I have enjoyed all of the past installments of the Silent Hill series, to varying degrees, yet there have always been issues revolving around the storytelling and the pacing that have left each installment short of brilliance. Silent Hill 2 was the closest thing to the landmark experience I’m talking about, and each succeeding chapter in the franchise is held up to that standard in hopes of one day surpassing it. With Silent Hill: Homecoming (SH:HC) I once again find the game approaching a new level of excellence, only to fall short by a few key weaknesses in execution.
When following the development of SH:HC over the last year or so, the fact that it was being made by a group of Americans – as there first game ever – gave me a lot mixed feelings. On the plus side, I could see the pacing and storytelling issues being resolved via a more accessible cultural commonality. American creators making a game, using a familiar language and story structure, that a fellow American can understand would surely be easy…On the fearful side, to hand a series with such an impressive pedigree over to a new game company as their first product ever? Quite a risk considering it has ended in disaster with other franchises on more than one occasion.
One a side note worth mentioning, the music for the game was provided once again by Akira Yamaoka, a man who is deeply cherished for giving us magnificent scores on past Silent Hill journeys. I would go so far as to say that with him, the world of Silent Hill would just not feel “right.” (Or so “wrong” – in a good way – as the case may be…)
After playing through SH:HC I can say that, while I once again misses the realm of brilliance, it still is a modestly successful chapter in the game’s universe that I plan on playing through a number of times. The game beautifully immerses the player in ways that previously was only possible via pre-rendered cut-scenes, the music and sound effects really sell the atmosphere and the journey never gets confusing or ever leaves the player feeling lost.
If you have journeyed to Silent Hill before, then you will feel right at home here…almost to a fault. I can only speculate as to the game maker’s reasoning, but it was as if they decided they needed to “play it safe” when adding game elements, and picked from things we’ve seen before. This goes beyond locations and falls into the area of plot as well. Much of the games settings were inspired by the Silent Hill film as much as past games, and the whole experience tends to give a consistent sense of “been there – saw that.” I can understand the intimidation of playing in Silent Hill’s “sandbox” but if you are going to make the next installment you had better be able to “up the ante” and build solidly on what has come before.
I will say that the storytelling and pacing was solid, if a little shallow – again, we have been down this road before – And I think the creators played it safe and gave us something a little too straight forward. I really enjoyed Alex Shepard’s journey, despite having it be (again) derivative, and I think there was more that could have been fleshed-out if they approached his quest a little differently. (If I’m being consistently vague, it’s only to ensure that anyone wanting to go into this game “fresh” will be able to do so.)
Also, the main point of what exactly is going in the story on is a bit misleading at certain points, and I’m not sure if this is to provide the story with a “red herring” or not. I didn’t think there were many clues indicating what actually was going on, at least, not enough to justify needing to add any misdirection. Again – shallow content hurts the final product.
The one thing that the makers of SH:HC DID radically change was the combat system…and it does provide “a first” for the silent Hill franchise: You can easily hold your own against each and every monster you encounter. After long consideration I think the combat system returns to the consistent problem with the game: shallow content. If you beat one monster in the game using a certain weapon / technique, then you can use that exact same technique for every single other monster (bosses included) in the game.
Remember these words and you will be able to chop all the way to the end: Fire Axe – Dodge, then attack and then repeat.
The problem really isn’t the combat system itself; it’s the fact that each and every adversary has the same vulnerabilities to your skills.
This unfortunate realization does a lot to kill the sense of dread and tension in the game, and I found myself moving toward monsters aggressively as opposed to being wary. If you know the world of Silent Hill then you know that “that kind” of player reaction is practically unheard of up until this game. If fits more in line with how one would play Resident Evil, where the characters are much less potential-victims of the situation, and it makes Silent Hill something less menacing as a result.
Overall, this game was a hard one to review. It does have a serious amount of charm to it, and the graphical power of the PS3 is not wasted. But in the end, the shallow story and ease of combat make it just another episode in the world, a vignette, and not the magnum opus I was hoping for.
-R