Wednesday, August 3, 2011

Silent Hill: Homecoming


Development duties for Silent Hill 5 were handed over to an American company. While I question the wisdom of such a move, it did result in a Silent Hill game being made, so I suppose that's something. More details below.

What I Liked
  • Despite the Americanism, its still Silent Hill
While the development duties changed hands, this time allowing the Americans to play with a Japanese franchise, seemingly with the aim of ramming it into the ground as quickly as possible (which mirrors my opinion of the Devil May Cry reboot, oddly enough) it remains “Silent Hilly” enough to tolerate. While the by-now-overused nurses appear a lot, and Pyramid Head is wrongfully used in the name of fanservice, the puzzles and the general feel of the game still screams Silent Hill at you. From the fog, to the way almost every door is permanently locked.
Although, admittedly, this one is much more linear than prior Silent Hill games!
  • UFO Ending tradition remains strong
Silent Hill has always had a tradition of having multiple endings – one always being an ending which involved UFOs and aliens. This is the secret ending, usually requiring multiple playthroughs to find.. Apparently, in Homecoming it isn't quite so secret. It's also, by far, the most interesting ending of the five (which is quite sad – the other four endings, while more serious in tone, also weren't interesting in the slightest).

What I Hated
  • Dodge ability works only half the time
One of the big new features that was advertised for Silent Hill: Homecoming was a revamped control system, including the ability to dodge. The game now controls much more like a third person shooter than it used to (though having tanky controls was arguably part of the thrill of Silent Hill).
However, I found that more often than not, the dodge button would simply fail to operate correctly. If you touch the dodge button as you were being attacked, you would either get a last second dodge (which meant a parry if you held a melee weapon, or taking a hit if you were holding a gun), or simply not move at all and take a bladed arm to the face!
No, to dodge properly in this game, you must press the dodge button a second BEFORE the attack goes through. The monsters telegraph their attacks to a degree, in an attempt to lessen the deadliness of this issue, however it is difficult to tell between a tell before an attack, or just a random shudder from the monsters, due to their mutated nature.
  • Pyramid Head does not belong here
Pyramid Head was an important part of Silent Hill 2, symbolising James' sexual tension, as well as punishing him for his misdeeds by chasing him around and generally scaring the crap out of the player. However, it is simply that – a punishment for his sins.
While Alex in Homecoming has his own issues to come to terms with, it feels wrong to have Pyramid Head appearing here. For starters, he appears and simply walks away, opening a path for you to progress. Later on, he kills a plot-integral character right in front of Alex. This isn't right! It just feels like a fanservice issue, rather than an actual need to use him. Much like how he was used in the Silent Hill film.
  • The game is almost over before you enter Silent Hill
You spend a total of 3 chapters of the game in Silent Hill. For a Silent Hill game, this feels kind of weak. Isn't the point of Silent Hill the fact that weird stuff is going on in the town? Admittedly, by the end of the game, they do explain why it spilled over into Shephard's Glen, but it still feels slightly off to me.
  • Plot feels empty
Silent Hill plots are typically heavy on symbolism, and light on straight logic. Things tend to not make sense until quite late on in the game, and even then take some thinking (and possibly reading of other people's opinions) to realise what's going on.
However, Silent Hill: Homecoming does not have this. The game feels fairly light in plot until the last few chapters – and even then a lot of what takes place doesn't require any thought at all to decipher what went on. Particularly since it falls into the trap of having the “bad guy” explain their plan to you (while you are tied to a chair in a scene reminiscent of a Bond film).
It is very much a Hollywood attempt at horror in this manner, where the plot must be explainable in words with less than three syllables in them, for fear of losing sales (and therefore money) due to requiring too much thought.

In conclusion, while the game was tolerable, that's about all it is. It really pales in comparison to prior Silent Hill titles. Hell, it pales in comparison to the title immediately following it (Silent Hill: Shattered Memories – the retelling of SH1 which takes the plot of that, and remixes it so it goes in a completely different direction. While not an amazing game, it was fun, tried something different, and feels like it may be the beginning of an alternate history SH series).
Silent Hill: Homecoming is a completely forgettable experience, and altogether skippable. Don't waste your time.

Also, I got the good ending. After watching the other endings on YouTube, I would have preferred any of those, because things actually happened in them. Aren't we supposed to be wanting the happy ending?

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