Friday, March 16, 2012

When It Rains, It Pours: Thoughts on Silent Hill: Downpour


While I will fully admit to enjoying most of the Silent Hill series (Silent Hill 2 being the exception of the main canon), I will have to admit that the series was long over due for a massive reboot, or an overhaul to say the least. Homecoming strayed far, focusing on combat over running, and Shattered Memories focused on changing the entire story. The less mentioned about that one, for me, the better, but that's a subject for another time. After Akira Yamaoka left Konami, and Vatra took over the development, I was, to say the least, anxious to see if Silent Hill: Downpour would even be up to par as a game, much less a Silent Hill title. And, I have to admit: I'm pleasantly surprised.

The weakest aspect of Downpour is the combat, and not because of the flailing attacks Murphy does. It's mainly because you can block only one attack, and cannot dodge. This leads to some aggravating moments later on in the game where you almost have to fight to survive. At the same time, the purpose is to run away from. There are also some technical issues, such as loading in certain areas that makes the game skip. While annoying at times, it's minor compared to what it could be.

The story follows prison inmate Murphy Pendleton after he murders a man in a prison shower. As he's being transferred, his bus crashes in Silent Hill, where he must escape. Among the monsters pursuing him is a police officer who seems to have a vendetta, and a mailman whose motives seem unclear. Murphy's journey through the city is expanded to a more open world, giving the player side quests with stories of their own. Much to the developer's credit, these side quests do not detract from the game's intricate story, and add to the city's rich atmosphere.
The side quests are part of the most interesting sections of the game, revolving around environmental puzzles. One such has the player rebuilding a gramophone, and using it to solve a murder in a unique and clever way.

The story itself is told both in present and in flashbacks, that, at first, are confusing, but become clear about halfway through. The player will never get all of the answers until the ending of the game, as the city shows the player constantly who is in control. The monsters, while few in variety, reinforce this, chasing you, and becoming more aggressive when it rains. You can go inside, but that doesn't mean you're actually safe. Certain monsters will never go outside, lingering in the shadows, lying in wait.

There are only a few monster varieties in the game, most of them anthropomorphic, which seems counter intuitive of Silent Hill's "faceless horror" premise. But, considering both that this is an unexplored part of town, and Murphy being a convict who has possibly depersonalized people to faceless beings, it still fits. The new monsters, relentless and cruel, often times take pleasure not only in the chase, but in hiding just out of view so you can't see them while you're being attacked.

The feeling in Silent Hill this time isn't one of dread, but of sorrow. This makes sense considering why Murphy was in prison in the first place. Without saying too much, there is a recurring theme in the city's issues. The game plays off the players emotions very well, especially in one area that left me needing to put the control down to keep from being overwhelmed. The game is truly disturbing, sorrowful, but downright good at letting you make Murphy as human as you want him to be with moral choices and the side quests.

All in all, I went in not thinking of this as a Silent Hill game, but as its own. While I'm glad I did, I can fully accept this as canon with the rest of the series. The roads are broken and blocked, but don't let that deter you from taking this much needed trip.

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