I find that the two most recent Silent Hill experiences are look at with idea that they simply aren't that great. That, to put it simply, it doesn't match up to the games Team Silent made.
To some degree that is true. Climax and Double Helix did do things differently, and in some cases it took different trials for them to grasp what the average 'Silent Hill' fan is looking for.
Today I'll go over both games with my opinion on their faults, but more importantly I'll discuss what they got right regarding the series.
Let's start with Homecoming or what some will call "the worst Silent Hill game". How does it fare?
Well let's talk a minute about branching off and doing things differently. To me, the worst Silent Hill game happens to be Silent Hill 4 which was Team Silent's last hoorah for Silent Hill before parting ways. It's not a 'bad game', but it only goes to show that Team Silent was trying new things for the series as well. And what better way than to take an original concept and weave it into a franchise. How do you think Die Hard and Saw sequels get made fellas?
When people discuss that it's too westernized I take a moment to sigh considering that the developers of the previous games were inspired by that very influence which brought us the first Silent Hill in the early 90s. Come Silent Hill 3 (my personal favorite) we already have the essence of the town branching out to other locations. So as far as changes go and as far as being too influenced by the western market it looks as though the past games fall under this category.
So then why are people hating on new games now? To put it simply, any ongoing franchise is doomed to have sequels that will never meet the standards of the original. And for each new sequel comes praise for an older one.
And example is Resident Evil. Looking at the series now you'll find people who prefer the classic series and hate the new direction. RE5 is looked at as the unholy abomination before RE4 came out. And before RE4 it was RE Zero that failed to capture its fans. Before that we had Code Veronica. Now when reflecting on the older titles we see that some consider Code Veronica the best. Despite this the new generation of gamers that started with RE4 will prefer RE4 and RE5 over these classics. That's how long-running franchises work. The fans of the classics most of the time were the ones that started on those and hate the departure.
Going back to Homecoming I tend to do the opposite of what most fans do. I do not compare it to the 'classics' (or rather my favorite) like SH1, 2, or even 3. I take the worst experience I've played and try to measure it to that. If I was looking for a new 'Silent Hill 2' I'd play SH2. What I want is a new SH game. I'll decide after playing if it holds up as good or not, but I weigh in my worst experience to help decide if things improved or not.
So let's start with the main character and his story. Using my least favorite SH (The Room) as a basis I look into Alex compared to Henry. This is obvious for me. I can relate to Alex more for a couple of reasons.
1. I'm an older brother and Alex's story about finding his little brother is more endearing to me. Henry has a secluded life and the people he meets barely know who he is, if any. Alex's town has people he knows. He has a family that, despite their issues, he still shares love and hate towards.
2. When it comes to personality Alex also takes the cake. Henry lacks this a great deal. It's hard to feel scared when your character isn't. Henry glares at most deaths or horrific incidents with a glare that tells me the character is bored. Alex has a foul mouth on him, but at least he displays concern, disgust and fear.
As far as the story goes I do believe the set up for 'The Room' is a fascinating premise. The idea of being locked from the inside and using holes to lead to other locations. The deal with the 21 sacraments. All of that would work if we had interesting supporting characters who cared about where they were and what they are doing so that we cared. Putting a stutter on a supporting character might single him out, but it doesn't make him unique. There needs to be some depth. When it comes to the friends and family of Alex, and the sacrifices they make in their story you can see the depth layered into how Alex responds to each one. And sometimes given the game play it's optional how you choose to behave with them. You can forgive your father or pass judgment on him. You can look at certain character's motivation and show concern or anger towards them. It's that kind of development that gives Homecoming an edge to other SH stories.
But character and story can only go so far. It's a game. That means game play is a major influence on whether the game delivers or not.
Silent Hill games are mostly third person experiences where the atmosphere takes hold of your fear. It's about not knowing what's coming rather than knowing. And even when the horrors come to surface they are unimaginable to conceive.
The atmosphere for Homecoming works just as well. You still have the foggy areas, the soundtrack by Akira delivers and the monster designs are particularly scary (I think most will agree that Scarlett caught people off guard initially). It also helps that this games doesn't shy away from the puzzles as would be expected from more recent horror titles.
What changes in terms of the game play is the combat system. Now even though I like the Silent Hill games I never found their combat controls to be their strong point. A lot of people will say this is intentional because you're pinning average joe's against these nightmarish creatures. Well make excuses all you'd like, but that doesn't take away from the controls being clunky and unresponsive. If something (or someone) comes at me with the intent to kill I'm not going to swing a stick around like a fuck-nut hoping that it'll eventually reach his weak spot. I'm either going to run or take that mofo down. And yes, the appeal of horror games is to run more than fight. I agree, but when placed in a corner (like multiple enemies or a boss fight for instance) it helps when you're not frustrated that your character is incapable of defending himself.
If you can't get the combat right then it might be best to ignore it completely (as Shattered Memories does which I'll get to later).
RE4 started the over-the-shoulder trend that most games follow. It works. The camera is behind your back, and when you aim your weapon you can target specific points on enemies for attack. Silent Hill Origins almost went that route. For Homecoming the developers acknowledged that they wanted to improve the combat. And for the most part they did. While I miss those eerie camera angles of the past I still find it to be a noteworthy sacrifice for trying out decent combat in a silent hill game. Where it falls is that it makes the exploration much less scary. The whole "not knowing what lies ahead" is partially tarnished when the camera is behind you. So how can you install fear?
The answer was being rewarded with limited supply. Yeah you can aim your gun and hit weak spots, but the ammo is scarce. Some enemies can't be killed with just the gun. You need a more direct approach. So giving certain creatures an advantage and giving limited ammo/health made sure you used the combat wisely. Having to time your dodges also made sure that if you need to slip past an enemy it was possible. Given the nature of the combat I do admit it does leave the story's twist as confusing since the developers placed a strong emphasis on Alex being a soldier returning home from war. They tried to make an excuse of their own to justify the combat even though that excuse doesn't fit in the grand scheme of things. Regardless, I'll give them a pass because I can believe anyone physically fit and with some basic training is capable of performing the skills Alex has.
Sadly Silent Hill: Homecoming wasn't looked at as the 5th entry of the series. Never even released in Japan. Which is a shame because while it isn't the best SH game out there it certainly isn't the worst one. If I had to look at faults about the game it would be this:
1. The movie references. The plot does tend to go into movie territory with an homage every once in a while to remind us about the film. Resident Evil: The Umbrella Chronicles did this as well. Regardless of what I think about the movies, I believe the games should influence the games and leave the movies out of it. Movies based on video games have a bad enough wrap as it is by being a jumbled mess of picking and choosing what the filmmaker wants to pull from the games and put in the movie. Likewise, this game does that as well including but not limited to....
2. Pyramid Head. Or "Boogeyman" as he's called here. This series seems to be relied on the idea that "Silent Hill 2 is and will always be the best thing since sex". I liked the game, but it hardly calls for trying to make each game like it in some fashion. I won't bore you with arguing that he has no place in another character's story. I could care less if he was a product of James' mind in SH2 or if he was Santa Claus. The way the game adds him in is only to remind us of another game. A much better game to a lot of fans. This is a flaw some movies do which is when they remind you of a better film you'd rather be watching. Same principle here only it's a game. How can it hold on its own legs when it is dependent on SH2's?
3. The Hostel approach. Gamers who have played this know what I am talking about. In a series that looks into psychological horror over brutality I find that the recent trend in horror over what some call to be 'torture porn' is not needed. Given the nature of the story I find the idea of a particular scene to be out of place with the idea of enjoyment out of torturing people with handy-man tools. This isn't Saw. This isn't Hostel. Some things shouldn't stray too far from the game.
So that's my say on Homecoming. Agree or disagree I thought it deserved to have someone speak in its defense. More on Shattered Memories later.
To some degree that is true. Climax and Double Helix did do things differently, and in some cases it took different trials for them to grasp what the average 'Silent Hill' fan is looking for.
Today I'll go over both games with my opinion on their faults, but more importantly I'll discuss what they got right regarding the series.
Let's start with Homecoming or what some will call "the worst Silent Hill game". How does it fare?
Well let's talk a minute about branching off and doing things differently. To me, the worst Silent Hill game happens to be Silent Hill 4 which was Team Silent's last hoorah for Silent Hill before parting ways. It's not a 'bad game', but it only goes to show that Team Silent was trying new things for the series as well. And what better way than to take an original concept and weave it into a franchise. How do you think Die Hard and Saw sequels get made fellas?
When people discuss that it's too westernized I take a moment to sigh considering that the developers of the previous games were inspired by that very influence which brought us the first Silent Hill in the early 90s. Come Silent Hill 3 (my personal favorite) we already have the essence of the town branching out to other locations. So as far as changes go and as far as being too influenced by the western market it looks as though the past games fall under this category.
So then why are people hating on new games now? To put it simply, any ongoing franchise is doomed to have sequels that will never meet the standards of the original. And for each new sequel comes praise for an older one.
And example is Resident Evil. Looking at the series now you'll find people who prefer the classic series and hate the new direction. RE5 is looked at as the unholy abomination before RE4 came out. And before RE4 it was RE Zero that failed to capture its fans. Before that we had Code Veronica. Now when reflecting on the older titles we see that some consider Code Veronica the best. Despite this the new generation of gamers that started with RE4 will prefer RE4 and RE5 over these classics. That's how long-running franchises work. The fans of the classics most of the time were the ones that started on those and hate the departure.
Going back to Homecoming I tend to do the opposite of what most fans do. I do not compare it to the 'classics' (or rather my favorite) like SH1, 2, or even 3. I take the worst experience I've played and try to measure it to that. If I was looking for a new 'Silent Hill 2' I'd play SH2. What I want is a new SH game. I'll decide after playing if it holds up as good or not, but I weigh in my worst experience to help decide if things improved or not.
So let's start with the main character and his story. Using my least favorite SH (The Room) as a basis I look into Alex compared to Henry. This is obvious for me. I can relate to Alex more for a couple of reasons.
1. I'm an older brother and Alex's story about finding his little brother is more endearing to me. Henry has a secluded life and the people he meets barely know who he is, if any. Alex's town has people he knows. He has a family that, despite their issues, he still shares love and hate towards.
2. When it comes to personality Alex also takes the cake. Henry lacks this a great deal. It's hard to feel scared when your character isn't. Henry glares at most deaths or horrific incidents with a glare that tells me the character is bored. Alex has a foul mouth on him, but at least he displays concern, disgust and fear.
As far as the story goes I do believe the set up for 'The Room' is a fascinating premise. The idea of being locked from the inside and using holes to lead to other locations. The deal with the 21 sacraments. All of that would work if we had interesting supporting characters who cared about where they were and what they are doing so that we cared. Putting a stutter on a supporting character might single him out, but it doesn't make him unique. There needs to be some depth. When it comes to the friends and family of Alex, and the sacrifices they make in their story you can see the depth layered into how Alex responds to each one. And sometimes given the game play it's optional how you choose to behave with them. You can forgive your father or pass judgment on him. You can look at certain character's motivation and show concern or anger towards them. It's that kind of development that gives Homecoming an edge to other SH stories.
But character and story can only go so far. It's a game. That means game play is a major influence on whether the game delivers or not.
Silent Hill games are mostly third person experiences where the atmosphere takes hold of your fear. It's about not knowing what's coming rather than knowing. And even when the horrors come to surface they are unimaginable to conceive.
The atmosphere for Homecoming works just as well. You still have the foggy areas, the soundtrack by Akira delivers and the monster designs are particularly scary (I think most will agree that Scarlett caught people off guard initially). It also helps that this games doesn't shy away from the puzzles as would be expected from more recent horror titles.
What changes in terms of the game play is the combat system. Now even though I like the Silent Hill games I never found their combat controls to be their strong point. A lot of people will say this is intentional because you're pinning average joe's against these nightmarish creatures. Well make excuses all you'd like, but that doesn't take away from the controls being clunky and unresponsive. If something (or someone) comes at me with the intent to kill I'm not going to swing a stick around like a fuck-nut hoping that it'll eventually reach his weak spot. I'm either going to run or take that mofo down. And yes, the appeal of horror games is to run more than fight. I agree, but when placed in a corner (like multiple enemies or a boss fight for instance) it helps when you're not frustrated that your character is incapable of defending himself.
If you can't get the combat right then it might be best to ignore it completely (as Shattered Memories does which I'll get to later).
RE4 started the over-the-shoulder trend that most games follow. It works. The camera is behind your back, and when you aim your weapon you can target specific points on enemies for attack. Silent Hill Origins almost went that route. For Homecoming the developers acknowledged that they wanted to improve the combat. And for the most part they did. While I miss those eerie camera angles of the past I still find it to be a noteworthy sacrifice for trying out decent combat in a silent hill game. Where it falls is that it makes the exploration much less scary. The whole "not knowing what lies ahead" is partially tarnished when the camera is behind you. So how can you install fear?
The answer was being rewarded with limited supply. Yeah you can aim your gun and hit weak spots, but the ammo is scarce. Some enemies can't be killed with just the gun. You need a more direct approach. So giving certain creatures an advantage and giving limited ammo/health made sure you used the combat wisely. Having to time your dodges also made sure that if you need to slip past an enemy it was possible. Given the nature of the combat I do admit it does leave the story's twist as confusing since the developers placed a strong emphasis on Alex being a soldier returning home from war. They tried to make an excuse of their own to justify the combat even though that excuse doesn't fit in the grand scheme of things. Regardless, I'll give them a pass because I can believe anyone physically fit and with some basic training is capable of performing the skills Alex has.
Sadly Silent Hill: Homecoming wasn't looked at as the 5th entry of the series. Never even released in Japan. Which is a shame because while it isn't the best SH game out there it certainly isn't the worst one. If I had to look at faults about the game it would be this:
1. The movie references. The plot does tend to go into movie territory with an homage every once in a while to remind us about the film. Resident Evil: The Umbrella Chronicles did this as well. Regardless of what I think about the movies, I believe the games should influence the games and leave the movies out of it. Movies based on video games have a bad enough wrap as it is by being a jumbled mess of picking and choosing what the filmmaker wants to pull from the games and put in the movie. Likewise, this game does that as well including but not limited to....
2. Pyramid Head. Or "Boogeyman" as he's called here. This series seems to be relied on the idea that "Silent Hill 2 is and will always be the best thing since sex". I liked the game, but it hardly calls for trying to make each game like it in some fashion. I won't bore you with arguing that he has no place in another character's story. I could care less if he was a product of James' mind in SH2 or if he was Santa Claus. The way the game adds him in is only to remind us of another game. A much better game to a lot of fans. This is a flaw some movies do which is when they remind you of a better film you'd rather be watching. Same principle here only it's a game. How can it hold on its own legs when it is dependent on SH2's?
3. The Hostel approach. Gamers who have played this know what I am talking about. In a series that looks into psychological horror over brutality I find that the recent trend in horror over what some call to be 'torture porn' is not needed. Given the nature of the story I find the idea of a particular scene to be out of place with the idea of enjoyment out of torturing people with handy-man tools. This isn't Saw. This isn't Hostel. Some things shouldn't stray too far from the game.
So that's my say on Homecoming. Agree or disagree I thought it deserved to have someone speak in its defense. More on Shattered Memories later.
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