Silent
Hill: Homecoming was released on September 30, 2008 in North America
on PlayStation 3 and Xbox 360.
The European and
Australian versions were released in early 2009, but the Japanese
version was canceled.
North America,
Europe, and Australia also got PC releases.
Some of the
graphic scenes in Homecoming were censored in some countries
including Australia and Germany.
Homecoming was
developed by the American studio Double Helix Games.
Members of the
development team include William Oertel (producer), Tomm Hulett
(associate producer), Cordy Rierson (director), Patrick J. Doody and
Chris Valenziano (writers), and Akira Yamaoka (music).
Once again, Yamaoka
was the only Team Silent member that had involvement in the game.
One of the first
things players will notice when playing Homecoming is how different
the controls are.
It's basically first
person controls in the third person similar to Resident Evil 4.
The left stick moves
Alex, the main character, and the right stick moves the camera.
There are no
switching camera angles in this one.
The camera always
stays behind Alex unless he goes into combat mode.
In past games,
different camera angles would not only give players a cinematic view,
but they were also an artistic way of showing players which door to
go through, important items to pick up, etc.
Homecoming, on the
other hand, has on-screen button prompts to let players know when an
action needs to be performed.
I don't like button
prompts, and I'm sure they're in Homecoming due to its common
practice in current video games.
I wish the game
provided the option of turning them off.
I definitely prefer
the different camera angles to indicate an action needs to be
performed over button prompts.
Combat is still the
usual shooting enemies with firearms, or hitting them with melee
weapons as in past games.
Once again, though, the controls are different.
Once again, though, the controls are different.
I will give the
controller layouts for both PS3 and Xbox 360 versions.
To shoot enemies,
players press L2/L trigger (PS3/360) to draw the firearm equipped at
which time the camera switches to an over-the-shoulder view to aim at
enemies, and R2/R trigger fires the gun.
The ammo count of
the gun equipped appears at the button right of the screen while the
firearm is drawn, and the gun can be reloaded during this time by
pressing Square/X.
For melee weapons,
L2/L trigger makes Alex go into combat stance, and the camera
switches to a side view of him and the enemy.
Players press X/A
for fast attack, Square/X for strong attack, and Circle/B to block
enemy attacks.
Combat is pretty
good in Homecoming.
I like the
over-the-shoulder shooting for horror games.
It makes players aim
at enemies, which can be nerve-wrecking.
For me, I can get
nervous when an enemy is running towards me, and I have to quickly
aim and shoot it.
The side view during
melee combat is decent.
It gives players a
better angle while attacking enemies.
Weapons are also
used to open doorways such as using a knife to tear a hole through a
sheet for Alex to squeeze through it, using a steal pipe or crowbar
to force a door open, etc.
There are also a lot
of jumping across platforms, hopping over and ducking under things,
climbing up and down ledges, and squeezing through tight openings.
I'm not really sure
the point of these actions.
Maybe to break from
running around and fighting enemies.
In past games,
there were more exploring environments, reading memos, and solving
puzzles to break from running and fighting.
There is not much
exploring or reading memos in Homecoming.
There are some memos
in this game, but not as much as the originals.
I also don't feel
compelled to explore the environments like I do in Silent Hill 1-4.
Part of that is
because the nightmare isn't unique.
It's taken directly from the Silent Hill movie.
It's taken directly from the Silent Hill movie.
There also isn't a
lot of detail or many disturbing things to look at in the
environments like the first four games.
There are puzzles in
Homecoming, but, like Origins, they're not very challenging except
for the one at the very end.
There isn't much
riddle solving like the first three games, which is why I don't find
them very challenging.
Enemies are a little
tough this time around.
Each enemy is best
fought with a certain weapon with a particular strategy.
For example, nurses
are usually best fought with a knife using fast attacks, and firearms
are best on the smog monster especially when its lungs are exposed.
Sometimes its better
just to run from enemies if you can.
There are four
bosses, and they also have certain weaknesses.
Each one has two
phases, and each phase will require a different type of attack.
I have no problem with challenging enemies especially for a survival horror game.
The designs of the
enemies, however, aren't as good as the first four games.
Maybe it's just me,
but Homecoming's enemies don't seem as ambiguous as the enemies of
the originals.
Like the nightmare,
a few of Homecoming's enemies were taken directly from the Silent
Hill movie such as the nurses, bugs, cult members in miner's
uniforms, and Pyramid Head's design.
I didn't care for
enemies being reused in Homecoming.
Like Silent Hill 4,
surviving in Homecoming is more of a concern than Silent Hill 1-3.
Health drinks and
first aid kits are more scarce than previous games, and enemies can
cause plenty of damage if you don't know how to fight them.
The first time I
played Homecoming, I had to use a lot of health supplies due to all
the damage Alex was taking because I wasn't very good at fighting the
enemies.
Plus, I would
accidentally use health items, which I will explain soon.
It was such a relief
when I did find a health drink or a first aid kit.
Even ammunition is
not easy to come by.
During later
playthroughs, I got better at fighting enemies, and I was able to
conserve health supplies and ammunition better.
I like the fact that
surviving is not easy in Homecoming.
Combat and surviving
is mainly what the game does best.
One issue is that
Homecoming really isn't psychological horror like the originals.
Silent Hill 1-3 were
more focused on psychological horror.
Silent Hill 4 was a mix of psychological horror and survival horror.
Silent Hill 4 was a mix of psychological horror and survival horror.
Origins tried to be
more like the first three games, but I never got much of a sense of
either psychological horror or survival horror while playing it.
Homecoming is mostly
about surviving, and graphic blood and gore horror.
I will describe the
horror in Homecoming a little more later in the review.
The inventory in
this game is completely different.
Silent Hill 1-3 had
a pause menu inventory mapped to the select button on the PlayStation
controller (start button by default in Silent Hill 2).
The inventory in
those games had everything players needed, an infinite space for all
weapons and items, health status, etc.
Silent Hill 4 took
away the pause menu inventory, and had a limited inventory of ten
slots with an item chest to store leftover items and weapons.
A health meter
appeared on screen in Silent Hill 4 when the main character was in
attack stance and/or attacked by enemies.
Homecoming has the
pause menu inventory with no limited space, but this time there are
two inventories each mapped on a different button.
L1/L bumper opens
the inventory for items, and the R1/R bumper opens the inventory for
weapons.
The weapon inventory
also has the flashlight and radio, and they can be turned on and off
by the Square/X button (flashlight) and Triangle/Y button (radio)
while that inventory is open.
The same is true for
health drinks and first aid kits in the item inventory.
Health status
appears in both inventories as a meter.
The health meter
also appears on screen when Alex takes damage.
There are problems with the inventories.
There are problems with the inventories.
There is nothing
wrong with dividing the inventory by items and weapons.
Silent Hill 3's
inventory was divided like that, and it made it more organized.
Having two separate
inventories mapped to two separate buttons, on the other hand, is
confusing.
There were many
times when I wanted to open the item inventory, but I opened the
weapon one instead and vice versa.
Since health
drinks and first aid kits are mapped to Square/X and Triangle/Y
respectively in the item inventory, there have been several times
when I accidentally used a health item when going through it.
The map can be
accessed by pressing the Triangle/Y button, which is typical for a
Silent Hill game.
What is not typical
is an objective screen.
To bring up the
objective screen, press Triangle/Y for the map then press Square/X
for the list of objectives.
In the preceding
games, players figured out what to do and where to go next by
exploring and finding clues within the game.
There is some of
that in Homecoming, but an objective screen makes it a little
obvious.
At the beginning of
the game in the hospital, the objective screen says, "Escape the
hospital."
I would think that
would be self-explanatory while playing.
I'm the type that
likes to figure it out myself from the clues provided.
The good news is
that the objective screen can be easily ignored by just looking at
the map and not the objectives.
A new gameplay
element introduced is dialogue options during some character
interactions.
It's not a bad idea,
but it's not well implemented.
Characters will give
different responses with each dialogue option, although most of them
do not effect the outcome of the story.
There are only three
instances where the dialogue selected determines the ending.
There are also times
when Alex is speaking to a character, and all the dialogue options
can be selected making it seem pointless.
Before moving on, I
must warn that Homecoming is known to have several glitches.
Every time I've
played and reach the cemetery a second time, a certain area will not
load.
It sometimes loads
if I leave and come back.
Other times, I have to restart from where I last saved.
Other times, I have to restart from where I last saved.
I've also
experienced a glitch where an enemy is suspended a few inches off the
ground after its dead.
I've read that some
players have problems with the game freezing in certain areas,
character models disappearing in cutscenes if certain actions are
performed, and many more.
If you play
Homecoming, beware of glitches.
Some of them are funny.
Some of them are funny.
Others may force you
to restart from your last save, or you may have to avoid certain
areas all together.
Homecoming's
replayability is ok, but it's not as high as the original games.
There is only one
set of two difficulty levels: normal and hard.
The game has five
endings, and each ending achieved unlocks a new costume for Alex.
One costume is
unlock by using the Konami code at the main menu.
There are two extra
weapons: circular saw and laser pistol.
One becomes
available after beating the game once, and the other is gained after
achieving a certain ending.
All typical Silent
Hill characteristics, nothing new added, and nothing difficult to
achieve.
Unfortunately, a
great puzzle-like storyline typical of Silent Hill 1-4 is not present
in Homecoming.
Like Origins, the
story and nightmare in Homecoming are my biggest criticisms.
Homecoming is about
Alex Shepherd returning from the military to his family's house in
Shepherd's Glen.
His father and
brother have disappeared, and his mother is in a catatonic state.
He finds out that
other people in the town have disappeared as well.
Alex has a bad
feeling that something has happened to his brother, and goes in
search of him.
The premise isn't
bad.
The quality of the
story, and the way it's presented isn't so good.
In Silent Hill 1-4,
pieces of information about the story is given throughout the games
through character dialogue, memos, and images.
Players take all the
information, and put everything together to understand the story.
Homecoming has
little information through most the game, and everything is made
obvious towards the end.
One character tells
Alex much of what happened in the events prior to the start of the
game, and then there is a big reveal right before the final boss.
Moreover, in the
originals, the disappearance of Silent Hill residents was always left
a mystery.
In Homecoming, it
becomes clear what happened to Shepherd's Glen residents in the
latter half of the game.
As for the
nightmare, it's pretty much taken straight from movie like I said
previously.
It isn't unique and
detailed like the originals.
Even some of the
enemies are taken from the movies, and they're really not disturbing
like the monsters in Silent Hill 1-4 due to lack of ambiguity.
In addition,
Homecoming has graphic blood and gore like most modern American
horror films whereas the first four games had suggested images such
as a human shaped body in a certain pose that makes players use their
imaginations.
I know some people
like graphic blood and gore horror, but I personally prefer the
horror of Silent Hill 1-4.
Homecoming is a
mediocre game on its own merit.
As a Silent Hill
game, it has many issues.
Combat and surviving
are the good points of the game.
Everything else: story, nightmare, inventory, etc. is not so good.
Everything else: story, nightmare, inventory, etc. is not so good.
I want to mention
that even though I think that combat in Homecoming is good, I don't
think it's better or worse than the combat in Silent Hill 1-3.
Some people seem to
think that combat in the first three games is bad, and that it's
because the main characters are ordinary people.
On the contrary, the
combat in the originals is not bad, and I'm sure the combat has
nothing to do with the characters.
Combat is the way it
is in those games because that was the standard set by the first
Resident Evil.
In some ways, Silent
Hill 1-3's combat improved on Resident Evil's combat particularly
with melee weapons.
I've heard similar
remarks that Homecoming's combat method is due to Alex being a
soldier.
That may have
effected the American team's decision, but Homecoming's combat may
have something to do with the new gameplay standard set by Resident
Evil 4.
Resident Evil 4
influenced the gameplay in many modern video games, and Homecoming
may be one of them.
Would I recommend
Homecoming to anyone?
Probably not because it's not for everyone.
Probably not because it's not for everyone.
If a person loves
survival horror, but is not a huge Silent Hill fan then I might
suggest that he or she give it a try.
For anyone that
loves the original Silent Hill games, judge the game for yourself,
but, like Origins, don't be surprised if you have problems with it.
GameFly currently
has Homecoming available to rent for both PS3 and Xbox 360 if you
have a membership.
If you don't have a
GameFly membership, I would recommend buying it used for $10 or less
if you want to try it.
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