-- The westernization of Silent HillI'm not sure I'm the most suitable person to review this game, anymore. It ocured to me that, as of late, my taste in games has changed a lot. So while I once loved "Silent Hill", now I'm not too hot about, be it because I don't get the same kick out of shitting my pants or because I'm growing too old and cynical for stretched horror tales. I got the hint when two weeks ago, I found no drive to play more than ten minutes of Silent Hill 3 (to date, the only installment -other than PSP's Origins- that I haven't finished). "Homecoming" came to painfully confirm my fears.
Having said that, this change in taste also makes me the best person to review this game, because "Homecoming", while it does an admirable job at
attempting to keep in line with the series' history, is a very new, very different beast than its predecessors. It's still all about disturbing imagery and a protagonist who seeks answers in a hellish -literally- world, but there are many distinct changes, directions and methods at which the world of "Silent Hill" is tackled, that make Homecoming an experience that differs a lot from the past. And all these can be summed up in one word: westernization.
Remember back in the late '80s and the '90s, those funny little people with the strange facial features, that came from the exotic land of the East? You know, those tiny creatures that kept the industry alive, when we were in the middle of some deep shit over here, because we couldn't realize gaming and its potential? I think we called them "Japanese". Not sure if that's the correct term. Joking aside, there is a very disturbing tendency as of late, to de-japanize games, even the ones that were successful under Japanese direction, because the West is currently holding the industry by the balls. So, like MGS4 suffered in several aspects, because they were trying to make it more appealing to a western audience, Homecoming is another fine example of a wholly Japanese title being ported to Western influence, cultural or other. And if you can't understand what's so wrong with that, I urge you to imagine Sub-Zero doing a Shinkuu-Haduken, Alpha style, in Mortal Kombat 2.
"Homecoming" puts us in the shoes of one Alex Shepherd, a soldier returning home from (what we can only assume is) Afghanistan or Iraq, only to find his hometown of "Shepherd's Glen" (nope, nothing strange there), nearly deserted and covered by a strange, thick fog. Worse yet, only minutes after a certain truck driver dropped him off on his way through the town, Alex comes to realize that the what was once a happy little town is now inhabited by hordes of strange creatures that won't hesitate to kill him on sight. Going back to the house he grew up, he finds his mother nearly catatonic and his brother and mother missing. So, he begins a hunt for his little brother, visiting location after location and dropping clues for the player to find out what's going on in this small town; a town that's bordering Silent Hill.
The fan-favorite street-fog returns in HomecomingThe story is the second thing in this game that's affected from this "de-japanization" (the first being the visuals). Now, don't get me wrong; despite it being fairly predictable at parts and reserving no shocks for the player, it's a decent horror story that certainly carries you through the game. It's engaging enough and despite having most of the details figured out more-or-less by the time the game ends, you will want to sit through it and find out exactly what went down in Shepherd's Glen that brought the nightmare of Silent Hill upon it.
Having said that, there's also something... "off" with the story. You can feel it from start to finish, that something doesn't quite fit. It's difficult to explain what's wrong without spoiling the whole thing; what I can say is that there is survival horror and then there is Silent Hill. And Homecoming, despite its attempts to stay consistent with the series' past, fits better into the former category. Yes, the story is disturbing and intriguing enough, yes it utilizes Silent Hill history (though mostly from the movie), but in the end it lacks that distinct taste its predecessors had. All in all, when you play, you can see it all unfolding to you in a standard Hollywood scary movie, which is not exactly fitting for the series.
A more western approach has been made toward gameplay as well. Basically, it follows the SH formula of combining action and adventure/riddles. But instead of being more like an adventure game with the occasional shooting segments, Homecoming reverses the formula and follows a more... dare I say... Tomb Raider logic. There is no actual platforming, besides button prompting moves, like ducking below garage doors, or climbing up ledges and ladders, but the rest of it is really all about taking down the monsters and on occasion solving a fairly simplistic puzzle to open a door or unlock a next area.
"Alex, try to remember some of the basics of CQC"
That's not necessarily a bad thing. It does pick up the pace a lot and the combat system is actually pretty decent; certainly less awkward than all the previous titles of the series. Whenever Alex wants to attack, he has to lock on his target/ready his weapon, much like in the previous titles. This time, however, the camera stays constantly behind Alex's back and readying your weapon brings the camera over Alex's shoulder (exact position depending on the weapon and the player model's position on-screen), which instantly means that for a change, you have some control over the battle. Not only do you get to see what you're shooting at -a major issue with previous Silent Hill games- but thanks to the dodge function, you can manipulate the battle's outcome in your favor. In fact, dodging at the right time is cruicial for your survival and thanks to the battle system, it's a lot more exciting and fairly easy to get familiar.
Turning the directional control (be it a mouse or an analog stick) will perform different moves and you can go as far as attempt short combos, thanks to Homecoming featuring two types of attack: light, which is faster and can stun enemies and heavy, which is slower, leaves you open to a counter from the enemy, but will finish off the target faster. By combining the two attacks, you can perform life-saving combos, which -when done right- might get you out of a fight entirely unharmed. Attacking after a successful dodge allows you to perform a counter-attack, which is quite useful, while in certain occasions that the enemy is stunned, Alex will show what the field taught him by performing some fairly impressive finishing moves.
Another interesting aspect of the battle system in Homecoming is that it actively utilizes every single weapon you pick up. There aren't many, admittedly; a knife, a steel pipe, an axe, a handgun, a shotgun and a rifle. You start off with the knife and that's the type you'll always be carrying, along with a gun; the rest you have to pick up and if you just choose to run on a straight line, there's a good chance you'll miss them (the rifle, in particular, requires a short "quest" that makes you wonder how much it's worth it, despite its stopping power). The guns, be it the pistol, the shotgun or the rifle, are undoubtedly the handiest weapons in the game and the only ones you could always use effectively. The shotgun and the rifle come with a great stopping power and the handgun, while weaker, can be very useful if you line up a headshot.
The developers, however, made sure you didn't cheat your way out of a struggle for survival by relying on your all-too-handy guns and so limited the number of ammo each of them carries- a lot. You will literally have to pick the battles that you'll draw a gun, otherwise when you meet one of the harder enemies, you might find progress frustrating. That's not to say that the melee weapons don't pack quite a punch, though. It's mostly an issue of knowing which weapon to use against which enemy. That means that there are enemies better suited to kill with the knife and not the much stronger axe and others that the knife won't do anything to, but a mere pipe will beat them into submission.
That shift toward action might make many believe that the game's too easy, compared to the awkward survival system of the previous titles. It's something several reviewers have brought up and the apparent lack of the gut-wrenching scare-factor that the series once featured seems to back up that opinion. But make no mistake; Homecoming is not an easy game. It's true that Alex is a lot more skilled in combat than Harry, James, Heather or Henry, but his enemies are a lot more aggressive too. You don't get much of a warning before you're attacked. No hilarious long stares between the character and a monster, before the latter actually makes a move. This time, the moment you're spotted, you're jumped. The monsters aren't very smart, but they know their attacks, they're fast, they're strong and they can dodge too. Once you've figured out all the attack patterns and gotten comfortable with the battle system, you should be able to win most battles unharmed, but that shouldn't happen for most of your first playthrough.
I don't care how movie-accurate-hot you are. Put the damn bag around
your face or this ain't gonna happenThe puzzles have taken a backseat. They're few and most of them are quite simple (first time in my life I didn't have to use a walkthrough at all in a Silent Hill game) and are just short obstacles in your path. In addition, there is an "objectives" menu that states what you have to do next. Ironically, this option is more useful than it should be, as the game isn't always clear about where you should go next and why.
All in all, this shift to combat isn't bad for the game itself, as it's well-designed, despite its simplistic philosophy, but it may alienate fans and gamers familiar with the series' usually slower pace. It's a move that's welcome, in general, but begs the question: why did refining the archaic battle system meant shifting the gameplay style so much? I can't think it's anything other than the standard western philosophy of "impatience" that's easily noticeable in most games out there.
"Silent Hill: Homecoming" doesn't look bad. The textures are mostly crispy and nice and the models, especially the monsters, animate nicely. Still, it doesn't look as well as a next-gen game should, either. The character model faces look awkward, especially in cut-scenes and while the overall quality is pleasing to the eye, it still falls short of the standards so many other titles have set. I also noticed a few tiny glitches here and there (wall-clipping being the most common) and some framerate drops, though neither are bad enough to ruin to experience.
Of course, a Silent Hill title's visuals are measured in things other than polygons and resolution. Silent Hill is one of the few games that the artistic direction and the photograpy dominate the visual aspect, as it's mostly up to them to create the necessary tension for the scares set to follow. Homecoming is reminiscent of the series' style. It's disturbing, it features the all-well known locations of rusty, industrial platforms in the Otherworld, corpses, blood and so on and so forth. Still, the westernization is most apparent in that department; hillariously so, too. Double Helix's game is visually inspired mostly from Chris Gans' 2006 "Silent Hill" movie. Now, I love that movie. I was thrilled that there was a video game movie that didn't suck and I was ecstatic with how well Gans caught the atmosphere of Silent Hill on-film. Having said that, the movie is still an adaptation. It's genuinely funny -and not in a good way- to adapt an adaptation.
It's not that it looks bad. There are some familiar faces there; nurses, skinned dogs and even Pyramid Head. They are designed after the movie. It's OK for the nurses, or even for Pyramid Head, because they stand as updated versions of the originals. But take these guys, the "Smogs", for example. These are the arm-less monsters that spit acid and smoke from the movie. The problem here is that the Smogs were adapted from the "stripper" monsters of SH2, only reworked to fit into the movie's script (in SH2, they stood for James' sexual issues, in the movie they fit the fire theme). So, Homecoming, adapts these creatures, which are an adaptation of the series own past monsters. They look good in-game, not complaining about that. But why not come up with something new that actually fits, instead of ripping a design that doesn't even make sense here?
Likewise, Silent Hill itself, as well as the Otherworld, are designed to indicate a blazing underground. Smoke, fire, even lava show up in the hellish town and the effect of switching to the Otherworld is identical to the "peel" or "flake" effect from the movie. Only there it made sense in the story; here there is no mention of Silent Hill ever suffering such a terrible blaze and thus it makes the look inconsistent with the story of the game series itself. Again, it looks good (there is even a filter of old, burnt-out film when you're in the Otherworld) and one could take the smoking holes on the ground as a symbolism for Hell and the forces of evil having taken over this town, but it still raises a valid question concerning the decision to visually adapt most aspects of the movie, even if that means contradicting what has been established in the series.
The graphics are adequate, but their faces look like they've been beaten
repeatedly with a baseball bat.The sound department fairs better, generally. The voice acting is fair; nothing phenomenal. In fact, considering the series' tendency to have really bad, b-movie voice acting, the actors may be performing a little too well. The sound effects are decent and a few are recognisable throughout the series, but what shines once again is Akira Yamaoka's soundtrack, which is absolutely creepy and imposing. In fact, the music is usually more frightening than the game itself. On the flipside, I dealt with several technical issues in the PC version. Homecoming requires DirectX 9c and with my (admittedly experimental) 10 version, I couldn't hear sound. I eventually installed 9c, only to deal with a missing system file that the game required. Thanks to the Internet, that was solved too, but you realize that that's already too much work to play a game. In addition, in-game the sound isn't particularly solid. It's set to automatically identify the sound system (I have a 5.1), but splitting the sound between channels caused some very awkward sound glitches. Especially in intermissions that weren't pre-rendered, speech sounded all over the place, from all five speakers and with a distinct echo following. With the lack of any options to configure the sound (with the exception of volume), the problem stuck all throughout the game.
Speaking of problems, I have to once again mention the absolute stupidity behind whatever department's responsible for KONAMI's PC ports. I was at first reluctant to try the PC version of the game, because of the company's bad rep at ports and the fact that this genre is better suited to a console and a controller. Surprisingly, I found out that the standard keyboard/mouse controls were actually quite good and functional. But that didn't happen, before I ran into some unacceptable issues. Firstly, the game started by prompting me to tap the "X" button. Seriously. The first thing that the game asked me to do when I started was tap the X button. Of course, the problem is that there is no X button on the keyboard that corresponds to an actual game key. Needless to say that what was on display was a Playstation controller X button. Going past that, I attempted to use a gamepad myself, before I resorted to using the keyboard/mouse combo. I use the Logitech Rumblepad controller, which has the exact same button layout as the Playstation controller. When I went to the options screen to configure the keys, I was shocked to see a gazillion different options for every single action in the game. And, while not as blatant as the "X" tapping thing in the beginning, it was pretty obvious that the options screen was designed with the XBOX controller in mind. None of that would matter, of course, if the damn thing actually worked. I ran into a very disturbing bug, that essentially made my gamepad useless. I configured the controller to my liking, but the game crashed (due to my alt-tabbing another window), so I had to restart. I realized upon restarting the game, that the layout had reset to default, only when I tried to change it this time, I just couldn't. The options menu would say that I did, showing the buttons I assigned to the right action, but in-game, it would respond to the default function; no, worse, it would respond to
both. Yes, the controller responded to two different, conflicting layouts at the same time. And not even consistently. The worse part of this was that the default layout hadn't assigned the camera function, which made the game impossible to play, making me go back to the keyboard. Whether it's bad design or just a bug, it's an unacceptable inconvenience.
Before closing, there is one last, very important matter to address: how scary is "Silent Hill: Homecoming"? Not much. That might be its biggest failure too. Now, the truth is that if it was truly scary, I might not had finished it (like I said, I no longer find any sort of pleasure in that), but Silent Hill's supposed to be scary. There was some obvious effort. There are disturbing images, the soundtrack is effective and there is a lot of gore (more than it should be in a Silent Hill title; another westernization, in fact). The new battle system detracts from that as well, not because it makes the game easier, but because it makes the pacing faster and doesn't let the player soak in the frightening aspects of the title. But in the end, what hurts the scare factor the most is probably the lack of any psychological impact; which has always been Silent Hill's first and foremost technique of instilling fear into gamers. The story's a little too clean and too straightforward. Alex doesn't even comment on the Otherworld, as if it's something ever so normal. There is not much mystery of wonder, there is no fear from invisible cats scratching empty lockers or rape scenes in front of a man who abused his now-dead wife. Homecoming depends purely on the gore and the aggressiveness of the enemy creatures to carry the fear over to the game and that doesn't quite work for this series. Out of everything else, it's this failure that makes Homecoming the worst Silent Hill game (maybe just above The Room). And it's a pity, because it's otherwise a decent game.
When all's said and done, what we have here is a mostly entertaining game. Double Helix had a tremendous mission; update the aging mechanics of the series, while keeping in tow with the series' brilliant sense of horror and mystery, all with tight gameplay. It didn't quite deliver on all these fronts, but it certainly tried to a point that at least a rental is worth it. Die-hard fans will already have bought; the rest might want to try it first or wait until the price has dropped. And I'd suggest staying away from the PC version, while you're at it.