Joystiq hands-on: Silent Hill: Homecoming
click to enlarge scary-size
What's scarier: Silent Hill, or finding out that the latest game in the series isn't being developed by the folks who made the last five games? For many fans, it was the latter when, at E3 2007, Konami revealed that Western outfit The Collective (Buffy the Vampire Slayer, Marc Ecko's Getting Up) – now Double Helix – would be crafting the creeps this time 'round.Things, as they are wont to do, change ... but from our time with the latest playable version of Silent Hill: Homecoming, we were more scared by the game than we were about how it's going to turn out. The generally positive vibe was generated in large part by what lead designer Jason Allen told us is changing – but also what isn't. Full impressions after the break.
Gallery: Silent Hill: Homecoming (PS3)
Following a downright dire scenario that had our character strapped to a gurney and wheeled past all sorts of horrific imagery, we assumed control of our protagonist, war veteran Alex Shepherd, and set about, well ... getting the hell out of there. First off, we noticed that there are no longer pre-set camera angles as in the earlier Silent Hill outings. The camera follows Alex but can be rotated to get a good look at the entirety of the gameworld. "Since this is primarily a mystery game, we wanted to indulge players' curiosity to explore everything," Allen explained. He prefers this approach mainly because "anything that you notice you can't do jars you out of being immersed in the experience" and a next-gen Silent Hill is one experience we want to be as deeply engrossed in as possible ... even if it means sleeping with the lights on for a week.
So we explored, and, before long, noticed our character looking at something while we walked. Allen noted that head tracking is used to indicate important objects are nearby – not exactly anything new – but he also prompted us to click in on the right thumbstick, which gave us an Alex-eye view of the item that had caught his attention.
Our attention was caught by this installment's presentation of the series' trademark fog, which doesn't look all that different at first blush, but revealed its secrets as we stood still. It began to flow past Alex, swirling as it did so – a very subtle yet impressive effect. In fact, the game's visuals are full of subtle details, and look every bit Silent Hill. Allen pointed out that they'd even kept the same font used in previous chapters in order to retain the feel of the series.
Combat felt very unlike past Silent Hill titles ... it was already quite better. It's simple stuff on the surface: lock onto monsters, use regular and strong attacks with whatever object / weapon you're holding. As Allen explained to us, there's a high degree of "old school" strategy in battling baddies. In particular, a large emphasis is being placed on attacking timing. Swing too early and you'll be tossed aside; you really have to read your enemy's "tells" and look for a window of opportunity. According to Allen, this can pay off in spades. One creature, for instance, will go from full-strength to stunned (at which point you can finish enemies off in gloriously gory fashion) with a single hit if you time your wing just right while it's diving towards you.
We had plenty of opportunity to test out strategies of our own, and found the variety in combat situations enjoyable to the point that we were less inclined to simply run away from (or past) monsters. Hopefully the game will keep the level of quality we experienced throughout the final product – in which case, survival horror fans will be running towards their own copy when it crawls onto shelves this fall.
So we explored, and, before long, noticed our character looking at something while we walked. Allen noted that head tracking is used to indicate important objects are nearby – not exactly anything new – but he also prompted us to click in on the right thumbstick, which gave us an Alex-eye view of the item that had caught his attention.
Gallery: Silent Hill: Homecoming (Xbox 360)
Our attention was caught by this installment's presentation of the series' trademark fog, which doesn't look all that different at first blush, but revealed its secrets as we stood still. It began to flow past Alex, swirling as it did so – a very subtle yet impressive effect. In fact, the game's visuals are full of subtle details, and look every bit Silent Hill. Allen pointed out that they'd even kept the same font used in previous chapters in order to retain the feel of the series.
Combat felt very unlike past Silent Hill titles ... it was already quite better. It's simple stuff on the surface: lock onto monsters, use regular and strong attacks with whatever object / weapon you're holding. As Allen explained to us, there's a high degree of "old school" strategy in battling baddies. In particular, a large emphasis is being placed on attacking timing. Swing too early and you'll be tossed aside; you really have to read your enemy's "tells" and look for a window of opportunity. According to Allen, this can pay off in spades. One creature, for instance, will go from full-strength to stunned (at which point you can finish enemies off in gloriously gory fashion) with a single hit if you time your wing just right while it's diving towards you.
We had plenty of opportunity to test out strategies of our own, and found the variety in combat situations enjoyable to the point that we were less inclined to simply run away from (or past) monsters. Hopefully the game will keep the level of quality we experienced throughout the final product – in which case, survival horror fans will be running towards their own copy when it crawls onto shelves this fall.






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Reader Comments (Page 1 of 1)
Slayer @ May 16th 2008 8:40PM
Looking good so far.
tmacairjordan87 @ May 16th 2008 8:42PM
I dunno after seeing siren for the first time today (for me), I'm way more excited for that than silent hill. Seems to be a lot scarier.
Slayer @ May 16th 2008 8:44PM
I played the demo. It's seems like it'll be a good game when it's released.
Envoy X @ May 16th 2008 9:20PM
Tell me about it. Siren looks great but I hope this turns out good too.
Joe P @ May 17th 2008 2:19AM
There's nothing saying there can't be two bad boys on the block...
Hashbrown Hunter @ May 17th 2008 6:24AM
Three if you count Alone In The Dark, and that's the baby I have my ticket on for scaring the bejeezus out of me.
crab battle @ May 16th 2008 9:14PM
I really hate the constant onscreen button prompts and the giant, glowing red health bar when you enter combat. This game is supposed to be scary and those things make it a lot less immersive. Glad the combat is better, but an SH game needs atmosphere and story placed first.
Lard @ May 16th 2008 9:30PM
Siren?
Please. A pointless remake of a PS2 game!
Unnecessary and unwanted.
Sir Fidlious Wong (Justin T. McElroy Memorial Burn of the Day Award) @ May 17th 2008 12:15PM
Apparently some people want it considering the amount of buzz being generated.
Maverick Saturn @ May 17th 2008 1:19PM
Isn't that what most games are like ¬_¬
JuJu @ May 16th 2008 10:26PM
Just like Ninja Gaiden when it came out for the PS3. An Xbox Game that was Pointless and Unwanted. I can't believe I wasted my time playing that game. It's a Good Thing microsoft decided to develope the sequel for it.
Gehodra @ May 17th 2008 4:20AM
What's with all the caps?
Maverick Saturn @ May 17th 2008 1:20PM
But its the same game ¬_¬ Just with more violence...
John McPoop @ May 17th 2008 1:44AM
This is such BS that its not a console exclusive ... What the hell has happend to the brand loyalty from last generation ... Needless to say I am excited for this game
moebus_kai @ May 17th 2008 5:20AM
Thankfully it mostly got scrapped because releasing a game on two platforms means more money to make.
As a gamer I can only support this because it means that more people can enjoy the games without having to buy multiple consoles. System exclusivity is something that should be abolished altogether.
Sir Fidlious Wong (Justin T. McElroy Memorial Burn of the Day Award) @ May 17th 2008 12:27PM
If system exclusitivity was abolished, universal platform would exist. Which sounds great in theory but let's put it this way, without a hardware maker pushing for the next big thing, we'd be stuck in a techno hell, however with a hardware maker pushing for the next big thing, we'd suddenly be stuck with the race for higher specs like how PCs were crashing an burning on their market viability. For an example on how a unified platform can be fucked up, please look up the following. CDi, 3DO, and NUON.
Now, that's just from the hardware standpoint. From the software standpoint, imagine if you lumped everyones games into a single market. This is a very dangerous proposition for smaller developers. Atlus currently makes their bread an butter off niche titles or console exclusives. Now imagine a world where the underspending Atlus suddenly has to clash with the big spenders of Sony, Microsoft, Take 2, SquareEnix, Ubisoft, and even EA. Suddenly due to not being able to target a small percentage of the market due to the overwhelming noise of the other game makers, Atlus could find themselves going the way of Working Designs, with NIS and Mastiff to follow shortly.
In essence, console exclusive titles and series, even if they are third party, help drive competition in the industry. Likewise, it's because of that competition that hardware makers tend to sell their software at a loss which is a really good thing because Xbox 360 would have been $900 at launch otherwise and currently $450... not counting the concept of "profit" which hardware makers outside of the game console market tend to enjoy...
ALH @ May 17th 2008 5:19AM
Am i the only one who is disappointed by the screens, and has been from the start? perhaps the game looks better in motion, but the screens at the moment dont seem to have any kind of atmosphere whatsoever, especially compared to something like bioshock.
Moi @ May 17th 2008 6:40AM
"character strapped to a gurney and wheeled past all sorts of horrific imagery"
Ok, so this confirms they're doing a "Jacob's ladder" video game. The plot had better be modified, but from the elements we've seen so far, it's pretty much copy-paste.
Pretty stupid, considering lots of SH fans have seen the movie.
SoxFan13 @ May 17th 2008 8:37AM
I hate to be the internet nerd, but +1 for the Animaniacs reference.
Maverick Saturn @ May 17th 2008 1:18PM
Looks meh ¬_¬ I haven't played a good scary game since Silent Hill the original, oh and slightly project Zero.
The new games suck at being scary, their idea of scaring you is by having monsters pop out of nowhere like Doom 3 did, highly frustrating rather then scary.
Dunno, maybe they are scary to some people, mainly due to the fact I love horror movies but have yet to see one that leaves me having nightmares :)