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The benefit of hindsight allows us to trace the origins of survival
horror back to early iterations of its tenets such as Clock Tower
and the unsuspecting Alone in the Dark, but it was Capcom who in
1996 gave the genre its name - and perhaps its game - with the great
Resident Evil. Together with the PlayStation original, not to mention
the so-called Director's Cut, a slight reworking for the Gamecube
version and a belated port to Nintendo's DS, the franchise's
debut stands as an experience that few gamers haven't yet shared.
Now, far be it for this critic to take anything away from its then
startling originality, nor to overlook its long term effect on the
gaming landscape, but to me - and to many - its slouching zombies
and unashamed campiness felt like a half-measure; more, some might
say, like survival schlock than survival horror. Endlessly entertaining
and important, absolutely, but cheap shocks and explicit blood spatter
did not necessarily make Resident Evil the genuinely frightening
game it purported to be.
Enter,
then, a few years later, a subtler, creepier experience by half:
Silent Hill. Upon the foundations laid by Capcom, Konami's Team
Silent built a town where terror ruled supreme, where the simplest
of events defied explanation and awful, unknowable things lurked
around every corner, ready to scare you out of your skin as much
as eviscerate you. Skinless foetuses, ethereal stalkers and shapely,
bloodstained nurses shambled rampant around the fog-ridden streets
of Silent Hill, although they were, in the end, the least of your
worries. This, at last, was survival horror done right.
Somehow,
Silent Hill
2 surpassed its predecessor, introducing so many of the staples
of the sequels to come later. The extraordinary story of James Sunderland
and his late wife remains with me nearly a decade after the fact;
an ultimately tragic tale that each of the successive instalments
in the franchise has tried to emulate - tried, and failed. To this
day, Silent Hill 2 is remembered by the majority of survival horror
aficionados as the very pinnacle of the genre, and however unfairly,
it's the game against which all other efforts must be measured -
up to and including this most recent iteration. It shouldn't come
as any great surprise to veteran fans of the franchise that Silent
Hill: Homecoming cannot quite scale the vertiginous heights of the
sequel to end all sequels, but debut developer Double Helix do a
very respectable, if rather obvious, job of aping the series' most
memorable moments while at the same time breathing new life into
the long-outmoded gameplay mechanics and technical limitations which
had come to hold it back.
As
with last year's PSP release, Silent
Hill Origins, the renowned Team Silent are largely absent from
proceedings behind the scenes, although it's a relief to see - or
hear, I should say - that mainstay Akira Yamaoka remains onboard
as executive producer and composer extraordinaire. Whether by his
guiding hand, an in-depth understanding of the themes and motifs
of the series to date or some alchemical concoction of the two,
the atmosphere throughout the ten hour experience has lost little
of its uniqueness; its unnerving, unknowable qualities are present
and correct in ways I honestly hadn't expected. I was not, I'll
admit, entirely immune to the anguished outcries of Silent Hill
fans all over the internet when Konami announced Double Helix as
the studio behind the next instalment of such a treasured piece
of intellectual property, but rest easy: Homecoming is as faithful
a follow-up as such things come. The new team, plucked from reputable
but defunct developers The Collective and Shiny Entertainment, have
a solid enough handle on the all-important mythology that sprinkled
through the game there are more references and call-backs than even
the most committed franchise fans will cotton onto in a single play
through. Unfortunately, the developers' assured strength in this
area also proves to be singularly the most problematic aspect of
Homecoming. Too often, you see, the plot and the characters - so
memorable in previous outings in and around Silent Hill - take a
forgettable backseat to make room for all the inside-baseball showing
off Double Helix can muster.
Take
Alex Shepherd, a brooding war veteran in his late twenties and master
of ceremonies for this current-gen debut. His experience in combat
means he's not quite the everyman of previous games in the series
- although this seems to be more a device to justify the improved
encounter mechanics than for any narrative consideration - but in
all other senses, Alex is a classic Silent Hill hero. Like Harry's
adopted daughter and James' lost wife, his every move is made to
advance a single-handed search for his missing younger brother,
Josh. Coming home to Shepherd's Glen from an undisclosed stay in
military hospital, he dreams that Josh is in grave danger, and upon
arrival in the exceedingly familiar town, his mother confirms his
fears. He's hell-bent for the rest of the game, quite literally
at points, by the hunt, and though he stops to help a gaggle of
tertiary characters - there's a policeman, a doctor, a judge, a
mayor and an estranged childhood friend, each as unremarkable as
the next - his every action is measured against the increasingly
desperate pursuit he's prepared to lay down his life for.
All
of this is well and good, but for anyone who's played through a
previous Silent Hill game, it's unremarkable at best, and at worst,
too familiar by half. Shades of what's come before are certainly
acceptable, welcome even, but Alex rarely seems more than a minor
rewrite and a palette swap away from any of the prior protagonists
- particularly the execrable trucker of last year's Origins. He's
voiced reasonably well but his dialogue is off-kilter and often
painfully at odds with actual human speech. Still, this is Silent
Hill we're talking about. The people there? Pretty messed up.
And
my, they surely are, but that's really the extent of what you come
to learn about the secondary cast for the first seven hours or so,
despite the pivotal importance of a few when it comes to knotting
plot-threads together. Things pick up considerably in the third
act but the trip from title screen to endgame will be a tough one
for newcomers who aren't already invested in the cultish canon that
ten years of Silent Hill has wrought. It's a crying shame, really,
because Homecoming is otherwise the perfect point of entry for players
who've overlooked the series thus far. For one thing, the problematic
tank controls typical of the survival horror genre have been completely
overhauled - and would you look at that: in one fell swoop, all
the contrary arguments that gamers and developers have made to support
the clunky, prohibitive player interaction of the past are resolved.
Movement is infinitely more natural on the left stick, not to mention
much less finicky, while the camera, now neatly positioned a few
feet behind Alex and largely, joyfully free of the issues
associated with that particular decision, resides on the right side
of your controller. It's still a way from Gears
of War-esque fluidity, certainly, but it works, and damn near
unerringly; for its commendable - if a few sequels overdue - choice,
Homecoming is a decidedly better game. It'll take dyed-in-the-wool
fans a little longer to adjust to the lack of fixed camera angles
than the revamped control scheme, but that change, too, is for the
better. It's markedly more satisfying, say, to come across some
unspeakable stain seeping from inside a locked toilet stall when
you spot it on your own reconnaissance rather than having your attention
drawn to it directly by a more obnoxious camera than even Metal
Gear Solid auteur Hideo Kojima dared to take advantage of.
Then
there are the new and improved mechanics of combat. Thanks ostensibly
to Alex's experience in the army, you're vastly more adept at dealing
with the horrors that come lurching out of Shepherd's Glen and Silent
Hill's pervasive fog-wall. Eventually you have a choice of three
melee weapons and three firearms. There's a knife, a steel pipe
and an axe; a pistol, a shotgun and a rifle. You can't upgrade the
weapons in your inventory per se, but you can replace each
of them with more powerful equivalents later in the game. In any
case, the right bumper brings up a weapon-select wheel, from which
a quick tap in any direction equips the appropriate arms, and from
there on out, it only gets better. Ammo is sparse, even on normal
mode, and at the hardest difficulty - where there are less items
lying around and enemies have noticeably more health - you hardly
have the chance to fire a gun before it's out of bullets. In that
event, and my, there are a lot of them, you're presented with two
choices: either run like hell or rely on melee combat. In Silent
Hill's past, a combination of imprecise control and dreadfully slow
player characters meant that your course of action was clear. In
Homecoming, either option is as valid as the other. Enemies pursue
you further and faster than before but if you're smart about it
you can still outrun them - or cheat and nip through a door or up
a ledge; a few tweaks to the AI aside, they're far from the cleverest
monsters you'll meet. Whip out a melee weapon, on the other hand,
and you can see just how capable Alex is: he can execute both light
and charged attacks with the A and the X buttons, and by mixing
the two types together you can pull off a reasonable selection of
combos. Oh, and he can dodge.
I
know, dodging in a Silent Hill game - and blocking! It's all a little
hard to believe, really, empowering in a way that you wouldn't expect
a survival horror game to allow, but regardless of all the superficial
renovations, Homecoming remains resolutely of its genre. It doesn't
betray its roots in the sense that the last, action-packed Resident
Evil did, and Resident
Evil 5 - judging from the lacklustre demo and the negative early
buzz - looks to compound. Whether we've sleight-of-hand or technical
wizardry to thank, Double Helix has systematically addressed an
age-old compendium of complaints about previous entries in the series
without sacrificing that which it was - that which made it so in
the first place. As with the grand, defining tradition of survival
horror, you are still outnumbered and very much outmatched; you'll
only stand a chance of making it if you know when to run and when
to stand your ground and fight for little lost Josh.
Crucially,
Homecoming is easily one of the scariest Silent Hill sequels to
date and not shock-horror kind of scary, but the kind of creeping
fear that starts in your stomach and rises within you like bile.
Around the midpoint of the game, for instance, after a particularly
gruelling encounter with a new enemy type that I had no idea how
to defeat, I'd spent all my ammo and wasted all the precious health
drinks I'd been hoarding for just such a hopeless moment. Then,
as though there were some sadistic director a la Left
4 Dead just waiting for the chance to mess with me, the air-raid
sirens sounded, the broken down textures of the town turned to rust
and blood and sharp edges, my trusty radio started to clamour with
whispers of static in my ear, and I ran. For maybe half an hour,
I ran, completely turned around and blind to everything but the
threats I had to dodge from everywhere around me. And as I ran,
into the dark, and the fog - and I'm man enough to acknowledge,
not a few monsters, either - an incredible electro-industrial piece
by the outstanding Akira Yamaoka started to play over the hiss of
interference and the excruciating fingernails-on-chalkboard sound
of the horrifying Needlers and Lurkers too close for me to even
turn around and get a bead on. I kept running, of course, and only
when I'd hit a rare load screen entirely by accident and run a little
further did I dare peek behind me to be absolutely sure I was alone.
Then the hissing started again, followed swiftly by the arrival
of another of those godforsaken beasts that I'd wasted all my items
on in the first place. So I got my bearings, steeled myself... and
started running in the direction I'd come. An unquestionably terrifying
half hour of survival horror at its very height.
There
are, of course, problems but none are so crucial that they obstruct
good, old-fashioned gameplay in any real sense. Wall-mounted save
points are back but you're no longer forced to sit through stretches
of already somewhat repetitive gameplay just to have another go
at a tricky boss. There are checkpoints and continues as well as
game over screens, not that you'll see too many of the latter on
the default difficulty. The fog, too, for all I understand its effectiveness,
its oppressiveness, started to grate on me some, especially in those
occasional, wide open, interior environments where the graphics
engine can strut its mighty stuff. The grain filter and film effects
may also prove a little hard for some to swallow - most of the other
current-gen games to have employed such cinematic trickery at least
gave players the opportunity to ratchet around a few sliders. Not
so in Homecoming - a brightness bar is the best you can hope for
- although given the atmospheric imperative, it's perhaps an understandable
restriction.
Graphically,
Homecoming is gorgeous. It is, first and foremost, a very dark game,
in tone as well as in more literal terms, but the efficacy of Double
Helix's bar-raising use of bloom and high-dynamic range lighting
should only be overlooked at other developers' peril. The start-up
studio's environmental texture work, too, is solid, and especially
impressive considering that many of the areas have been artworked
in two significantly different conditions. The animations are acceptable,
if a little stiff, and though some of the facial modelling is downright
ugly, it's all in-engine, all the time, and that's an inspiring
feat in any game. The real strength of the engine finally hits you
in full when you watch the astonishing transitions between the standard
Silent Hill and its patented hell-state; when the nerve-shattering
siren sounds and the walls around you peel back to reveal all manner
of perversity that was hidden just a moment before. The first such
phasing, just as you're about the meet the Mayor of Shepherd's Glen,
was a showcase piece through the later previews of Homecoming, and
it's truly a sight to see - sadly, it's also the only occasion where
you're in control of Alex as the environment transitions. It's a
shame that the frame-rate stutters when things get busy; even with
the game installed to the 360's hard drive, there's definite chugging
when you turn too fast or if there are too many visible light sources
for the engine to render in at once.
Homecoming
is by no means half-baked, but you get the feeling, from time to
time, that it could have done with another month in development
to iron out some of the little issues that crop up throughout the
experience. Alex gets wet often enough that in this hardware generation
it's nigh-inexcusable to see him stepping out of the sewers or some
filthy, waist-deep water without temporarily discoloured trousers
or even a footprint to immerse players more firmly in the game world.
There are long moments when the difficulty seems to ramp up out
of nowhere too, extended periods during which you have nothing to
heal with and the notion of an offensive tack is the last thing
on your mind. There are occasional audio glitches where the atmospheric
score drops out without even a token fade, and the soundtrack itself
is excellent, if not quite on par with Yamaoka's previous efforts
- but then, with Double Helix behind the wheel, the maestro is hardly
involved in the same capacity as before and it's hard to hold the
lack of a real thematic standout against him, especially when considering
how perfectly creepy the ambient soundscape is otherwise.
Silent
Hill: Homecoming is no queen, then, but there's more than enough
about Double Helix's first go-around with the series that I can
heartily recommend it to any gamer with an appetite for a genuinely
creepy hybrid of survival horror old and new. It is well designed
and beautifully presented, casting off just enough of the old constraints
to feel relevant again. Bringing such a beloved franchise into an
irrevocably changed gaming landscape without negating that which
made it so important in the first place must surely have been a
fine line for the developers to tread - and given that, no wonder
Homecoming plays it safe in some respects - but Double Helix has
done enough to retain the atmosphere and the essential feel of Silent
Hills past that, in the end, they tread that line just fine. And
make no mistake: with Resident Evil's self-professed designs on
Gears of War, this is the last triple-A franchise the genre has
left. How incredibly gratifying to see it live on not just in our
memories, but in a modern game that's more than equal to its great
name.
Reviewed by Niall Rough for AceGamez (All Rights Reserved).
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