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Published: Wednesday, July 15th, 2009

PS2 Review: Silent Hill 3

PS2 Review: Silent Hill 3

Welcome to the Order. Drop your shopping bags at the door and finish that Happy Burger, because you’re in for hours of religious chatter, bloody carousel rides, and enemies far from cutesy rabbits that are sure to make you lose your appetite. Even Robbie the Rabbit doesn’t smell of cotton candy.

What You’ll Like

Riddle Me This, Heather

Meet Heather, the first female protagonist in the Silent Hill series. She’s also the daughter of Harry Mason, the first unfortunate soul to wander into the black heart of the evil town of Silent Hill. The story throws her into her own demented world of evil malls, bleeding rooms and twisted mirror reflections, and demon gods. With an inevitable connection to Silent Hill that prevents her from returning home safely and escaping the nightmare haunting her, Heather’s fearsome experience falls in line with the series’ past expressions of darkness and torment.

SH3 1

James Sunderland is around here somewhere.

Puzzles are a staple of that torture, and Silent Hill 3 readies a decent horde of them for you to solve. They’re mind-bending and involve annoying amounts of numbers and word play, like all good puzzles should, and they’re not ridiculous enough to cause you to run to GameFAQs crying in shame. Like the good old days, you’ll probably need to whip out a piece of paper and a pen, so keep some handy.

Remember to Accessorize

What teenage girl would be her best without a few accessories? Thankfully, Silent Hill 3 comes bolstered by some nice features. Akira Yamaoka and Mary Elizabeth McGlynn join forces again for one of the best SH OSTs in the series. At the end of the game, you’ll be able to view an extensive list of stats to see how you well you’ve ranked overall and in specific areas—from boss fights to item hunting. Plus, due to the catalog of difficulty modes, a wealth of extras awaits you if you feel inclined to relive the adventure.

What You Won’t Like

Roll Credits, Already

Unfortunately, the third installment offers one of the worst and underdeveloped stories in the series. Basically a continuation of Harry Mason’s experience and run-in with the town’s religious cult, this time the Order’s “salvation” rests with Heather, the (spoilers) reincarnation of Alessa from SH1. Those who haven’t played the first game will undoubtedly be confused by the significance of the plot, which acts as more of a conclusive extension than a stand-alone romp through the monster-infested Silent Hill.

SH3 3

Many of us can relate to this boring and large, empty mall.

The game only requires roughly half a dozen hours to complete, and even less than that if you know what you’re doing. Certain unnecessary factors are to blame for the game even lasting that long; one of them being the frequent, repetitive cut-scenes with which you’re bombarded. With only four characters—and only two of them boasting any personality that you won’t absolutely loathe—and little fresh material to work with, most of the time they end up rambling on and on about the same things. Think of how many different ways you could talk about god in a religious cult context, then throw in a little extra baggage, and you’ll have a good idea of the flow of SH3‘s story.

Not to mention three of the characters are presented with opportunity after opportunity to give their mutual enemy the bullet, but inexplicably none of them seize it. It takes an injured and lousy detective, a dagger in the back (and heart), a lifetime’s worth of trauma, and the birth of a god to finally shut her mouth.

Talk to the Hand

When you’re not running around clueless to what you should be doing, or collecting random “key” items because somebody’s been watching too much MacGyver, you’re running around clueless while evading enemies like they’ve got cooties. Most of the time you’ll end up simply bypassing the easily distracted monsters, which can usually be accomplished without too much trouble granted you keep moving and you’re not exploring a cramped space.

SH3 3

The hospital staff are always complaining about Heather's messes.

Actually trying to navigate like a normal person can be a challenge, though. The game’s control system—which uses one analog stick to move and the awkward choice of a shoulder button to readjust the camera—could definitely use work, but at least Heather can block attacks and thus reduce the damage taken. On the offensive side, though, you’ll have to work with a shoddy aim at best.

Pick a Weapon, Any Weapon

Even without the unlockable, special weapons, Heather can beat, slice, barrel, and fry her way through masses of foes with a large arsenal at her disposal. However, most of them are completely useless, even as a last resort. Once you find the katana, you’ll never feel the need to use anything else unless you’re up against a boss—and even then the blade has its advantages.

Recommendation:

If you’re looking for a Silent Hill game to play, unless you’re a diehard fan and veteran player, Silent Hill 3 shouldn’t be your first choice. On top of the slow and torturous cut-scenes, the constant array of in-game music that eventually ceases to sound intimidating, and the severely frustrating gameplay (and Slurpers, damnit) that continuously forces you to backtrack, the game adds up to something more trouble than its worth. It might tempt with a few strongpoints—especially when it comes to its almost suffocating sense of dread and the genuine, subtle scares trademark to the series—but when you take a closer look and detangle the mess, you’ll start to question if there’s really anything there at all besides a squirming, demonic blob thing you hacked up and then watched somebody else swallow. 6.5/10

The following scene makes no sense out-of-context and is therefore hilarious. Enjoy.

“Sorry, I ate some bad game.”

Review format credited to the Girls Entertainment Network

Published: Wednesday, July 8th, 2009

PS3 Review: Silent Hill: Homecoming

PS3 Review: Silent Hill: Homecoming

Grim, fire siren-esque warnings about mediocre ratings and bad gamer reactions made me wary of playing the latest Silent Hill game, Homecoming. But as a huge fan of the series and the beautifully haunting music of Akira Yamaoka that immerses it, I just had to pop in the PlayStation 3 version and give it a try for myself. None of those omens about the game prepared me for what I was actually about to experience.

What You’ll Like

Wait, This Actually Kinda Makes Sense?

Alex Shepherd, a soldier now released from his overseas duty, can only watch helplessly as he is strapped down and wheeled on a gurney in the infamous Silent Hill hospital setting. Once he manages to free himself, abandoned by the ever-silent nurses, you meet the focus of this installment: his brother, Joshua—who of course continuously runs away from you for the entire length of the game. Sit back and relax, because Homecoming offers one of the smoothest and most well-paced stories I’ve seen from Silent Hill. And yeah, I just said that.

This helps explains my hatred for rabbits.

Even Silent Hill understands my hatred of rabbits.

What sets Homecoming apart from the standard psychologically confusing yet frightening gore fest that cements the series has to do with the characters. Unlike with previous romps through the permanently foggy Silent Hill, the protagonist encounters people who are already familiar to him. The townspeople of Shepherd’s Glen—which lies across from Silent Hill on the other side of Toluca Lake, and you’ll travel between both locations equally—all greet your homecoming in different ways. From your old friend and potential love interest, Elle, to your family and other surviving members of the dying town, the individuals in the game are much more fleshed out and relevant than you might expect.

Not to mention you can interact with them by via a dialogue tree and decision-making. The unique endings (including the staple UFO scene) are determined by some of these choices, which invoke a more engaging experience.

You Have My Fire Axe

Despite knowing the raw meaning of fear and teaching it to you with an iron ruler, Silent Hill wields a notoriously clunky combat system. This time around, the melee action proves much more efficient and rewarding.

Homecoming 2

"Oh-Oh yeah? Mine's bigger!"

Not only does each weapon serve an exclusive non-combat purpose, but some of them may be upgraded throughout the game. For example, the knife—which later becomes the ceremonial dagger—can cut through thin walls, while the fire axe can be used to hack down boarded doorways. With a tap of the shoulder buttons, equipping your weapons or using health can be accomplished without interrupting the flow of gameplay thanks to the convenient weapons and items wheels. Homecoming gives you the opportunity to master the system by blocking, evading, and using counter strikes to your advantage. A heavy attack or a successful dodge earns you an enemy stun and the chance to execute a sickeningly morbid finishing move unique to your foe.

Living Nightmare

With the strength of next-gen graphics, Silent Hill feels and appears more realistic than ever—and Pyramid Head never looked so good. Scare tactics and blood splatters on the screen add to the excitement; even enemies don’t hold back, as they’re perfectly capable of following you and remembering what door you quickly disappeared through in a pathetic attempt to hide. Remember, these monsters aren’t scared of the light—they’re drawn to it.

Homecoming 3

Let's just hope Alex opted for a crapload of vaccinations.

Homecoming packs in some fun new additions and moments—most notably involving a chainsaw showdown and a power drill QTA. The monsters, particularly the bosses, put the developers’ creativity to the test, and you’ll even team up with other characters on occasion. Interestingly, loyal fans will note the strong influence of the Silent Hill film, and while that might sound bad in theory, the effect actually succeeds. Even past SH games tie into Homecoming; there’s a fun nod to Cybil Bennett from SH1 tucked in near the end, along with a little comedic relief that makes the sixth installment refreshing.

Never Knew Bout the Little Things

Silent Hill continues to be a survivor’s game—you need to know when to run and when to fight. If you die, in addition to convenient checkpoints in between saves, the game refills your health halfway. Load screens also update accordingly with relevant tips on enemies, which means you won’t be stuck looking at the same boring trivia over and over again like in some games (ahem … RE5).

What You Won’t Like

Please Stand By for Technical Difficulties

This game is dark. Literally. You’ll need to jack up the brightness all the way just to see what’s in front of you, which can dilute the visuals. While you’re fixing that, you might as well mess around with the audios, too. The horrendously programmed music to dialogue ratio will have you raising and lowering the volume on your television over and over again. When a game requires the player to change these default settings, someone on the developing team just got lazy.

Honey, I Shrunk the Hero!

Honey, I Shrunk the Hero!

Alex can be rather clumsy and … challenged when it comes to opening doors—particularly near the beginning of the game. This can alert enemies or make it needlessly difficult to flee from them. Plus, your often unpredictable, analog stick-controlled inventory can easily turn simple fights into complicated messes. Even if your timing is perfect, the dodge function may not save you. Prepare to take a beating from a nurse with a mini knife, and then cry in shame because you wasted all your health and equipped the wrong weapon (or not at all) three times in a row.

Demented Rabbits Go Flop, Too

While the story itself maintains a smart balance of drama to what-the-fucking-hell, the gameplay doesn’t always impress. Bosses aren’t that challenging, albeit always interesting, and Homecoming goes through stages of unloading excessive amounts of health and ammo, to acting like it’s nuclear war, and then scattering them everywhere again like yummy candy out of monster piñata.

Although the gameplay usually keeps the action flowing, now and then you’ll encounter overly frustrating and stale points. Most of the puzzles are squished in at the end like your childhood attempts to force puzzle pieces together on your dining room table; the ones that are difficult are only randomly so. Sadly, there aren’t many clues to collect, so put away your Sherlock Holmes quips and detective pad and pencil. “Descent into Hell” only succeeds at making you loathe stairs, and apparently water and power stations just aren’t scary material. And speaking of that, surely Pyramid Head’s grand, highly anticipated return includes an epic battle, right? Nahhh. Who needs to sword fight a fan-favorite when we can just watch him strut around a couple times stabbing things … and have him look at you … and walk away. That’s much more satisfying.

"He totally can't see with that thing ... right?"

"He totally can't see with that thing ... right?" Apparently not.

Recommendation:

Despite the negative reception, Silent Hill: Homecoming brings the series back to its roots like it should while rejuvenating it similarly to Resident Evil 4. The odd RPG elements might arguably put a kink in the horror, but where Homecoming falters, it also shines with an interesting story, solid characters, and insanely mutated monsters and bloodshed galore. And with a story twist revealed by good ol’ Dad—and even more so with the “Hospital” ending—the game hits Silent Hill at its core: Welcome to Silent Hill, your personal hell. 7.5/10

Review format credited to the Girls Entertainment Network