A lot of diehard fans have expressed misgivings (and that’s putting it lightly) about Silent Hill: Homecoming and it’s not too hard to see why. It’s the first Silent Hill designed for the PS3 and 360, the first main-series title developed by an American studio instead of original creators Team Silent, it features extensive overhauls to the camera, controls, inventory system, and combat mechanics, and its aesthetic takes several cues from the universally reviled Silent Hill movie. But after spending a lot of time with the game, I’m here to tell you that, while certainly not flawless, Homecoming is a truly frightening game that’s a worthy addition to the franchise.
Players step into the role of Alex Shepard, a member of the armed services just returning to his hometown of Shepard’s Glen from his tour of duty overseas. Immediately, Alex notices that something is wrong— there are monstrous creatures about, the town is covered in a thick fog, and it’s practically empty. Alex learns that his brother and father have gone missing, so he sets out to investigate their disappearances. His search leads him to the title town, where he becomes embroiled in the workings of the cult that operates within it. This is Silent Hill, so there are certain assumptions you can make about the story (protagonist Alex’s disturbing past is pretty much a given), and the plot does tread the same ground (hospitalization, traumatized children, etc.) as many of the past series installments. While it’s not the greatest Silent Hill story (that honor still goes to Silent Hill 2 as far as I’m concerned), it’s a decent tale that’s got some genuinely creepy moments and a few good twists to keep you guessing.
While the story might not
take many chances, there’s plenty new when it comes to gameplay. Homecoming
takes several cues from Resident Evil 4—like the over-the-shoulder camera
system and faster, more action-oriented combat—which succeed in making the game
less cumbersome to play, especially during exploration. The biggest alterations
in combat come in the form of strong and fast attacks, which can be strung
together into combos, along with a new dodge technique. The different attacks and combos
help the combat refrain from growing too stale while at the same time offering
a little depth to each confrontation, not to mention it provides the visual
department with some much-needed variety (as opposed to your character performing the same attack animation
from beginning to end, as in past SHs). The dodging mechanic is a little
trickier to get the hang of, especially since succeeding requires precise
timing and is all but mandatory if you wish to survive most enemy encounters; still, it’s a
handy feature to have. Both of these
additions make combat feel more visceral, which is definitely something the
series has recently strived for. Given all its combat improvements, it’s almost unforgivable
that the game doesn’t include a quick-turn feature, though. Escaping enemy
encounters is far harder than it should be, and considering every game since the original SH on PS1 had this option, its exclusion here is
perplexing. Despite this, the new combat mechanics make fighting much more
enjoyable than it has been in past installments.
Any Silent Hill fan will
tell you that the games’ audio contributes as much to the mood as the visuals do, and it's here that Homecoming excels admirably. Longtime composer Akira
Yamaoka delivers a top-notch score, with just the right blend between the
low-key symphonic and grinding industrial to match each scene. The sound effects are unsettling, to say the
least, and the game continues the series' past tricks of emitting spine-tingling tone with
no apparent audio source. Given the high quality of the audio in general, it’s
disappointing that the voice-over isn’t better, though. While the acting isn’t that
bad, you do get the impression occasionally that the actors have little idea as
to what much of the dialogue actually means.