Silent Hill: The Movie: The Game: The disappointment
The Silent Hill series, up until recently, has been all about singular, frightening moments that stay with me for days. Silent Hill opened with you being killed in a dark alley by knife wielding fleshy midgets; Silent Hill 2 had the now almost cliché scene of Pyramid Head getting his forcible freak on with leggy mannequins while you watched from the closet. Three had an incredibly disturbing scene with a mirror bleeding into a room and up your legs. Even Silent Hill 4, as much of a departure from the norm as it was, still had a few really good ‘Oh Shit…’ moments in the room. Silent Hill: Homecoming, on the other hand, has no one moment that sticks out. There was no single terrifying moment that had me curling up into a ball while casting furtive glances at the dark corners of the room. As much as I can take or leave everything else about the game, a Silent Hill game should scare you, and Homecoming just doesn’t get the job done.
The problem is not that there is nothing new in Silent Hill: Homecoming. On the contrary; more has changed with this title than any previous, and that includes The Room. The famously bad combat is now just annoying instead of painful; I still ran past most enemies, but when I did have to fight them, I at least had a chance (and my weapons didn’t break, screw 0rigins). The game of course looks better, but many of the new graphical flourishes are cribbed directly from either the movie or other games; the influence of Silent Hill: The Feature Film That Tried Really Hard is readily apparent, and from the walls peeling away when changing worlds to a silly and canon-destroying cameo from Silent Hill 2, most of it looks cool but adds nothing. It might as well have been called Silent Hill: The Movie: The Game, only it’s several years late.
Since changes to the combat system actually made fighting easier, the puzzles are more abstract and difficult than ever to make up for it. I quickly succumbed to the temptation of GameFAQs; there are barely enough hours in a day to play everything that I want to play this time of year as it is. Spending hours on a sliding block puzzle or context-free riddle is just not an option. It should come as no surprise that this ruined big chunks of the game for me. Part of the fun, or terror, or the previous games was figuring out puzzles while being constantly worried about some refugee from a Japanese tentacle rape anime accosting you from behind. Even the puzzles became frightening; Silent Hill: Homecoming took the puzzles one step too far, past “hard” and right on to “almost impossible,” and cheating was the only way for me to keep going.
Silent Hill: Homecoming is far from all bad, though. The bosses are some of the best the series has seen: grotesque, unnerving, but beatable. Most of the cut scenes were very well done, in spite of borrowing heavily from Saw and High Tension to name a few. The game is definitely gory, but it skirts the line between icky and nauseating very well. I can only recall one or two times that it sank to the level of Condemned 2, which both my dinner and I definitely appreciated. None of this changes the fact that the game had Silent Hill on the cover, and that I had serious expectations for it for that reason. I wanted to be frightened, and I was not. Of course, if the game didn’t have Silent Hill on the cover, I would never have played it; without the now slightly tarnished moniker it would have been just another dark third person action game with loud noises and spooky music. It looks like the only really scary series left is Fatal Frame, and playing the latest in that series would require buying a Wii.