Showing posts with label Silent Hill. Show all posts
Showing posts with label Silent Hill. Show all posts

Oct 28, 2008

Silent Hill Scribblings

I'm back with another round of pre-review scribbling, this time for the mildly horrifying Silent Hill: Homecoming. Being a fan of the series, I had a lot to think about while playing and reviewing this game and therefore took many notes during the gameplay process. Here's what I was thinking as I played:

good thing the first save point is called "nightmare" or else i actually would have felt suspense and surprise

ooh, a siren, and fucked-up-ness. feels like good ol' silent hill.

weak/strong/stronger melee attacks. i like choices. still a bit clunky, though. maybe it's just me

the stop-motion of these nurses is cool. lighting is good, too.

i can't tell if this camera is terrible or if it's just my fault for being unskilled with non-inverted vertical controls. in any case, there SHOULD be an option to switch that.

mash the a button to keep your arm!

that basic drum beat ramp-up isn't really all that cool. maybe if the timing was better/it was used very sparingly

the map operates agreeably, but why does shepherd's glen have the same fog problem as silent hill?

and is it normal to be welcomed home in the middle of the night by some lady near a creepy monument?

nice house, but who has this many locked doors in their house?

i figured it out. it's the move/strafe look/turn combo. doesn't fit survival horror somehow

i like this combat camera. dramatic.

this game just insulted my intelligence by giving multiple hints to what was so obvious i could barely call is a puzzle.

facial expressions are very good. obviously the best graphics in a sh game

that industrial, static-filled soundtrack is true to sh, and still heart-pounding

as if a foggy, devastated shepard's glen wasn't creepy enough, here i wake in silent hill. time to party

now there's a familiar... head

guns are actually useful!

wtf, do enemies respawn?

love the real-time transition to otherworld

bosses seem to be alright. not just blasting away.

Cut scenes are very nicely directed. Dramatic camera angles along with clean graphics and ambient lighting.

The game feels more like a dark action game than typical horror. I find myself waiting for the psychological mind-fuck that characterizes the sh games of old to suddenly kick in, but it never does, and i'm left just wandering from dark place to dark place fighting monsters.

the early signs of plot cohesion and thematic content still strike me as being weakly applied.

this is not the triumphant return to form that i expected from this installment in the silent hill series, but it is an improvement over the unfortunate misstep that was sh:o.

there's a delay between input and action for these context sensitive commands

i'm fighting order members. i suddenly have lots of ammunition. again, this doesn't feel like the horror game i'm used to. i'm using 3d move/strafe, look/turn controls to shoot guns at humans. they're humans. feels wrong.

there are some good puzzles mixed in

slow to start, but this game is getting interesting and tying together at the end. getting sorta nuts.

good game, but it's no silent hill of old

like an action-horror flick shot with a camcorder, as opposed to a psychological thriller shot with professional grade filming equipment.

Oct 21, 2008

Rumble | Silent Hill Versus Resident Evil

As we approach the best holiday of the year, when women do their best to look as slutty as possible because they have an excuse to do so, when we get to eat pumpkin pies and make art from those veggies' unused husks, and when horror movies and games are released for us consumers of entertainment media to experience in the darkest rooms we can find, what better than to have a Game Crush Rumble between the two biggest survival horror franchises in the gaming industry?

I can think of a few better things, mostly involving those scantily-clad celebrators, but for now, I'll just lay down the Google gauntlet so that these two rivals can to go to war. Without further ado:

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Resident...Evil...WINS.

Below The Summit -- Silent Hill: Homecoming Review

Coming into this sixth installment in the Silent Hill series, expectations were low, but hopes were high. The second consecutive outsourcing of the franchise--this time to Double Helix Games, a development studio famous for nothing--was sure to eclipse Climax Studios' decidedly mediocre Silent Hill: Origins, but could it restore the standard of quality set forth by Konami's original tetralogy?

No, this is not the triumphant return to form that fans have hoped for, but at least it represents a metaphorical foothold on progress after the disappointing misstep of the last title. Silent Hill: Homecoming delivers an interesting, albeit late-developing and initially incohesive tale constructed within the familiar framework of the titular town's cultish lore.

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The game's primary downfall is that in trying to create a more action-oriented experience, the developers diluted the heavy atmosphere and psychologically disruptive themes typical of the series, and weakened the methods by which those elements are delivered to the audience. This leaves players moving mostly unchallenged--in a mental sense--through a relatively fast-paced (and quickly completed) action/horror title, rather than engrossing them in what has made past Silent Hill games great. Players progress from hall to dark hall, room to dark room, and building to dark building laying enemies to rest and solving menial puzzles.

It's clear that with Homecoming, Double Helix was influenced by the Resident Evil series' successful shift from traditional survival horror into the realm of action gameplay, but the player-controlled 3D camera implemented in this game only serves to deaden the atmosphere that would have been possible using the semi-static perspectives the series is known for. Instead of absorbing exactly what these types of games are made for, players are forced to spend the entire game fighting with a awkward camera just to see straight. It isn't even possible to invert the vertical axis, an option that should never be omitted.

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Combat in Homecoming is an improvement over past Silent Hill games, although truly favorable combat mechanics are still a long way off. The game gives players weak, strong, and charge-up attacks with melee weapons and implements an over-the-shoulder view and targeting reticle when guns are drawn. Players can also make protagonist Alex Shepherd dodge enemy attacks with a quick tap of the B button, rounding out what is a much tighter combat setup than the series has ever seen.

Homecoming also marks the first time a dialogue system has been included in a Silent Hill game. Theses are very simple, two-option choices that are presented during only a few conversations throughout the game, but they still add a layer of interactivity to the story, and even dictate which of the game's five ending sequences the player will see.

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All of the cut scenes in Homecoming are very well-directed. In addition to the clean graphics and impressive dynamic lighting, the camera angles used in these clips heighten the dramatic effects of every shot. Graphically, this is the best in the series. The characters' facial animations are exceptional, and effects such as the film grain camera and the real-time transition to "otherworld" improve the game's overall presentation. The signature industrial, static-filled soundtrack is back; true to the franchise and still heart-pounding.

Measured against the standards set by previous games in the series, Silent Hill: Homecoming rests near the lower regions of the proverbial totem pole. Judged independently, however, this game still provides much of what survival horror fans are looking for, including a decently deranged plot, occult themes, and a full cast of sick and twisted monsters. It may not be the most cerebral or frightening option, but it will still satisfy that horror fix.

Nov 27, 2007

A Foggy Day In PSP-Town -- Silent Hill: Origins Review

Silent Hill: Origins could just as easily have been called Silent Hill Jr. It is a portable rendition of the series' horror-styled gameplay, and is inferior to the other games in the series in most ways. This is not to say that the game is horrible, because it will certainly offer at least some entertainment value while, say, waiting for a bus or flying from Myrtle Beach to San Francisco. It just lacks that special something that previous Silent Hill games have had to offer - it's bland.

The game takes place in the lovely town of Silent Hill, where a trucker named Travis Grady is waylaid by the sight of a burning house after almost hitting a pedestrian with all 7 tons of his 18-wheeler. He rescues a young girl from inside of the inferno and takes her to, of all places, the Silent Hill hospital. Sucks to be him.

From there, the game follows a rudimentary and predictable path around the town, through various locations such as the hospital, sanitarium, theater, and motel. Actually, that's all of the major sections of the game, right there. The game is unusually short, clocking in at just under 4 hours, and players are led from one portion to the next as if on a leash.

Each area is set up as an isolated "level" of the game, with no freedom to leave once entrapped by the madness within. Remembering that this is a portable game, and may not be played all in one sitting, however, that may not be a bad thing. It keeps players focused on the task at hand, which must be completed in order to progress.

Otherwise, the game feels very much like the older Silent Hill games, but with a weaker story. It does little to up the ante in terms of narrative and underlying meaning, which is very unlike the most recent games in the series. Until Origins, each game has been an improvement in that area.

Origins features the usual third-person perspective with semi-static camera angles and camera-relative controls, which, in this case, is more frustrating than before. The camera shifts cause an endless battle between the game, the player, and the control stick. On multiple occasions, players will find themselves walking back and forth between two screens, struggling to move in the proper direction. This is not necessarily a problem with the system, but more with the specific sequences of camera angles.

The combat system is the same familiar setup, featuring a protagonist that remains stationary to attack, and then runs away when enemies draw near. For the less-than-impressive boss fights, the strategy is shoot, turn, run, turn, shoot, etc.

There are a few new features, however, such as a button-prompt mechanic that is triggered when Travis is grabbed by an enemy, and breakable melee weapons. The button-prompts resemble a watered-down version of the God of War style, and add a bit more excitement to the combat. It'd be nice if they were more prevalent, though. As for the weapons, they are really just an annoyance. Players end up collecting dozens of blunt and bladed objects that are very weak and break much too quickly. I understand the desire to create a more in-depth inventory and combat system, but this particular method just doesn't work. The melee weapons in older Silent Hill games were much more enjoyable to use, and Origins players are somewhat forced to stick to firearms once they're available.

The game's strongest points are in its presentation. Origins is a beautiful PSP game, full of real-time dynamic lighting and shadows, large and detailed character models, and interestingly designed environments. The only thing I would ask for is a greater variety of enemies to fight. The sound design is excellent, and creates a perfect atmosphere for this type of game. Music kicks in and ramps up at just the right moments, sound effects act as clues to certain goings-on in Travis' immediate environment, and ambient noise is just plain creepy. Even the voice acting is good.

Despite its attractive veneer, Silent Hill: Origins doesn't have a whole lot to offer. It is short, cumbersome, and fails to engage the player as he or she might like it to. It seems somewhat dated, but isn't necessarily bad. I think the term "blah" aptly describes it.

Nov 19, 2007

That Game Is What?

I was having a bit of fun the other day looking up terms on Urbandictionary.com, and I decided it would make for an interesting column if I started looking up videogame terms to pass on to you, the GN faithful. Eventually, it just turned into "name a game and pick the most disparaging/humorous definition of said game" - which isn't really so bad.*

Here's what I found during my quest (entries left unedited for extra entertainment value - beware of extreme profanity):

Video games:
1 - The only thing that's fun to do anymore.

PS3:
1 - sony playstation 3, it was released @ E3 2005, looks like a fridge door with dildos as controllers
2 - An over priced George Foreman grill, enough heat and space to cook food for a 3rd world country plus it costs as much as a 3rd world country...

Wii:
1 - Wii (pronounced "Wee") is the name for Nintendo's new console to be released in 2006. The soundalike word wee is also a euphemism for urinating. Nintendo had always insisted they would become "number one", and now they are.
2 - A repackaged Gamecube with motion controls. Formerly known as the Levorution
3 - To change a cool sounding product into a name that sounds like you have to go to the bathroom
4 - XBox 360's little white bitch

Xbox 360:
1 - Basically Microsoft's next big fat console that allows blood-thirsty players to play blood-filled killing games. Will emulates incredible details and graphics of death, mutilation, blood, infiltration, conspiration, explosion, planet novas, killing and prostitution.
2 - A junky fucking game system that isn't worth a penny. It breaks easily, horrible graphics, the graphics are blurry, junky look, shitty-ass controls, sucks like the xbox. PS3 rules! Xbox 360 sucks ass!!!!!!!!!!!!!!!!!
3 - The suckiest Next-Gen console Ever.
4 - The Game console pwned by the PS3 and Wii.

MMORPG:
1 - Many Men Online Role-Playing Girls.
2 - A treadmill that makes you fatter.
3 - A mans mistress
4 - Relationship killer.

Leeroy Jenkins:
1 - Doing it Leeroy Jenkins Style. Meaning to do something so bloody wild that youll be talked about for months because it was bloody insane.

World of Warcraft:
1 - A good fun alternative to life.
2 - crack, in CD-ROM form.
3 - The most highly addictive game ever played. It will consume your soul and poison your water supply.

Halo:
1. without this game most guys would spend most of their time masturbating
2. code word: group, all male, masturbating.
3. electronic circle jerk, multiguy mission.

Halo 3:
1 - If idle hands are the devil's tools, then the Halo franchise should be delaying armageddon for decades to come.
2 - A gift probably from heaven, programmed by god himself. Though Playstation 3 fag boys...sorry, "fanboys" may say it sucks, they are just disappointed that their console will not be able to handle it. With all it's cool features, halo 3 will make gaming history. On Sept 25th the earth itself will shake from the awesomeness of halo. I look forward to laughing at the PS3 fans on that day.

Metal Gear Solid:
1. a game that is too fucking cool for words to describe.if you havnt played it then you cant realy say you've had life experience when applying for a job.

Final Fantasy:
1 - a highly addictive drug.
2 - the video game series that used to be for video game geeks but now is now unfortunately enjoyed by all, including the people that used to beat me up for liking these games
2 - The RPG plague and should be ingorned and it will go away.
3 - some gay game that all the gay ass nerds play and they suck balls

Guitar Hero:
1 - A game played at Best Buy as a way to pick up chicks who dont realize that no skill from playing the real guitar is required.
2 - A video game on the Playstation 2 and the lazy man's alternative to actually playing the guitar because they are either too lazy, impatient, or simply lack the talent.
3 - DDR for your fingers. Has spawned an obsession over the entire country. 15 year olds who have never touched a real guitar consider it to be the greatest thing since sliced bread.

Mario Kart:
1 - A drunk college student's favorite pastime.

Mario:
1- A fat and short plumber that the only way he can get laid is is to save the princess from Bowser. He eats shrooms to grow higher. To give an example of how much he wants to get laid: hes willing to bust bricks with his head. But you, have a better chance of getting laid if you stay big, so don't get hit or you'll shrink.
2 - Self absorbed, self centered, one-upping douche. See also Jackass

Luigi:
1 - A pimp-ass motherfucker who always gets outstaged by his short, fat brother,

Zelda:
1 - Absolutely, beyond a doubt, no questions asked, the GREATEST GAME OF ALL TIME EVER CREATED ON THE FACE OF THE EARTH! Anyone who hates Zelda sucks at life completely.
2 - The hoebag princess from The Legend of Zelda series that does absolutely nothing and screams a lot.

Silent Hill:
1 - an insanely scary game designed to make boys and girls defecate as soon as they are exposed to it. its fucked up.
2 - A game is nice and quiet then out of no where OMFG SCARES THE SHIT OUT OF YOU.

Tekken:
1 - see gay.
2 - more like a shit videogame.
3 - The pimpest game there is. Anyone who says "OMG TEH VIRTUA FIGHTAR!" is either an anime fanboy japanophile cockshit or one of those fighting game uber nerds who study framerates and whatshit.
4 - Its the mojo that keeps you alive
5 - virtua fighter is fucking gay and tekken is nothing like street fighter. its the best fightin game out on the market to this day and if you dont like it you can suck a dick. Easily beaten but not easily mastered

Virtua Fighter:
1 - VF = Better graphics, physics, GAMEPLAY, REPLAYABILITY, LASTABILITY!!!
Teken = Better ways to mash buttons, better flashes, better CHEAP factor.
2 - Virtua fighter is a game for American wannabe jap nerds that think gay bullshit is better just for the fuck of it. Well it ain't. Hope you learned your lesson Bitch.

Street Fighter:
1 - A story about RYU's serious ego problem.
2 - The source of all school violence. That and DOOM.

That's all for now. I think I will do this again one day with different games (hopefully ones that are just as loved/hated as the ones listed above). Hope you all enjoyed that as much as I did.

*Disclaimer: The definitions in this column in no way represent the feelings of the author. If you would kindly direct your torches and pitchforks elsewhere, that would be greatly appreciated.