The
last Silent Hill console release made by a western developer was
Silent Hill: Downpour.
It was developed by
Vatra Games, and released for the PlayStation 3 and Xbox 360 in 2012.
There was one last
Western Silent Hill game that came out after Downpour called Silent
Hill: Book of Memories.
Book of Memories was
made by WayForward Technologies for the PlayStation Vita.
It was released in
2012, months after Downpour.
I don't currently
own Book of Memories so I can't review it.
Downpour's
development members involved Devin Shatsky (producer), Tomm Hulett
(senior associate producer), Brian Gomez (design director), and
Daniel Licht (music).
The story of
Downpour was written by Hulett, Shatsky, and Tom Waltz.
This was the first
Silent Hill without Akira Yamaoka as the music composer.
Shorty after the
North American release of Silent Hill: Shattered Memories in December
2009, Yamaoka left Konami, and began working at Grasshopper
Manufacture in early 2010.
Licht, most known
as the music composer for the Showtime TV series Dexter, was
Yamaoka's replacement for Downpour.
The main character
of Downpour is Murphy Pendleton, an escaped prisoner.
He was being
transferred to another prison when the transport bus crashed in
Silent Hill, and his past comes back to haunt him as he tries to
escape the town.
Controlling Murphy
has some similarities with Silent Hill: Homecoming's controls.
The left analog
stick moves Murphy, right analog stick moves the camera, L2/L trigger
(PS3/Xbox 360) makes him go into combat mode, and X/A attacks
enemies.
The Triangle/Y
button blocks enemy attacks, pressing R1/R bumper makes him run, and
L1/L bumper to look behind him.
The camera usually
stays behind Murphy, although there are times when the camera angles
change.
It's great that they
were trying to bring back switching camera angles, but it's not as
well done as it was in earlier games.
The camera would
change in the original Silent Hill games to give a cinematic feeling,
to show an important item to pick up, to go through a certain door,
etc.
There isn't much of
that in Downpour.
Most camera angles
seem to be there just to switch camera angles.
There are times when
the angle changes when Murphy is turning a valve or some other object
to show what action it's doing such as opening a gate.
That does help in
seeing what it's doing while you're doing it.
Other than that,
however, the switching camera angles don't really serve much of a
purpose in this game.
There are a few
things about Downpour's controls that can accidentally make Murphy do
something that players don't want him to do.
One is throwing an
equipped weapon.
R2/R trigger has
Murphy throw the weapon he has in his hand, and it's usually lost
forever.
It's so easy to
accidentally throw a weapon especially on the PS3 controller.
The L2 and R2
buttons on the PS3 controller are very sensitive, and they can be
slightly pressed to perform an unwanted action in any game.
In Downpour, it's
one of the many ways to lose your weapon.
Another one is the
fact that the right button on the d-pad heals Murphy by using a
health item in the inventory.
Quick healing him
can be nice so players don't have to scroll through the many items in
the inventory.
The problem, once
again, is that it's not hard to mistakenly press the button, and use
a health item when he doesn't need one.
This is especially
true when the left button switches weapons, and players can
accidentally press the right button thinking it will switch them
back.
But, it uses a
health item instead.
The last issue of
performing unwanted actions is due to Murphy automatically
implementing certain movements such climbing up and down a ladder
when he's near it, or ducking under an opening when he's close
enough.
In preceding games,
players had to press the action button to climb up or down a ladder,
duck under or over something, etc.
In Downpour, you can
be walking towards an certain area, and Murphy climbs up a ladder
just because you were walking passed it and got close to it.
Before talking about
the combat, I would like to briefly explain the inventory system.
The inventory is
similar to Silent Hill 4's inventory.
It appears at the
top of the screen when the up button on the d-pad is pressed, and it
does not pause the game.
Murphy is limited to
only holding one melee weapon and one firearm at the same time.
Unlike Silent Hill
4, Murphy can hold an unlimited number of any other items.
There is nothing
wrong with limiting the number of items the main character can carry.
This is usually done
by limiting the inventory space making players decide which weapons
and other items they want to carry.
It's a little
strange that the number of weapons Murphy can have is limited, but
other items he can carry are not restricted.
It's also a pain
when all weapons are breakable.
Combat in Downpour
is very frustrating.
All weapons are
breakable including firearms.
This is a lot like
Silent Hill: Origins where players can pick up many objects to use as
weapons most of which are breakable.
The difference in
Origins is that firearms are not fragile, and that game has unlimited
space for weapons.
Breakable weapons
are more annoying than scary.
In games like
Resident Evil, players rely on firearms to defeat enemies, but you're
always worried about running out of ammo.
The same is true for
older Silent Hill games especially on harder modes.
And, if players use melee weapons to fight enemies then they are taking a chance of acquiring damage by getting close to them.
And, if players use melee weapons to fight enemies then they are taking a chance of acquiring damage by getting close to them.
Breakable weapons
do not make me worry about surviving.
It just makes me want to avoid combat as much as possible because I don't want to deal with them especially when enemies in this game are very good at testing your patience.
It just makes me want to avoid combat as much as possible because I don't want to deal with them especially when enemies in this game are very good at testing your patience.
Like Homecoming,
there are some doors where you must use a weapon to open a door such
as a wrench to break a lock, or an axe to chop wooden planks.
With breakables
weapons, though, it's common for the weapon you're using to open the
door to shatter before the lock breaks, or all the wood is
chopped.
Then you have to search for another weapon.
Then you have to search for another weapon.
There are also parts
of the game when Murphy loses his weapons.
This usually happens
when Murphy is walking across a bridge, it breaks apart, and the
weapons fall off of him.
Yet again, you have
to search for more weapons.
Speaking of enemies
testing your patience, the enemies in this game are not scary.
They piss me off.
In past games, the
monsters' primary purpose is to put fear in the player.
Yes, monsters can
harm the main character, but they are more about being frightening
and disturbing.
Monsters nearby are
often heard through radio static, and the noises they make as they
come closer to the main character.
Many times you hear the monsters before you can see them, and you either avoid to them or attack them before they get too close.
Many times you hear the monsters before you can see them, and you either avoid to them or attack them before they get too close.
Just hearing that
the monsters are close by is very frightening.
In Downpour, they
come running at Murphy, sometimes out of nowhere, and start beating
the hell out of him.
It even happens once
or twice when you're trying to solve a puzzle.
Enemies running up
to Murphy and beating him doesn't make me afraid of them.
It makes me angry.
I also have to say
that Downpour's enemies are poorly designed.
In previous games,
particularly Silent Hill 1-4, the monsters are ambiguous and
disturbing.
The monsters in
Downpour look kind of silly, and do not compare to the monsters of
the originals.
The nightmare is not
scary either.
In Downpour, water
causes the nightmare shift, which makes sense with Murphy's
background.
The problem is that
the nightmare itself is not disturbing or frightening at all.
For one, there are
similarities with the nightmares of past games such as a red light
chasing Murphy through most the game's nightmare.
Silent Hill 3 has a
small part where a red light chases Heather, and she must run away
from it or it will drain her health.
Since the red
light chases Murphy through most of the time the nightmare takes
over, there isn't much exploring in the nightmare a lot like the ice
world in Shattered Memories.
There are parts
where Murphy must balance on narrow objects like a tree, which
reminds me of Assassin's Creed and Uncharted.
A couple times, he
has to turn an object to open a gate, and run through it before it
closes.
I've only ever had
to do this in platforming games like Prince of Persia.
A few times, Murphy
gets on a water slide, and players move him from side to side to
avoid objects.
I've seen
something like this in action games like Binary Domain.
I don't understand
how the developers thought they were scaring players.
Reusing nightmare
elements from past Silent Hill games is not scary to those of us who
have played the older games.
It's also not scary
to use gameplay aspects of games that are not even a part of the
horror genre.
There are also a lot
of prison cages, clocks and monsters in cages.
It's a very obvious
reference to Murphy being in prison, and it's not disturbing in any
way.
Downpour's nightmare
is more like a Halloween amusement park than it is a nightmare.
Something else that
makes Downpour not scary is autosaves and checkpoints.
I have no problem
with autosaves and checkpoints in any other game.
In a horror game,
however, saving manually is part of making players worry about
surviving.
I'm guessing the
Downpour developing team was thinking more about having modern video
game elements like autosaves and checkpoints.
In making a horror
game, on the other hand, they should understand why it's necessary to
require players to save manually.
The good thing about
autosaves and checkpoints is that there are many glitches in this
game, and you don't lose a lot of progress if you have to restart it.
Downpour has
freezing, stuttering, one of Murphy's arms can disappear at certain
points, opening a door and another is in its place, and many more.
The game loads a
lot, and it stutters almost every time it's loading.
The loading icon is
exactly the same as the saving icon.
It even says
saving when it's actually loading so you're never sure if it's saving
or loading.
There is something
that I like about Downpour.
In Homecoming and
Shattered Memories, there are button prompts to indicate actions to
perform such as opening a door, and objects to pick up are
highlighted by making them flash or having arrows point at them.
Again, button
prompts and object highlighting is fine for any other game.
I just always
liked how Silent Hill 1-4 made it obvious about which door to go
through or which objects to pick through camera angles, and having
objects stand out in the environment somehow.
Downpour has button
prompts and shiny objects, but they can be turned off in the options
menu.
This game is the
only one that I know of that has the option of turning off button
prompts and highlighted objects.
Objects do flash a
little bit when Murphy is close enough to them even if the object
highlighting is turned off.
It could have something to do with how the game is programmed.
It could have something to do with how the game is programmed.
The option to turn
these indicators off is definitely a positive for Downpour.
If only the game didn't have so many other issues.
If only the game didn't have so many other issues.
Downpour's
replayability is decent.
Action and riddle
difficulties are brought back from Silent Hill 2 & 3, and each
has three difficulty levels: easy, normal, and hard.
The puzzles are not
bad, but there is really only one that requires players to solve a
riddle to find the answer similar to the riddles of Silent Hill 1-3.
There are six
endings, and several objects for players to collect.
The game introduces
sidequests, but there is not a lot to be gained by completing them.
Sidequests in Silent
Hill is a decent idea, but good sidequests would be to add to the
story, history of the town, character background, etc.
Sidequests in
Downpour are mostly ghost stories, finding ammo and health items,
rewarding players with drawings of the characters, and gaining a
trophy/achievement.
For me, that's not
much motivation to complete sidequests.
In my reviews of
Silent Hill 1-4, I said that the complicated storylines added to the
replayability because it makes players replay them many times to
piece the stories together.
In recent games, the
stories are not very complicated, and not very good quality like the
originals.
Sometimes they don't
make sense with the storylines established by the first four games.
Downpour continues
this problem except this time the story tries to be intricate like
originals, but there are no answers unlike Silent Hill 1-4.
The big issue is
Downpour's endings.
In previous games in
the series, the story plays out, and each ending shows a possible
outcome of that story.
In Downpour, each
ending can change the story itself.
The original games
always had specific answers with certain aspects that can be left to
the players' imaginations.
The specific answers had to be figured out through character dialogue, memos, and images within the game.
The specific answers had to be figured out through character dialogue, memos, and images within the game.
Downpour has players
pick the ending they want, and find their answers based on that
ending.
That would be fine
if the developers did that with any other game, but it doesn't make
sense to do that with a Silent Hill game.
Out of all the games
in the series, Downpour has the most issues.
I can see why it was
one of the last Silent Hill games that Konami outsourced to another
developer.
If you want to play
the game, I would highly suggest to rent it even if you're a big
Silent Hill fan.
Both PS3 and Xbox
360 versions are currently available through GameFly if you have a
membership.
I would only
recommend buying it if you rented it and like it, or if you're a
collector of horror video games.
If you're a
collector, I would advise to buy it for around five dollars or less.