers have computer science degrees. All of their artists/animators either have had extensive experience in the film and/or animation industries or are graduates of institutions known for excellent art programs.
  • Silicon Knights® was incorporated in July, 1992.
  • Their first action adventure game, Blood Omen: Legacy of Kain™ was released in 1996 for the Sony PlayStation.
  • In 2000, Silicon Knights® became an exclusive second party developer for Nintendo during which time they created the critically acclaimed, Eternal Darkness: Sanity's Requiem™ (2002).
  • Later with Nintendo and Konami, Silicon Knights® created Metal Gear Solid: The Twin Snakes™ (2004).
  • Most recently, Silicon Knights® broke away from exclusivity with Nintendo and are now working with Microsoft® on the Too Human™ Trilogy for the Xbox 360 and Sega® on an unannounced project.


Spotlight - Silicon Knights


www.siliconknights.com

 




 



Eternal Darkness: Sanity's Requiem™

Winner of the 2003 AIAS award for Outstanding Achievement in Character or Story Development.

 

Blood Omen: Legacy of Kain™

Eternal Darkness hits #96 on the 2006 Top 100 Games of All Time

Best Overall Game at E3 (Electronic Entertainment Expo), 1995 - Die Hard Game Fan

 

Dark Legions™

Editors' Choice Award - PC Gamer

 

Steel Empire / Cyber Empires™

Best multi-player game of the year 1992 - Computer Game Review.

 



• Company Philosophy •

Silicon Knights® operates as a guild, an organization of individuals working together toward common goals. Guilds share internal resources collectively but also guard inside knowledge against the outside world.

"What they used to do in guilds was teach about things that nobody else knew how to create. And they also did things differently than anybody else out there. It was a very open environment with knowledge inside the guild, but that knowledge could never be let outside." -Denis Dyack, President of Silicon Knights®

When they hire a new person, they prefer that he or she does not have any previous experience in the games industry. This may or may not make sense until you look at it from the guild perspective. A guild would bring in an individual and teach and train him or her in a particular craft, so that he or she can function optimally in the guild's environment.

"So we bring people in here at Silicon Knights® and, believe it or not, most of them don't have any previous experience making games, and we prefer to have it that way. We'll bring people in here with no experience and we'll train them just like a guild would - we'll train them in our craft because that's what we believe game development is, much more than a science." - Denis Dyack, President of Silicon Knights®

Another interesting point about the functioning of a guild is the level of trust, loyalty, and teamwork. A guild works best when you have trust in those around you to carry out tasks and when you show loyalty by performing your best at all times. A guild can only be successful if every member works together and performs as a team to accomplish the goals of the guild.