Ever since Silent Hill 4: The Room, Konami Digital Entertainment has been looking for a way to make the Silent Hill experience grittier, in a world of breadth and lascivious terror. With the announcement of Silent Hill: Homecoming, Konami shows that they have not only the production quality to make something very gritty, but the sheer amount of variety in an all open world where the norm is horror around the corner. Alex Shefield is the unfortunate caught in the dreary microcosm of Silent Hill after his brother goes suddenly missing. Throughout the world, Shefield will not only fight the existence that is the residents of Silent Hill, but will try and fight the bounds of reality itself through investigation and discovery.
We wake up very suddenly and to a shock of being strapped in a bloody stretcher as a masked stranger takes us to our apparent death. Across the way, bodies are being mutilated in various ways that would make Quentantino shake in his boots from his love of Hostels. Eventually, we wake up and have to repeatedly press the face buttons to rip the ties that bonds our protagonist. This scene is a perfect integration of what Konami has been working hard on making the environments themselves realistic. Players will find it even more exciting to interact with objects and scenarios in different ways that wasn’t possible in previous generation titles. We don’t have to flippantly go from one room to another, swing something, and move on. There’s an increased amount of reliability in knowing the surroundings.
The object interface is different now to allow players to critically think for themselves. Across the world you might find environments that help you gain access past certain points. When the player gets to a keypad, it’s impossible to know the code without delving into the environment. Search for the code, but be careful. Not everything is filled with scary noises. Danger can beset players at anytime. Once the items are gathered, try and make something of anything. If you have 2 X-Ray films with numbers on them, they must mean something. Nothing is nimiety with the items itself and there emerges a helpful provisionary aspect.
The graphics are simply great. Unless CG like quality is implemented in games within a few years, the graphics for a Silent Hill game are contrasted amazingly in comparison to previous generations in both size and scale, making use of both consoles to bring about identical image quality. When Silent Hill starts, the walls erode and everything becomes different. Textures, lighting, everything changes on the spot and helps to make for a more believable transition without loading screens in between.
Silent Hill 5 makes the most of what it has so far and manages to take certain methods that makes it desirable for the conditions. Crawling around in Silent Hill, enemies are aware of you better and in a much more convergent way than ever before. Even though the storyline doesn’t seem to be the most complex of plot hooks, the environment enough plays a major role in the overall impression of the story throughout the game. As long as Konami stays on this path during polishes, and even tries to push it a bit more, we can expect to have a surprisingly great and morbid time in Silent Hill when released this Fall.