Game 23 - Silent Hill: Downpour (PS3) - 10 Hours
Silent Hill: Downpour was a very mixed experience for me. It's certainly better than Homecoming, but still falls short in a lot of ways to the main four games and the other western developed games like Origins and Shattered Memories.
For me, what this game succeeded the most in was the combat and exploration, The combat, while frustrating, felt like the right level of difficulty and the ability to run away from fights made it more interesting. Breakable weapons are back, which were annoying, but not nearly as aggravating as having to search for specific weapons to access high ladders or chop through boarded up doors. Exploring the town was probably the best thing that this game has to offer, because it’s the biggest, most expansive town out of any of the other previous games. While the level design was not the best, I did find the final prison level to be pretty good and I also appreciated the return of series staples like puzzle difficulty. I also really liked the addition of side quests. Although most of them really aren't worth completing, they add a little bit of spice when you're trying to explore the town and could have been a great idea if it had been executed a bit better.
Alas, the problem with Downpour at its core is that the developers really tried to broaden this game’s appeal to the mass market, and so the game play feels like it's been injected with a heavy dose of Uncharted or Assassin's Creed. I mean come on, an elevator fight sequence? Moving past timed hazards like spikes and swinging blades? Quick time events for climbing and opening doors? Regenerating health? Autosaves and checkpoints that completely restore your health after you die? These things should not be in a Silent Hill game. Compounding the effects of these gameplay changes is an overall aesthetic that is way too bright, way too overdone, and most of the horror comes across as a haunted house baby-tier spooky thrill ride. The Otherworld in this game features a lot of strange level design choices that feel more surreal than scary. For example, large floating clocks and moving between the floor and ceiling. As a result, just like in previous games, it really doesn't feel like Silent Hill.
As much as I dumped on Homecoming for just being a terrible experience at least it had better monster design than Downpour. Most of the monsters in Downpour just look like regular people, except for their faces are a little messed up, but they really aren't that scary. The “boogeyman” in this game featuring a slick raincoat and gas mask is not effective at scaring you at all, and he just looks silly. This game also features a lot of chase sequences like in Shattered Memories, but it's even worse because it's just a red and black rift and it's really dumb when you think about it. Not to mention it’s given no contextual explanation whatsoever.
The game unfortunately is also brought down by being built on Unreal, so a lot of the character textures load in AFTER the models have been loaded in, and it looks awful. On the topic of looking awful, this game performs terribly, and it might even be worse than Homecoming. it is especially in the town the game is constantly stuttering and excessive amounts of screen tearing particularly with high amounts of movement.
And at last, we get to the game’s story. Ultimately, it's one of the most confusing stories in the series, and I don't think that's a good thing. The problem is that the story plays very fast and loose with it’s timing of certain events. It’s completely unclear whether things happened in the past, versus the future, versus whether they happened at all, if they are a dream, if they are a manifestation of the town, or the other world, etc. Not to mention that you appear to die at least 3 times during the game, so you don’t know if the events following are real or purgatory or whatever else you want it to be. If you listen to the developers of this game, this was the intention: keep it as open-ended as possible so that multiple different conclusions can be drawn from the same story material. But all it ends up doing is just contradicting itself and the result is a total mess. This was particularly apparent for me because I got the worst ending on my first playthrough where the entire game was revealed to be a dream of Ann Cunningham. If you disregard that ending, the big problem with this game’s story is that Murphy’s big mistake that he’s supposed to feel guilty/repent for sometimes didn’t happen, which makes most of the symbolism irrelevant. You can tell that they really tried to copy the story of Silent Hill 2, while forgetting that the bad thing James does in that game is always the same, and the different endings are instead how he reacts and either redeems himself or not despite the thing he did.
I’ve now gone through all the Silent Hill games in the series up until the present day, just in time for Silent Hill f (not including book of memories or some of the more obscure titles). Once I finish that, then replay 2 and the remake, I’ll be able to give my ranking of the series.