the blog's purpose is to archive HN related official artworks , events etc.
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russian interview, about Smith's role and character
"Vlasif" was most likely a mistranslation by youtube. Smith hired the two guards, while he was looking for the Mayak.
his character was supposed to be very mysterious, to the point you couldn't see his face at all (this succeeded, as he has no modeled face bruh) and it was just two shining glasses from under a hat.
Smith was later given various roles, until he was completely fucking wasted and put into a fucking grave under the name of "returning in HN2" thanks.
it is unclear, wether Smith was a cop or not. back then Nikita said he was not a detective, but the text makes me assume he kinda was? at this point, I'm confused. there is this headcanon about the idea. him being crazy rich to the point he can buy a land and run around with teleobjectives which are pricy, and him being the guards' boss was also confirmed in another interview.
another thing from the russian interview, a secret, scrapped character, who would've appeared during the police scenes (there were supposed to be cutscenes, similar to the hospital ones)
the scrapped character was [a hand, pulling out from a police car, catching the players, possibly when breaking the laws] supposed to arrest the guards, but due to everything rotting anyway, and nothing mattering, he would've let them go. maybe a slight warning on doing something bad? idk
the russian inteview is a complete fucking mess in terms of accuracy, due to the language barrier, so divide everything I backup now, by two.
idk I have noone to ask about what Nikita is actually saying!
according to Nikita (rather, the auto-subtitles) Hello Guest's plot was mysterious to the point, you originally didn't know who the Guest was. (this was successfully spoiled by Alex WAY BEFORE [2020 jan] we got the game itself[2020 June], thus revealing that HG was scrapped project by the time we got it)
you could play as two characters, Quentin and Beatrix, but their paths never crossed and they never met, so you could think the other guard is the Guest, until it was revealed who he really was [the Neighbor]
it is an interesting concept, horribly ruined by "omg leaks"
looks like the family storyline ending was finally released in it's full length.
below, I'll translate the text.
UHD 4K image, yes.
the storyline was covered by me, and confirmed to be accurate:
below, I'll show the storyboard which was somewhere released.
source is here: https://teletype.in/@standoutfitin/HelloNeighborLikeFatherLikeSon
note, that I'm only 1:1 translating the text, there may be inaccuracies.
english translation here:
"Below is the full text and all images:
The player enters the basement. They move along a gloomy corridor. The atmosphere is oppressive. There's a sense of danger at the end.
Once through the door, the player finds themselves in a room that looks like a teenager's room. The atmosphere is sunny and positive.
A feeling of calm, peace. The music starts. The space begins to fill with warm light.
BOOM! Everything is suddenly interrupted by the Neighbor's giant eye in the window.
After the Neighbor's scream, he ducks and swings. The player has no way back at this point. The next second, the Neighbor destroys the room with a single blow.
When the walls are broken, the player is revealed to be in an abstract, white (surreal) space filled with suspended objects, interconnected paths, and structures of varying sizes. At the center of it all stands a gigantic Neighbor. But this time, he differs from his usual self not only in size but also in appearance. He appears more tired, and a structure—a small house—is supported on his shoulders. The light is on inside, and smoke is billowing from the chimney.
There's an orange door with a lightbulb on the house. By this point, the player should have realized that this is where they need to go. However, the Neighbor is too tall. To reach the orange door, they need to somehow defeat him. This requires the following actions:
- Blind or stun the Neighbor
- Attack his legs
Then the Neighbor will drop to one knee, making the door accessible. To complete these tasks, the player has several solutions. For example, to stun the Neighbor, they can detonate a firework above his head or climb onto a giant gramophone and, with the volume turned up, run across the record to start the music (to reach the fireworks or gramophone, the player will have to complete a series of tasks). If they try to attack his legs before stunning him, the Neighbor will block all attacks.
The Neighbor reacts to the player's actions and tries to squash them and destroy the environment with which the player interacts. The Neighbor's attacks follow the player directly, destroying everything they use behind them. For example, as soon as the player manages to activate the generator to activate the subway car and runs toward the locomotive, the Neighbor is already swinging his weapon to destroy it, giving the player just a few seconds to reach the train and escape.
Once the player has completed the objectives and forced the Neighbor to crouch, all that remains is to find a way to exploit the environment and reach the door.
Once the player enters the orange door, the battle with the Neighbor is considered over (relatively, as for the player, it's a single process) and the battle with the Entity begins.
The house creaks and sways slightly. It feels as if we're still on the Neighbor's back. Inside, the space feels much larger than it appeared from the outside. The interior appears old and plain. Moving deeper into the house, the player discovers a child dressed exactly like the Neighbor, complete with the same vest, pants, and gloves.
A child is playing carefree. However, at some point, he knocks over a vase and breaks it. At that very moment, an inhuman scream is heard. The child freezes in terror. He runs to the window, looks around, and then hides behind the player. The scene becomes gloomy. The light outside disappears. The sound of wind and heavy blows (footsteps) appears. Something is approaching inexorably.
The entity screams and strikes the first blow, completely breaking one of the walls.
The child runs away. The Entity shows no interest in the player. Its target is the child. Emitting a scream (an unpleasant sound), the Entity regularly attacks the little Neighbor, smashing the house to pieces with each blow. The player's goal becomes defense. All they have to do is manage to get in the way of the entity's attacks by shielding the child. Each blow dealt to the player increases their size. The difficulty with this is that when the little Neighbor escapes from the entity, it can use routes the player can't reach (cracks in the walls, small windows, etc.). This forces the player to quickly find alternative routes to the same places to reach them before the entity strikes (if they miss the moment and the entity hits the child several times, the battle is lost).
After growing to a certain size, the player no longer fits in the house and breaks through the roof, becoming larger than the Entity. The Entity, noticing this, begins to slowly retreat. The player jumps to the ground and knocks the Entity off its feet. A thud is heard as it falls, and the Entity's scream echoes for the last time.
The surroundings become white and calm again. The player turns around and sees that the destroyed house, child, and giant Neighbor are gone. Only a lone door. However, someone can be seen walking through the door, but they freeze as soon as the player's gaze lands on them. It's the Neighbor. They stop, meet the player's gaze, wave goodbye, and exit. As the door slams shut, a green "EXIT" sign lights up above it. The player exits through the door."
[...]
"The meaning of this battle is in accepting your father, in forgiveness, understanding and in recognizing the reasons for his actions."
"…and the game's old ending. In which it would have been revealed that there was no basement. The father locked his son not in the basement, but in the storage room. Where his things are now stored. This explains the fear of the dark and the fact that the location of the fear is the storage room. I don't even know what's worse: being locked in a gloomy basement, but with at least some space, or in a dark storage room, with about a quarter of that space?"
in the original ending, Player left the pantry and went to visit his father/parents in the cemetery.