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Silent Hill: Homecoming. Updated Impressions.

Still to keep the typical Silent Hill aspects like the fog-choked streets, dull hallways with broken doors everywhere and the psych-outs. There has been a change in the environment which is near lively now. A good example is when Alex pushes a chair a long the ground and it squeaks. Making a target for all the enemies. The lights will hum, crackle and flicker. The fog is going to pose a threat to what light we have.
It's been a long time since anyone set foot in the relentlessly punishing town of Silent Hill. Our most recent preview dates back several months, nearly back into 2007, and no other outlet has seen or heard much since. What horrible shapes have been lurking in the darkness since the last time Konami offered a peek? We've got the answer, spread across three days of exclusive Silent Hill: Homecoming coverage.

Day 1: Updated impressions | Day 2: Exclusive movies | Day 3: Interview with Akira Yamaoka



We'll get into the story details later in the impressions, but first we want to bring up the major gameplay changes Double Helix (formerly The Collective) has brought to next-gen Silent Hill. Don't worry, they know what makes the series special, so the traditional standbys are in place; fog-choked streets, unlit hallways filled with broken doors and mind-bending psych-outs are intact and as haunting as ever, but with all new hardware, the time was right for a handful of tweaks.

The most immediate change we picked up was how alive the environments are. As much as we love the older titles, it often felt like you were merely observing the world instead of affecting it. Now, when war-vet Alex Shepherd bumps into a chair, it'll squeak and scrape across the floor, creating a piercing noise that acts as a beacon for all kinds of blood-chugging beasties. Imagine how Peregrin Took felt when he sent the skeleton careening down the well in Fellowship of the Ring - it's not quite that epic, but your toes will definitely curl anytime something tilts, droops or falls.
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  • 0 thumbs!
    Xegaldis | April 22, 2008
    woaah, cool screens.. they look really creepy ):
  • 0 thumbs!
    reaver11 | April 22, 2008
    Awesome. I may actually have to pick this up. I lost interest after SH3, but this is starting to look a lot more like the second game. Implementing small environmental objects to make sound will add a whole new level to the fright-factor of the game. Cool screens too.
  • 0 thumbs!
    Seproth | April 23, 2008
    Sounds just purely terrifying. I always felt like a badass in the last ones. I never really paid much attention to the enemies because even on hard they were pretty weak and just seemed to take more damage as you upped difficulty. *last I played was 2 though*

    Sounds like they're pretty dangerous now. Combined with Silent Hills always stunning*read horrifying* atmosphere and this shit will probably make me stay inside after dark for awhile.
  • 0 thumbs!
    chautemoc | April 24, 2008
    I cant decide between 2 or 3 as my favourite..
    Hopefully this new developer brings something new to the series and doesnt muck it up.

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