Silent Hill Homecoming



Silent Hill Homecoming Review

Spoilers a plenty!

After playing Silent Hill f, I had two choices:

a) play Clair Obscur: Expedition 33

b) play another Silent Hill game.

I looked at Clair Obscur and everyone praised it to the moon and back with outlandish obsession that deterred me sadly. I do have thoughts, but I cannot share them just yet because I haven’t played the game. So, in the end, I was so captivated by Hinako’s Silent Hill that I chose to play Silent Hill: Homecoming. I still have a few Silent Hills to play (e.g. Silent Hill 3 *gasps*) but the hate and general dislike toward Homecoming with occasional words of acclaim intrigued me.

Silent Hill: Homecoming is the sixth entry in the franchise, released in 2008. Having played Silent Hill games for a long time, I think I knew what to expect. All the hallmarks are present: cults, foggy world, rusty otherworld, atmospheric chaotic beats, lovely melodic and vocal tracks, creepy hallways, superb monster design, cryptic puzzles, lots of symbolism… and a heartbreaking story.

My overall impression is that I am glad I played it. I could not wait to see what came next, so I was invested in the game but at times I would hysterically burst out laughing at how bad and comical the game treated me and worse, itself.

Story

We enter the world of Alex Shephard, an honorably discharged soldier who is taken against his will and is being wheeled through the surgery rooms on a patient trolley at a hospital. As he is strapped in, he can’t move an inch and though he cries and screams at his caregiver as he witnesses horrific acts in the other rooms, all is for nought. We help him escape by spamming the X button, but someone gutters the caregiver by shoving a sword the size and shape of Final Fantasy’s Cloud’s sword or perhaps you immediately recognize the rust and glamour of Pyramid Head’s sword from Silent Hill 2 right away. Alex does not meet the assailant and moves forward. The next human he encounters is Joshua, Alex’s little brother, a young teenager, who is drawing with crayons on the hospital floor, beyond a barred entrance. Joshua entreats Alex to find his little toy and hysterically laughs at how Alex can’t open the door. You can hear Joshua’s whispers and a child wailing throughout the game and the prologue is no exception. Alex finally wakes up from the nightmare world in a truck on his way to Shephard’s Glen, his hometown, only to find everyone, except select few, gone from the face of the earth. The entire place is enshrouded in fog, and we immediately realize that Alex must face his deepest demons to find the truth out.

I think the prologue sets the tone perfectly for the intrigue and mystery of what is to come. I am immediately hooked to the premise of the story to unfold in Shepherd’s Glen. While the first hour of the game is excellent, the remaining hours may feel dragging at times but it’s never boring. I found myself going back to the game to see the next scene. The mystery is preserved all throughout. You can anticipate the story, but it is not convoluted, and it does take you in. It’s not anything groundbreaking or innovative either. It’s about the trauma of a man who comes from a troubled middle-class home with an abusive father and indifferent mother. There is much more to this, of course, and you soon realize that the family is rooted deep in the traditions of Silent Hill, which is only but a lake away from Shepherd’s Glen.

Story is told mainly in cutscenes but as per usual in the franchise, letters and notes scattered all over the world tell a lot. The world of Homecoming is very dark, and I don’t mean that just metaphorically. I mean, it is literally dark on the screen. You carry a flashlight, but its lux levels are so low that the measly light doesn’t do much. In fact, you may have a hard time finding the notes or letters because they won’t glimmer or even give a button prompt as you come close to it! So, I tended to press the X button pretty much everywhere I saw a pixel that was unlike the rest on the screen. I’d say the notes are worth reading and add to the weight of the story. For example, you open a drawer in the attic and you find this:

Whether they want to punish us for the exodus of our forefathers – or simply to breathe new life into the old ways, I don’t know. But they’ve taken our people. The only thing left is to face the source of this evil, to fight it, and pray that some hope can be restored. My sole consolation is that I’ve finally opened my eyes to the evil in Silent Hill.

…This sounds so familiar to one of the most terrible war crimes in our history, does it not? …

Always pay close attention to paintings as well, especially in Alex’s house and at the church!

Character development happens only to Alex, the other characters, either comrade or villain, do not display any dynamics in their relationship with Alex or themselves. You do encounter people whom you will grow to be curious about, like Elle, Wheeler and Judge Halloway but their characters’ immutability is apparent to the player right from the start, so your anticipation of big character reveals fades in time. That is not to say the characters are not interesting, they are just predictable but totally believable. None appeared out of place, their motives and parts in the Silent Hill’s dark world were all meaningful.

Rant Time 1: So far so good right? No. All of this can be rendered meaningless by some absurd game design. For example, the ending! There are five endings you may get, and it depends on your some of your choices. You immediately recognize the choices you make will change the ending but here is where I had a huge issue. I got the UFO ending in my first playthrough. Yes, by not forgiving my father, not killing my mother and saving Wheeler, my story was doomed to be explained away by aliens. I was laughing and fuming at the same time. First, it’s terrible to get the UFO ending as your first. It wrecks your experience with the game and the game was not taking itself seriously, and not in a humbling way. Second, how did I not forgive my father exactly? This is what I said to my father: “What did you do?” and then “You don’t sound sorry”. Is that not forgiving? The writers clearly don’t know what forgiving or unforgiving means because this wasn’t it. What adds insult to injury is that Alex’s father’s wimpy little apparition in the confession booth did not sound sorry at all ANYWAY! I wish there was a clear choice to forgive or not forgive, or at least one that made more sense. Killing my mother was another setback. I was seriously waiting for another way out, but I wasn’t given one. This is not a complaint per se since games can’t give you all the options, but the choices felt incredibly forced. Saving Wheeler too. I did save him but what did saving him do? Nothing. He shows up at the end making a joke at the UFO. The question is why, as the player on a first playthrough, wouldn’t I save him? Of course I will give him the first aid kit unless I want to play the evil Alex. The mom and Wheeler choices are minor complaints, but the dad definitely takes the biscuit on this one.

There are some awesome moments as well. In fact, the emotions are conveyed really well, so you do feel Alex’s frustrations and anger. For example, the confrontation with Judge Halloway and the way the screwdriver is slowly advancing toward you, and the tables turn and bam! Alex’s “Bi**h!” was the perfect line after all that. I loved it.

I also loved the character that was never fully named but your brief encounter with her may chill your bones. I speak of Carol Doyle, the woman behind the hotel door that is ripped apart and taken shape of a monster’s mouth, taken straight from the Shining’s all work and no play. You don’t ever see her, you speak to her through the opening and you learn about her sickening story of betrayal and lust in the notes found in the hotel. Her voice acting was also great and the line “You have a kind voice. Hehehe.” was sick. I wish there were more side characters like Carol and we get to know more about Shepherd’s Glen.

One technical hiccup with the cutscenes is that you can press start button and it would skip the scene completely. That… happened to me twice. Annoying.

Another weirdness is the comeback of nurses and Pyramid Head. I mean it’s Silent Hill but they felt so fan servicey. Their first appearance was too sudden and superficial. They could have been incorporated into the game better, or better still skipped entirely. Some inconsistencies in the story are present as well: is Alex right in the head or not, I wonder?

Overall, the story is just ok. I can easily see how someone can love it, hate it or simply be indifferent.

Gameplay

Silent Hill is a psychological survival horror game but it has never been about gameplay. Even Silent Hill f, with all its reforms of dodges, stamina and focus, does not hold gameplay in the forefront. Homecoming’s gameplay is rather horrendous… You collect melee weapons, shotgun, pistol etc. I will save you the trouble: Knife is overpowered for almost every enemy in the game, even bosses. The final boss especially! I was so sure that I had collected shotgun shells and pistol ammo but lo and behold, there weren’t any! So, I only had a knife and steel pipe. Knife all the way! Not to mention, the ammo is scarce even in easy difficulty which is a shame because firing the gun was actually enjoyable.

Rant Time 2: The animations are clunky and slow. You got hit by an enemy? Too bad, because you will be spammed by more attacks as you lie hopelessly on the floor. Perhaps you think this would add to the despair of Alex’s blight but no, it’s just annoying. The final boss would spam me all the time without time to dodge, it got so bad that I just dropped the controller and started cackling nervously. The converse is true: you can stun an enemy constantly and it’d be fine. The enemy AI is non-existent: if there are two enemies, one will just idly sit by and do nothing while you lock on the first one and spam it with your knife. The boss fights are particularly adamant in making me pull my hair out because you always have to find the right opening and spam the same attack fifty times. The worst enemy in the game I hear you ask: The needler and nurse. You may just die because of a nurse, pronto. You can avoid them by not making noise and turning off your flashlight though.

Puzzles are interesting for the most part. I don’t care much for the slide-open-the-box type puzzles but the puzzles with poems and matching symbols were wonderful. The poems and notes on the walls were very good too.

“I stand beside the holy man

The monarchs fear my wrath

None may move the way I can

Ever the crooked path.”

I had a fun time solving the puzzles, I could have asked for more but the amount felt right in the end.

The level design is solid. When you open the map, it looks a bit much but as you go through the areas, it feels easy and polished.

Among the technical issues was accidental item use. If you press LB for too long, you may accidentally use up the serum that you tirelessly searched for. Not a fan. One needs to save often as well but this era of gaming invariably demands that from the player. Minor complaint: you know how it always says the door is locked (and you don’t need a key)? That door will never open. I always expected one of those to open from the other side for ease of exploration but no.

Graphics

Full disclosure: I played the “Ultimate Edition” with 4K 60 fps remastered cutscenes mod. The PC port on Steam is riddled with bugs, glitches and crashes so it is rather unplayable. You can either play (or emulate) it on a PS3 or use the PC mods. There are also Quick Time Events (QTEs) in this game but the mods got rid of them due to crashes and I’d say it’s a welcome change.

For a PS3-era game, I think the graphics are ok. It’s not the most beautiful or alluring scenery. There is a rolling film filter on everything so you will see shimmering lines all over Alex’s shoulders and it was ok.

The atmosphere is the highlight. Alex’s house, the prison, the church, the hotel, all had eerie aura. Some scene design choices were subtle: when you see Joshua standing still at the far end of the hallway or the creepy paintings with looming faces at the corner, you may be spooked more than you think you would. It never gets overtly scary, jump scares are almost non-existent and when they happen it’s just another annoying enemy encounter.

The facial expressions are cartoony but given the game’s age, it can be forgiven. Monster design isn’t particularly strong compared to the rest of the franchise. While bosses conceptually made sense (e.g. last battle monster spitting water for example), the designs were bland and repetitive. Just skin, bones, scissors and blood.

The game can get very gory. Expect to be torn in half and blood squirting everywhere if you fight that awful Schism running around. It’s not overdone but definitely gorier than Silent Hill f.

Sound

Sound design is very good for the most part. Sounds complement the atmosphere very well. The wailing child, the chorus at the church, echo of the footsteps, the occasional piano and beats. It’s not all great, however. Sound direction can be a bit too trippy. Imagine one of your allies getting snatched by a vicious six-legged monster and the next second you hear is rap beats. Some of the sounds won’t make sense, e.g there is a constant bug crawling sound when there aren’t any bugs (“Swarms”), or the monster you ignored can be heard from the floor below. The sounds become so repetitive that they won’t give you the chills of someone chasing you or that someone is waiting for you, it’s just annoying.

Dialogues are ok, all a bit cheesy but this game does feel like a B grade horror movie. Or perhaps C, depending on whom you talk to. Voice acting is mostly dull and falls short at emotional moments, though at the end, you may grow fond of the dullness. It’s nothing memorable or jarring either way.

The music was awesome as always. More on that below.

Conclusion

Silent Hill: Homecoming could be a cult classic. Some regard it as the worst in the mainline but honestly if this game is the worst, then the franchise has some really good games, which it does. I would give a 6/10. I enjoyed the journey as it was full of intrigue despite the predictability and unoriginality. I would recommend it for Silent Hill fans, and psychological survival horror genre fans.

Soundtrack Review

Composer: Akira Yamaoka

https://vgmdb.net/album/11110

Another Silent Hill OST, another Yamaoka classic. The series has seen the return of Mary Elizabeth McGlynn and I just want more. Her vocal tracks are absolute bangers: it’s metal/rock (One More Soul To The Call, This Sacred Line), it’s rap (Alex’s Theme) and it’s new age (Elle’s Theme) at their catchiest.

Non-vocal tracks are less prominent in this OST than say, Silent Hil 2 OST. Witchcraft is an excellent prologue track full of interesting sounds of synth, piano and beats that remind me of rain drops. The Terminal Show is like Witchcraft and I’d say this is the main theme (also plays in the menu). Cold Blood has One More Soul To The Call’s melody on piano and beats which work well.

If you want to be reminded of the spooky atmosphere from time to time, you can also play Snow Flower, Total Invasion, Voodoo Girl, The Thing and Dead Monks.

*Note that Silent Hill Sounds Box has another version of Alex’s Theme which is great!

Mary Elizabeth McGlynn’s lovely voice works wonders for Yamaoka’s metal and psychedelic rock world. The harmonies and echoing double-layered vocals (e.g. 3:46 in Elle’s Theme !),

“Is she gone? Are you real? Are you here?

Can I trust who you say that you are?

And who I am now? (And who am I now?)

Too late for me knowing

Or just in time”

and the desperate calls of her cries in the choruses (e.g. 1:56 in This Sacred Line)

“This line that can't be broken

This line that never will be crossed again

In time, we'll be forgiven

This line affected by the innocent” 

and the ritualistic chant or rather, the warning that the ritual will never end (5:35 in One More Soul To The Call):

“One more soul to the call, for all, in silence comes

Two more souls to the call, for all, and in time

Three more souls to the call, they fall, unknowing that

Four more souls to the call won't be all, and you know it”


will draw you in and lock you up in there for a quite some time.

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