The Phoenix Network:
 
 
About  |  Advertise
Adult  |  Moonsigns  |  Band Guide  |  Blogs  |  In Pictures
 
Puzzles  |  Sports  |  Television  |  Videogames

The old haunt

Silent Hill can go home again
By MITCH KRPATA  |  October 29, 2008
3.0 3.0 Stars


VIDEO: The trailer for Silent Hill: Homecoming

Silent Hill: Homecoming | For Xbox 360 And PlayStation 3 | Rated M for Mature | Developed by Double Helix Games | Published by Konami
As a game reviewer, I have an obligation to inform you of the myriad problems with Silent Hill: Homecoming. You need to know that save points are frustratingly far apart, and that the controls in close combat situations could charitably be described as “unpredictable.” It’s full of head-scratching puzzles that don’t mesh with the gameplay at all. And I certainly wouldn’t be doing my job if I didn’t tell you about the time I lost 20 minutes of progress after my character got stuck in a corner, between a filing cabinet and a bookshelf, and I had to reset.

But I also have the duty to tell you that this game scared the living crap out of me.

Although the Silent Hill series is revered as one of the great survival horror franchises, few would argue that it hasn’t lost something off its fastball in recent years. The last proper sequel, Silent Hill 4: The Room, was a strange entry that, despite some high points, felt like a dead end. Then there was Silent Hill Origins for the PSP, which was good for what it was but brought nothing new to the table. Homecoming likewise relies on popular moments from past games. But it also taps into the vein of psychological terror that has pulsed beneath the surface of the best Silent Hills.

Players take the reins of Alex Shepherd, an injured war veteran who returns to his home town of Shepherd’s Cove to search for his missing brother, Joshua. Like the town of Silent Hill in previous games, Shepherd’s Cove seems more nightmare than physical location. It’s socked in by dense fog, roads end abruptly at deep chasms, and hardly anyone seems to live there. Oh and then there are the hideous monsters with a habit of lurching at you out of the mist.

As opposed to the recent Dead Space, here it’s not clear whether you’re supposed to take the setting and the events as real. There’s the suggestion that everything is happening in Alex’s mind, particularly when the world around him peels away to reveal an infernal alternate dimension. He sees his brother everywhere he goes, but Joshua never seems to notice him. In the margins of the story line, we get a glimpse of Alex’s unhappy home life as a child.

Whatever plane of reality the game is operating on, the danger to Alex is genuine. In the classic survival horror tradition, he has limited resources, health and ammo are tough to find, and save points are few and far between. This can result in periods of frustration, when progress is lost because of an unexpected death. But that’s also what keeps the tension up. Even the sloppy combat controls, which I never did get the hang of, add to the fear.

Silent Hill: Homecoming isn’t an action game, and you have to accept that. It’s a game about the horrors that lurk just out of view. You explore dilapidated hospitals, prisons, and homes — places that seem to have absorbed years of human tragedy into their walls. These disquieting environments are punctuated by moments of pure terror: Alex carries a radio with him at all times, and it emanates static as monsters approach. Given that you can rarely see 10 feet beyond him, the growing hiss as you spin the camera around trying to locate the threat induces something like panic.

Let me stress that if you’re looking for a pure gaming experience, Silent Hill: Homecoming isn’t it. But if you want a horror game that will have you sleeping with the lights on, here you go.

Related: Dismembers only, F.E.A.R. 2: Project Origin, Review: Madea Goes to Jail, More more >
  Topics: Videogames , Culture and Lifestyle, Games, Hobbies and Pastimes,  More more >
  • Share:
  • Share this entry with Facebook
  • Share this entry with Digg
  • Share this entry with Delicious
  • RSS feed
  • Email this article to a friend
  • Print this article
Comments
Re: The old haunt
I agree with you in most ways but I feel I must comment on something.  Silent Hill: Homecoming is more a game of the film than it is a true sequel.  However as it's a video game and has the same monniker as the previous games I can't help but be harsh on it, because Silent Hills first three installment where very important, moreso the second.   So it is with this in mind I must comment on the distinctions mentioned and how it compares to the originals.It doesn't.  The game has nothing of the enigmatic charm that engaged us in SH2.  Most of this comes from the Japanese take on psychological horror but they were always completely bemusing.  To the point where you could mull it over for days, weeks months even.  You were given enough but also afforded the assumption that you are an intelligent individual who would be able to approach the game's plot with open mindedness and creativity.  It was ambiguous, enigmatic, mysterious and ominous.  Never was the plot spelled out to you!As Einstein said,  the beauty lies in the enigmatic, the unknown (paraphrase) The originals also had a charming aesthetic, a constant theme being attraction and repulsion, while taken far too literally by 'Gans' in the film and ergo the game the impossible-figured nurses with disfigured faces.  This was done subtly and wonderfully,  the environment was beautiful the same was Francis Bacon's paintings are, challenging and different but ultimately engaging.In comparison SH:H feels flat, empty, the streets are crashingly dull hues of blue's and greys with lifeless architecture and banal atmosphere.  It isn't enjoyable to roam around.  People will say 'of course not man, it's Silent Hill'  Silent Hill as an area was fun to look around in, the enemies were scary but exploration was always enjoyable. The streets and the games were always filled with wonderful oxymorons, snow in summer being one (not ashes like the film dur dur) the warmth in tone and sound of 'nowhere' etc the same was true of the town, it was relatively enjoyable to look at and explore but the contrast being the eerie silence, fog, delapidation and the enemies!All the cerebral and artistic properties have been lost and as a massive SH fan I truly lament them, as no other video game seems capable of doing something as risky and original as the first 3.Most critics don't regard SH games as being important, as they seem incapable of looking beyond the clunky controls and poor combat.  Some fans also say this is inextricably linked with Survival Horror.  This, ofcourse is nonsense, designers just need to look for different ways in which to instill the same feeling, surely technology will allow this, along with creative developers?What Silent Hill 1-3 did with aplomb was atmosphere, aesthetics, audio, creativity, originality, enigma, plot.  Only through Akira Yamaoka has Silent Hill Homecoming managed to do one of those at the same calibre as its predecessors. 
By SilentHitoshura on 10/30/2008 at 1:06:17

ARTICLES BY MITCH KRPATA
Share this entry with Delicious
  •   REVIEW: DRAGON AGE: ORIGINS  |  November 18, 2009
    BioWare's latest gets lost in the details
  •   REVIEW: BORDERLANDS  |  November 09, 2009
    It’s tempting, and easy, to describe Borderlands solely via comparisons to other games.
  •   REVIEW: UNCHARTED 2: AMONG THIEVES  |  October 21, 2009
    Nathan Drake walks like a man. Not so much in a macho, John Wayne kind of way — though there is plenty of that in him — but as if he were a real person occupying physical space.
  •   REVIEW: BRÜTAL LEGEND  |  October 16, 2009
    The cover of Brütal Legend sports an interesting detail.
  •   REVIEW: SCRIBBLENAUTS  |  October 07, 2009
    If knowledge is power, and words are the vessels for ideas, then the appeal of Scribblenauts is easy to understand.

 See all articles by: MITCH KRPATA

MOST POPULAR
RSS Feed of for the most popular articles
 Most Viewed   Most Emailed 



  |  Sign In  |  Register
 
thePhoenix.com:
Phoenix Media/Communications Group:
TODAY'S FEATURED ADVERTISERS
Copyright © 2009 The Phoenix Media/Communications Group