Silent Hill is a series that died with a slow gurgle in the back of its throat, wheezing through several iterations of life-support before the monitors blips ceased to do so. I can’t even fully put the blame on the numerous developer-for-hires that picked up the series after the dissolution of Team Silent, as The Room is a decidedly more mixed game than the previous entries. Now that Silent Hill seems to have finally keeled over, I finally decided to work my way through a Silent Hill game that has been in my backlog for years: Downpour.
Downpour is a more difficult game to try and figure out then Homecoming. Homecoming was a derivative and awful piece of work, trying so hard to capture the glory of the series’ past without any greater understanding of what made it good, a quintessential example of why fans taking over a series in the wake of its original creators is often ill-advised. It regurgitated so many elements of the series — poorly, I might add — without creating nearly enough to stand out on its own, hoping to live up Silent Hill 2 through inept imitation.
By comparison, Downpour is a mess of good ideas executed with mixed success. While not its greatest failing, its attachment to the name Silent Hill brings along unfavorable comparisons to better-realized games, though Downpour certainly can say it tried. In fact, the aspects that force it to come back to Silent HIll end up being the weakest parts of the game.
The plot of Downpour concerns Murphy Pendleton, who opens the game murdering a child molester named Patrick Napier. After some time passes, Murphy is being transferred to a new prison under the care of Officer Anne Cunningham. During the transfer, Silent Hill rears its ugly head and causes the bus to crash. Seemingly the only survivor, Murphy’s attempt to escape forces him through the city, where he must face the horrors of the town and of his own past in usual Silent Hill fashion.
The first and most prevalent aspect of the game is its technical shortcomings. I played this game on PS3 and I can only hope that the Xbox 360 got the better end of the stick in that regard. Downpour‘s framerate is inconsistent, horrible loading times plague everything from retries to opening doors to walking around different portions of the town, and stuttering accompanies every autosave. Never before has “behind-the-scenes” loading been so readily apparent. Numerous times I feared the game had crashed when opening doors to new areas or even crossing some of the larger ones. It’s an ever-present problem throughout the game and if that’s a deal-breaker than this game isn’t for you. Also, this is an Unreal 3 game and its very noticeable, with popping textures left and right.
Even outside of general technical performance, the mechanical aspects of the game are suspect as well. Combat itself is terrible, cumbersome to a fault, but unlike Homecoming, Downpour doesn’t attempt to make it the centerpiece, instead giving the option to evade or outmaneuver most situations, an option a gladly took. That said, Downpour has an interesting system where Murphy cannot hold onto weapons in his inventory, instead weapons are strewn throughout the game and are far more temporary. Anything from bottles, bricks, chairs, pipes, and axes can be picked up and used as a weapon until it breaks. It gives a very impromptu and improvised feel to the survival aspect of the game, giving the feeling of using whatever was available to you to get by. It’s a system used to much lesser extant in The Last of Us, but it may even be more realized here.
But the options for combat almost completely invalidate this neat idea. Within the clunky combat, Murphy can lock on, block, and do basic attacks, but he can also throw the weapon in desperation. A nice inclusion, but its almost worthless and can almost make parts of the game inaccessible. Certain weapons have uses outside of combat, such as using an axe to break down wooden boards or using fireplace pokers to pull down fire escape ladders, but one poorly thrown axe can have you scouring the level to find another. It doesn’t help that adventure game logic takes over, where ONLY a fireplace poker can pull down a ladder, whereas the similarly-shaped weapons cannot.
After an introduction sequence, Murphy finally makes it to Silent Hill proper, which is one likely the most open the town has ever been. The city blocks are densely designed and filled with detail, each open house or door a different side quest that helps develop the town and brings it to life in ways that Homecoming failed miserably. Of course, modern game design dictates that each side quest be listed as such in a journal, turning the almost natural progression of exploration in the town into another checklist. The side quests are all non-sequiturs, but are interesting enough to keep you exploring.
And exploring is what you will spend most of the time doing. Many items, such as staples like maps and flashlights, need to be found but are easier to miss than ever. I actually appreciate that the game rewards careful exploration of the environment, which nets you proper maps and other helpful things, but without them the game definitely becomes more of a hassle. After a reload that cost me quite a few minutes of time, I failed to find where the map was once again and spent the rest of the game without a map of Silent Hill, making navigation quite difficult (Even Pathologic gives you a map).
As I said before, the game being tied to the Silent Hill name ends up dragging it down more than helping it. The Otherworld makes a reappearance and is of a unique design, but fails to inspire terror in any way, shape, or form. In a silly attempt to create an exciting chase scene, during the Otherworld sequences a giant red ball will appear that slowly eats away at Murphy when nearby. So you run away, but through really uninteresting environments with really stock obstacles to avoid. I have no idea if the ball is meant to represent Murphy’s guilt or his repressed memories or why else this is in the game except to create an “exciting” moment, but it makes the trips to the Otherworld more rote than anything else. Admittedly, these accounted for most of my deaths, but mostly though trial and error rather than actual difficulty.
Monster design is some of the weakest in the series, one of the few areas of the game Homecoming manages to surpass it, if only just. All enemies can be filed under creepy claw lady or feral brute guy. They come in different flavors, like invisible creepy claw lady, but there is very little to talk about in that regard. Horror is missing from most of the proceedings, Downpour builds an atmosphere but does offer any payoff with it. This is likely the game’s biggest failing, even given the technical shortcomings.
Downpour isn’t a bad game so much as it is a disappointing one. The West often gets a lot of crap for failing to deliver on the Silent Hill experience, but Vatra Games did the best of any of them, at least in the case of an original take on the series. Their ambition far outweighed their means, but that’s a better reason for failure than cheap mimicry or misplaced homage.