I've
decided to go ahead and review the recent Silent Hill games: Origins,
Homecoming, Shattered Memories, and Downpour.
I admit that I do not care for these games.
I don't think they measure up to the original four games for several reasons, but I will do the best that I can to be objective in reviewing them.
Silent Hill: Origins was released on the PlayStation Portable in North America, Europe, and Japan in late 2007.
I admit that I do not care for these games.
I don't think they measure up to the original four games for several reasons, but I will do the best that I can to be objective in reviewing them.
Silent Hill: Origins was released on the PlayStation Portable in North America, Europe, and Japan in late 2007.
It was ported to
PlayStation 2 in spring 2008.
Origins was
developed by Climax Studios making it the first Silent Hill game not
made by Team Silent.
The Origins
development team included William Oertel (producer), Tomm Hulett
(associate producer), Mark Simmons (director), Sam Barlow (writer),
and Akira Yamaoka (music).
Yamaoka is the
only Team Silent member that had a role in making Origins.
The gameplay style
is very similar to Silent Hill 1-3.
R trigger (combat
stance) plus X to attack enemies, L trigger to move camera, analog
stick to move the main character Travis, etc.
The only control
issue is that there are no tank controls.
No tank controls can
be a problem when the camera angles changes.
It is easy to
accidentally have Travis go in the opposite direction when the camera
angle changes.
It may be due to
people complaining that they don't like tank controls.
Like Silent Hill
4, Origins also demonstrates that tank controls are needed in a game
that changes angles.
The flashlight
button is mapped to the circle button like the first three games,
though whether or not having the flashlight on in Origins is not as
much of a dilemma as in past games.
In Silent Hill 1-3, the flashlight attracted enemies, but the main character could not see in the dark with the flashlight off.
In Silent Hill 1-3, the flashlight attracted enemies, but the main character could not see in the dark with the flashlight off.
I always just keep
the flashlight on, and take my chances with enemies.
In Origins, Travis
can somehow see without the flashlight in the dark so it's much
easier to run around with the flashlight off.
In fact, there is an accolade in the game for only having the flashlight turned on for a certain amount of time.
In fact, there is an accolade in the game for only having the flashlight turned on for a certain amount of time.
Sometimes, however,
enemies will still attack Travis in the dark with the flashlight
off.
When an enemy grabs Travis, quick time button presses will appear on screen.
When an enemy grabs Travis, quick time button presses will appear on screen.
Hit the right button
at the right time, and Travis will push the enemy off.
Fail to do so,
however, and the enemy will hit Travis.
It's a little odd to
have quick time events (QTE) in a Silent Hill game.
I couldn't find any
interviews from Origins development members on why QTE was added, but
I presume it's due to the popularity of games like God of War and
Resident Evil 4 where QTE is common.
There
isn't a lot to say about the enemies in the game.
They're
not difficult to fight.
They're
more annoying to deal with especially since QTE is used when they
grab Travis, and most weapons are breakable.
Their
designs are not disturbing like in the monsters in Silent Hill 1-4.
Part
of what made the monsters in the originals disturbing was their
ambiguity.
It
takes awhile to figure out how each monster is disturbing.
I
don't see ambiguity in Origins' monsters.
To attack enemies,
Travis has many items he can use as weapons.
He can uses TVs,
knives, shovels, wrenches, etc. etc.
All melee weapons,
except extra weapons, are breakable.
There are firearms
as well, but they are sturdy.
I'm not a big fan of
breakable weapons.
I find them to make
a horror game more frustrating than frightening.
Every time I've
played a new game from scratch in Origins, I avoid combat unless I
have to engage in it such as boss fights because of the breakable
weapons I didn't want to deal with.
In subsequent
playthroughs, I used the extra weapons to fight enemies.
Travis carries
weapons and other items in the pause menu inventory like the first
three games.
Players can access
the inventory by pressing the select button.
The D-pad can also
be used to scroll through weapons without pausing the game.
Among the items that
can be collected are energy drinks for Travis' stamina, but players
don't need to worry too much about collecting them.
The reason is
because when Travis is running, he will get tired and slow down after
a few minutes, but he'll run like normal again a few seconds later.
One last thing I'll
say about the gameplay is the puzzles.
The puzzles aren't
bad, but I didn't find them to be as challenging as the puzzles in
the original three games.
I think it's most
likely due to the fact that most puzzles in Silent Hill 1-3 are
solved by figuring out riddles in the games.
There isn't much riddle solving in Origins, which may be why I didn't find them very challenging.
There isn't much riddle solving in Origins, which may be why I didn't find them very challenging.
The puzzles in
Origins can be fun, but not quite a challenging as past games.
As for
replayability, Origins has a few reasons to replay it.
There are no
difficulty levels, but there are three endings.
The game also has
accolades that can be achieved through players' actions.
Each accolade
achieved rewards players with a costume or an extra weapon.
The replayability in
Origins is decent, but I do think it's hindered by the lack of
difficulty levels.
In my reviews of
Silent Hill 1-4, I said that the storylines contribute to their
replayability because they are presented like a puzzle, and it takes
multiple playthroughs of each game to understand them.
That is not quite so
true with Origins.
In fact, the story
and nightmare presentation of Origins are my biggest criticisms of
the game.
I'll try to keep
this spoiler free.
The story of Origins
takes place seven years before the first game.
A truck driver named
Travis Grady is dragged into the events of the town when he drives
through Silent Hill.
Origins acts as a
prequel to Silent Hill 1, but there are a lot of things about the
story of Origins that doesn't make sense with the story of Silent
Hill 1.
I also don't find
the story of Origins to be presented like a puzzle like the first
four games.
The nightmare
consists of switching between the normal version of an area to the
scary version of the same area by Travis touching mirrors.
Mirrors are kind of
a neat concept for a horror game.
For Silent Hill,
however, giving players the ability to switch between normal and
nightmare versions of the area they're in takes away some of the
horror.
The idea of mirrors
in Origins also does not make sense with the nightmare of Silent Hill
1-4.
For anyone who
understands and likes the storylines of Silent Hill 1-4, the story
and nightmare of Origins may be problematic for you.
Silent Hill: Origins
is not a bad horror game for PSP especially when there are really no
other horror games for the system.
If you love the
story and nightmare of the original four games then you might have
some issues with Origins.
A used copy of the
PSP version can be found for around $10 or less.
The PS2 version may
be a little higher though.
It also was released
on the PlayStation Store for PS3 exclusively in Europe.
I would recommend
Origins for anyone who has a PSP, and would like a horror game for
it.
For fans of the
original Silent Hill games who have not played Origins, I would
suggest to judge the game for yourselves, but don't be surprise if
you think that it doesn't measure up to its predecessors.
No comments:
Post a Comment