Publisher: Konami

Developer: Konami

Category: Action

Release Dates

N Amer - 09/30/2008

    Also available on:
  • 360
  • PC



Silent Hill: Homecoming Review

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It has been a long time since we’ve entered the town of Silent Hill – too long. In fact, if you remember that the last game, Silent Hill 4: The Room (released in 2004) took place outside the eerie town, we technically haven’t been there since the 2003 release of Silent Hill 3. Spiritually, however, it seems we have never left. This is the franchise that sticks with gamers – the kind that gets in our heads and becomes a permanent memory.

Silent Hill Homecoming, the fifth chapter (the sixth if you count Origins) in Konami’s survival/horror franchise, is another such game. It won’t blow your mind or impress the world with new-gen greatness – sadly, Homecoming isn’t the most beautiful game of its time (a title Silent Hill 2 held when it was released). But fans of the formula will not be too disappointed, so long as more of the same is what they were craving.

 

Returning Home

By now you’ve likely heard that Homecoming revolves around the tale of Alex Shepherd, a young man who left home to join the military. Details are sketchy during the first portion of the game but it appears that he spent some time in a military hospital. After experiencing a vision (or was it just a nightmare?) where his younger brother, Joshua, appears in a jail cell that’s surrounded by monsters, Alex starts to worry and decides to head home.

Leading up to this point, players will get a solid feel for what the entire game is going to be like. In a nutshell, it’s a Silent Hill 2 and 3 clone. The controls are nearly identical with the addition of a dodge function that enables you to evade enemy attack. It’s a little clunky, but that’s the norm for survival/horror games – a slower, less stable kind of gameplay that entertains in ways other games cannot.

Harry (Silent Hill 1’s protagonist) may have liked using a big rusty pipe to attack monsters, but Alex is content using a finely sharpened, flesh-cutting knife. Get comfortable with the idea of close weapon-to-monster combat, as weapons are still a rare delicacy in the first portion of Homecoming. To defend himself, Alex can perform a few combo assaults using a combination of strong and weak attacks. While not a bad addition, it barely changes things.

And with a lousy dodge-and-attack implementation (most enemies counterattack, so you’ll have to press the dodge button to duck or roll away), Homecoming’s battles can be a bit of a nightmare. It is not uncommon to find yourself pinned to a wall; if the opposite occurs (and your enemy is pinned), expect your weapon to hit the wall – not the monster – and bounce right off, giving your enemy the perfect opportunity to retaliate.

Following the Path

In trying to make the game more mainstream (or merely trying to avoid any complaints), the Silent Hill series has grown easier with each sequel. The first game was so challenging it was painful at times. You won’t experience any such pain in Homecoming. While it’s not exactly a cakewalk, it is fairly straightforward. The map system isn’t perfect – though similar to the previous Silent Hill games, not every area you’ve accessed earns a marking on the map.

Maps cannot be edited manually, so you might need a good memory to avoid exploring areas you’ve already been through. Many environments tend to be similar, as the buildings and other structures contain multiple rooms and hallways. The dim lighting adds to the repetition, as it is very easy to think you’ve explored an area that you haven’t and vice versa. However, given that the game basically tells you what needs to be done next (objectives can be viewed at any time via the map screen, and most paths are very linear), you aren’t likely to get confused.

 

New Town, Old Town

Alex isn’t from Silent Hill, but rather a nearby town called Shepherd’s Glen. Upon returning home, he winds up in the same situation that trapped previous visitors. The town is foggy and covered in a white, dusty substance, just like Silent Hill. Alex can’t find more than a neighbor or two on the street. All the homes appear to be abandoned. There are hints along the way, with the town’s mystery (and connection to Silent Hill) unraveling after a meeting with Alex’s mother, Lillian.

Given that Alex hasn’t been home in a while and doesn’t know that the monsters he saw in his vision really exist, he should have been surprised and severely horrified when a mutated dog attacked him. Yet, for some reason or other, his response is strangely calm.

After searching his empty home, he finds his mother, who is all but lifeless. She seems frightened by something, almost in a trance, and is unable to communicate. Alex is concerned with the town’s appearance, his inability to leave (the roads are completely torn apart – beyond them, only a steep drop and dense fog are visible), and the fact that he can’t find his brother. But he doesn’t show much emotion. The voice acting is pretty good, but when Alex discovers that his brother is really missing (along with several others from Shepherd’s Glen), he still fails to show the kind of emotion you’d expect. This was somewhat acceptable in the PSone days, but it’s really disappointing on today’s high-end game machines. Though the eye movement is worth noting (it’s more realistic than most game characters), the other facial expressions are not very good.

This confines the player to a rather odd place, as you will now be intrigued by the mystery but have little to no attachment to the main character. Certain events conspire that may partially change your view of things, but in the beginning, Homecoming is less of a storytelling powerhouse than you’d anticipate from the newest Silent Hill.

 

That Not-So-Safe Feeling

Homecoming won’t have players jumping out of their seats. It doesn’t produce any shocking, never-saw-it-coming survival/horror moments that will change the way we look at the genre. But with a grand selection of creepy creatures and backgrounds (many of which will be familiar to Silent Hill fans), some of the most eerie sound effects around, and another great soundtrack, Homecoming is still capable of giving players that on-edge feeling. It’s not the most intense game but it is intensifying – you won’t be able to play through the whole thing without looking over your shoulder.

Review Scoring Details for Silent Hill Homecoming


Gameplay: 6.5
Silent Hill 2 and 3 all over again, with clunky dodge-and-attack combat.

Graphics: 8.0
Impressive but not jaw-dropping. If you can go into the game without any expectations, the backgrounds and monster designs are quite a feast for the eye candy-hungry gamer.

Sound: 8.7
Creepy, catchy and climactic, Homecoming delivers a great score and several eerie and unsettling sound effects.

Difficulty: Easy/Medium
Some players might welcome the straightforward layout, but the same-old and overly simplistic puzzles are nowhere near the quality of the original Silent Hill.

Concept: 6.0
The story's rough-around-the-edges presentation won't prevent the intriguing revelations from holding your interest. But as a "game," however, Homecoming is a clone of its predecessors.

Overall: 6.5
Considering that Homecoming’s gameplay is a clone of its predecessors, this isn’t the sequel that every Silent Hill fan will want to own. But you should definitely play through it once, as the old gameplay style is still entertaining (minus the clunky combat elements), the music and sound effects are great, and the new story will keep everyone guessing.



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GameZone Review Detail

Gameplay6.5
Graphics8
Sound8.7
DifficultyEasy/Med
Concept6
Overall6.5

6.5

GZ Rating

Not the sequel that every Silent Hill fan will want to own

Reviewer: Louis Bedigian

Review Date: 10/29/2008


ESRB Rating

Mature
Blood and Gore
Intense Violence
Language
Sexual Themes

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6.7
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