Kotaku have recently got their hands on a demo of Silent Hill: Homecoming and they were impressed.
Although many themes seemed to be directly ripped-off from the SH movie (which some fans might be disappointed with), the gameplay, atmosphere and graphics seemed to impress the Kotaku guys.
(go to source for full preview)
When the demo starts, you found yourself on a gurney and being pushed by a masked fiend through a dirty hospital. As you look from side to side, all sorts of terrifying, shadowed scenes pass you by. Silhouetted depictions of horrible things being done to patients by un-seeable evil forces. Eventually you are left in a room alone, strapped to the gurney and here your adventure begins.
Once you have removed yourself from your shackles you are free to start roaming the halls and rooms, constantly blocked by various locked doors. An early puzzle involving some x-rays and a number locked door was easily solved and soon we were treated to the switch from Silent Hill to dark Silent Hill. As you may have heard, the game designers lifted the world changing mechanic straight form the movie. No longer is there a fade to black, but you actually watch the world change in real time, with parts of the room lifting away like peeling paint and disappearing into the sky. The effect is quite nice and translated well from the movie to the game.
And of course there were the nurses. Their new character models were terrific and also seemed to be based somewhat on the movie versions of the characters.
The battle system was basically the same with a few improvements. The addition of dodges to the fray makes avoiding damage quite a bit easier. There are perfect and imperfect doges that can be executed. A perfect dodge will result in no damage taken while an imperfect one will have the player taking less damage than from a direct hit. There are also power up attacks and enemies can be stunned so that deadly finishing moves can be performed. The finishing moves are much more interesting than the old standard foot stomp to the head. Each weapon has a unique finishing move for each of the various enemies that are shown in glorious, graphic detail.
Gone are the days of trying to determine what your health is like based on the pulsing green or red frame in your character status menu. Now there is a nice red crescent meter that shows exactly how much health you have so you can drink those health drinks accordingly. Another nice touch was the ability to tear through certain walls with your equipped knife. Cutting through them leaves what looks like a horrible gaping wound with teeth sticking out of it that you must squeeze through to get into the next area.
My time with Silent Hill may have been short but it left me wanting more which I guess is the goal of any good entertainment.
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