Joystiq E3 hands-on: Silent Hill: Homecoming

Gallery: Silent Hill: Homecoming (5-21-08)
As the first console Silent Hill title not developed internally by Konami, and as the first Silent Hill title to make its debut on console in nearly four years, Silent Hill: Homecoming has a lot to live up to. Developed by a western studio, Double Helix (formerly The Collective), fans are understandably worried about how their cherished franchise will be treated. As I said, I love Silent Hill, so I was eager to see what Double Helix had cooked up.
My demo began as protagonist Alex Shepherd first arrives in Silent Hill. As is usually the case for the poor souls in the Silent Hill series, Alex arrives in the town looking for something, in this case his little brother. Of course, the second Alex gives chase, his brother vanishes, leaving Alex to sort out the bread crumb trail left behind. Typical Silent Hill fare.
Unlike previous entries in the series, the game uses a completely free camera and controls more or less like an FPS. The left stick moves Alex forwards and backwards and strafes left and right, while the right stick turns both the camera and Alex. Honestly, the controls were a little frustrating. I repeatedly found myself running into walls and getting stuck. Since pressing away from the wall the would simply make Alex walk toward the camera, I had to spend a few seconds adjusting the camera to correct the view. This might not be a big deal in large environments, but in small, cramped rooms -- which are all over the place in Silent Hill games -- it got annoying fast.
Combat in Homecoming handles more or less the way it always has: lock on to the enemy and start swinging. Alex can perform quick, weak strikes and slow, heavy strikes depending on which button is pressed. A new feature in the game is the ability to dodge. Alex can quickly shift from side to side or crouch down out of harm's way. Attacking immediately after dodging produces a quick counter attack. In theory, you could wait for an opponent to strike, duck out of the way and follow up with a sharp upward swing of the ax. I had trouble using these counters effectively though. An interesting cosmetic addition, enemies are deformed in real time when attacked. In an encounter with one of the game's trademark nurses, my ax carved several huge gashes into the monsters face. It made me smile, though she wasn't quite as pleased about it.
Another new feature -- one that reminded me of Resident Evil 4 -- is on screen prompts. These come in two flavors. In one instance, Alex will simply be cued to perform an action, such as chopping down a barricade with an ax. Pressing the A button pulls back the camera for a more dramatic view of Alex's chopping prowess. The second flavor is quick time events. These are presented when you need to escape from a monster. If one of the giant Swarm bugs latches on to Alex's face, for example, the game will prompt you to start mashing a particular button to pull that sucker off and smash it against the floor.
The small section of the game I saw looked nice enough, adequately dilapidated and grimy (my demo unit actually crashed before I had a chance to see the transition to the Otherworld, unfortunately). Alex's character model was also well detailed and well animated. Put simply, it looks every bit like a Silent Hill game with some current gen polish. There is the new addition of physics based objects that react appropriately when Alex interacts with one. I can personally say that I did accidentally knock a vase off of a table while playing. It actually made me nervous too. Thankfully, no monsters were around to hear it.
Speaking of monsters, the ones I saw looked great, especially Smog, a shambling beast with slimy skin and an exposed rib cage that opened to reveal a putrescent pair of lungs. These lungs inflate just before Smog attacks the player with noxious gas. The lungs serve as the monster's weak point, incidentally. There was another monster that actually made me jump. It resembled a human walking on its arms and legs like a spider. I should also mention that its arms and legs were actually giant knives and its head looked like it was on backwards. That's important. The monster ambushed me during an elevator ride, crawling on the outside of the car and tearing holes in the walls. Thankfully the monster is seemed to be allergic to bullets. Oh, and Pyramid Head makes a return appearance as well, for what it's worth.

Summing everything up, Homecoming looks like a respectable entry in the series. If the plot holds up its end of the bargain, and if gamers warm up to the controls, Homecoming could even be a good entry in the series. All the pieces are there, now it's up to Double Helix to make sure they all fit together.













Reader Comments (Page 1 of 1)
GearSecond! (a.k.a AwesomeStuff) @ Jul 17th 2008 6:16PM
I thought this was another PS3 exclusive?..
Mr.ESC @ Jul 17th 2008 7:38PM
Who the hell told you that?
Silent Hill games have been multiplatform for a while now.Only Silent Hill origins is for PSP and Ps2.
arrrgh @ Jul 17th 2008 5:38PM
woo?
Markez (MKWii 4339-2878-5120) @ Jul 17th 2008 5:46PM
Clicking to embiggen will embiggen even the smallest man. People certainly seem to be hyper-critical of this game and really nitpick the hell out of it.
That being said, I expect the game will still deliver on many of the elements I've enjoyed through the years. It'll still be a good ride, folks.
Richard Mitchell @ Jul 17th 2008 5:49PM
I nitpick because I love :)
Honestly, I *really* wish I could have had the opportunity to play this in a separate room at my own pace. Playing in a crowded room with a guide constantly telling you where to go is not the way to try out a new Silent Hill game.
Duke @ Jul 17th 2008 5:47PM
Souonds good - but how can a game designer not see how dangerous it is to release a game with poor cameras. Please don't leave a free camera to futz with while we are in battle!
Kenny @ Jul 17th 2008 6:00PM
what an uninteresting poster. captures the atmosphere of silent hill, my ass.
EComni @ Jul 17th 2008 6:07PM
Hmm, he sounds less than enthused. This game worries me. The not-so-good graphics, not-so-good-and-ill-fitting animations (360 knife spin?), spotty dev history, lame fanservice (omg Pyramid Head and movie nurses, though to be fair the world transition effect is very good), not-as-creepy-as-it-should-be presentation, etc. Everything just seems so... uninspired. The voice-acting's good, but even that can be ruined by bad scripting and directing. I hate to call Double Helix a bunch of hacks, but the images, footage, and impressions I've encountered just aren't impressing me at all. As a SH fan, I want this to be good, but my hopes are low.
ronald.raygun @ Jul 17th 2008 7:07PM
can you atleast press a thumbstick in and center the camera behind you? anything like that?
Mr.ESC @ Jul 17th 2008 7:37PM
Oh noes.
I hate when a game camera doesn't works like in ALone in the Dark,you miss all the good stuff and makes combat frustrating.
thomashenwood @ Jul 18th 2008 3:54AM
The controls sound almost as horrible as the movement controls in Alone in the Dark. Yet another unplayable survival horror game?
jyrki @ Jul 18th 2008 4:20AM
Frankly, I'm disappointed. The emphasis on combat with action moves (spinning pipe strike?? pouncing off the floor like a ninja??) and a health bar seems like the developers didn't get what's the point of Silent Hill games. Creepy, almost anguishing atmosphere is ruined if you're required to beat down every monster you see, effectively diminishing the scary factor of game. They're also handling Pyramid Head, who should be relevant only to James's story in SH2, as a Hollywood monster that 'needs to be in the game because hey, it's Silent Hill'.