Silent Hill f

The Silent Hill fan community is currently tearing itself apart over the recent release of Silent Hill f, the first all-original game in the franchise since 2013. Permanent fandom disputes like “is Silent Hill 4 good” and “was the voice acting in Silent Hill 2 bad on purpose” have fallen by the wayside as brother fights brother and families are divided by war. Once again it’s up to me, the world’s number one Silent Hill fan and arbiter of horror media truth, to swoop in and save the masses from themselves.

Having now played through the game twice, taking in both the first-time experience and the (substantial) new game+ offerings, it’s time answer the question: is it Hinakover for Silent Hill, or have we Hinakonly just begun?

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Cronos: The New Dawn

Note: This review was originally going to be longer and more in-depth, but my migraines are acting up badly at the moment so I had to cut it short

After the Silent Hill 2 remake came out and was excellent, a lot of people were wondering whether it was a fluke. Would Bloober Team, when not working within the constraints of Silent Hill 2’s structure and Konami’s guidance, slip back into their old bad habits? Or is the Blooberenessaince truly upon us?

Happily, we won’t have to wait for the recently-announced Silent Hill 1 remake to find out, as a separate team within the company were quietly beavering away at Cronos: The New Dawn, a completely original survival horror game. Let’s find out if it’s good or not.

Cronos throws the player into its scenario with very little explanation for who they’re playing as, what they’re doing, or why, and as you can imagine, finding the answers to those questions is a big part of the story. As such, I’ll only lightly describe the game’s premise, which goes like this: in the 1980s humanity was destroyed by a zombie-esque plague that started in Poland, some time in the future you’re a “Traveller”, a woman encased in futuristic armour who travels back in time to a point just before the infection turned fully apocalyptic in order to track down specific people for an initially-unknown purpose. In order to do this you have to traverse the ashen ruins of a socialist planned city finding time rifts to jump through, while fighting the “orphans” (zombies) who stand in your way. All of this is in service to something called the Collective, whose nature and purpose is, again, not initially explained to the player.

Tossing a setting at people with zero context or explanation is always a risky move. Cronos is one of the better examples I’ve seen across all media types, hooking the layer simply by virtue of the strangeness of the situation the players finds themselves in. Your character’s odd robotic speech patterns, body covered entirely in Geiger-esque armour, and the quasi-religious way she talks about her “Vocation” all indicate that whatever is happening here is far weirder than your typical zombie plague scenario, and even if the game’s actual story had completely dropped the ball, getting the answers to all of these questions would likely have kept me playing anyway.

Happily, the game’s story does not drop the ball. In fact I dare say it’s one of the better game stories I’ve experienced in quite some time, very deftly weaving together the cold alien logic of the Travellers with the more grounded human drama of the ordinary folks of communist Poland as it slides into disaster, all wrapped together with a strong character arc for the protagonist. Barring the occasional odd phrasing (probably the result of translation errors), the dialogue and the copious notes you find scattered around the environment are well-written and effective.

Most of Bloober’s old bad habits do actually show up here in some form, but they’re all greatly attenuated by virtue of being used far more sparingly than in The Medium or Layers of Fear. Even when the game features villains who pop up to blather at the player, it happens rarely enough that it didn’t get on my nerves. The only real problem I had with the writing is that some of the dialogue scenes drag on for two long, partially as a result of the Travellers’ slow speech patterns but also because a lot of them are just over-written.

One element of the writing that skirts the line a bit for me is the plot’s ambiguity. A lot of the answers to the big questions you probably have after reading the plot synopsis above are only vaguely alluded to, and the actual events of the story are only explained in just enough detail for the game’s events to make sense, but a lot of the specifics are left up in the air. You very much get the sense that the game only covers a relatively small slice of a much larger story; whether that’s because Bloober wanted to keep things open for spin-offs and sequels/prequels or whether the plot construction is just a little bit sloppy, I don’t know. All three of the game’s endings also seem to sacrifice proper closure in order to leave room for a sequel, which is something that always frustrates me.

Cronos’ has been compared a lot to Dead Space. That makes some sense, given that you play as a protagonist in a big chunky suit of sci-fi armour who can stomp on monsters (the stomp button is even the same), but in terms of moment to moment gameplay I found it a lot closer to Resident Evil 4. Dead Space’s iconic limb-based dismemberment system has no equivalent here; instead you’re doing the standard “shoot them in the head to do big damage or shoot them in the leg to stagger them” thing. Strategies that have served you well in playing either version of RE4 (stagger enemy, follow up with melee) will work similarly well here. Like in Resident Evil 4 you’re working with strict inventory limits and a requirement to conserve ammo that makes every shot count. I actually think the latter factor is even better-implemented here, as the game does a good job of keeping the player hovering just above the point of outright resource depletion. Over and over again I found myself getting out of a fight on my last few bullets, and I actually finished two bosses with no ammo at all by punching them to death.

This is all very standard action-horror fare, implemented with surprising competence (remember, before they started developing this and Silent Hill, Bloober had never made a game with any combat systems at all). The one unique spin is enemy merging. When you kill an Oprhan their body turns into a nest of gloopy tentacles, and if another Orphan gloops onto them it will hulk out and acquire its fallen comrade’s abilities. If you don’t keep on top of enemy corpses by burning them with a nifty 360-degree flamethrower, things get can very quickly get out of hand. Like, “I am stuck in a small room with multiple boss-level enemies that I don’t have enough ammo to kill” out of hand. I greatly admired the game’s willingness to let you put yourself into an unwinnable situation by not keeping track of this gameplay mechanic.

On the topic of difficulty, I’ve seen a lot of people lamenting that the game is too difficult. Personally, I didn’t have much trouble, only dying eight times according to the post-game summary (five of those were bosses, three of them the final boss). I actually wish you could make the game harder on a first playthrough (you do unlock a hard mode for new game plus), as the default difficulty offers a lot of ways to almost triviliaze the whole “burn bodies, don’t let them merge” system via respawnable exploding barrels. In theory you’re clearly meant to use risky strategies like killing enemies in proximity to corpses so you can maximise torch efficiency, but in practice I rarely found this necessary.

My sick gamer skills aside, the game’s structure also works against these mechanics a bit. Having to clear up enemy corpses makes a lot of sense in a game structured like classic Resident Evil where you’re spending a lot of time in the same environment and backtracking a lot (in fact the Gamecube remake of the first Resident Evil implemented just such a system), but it makes less sense in a game like this where there’s a lot of one-off combat encounters where once you clear out a room, you’re never going to have to fight enemies there again. And if you do end up using all your fuel, you can almost always just run back to the nearest save room to get more, which means flamethrower efficiency is less a matter of strategy or inventory management and more a question of patience.

These are small nitpicks against what is otherwise a very solidly-constructed experience.

(Blah blah insert more review here, tldr Cronos gets an 8/10 in the numerical review system I don’t use, buy it if you like action-horror games)

The Nintendo Switch 2: Pulitzer-Winning Analysis

Nintendo recently pulled back the curtain on the Switch 2 console, the successor to the 2017 Nintendo Switch that’s been single-handedly sustaining the company’s video game business (by which I mean single-handedly sustaining the company itself—they’ve branched out into partnerships for movies and theme parks, and they have their apps and merch as a side hustle, but they’re not like Sony or Microsoft where they could survive the loss of their gaming division). I know some of my loyal readers aren’t part of the Gamer Nation, so let me briefly put in context why this was a big deal.

Compared to its competitors (Sony, Microsoft, Sega back when Sega was making consoles), Nintendo has always been a bit eccentric. Where other console manufacturers make something successful and then iterate on it with more powerful “sequels” (Sony literally numbers its Playstation consoles like movie sequels), Nintendo frequently goes back to the drawing board with its new hardware, forgoing raw increases in computational power for innovative gameplay methods. This has been a double-edged sword.

On one hand it gave Nintendo the Wii and the DS, two of the best-selling video game consoles of all time. On the other hand it gave Nintendo the Wii U and the 3DS, both of which underperformed compared to their predecessors, the former so badly that it brought the company into arguably the most precarious position it’s ever been in. And even when this strategy succeeds, it’s sometimes a pyrrhic victory: the Wii sold extremely well, but it burned Nintendo’s core demographic by focusing on casual, simplistic games, and it pissed off everyone who owned one with long game droughts and a library that became increasingly dominated by cheap shovelware.

The Switch saved Nintendo after the Wii U’s failure. More than that, it restored them to a position of security they hadn’t had in years; the Switch is currently on track to become the best-selling home console in the company’s long history. It’s not appropriate to describe Nintendo as “beating” Sony and Microsoft since the “console war” doesn’t really exist anymore—all three of the hardware makers are doing their own thing these days instead of directly competing with each other—but if you were to look at it that way, they’d be comfortably ahead of Sony and running laps around Microsoft.

So naturally, that raises the question: what do they do next? Take the safe option and make a straightforward Switch sequel, or toss it out and try something new?

Smartly, they went for the former option. Now that all of the details have been revealed, let’s look at them: the console itself, the games, and the Weird Nintendo Bullshit, because with Nintendo there’s always Weird Bullshit even when they’re taking the safe route.

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Silent Hill 2 (the new one)

My reposts of my old Silent Hill reviews took a lot longer to complete than I had anticipated due to health issues, but finally they’ve been slapped up onto the internet and I’m free to talk about the main event: Bloober Team’s remake of Silent Hill 2.

I’m actually kind of glad it took me this long to get to it, because it allowed two things to fully crystallise: first, the game’s status as a critical and (from all publicly-available signs) commercial success, and second, my own thoughts on it. I often find that my reaction to something I’ve been either looking forward to or dreading is like a free-standing tower of jelly, prone to changing shape in the immediate aftermath as gravity and time pull on it. This is more pronounced for things I had a negative initial reaction to—I actually feel quite a bit more positive about The Last of Us Part II than I did when I reviewed it shortly after its release—but it’s definitely also a factor when it comes to things I like, the well-known “Phantom Menace effect” tending to cause an afterglow that can obscure substantial issues.

Which is a long-winded way of saying that my initial reaction to Silent Hill 2(024) was very positive. My sober, more carefully-considered long-term reaction is…also very positive, actually. Turns out, it wasn’t just fan enthusiasm: it’s 2024, and Silent Hill is officially back.

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Repost: Silent Hill Shattered Memories

In 2009 rumours of a Silent Hill 1 remake finally came true, with Climax once again at the helm and the Wii as the lead platform. Oddly, the game’s announcement came on April Fool’s Day, which led to some dithering about whether it was actually an elaborate joke.

It was fairly obvious right off the bat that Shattered Memories was going to be quite different from its predecessor- the screenshots showing a snow-covered town and a frozen Otherworld made that obvious enough- but I don’t think anyone was prepared for quite how sharply this game would diverge from the norm…..

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Repost: Silent Hill

More than ten years ago, on my previous blog, I made a series of incredibly long posts reviewing and discussing the entire Silent Hill franchise. In honour of the release of the Silent Hill 2 remake, I’ve decided to port them over here. I’ll be reposting them throughout the rest of the month, with broken links and the like fixed and some tweaks to remove things that I now consider cringe, culminating in a review of the Silent Hill 2 remake for the end of October (or maybe early November, if my health prevents me from doing it sooner). Oh also, I might finally watch Silent Hill: Revalation 3D and review that.

These posts were originally written with full spoilers for some of the games’ stories, but in light of the franchise’s revival and a surge of interest from newcomers, I’ve excised a lot of the heaviest spoilers.

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Silent Hill Good: A Journalistic Investigation

The Silent Hill 2 remake is coming out this October (assuming it doesn’t get delayed), which means that Hillposting will be a regular feature of this blog going forward. I’m also working on a book review, I swear.

A few days ago Konami held their second Silent Hill transmission event, something I’ve been anticipating for a while now. We sadly didn’t get any updates at all on Townfall or Silent Hill f, but we did, finally, get to see a big chunk of gameplay for Bloober Team’s Silent Hill 2 remake. If you’ll recall, this is a project I viewed with some trepidation due to Bloober’s proven track record of making absolutely terrible garbage, and the short snippets of footage that have trickled out since have done nothing to change my cautious stance. But I reserved judgement, wanting to get a good look at how the game would play and feel, and now that we have that…

I think it looks great. I think it looks really good.

But before I get into specifics, let me lay out my mindset on remakes in general, and this project in particular.

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Lords Of The Fallen: How Not To Design A Soulslike

I’m a big fan of From Software’s Dark Souls/Bloodborne/Sekiro/Elden Ring sort-of-franchise. If you’ve been closely following the Ronan Extended Universe for a while this might surprise you, as I’ve said before that my migraines prevent me from playing games that are too complex and the From ouvre is known for being difficult. The thing is, while it’s true that the games are hard, the moment-to-moment gameplay is actually pretty simple, and combined with the strictly optional storytelling, that makes them surprisingly brain-compatible.

I could have simplified that opening paragraph by simply referring to these games as “soulslikes”, but that wouldn’t be accurate. You see, I’ve never liked any of the games made by other developers that try to use the Dark Souls formula. There’s been a lot of them over the years, and they’re all bad (I don’t count 2D versions like Hollow Knight or Blasphemous). It turns out, making games like this isn’t as easy as it looks.

For a while, I thought Lords Of The Fallen would change that. It did not, and here’s why.

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Metroid Prime Remastered

Well, we all knew this was coming. My decision to cover this game will, of course, be controversial to some of my readers, but for reasons I will refuse to elaborate on, anyone criticising me for my media consumption is violating my freedom of speech and also bullying me. I must live my truth.

I scarcely need to name the game in question. After years of rumours and feverish speculation  this game, part of a storied media franchise and a universal keystone of millennial nostalgia everywhere, is finally here. It’s by far the biggest, most highly-anticipated game of February and quite possibly the year.

That’s right: I’m talking about Metroid Prime Remastered on the Nintendo Switch. 

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Dying Light

I recently had a sudden urge to play some games about zombies—as you do—so I decided to go back and finish Dying Light, the zombie parkour game that came out in 2015 and got a large amount of free and paid content updates over the next five years. You can now buy all of the significant content (minus cosmetics and overpowered DLC weapons) for cheap, which is a pretty good deal if you want a lot of zombie-killing action.

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The Silent Hill Transmission

Silent Hill is back, baby! It’s good again!

Maybe.

I have written before about my obsessive love for the Silent Hill franchise of video games, most notably in a big multi-part series of essays I did years ago on my old blog (look out for those getting ported over here at some point). As such, I have been keenly following the rumours of a series revival that have been swirling around for quite some time. A few days ago Konami finally lifted the lid on that revival, and boy howdy, us Silent Hill fans are going to be feasting in the years ahead.

First, a quick primer for people who have no idea what I’m talking about.

The Silent Hill series launched on the Playstation back in 1998, rose to prominence with a handful of sequels on the Playstation 2, entered a decline period in which the original development team broke up and new games were farmed out to third parties on an apparently semi-random basis with decidedly mixed results, then appeared to die for good when Konami acrimoniously parted ways with Hideo Kojima, who was developing a new entry with Guillermo Del Toro, amidst a major pivot away from video game development.

In the years since, Konami’s pachinko and fitness club enterprises have waned due to factors largely outside their control (primarily changes to Japanese gambling laws and the Covid pandemic), and management shakeups have ousted the anti-games faction and brought in executives who want to re-pivot back to videogames as a core business, with a particular focus on exploiting Konami’s classic IP stable. Silent Hill isn’t quite the top tier of that stable—that would be Metal Gear—but as a franchise not connected to a particular auteur creator who’s unlikely to ever work with them again (reportedly Kojima and Konami have smoothed things over, but Kojima has since launched his own studio and is unlikely to come back), it makes an obvious choice for a big return, especially with high-budget horror getting a huge boost via Capcom’s wildly successful Resident Evil efforts of late.

So we knew for a while that Silent Hill was coming back. We just didn’t know how much it was coming back. It turns out the answer to that question is: all the way. It’s coming back all the way.
Specifically, during their “transmission” video Konami announced five major Silent Hill projects, consisting of three video games, a movie and one…thing (I’ll get into that more later). In order of announcement, here’s what we have to look forward to in 2023 and beyond.

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The Big Bioshock Repost

With rumours and leaks about the fourth Bioshock game swirling, I was going to repost the long Bioshock ramble I wrote for my old blog back in 2015. Then I read through it and realized that I both don’t agree with some of it anymore (especially on the heels of a recent replay of Bioshock Infinite) and have more to say than I originally put down.

So here’s a remastered, expanded and partially re-written review of all three Bioshock games.

Remember Bioshock? It’s back, in blog form.

(Full spoilers ahead)

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Resident Evil Village

After I played the demos, I was left wondering what direction Resident Evil Village (aka Resident Evil 8 or RE8) would take the series in: a revival of Resident Evil 4’s frenetic “action survival”? A continuation of Resident Evil 7’s horror emphasis? A retread of the over the top Hollywood nonsense that got the franchise into trouble with Resident Evil 5 and 6? Or something entirely new?

As it turns out, the answer is: “Yes.” RE8 isn’t so much the next Resident Evil as it is all of Resident Evil, past, present, and future, offered up in a selection box of bite-size chunks that taste great separately but don’t always sit well together.

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