Crabescent Dithering
Video Games
Mainstream video games.
Death & R-Type
Jul 21st
I’ve been thinking about writing on R-Type for some time now. It’s one of the finest series that the industry has produced and I’ve always enjoyed the excellent design of every entry Irem has made. But recently, I’ve been thinking about R-Type Final. See, the R-Type series is known for its punishing difficulty—all of its games are excruciating exercises in pattern memory and strategy. Fans of the series, like myself, know this and love it, as well as the imaginative and bizarre variety of challenges presented to the player by the nefarious Bydo Empire. R-Type Final, the last “true” chapter in the series is no exception; however for me it has remained memorable for a reason other than its excellent contribution to the genre—the sadness that permeates every aspect of its design.
Final is definitely the odd child in the family. Let me try to explain this, in a spoiler-heavy way.
R-Type Final’s menu screen shows a dormant, discarded Force Bit submerged in slowly lapping waves, lacking its normal, vibrant orange glow. Anyone familiar with the series will find this interesting— that the first image we are presented with has such a stark, resolute finality: R-Type’s severed head is served to us on a platter before we even set out; the symbolic Force Bit is not only a casualty of Operation Last Dance, but perhaps also of the changing climate of video game design that ended the series? The classic catchphrase “Blast off and strike the evil Bydo empire!” is conspicuously absent. There’s no glory to be had on this somber day, oh no. Okay Jules, that was dramatic! What next?
Let’s start at the beginning: the story. Traditionally, R-Type is straight ahead no-brains sci-fi, nothing more than a façade to justify blowing up enemies of all shapes and sizes. Irem saw it fit to update this with the release of R-Type Final by fleshing out the mythology somewhat. Unlike many blast-a-thon shooting games, R-Type Final is better for it, now the story suitably seems significantly more tragic. For those who are unfamiliar, which likely includes even the vast majority of R-Type fans, let me fill you in.
In the 26th century, mankind created the Bydo as sentient weapon systems. They were stored off-planet in a large containment facility, however somehow they managed to escape. Realizing the danger the Bydo presented, the humans of the 26th century fought to destroy them. They were quickly overwhelmed by their own creation. Using a ‘portal’ device (and this is where it amps up the eyeroll-itude factor) they sealed them into a pocket dimension that existed outside the traditional confines of time and space. The Bydo managed to survive this attack, and eventually they found a way out of their dimension, emerging supremely evolved, angry, and quite alive—in the 22nd century, 4 centuries prior to their creation. Naturally, the first item on their agenda was to try to destroy the human race that would eventually create them. The 22nd century humans, having much more primitive technology, had no way of defeating the Bydo until they created the Force Bit, which is essentially a Bydo entity with a shock-collar, an immensely powerful beast they have a measure of control over. The R-Type games chronicle the struggle of these humans. It’s not the most compelling story out there, nor is it exactly plot-hole free, but I think it clearly accentuates the theme of unfairness, desperation and suffering that is so central to the conflict of R-Type Final. The humans of the 22nd century are made to bear the consequences of a people they never even knew: their descendants. This is also a concept that makes the story simultaneously stupid from some angles and incredibly clever from others, all of the cyclic cause-effect paradoxes that are typical of time-travel naturally come into play, but perhaps the most important one is that it speaks something for the character of the humans of any time, something we can relate to. That is; that humans are by nature power-obsessed, and they will inevitably doom themselves with their incessant curiosity, and that others—innocent bystanders included— will pay for their mistakes. The immense unfair burden of the 22nd century humans also serves to highlight the positive power of that same curiosity in quelling the Bydo permanently.
But this feeling of futility is not only relegated to the introductory text in the game’s manual, rather it is effected throughout the game very intelligently. Unlike other iterations of the series which had upbeat music and lavish, animated introductions as you jumped into the cockpit, R-Type Final starts each mission with no more than a bleak quote from the unnamed pilot you control or a member of your oppressed race—completely devoid of the sense of glory encouraged by its predecessors. The dark and somber mood of the music, setting and story depict a world resigned of hope, scraping together the remnants of the once-fiery war effort for a swinging, wild punch through the haze of defeat in the hope that it may strike home. Most of the levels in the game, despite executing very competent shoot-em-up level design, also induce feelings of aloneness and isolation though masterful combinations ambient electronic music and set-piece timing and journeys through arid deserts and the featurelessness of deep space. Having said that, there are still plenty of R-Type’s signature crawls through claustrophobic caverns bristling with Bydo baddies, which do their important part in creating the tense, controller gripping moments that are so central to the genre.
As well as this general tone there are a number of eerie encounters in the game included for the fans, such as the overrun research laboratory that houses famous horrors from previous R-Types, or finding the R-13 Cerberus that was taken by the Bydo in R-Type Delta deep in the belly of a dank cavern, fondled by the fleshlike fronds an unknown organic beast. Other ways this mood is conveyed are less overt—and quite surprising. One of the centerpieces of the game is the Hangar, which (with a lot of unlocking) will house 101 different models of spacecraft; all of which have different characteristics and can be piloted in the game. This is one of the most enjoyable places to hang out when playing R-Type Final, not only because of the ability to browse all of these ships (including every ship from every game that Irem has ever made and a lot more), but because it is also a warehouse of information. Each ship in the hangar has a description regarding the technical development of the ship; thus giving us a peek into the lives of the scientists and engineers desperately trying to counter the Bydo threat. As time goes on and you inevitably unlock some of the more advanced prototypes you get a true feeling for this desperation: many of the later models are much less restrained in their control of the Bydo component of the craft’s technology, and the extent of their madness is realized: horrific-looking, pulsating, fleshy creations that represent mankind’s willingness to achieve victory no matter the moral consequences.
Ultimately, though, it’s the feeling of death and hopelessness that accompanies any of the three endings that serve the final blow. The “normal” ending, assuming you do all of the things that the game wants you to, ends up with you facing off against the largest of the Bydo after one of the weirdest levels in shoot-em-up history. After lodging your Force Bit inside the behemoth, the glass on your HUD cracks, warning lights go off and the screen shudders, leaving you to begin the tense, minute-long charge up of the last shot your Wave Cannon will fire. Meanwhile, the area is in turmoil—the wounded Bydo is obscured by a twirling mass of metal and organic matter encroaching slowly on your position. Finally you are able to release the shot that will destroy the Bydo core and end the game. After the shot is fired and strikes home, the game immediately scrolls the credits. The camera gently swoops around your broken ship, now useless, as you drift through space. No way to get home, no fanfare. Ouch.
It’s more complicated than that, though. When this game was being made, it was from the outset designed to be the final R-Type in the series. I imagine, for people who had followed the series, that this game is something like a funeral—not only a poignant modern day reminder of the wonderful moods and the exciting gameplay past champions of this genre have given us, but that they deserve, finally, an honorable way to be put to rest.
Game Maker
Jul 8th
Whenever I’d heard anyone mention “Game Maker” I immediately lost interest in what followed. It seemed to me to be a hamstrung platform for dabblers without any real merit. Perhaps it is that in the intervening time it has had a chance to evolve, or perhaps I was just wrong in the first place. Either way, I can say with some conviction that Game Maker is absolutely excellent and the perfect tool for someone looking to make a game who doesn’t have a lot of programming experience.
I won’t go into why this is the case, but I might draw your attention to the reason that I gave it a second chance: Hydorah by Locamalito: a lengthy, challenging, and in all aspects exceedingly well made retro side-scrolling shooter in the vein of R-Type or Gradius. I was so impressed by it that I was very inspired to return and get involved in some of my own projects once more. It was at this point I learned it was made with Game Maker. Then I discovered my other favourite “indie” of this year—Derek Yu’s Spelunky—was also made in GM! Fet has been extremely busy of late—no fault of his own, and on important things. With that, we have put our collaborative efforts on hold.
Over the last few weeks I’ve been gaining an understanding of how GM works, making mistakes and generally being fairly obsessed. After this time I have a working side-scrolling shooting game with really tricky things in it, such as pixel-perfect beam weapons, complicated particle effects, scripted enemy behaviour, level timelines, parallax scrolling… I’m amazed at how much progress I’ve been able to make in a short time. I was very much expecting to give this a try for a week and end up approximately nowhere; rather now I find myself quite unexpectedly thinking of what I am going to do now that I a whole game system ready to be populated with content. It’s a good problem.
I’ll post a video or a few snaps of my progress. Also, I should think of a name for this project.
Streets of Rage 2
Jul 15th
Streets of Rage 2. For some reason, I can never get tired of this game. It seems like I should. At a glance it is merely another formulaic cookie; cut from the same mould established by golden-age greats such as Double Dragon and Golden Axe.
It’s embarrassing, too! My favourite game—Shadow of the Colossus—is a sensitive, meaningful masterpiece. However Streets of Rage 2—a game which revolves around punching badly-dressed hooligans in the face—would almost definitely sit somewhere in my top ten beside it, cheesy neon-accented brashness and all. But before this all starts to smell like another nostalgia-infused harkening back to the good ol’ days: sleepovers with friends, Coca-Cola cans piled high, chips ‘n’ dip and Genesis games, I think it bears mentioning that I am not alone in this. SoR2 is regarded as one of, if not the best beat-em-up game ever made. Almost twenty years after release, sit anyone down in front of the game and in five minutes they are having fun. That’s clever.
Like many other classics, SoR2’s most notable achievement was striking the right balance with all of its elements, but it didn’t hurt that the game was, and still is incredibly beautiful. Well, maybe “beautiful” isn’t… quite the right word. Kitsch, maybe. Vomit-inducing overindulgent 90s palettes outfit the outlandish ensemble of enemies. Denim-clad knife-wielders, wrestlers, kung-fu experts, ninjas, and bikers round out the more sensible side of the spectrum, while robots, S&M mistresses, jetpack-soldiers and overweight fire-breathing baseball players add a helping of the bizarre. While the cast is tight enough for you to become familiar with each enemy’s attacks, the variety—both in terms of appearance and challenge—is pleasantly diverse, even when compared to modern titles such as Castle Crashers. The heroes you play are similarly gaudy. Max, a gigantic wrestler, Skate, a teen who gets around on rollerblades, Blaze, a thoroughly underdressed martial arts expert and Axel, the American hero (completed with white T-shirt and jeans). Colourfulness is continued into the locations you are taken to as you progress through the game. SoR2 could have been another field trip to the wrong side of the tracks, but instead there are wrestling stadiums underneath baseball fields, secret jungle island bases and amusements parks. Yeah! Implausibility, that’s more like it! Even the more predictably styled early levels have charm. Low-key jazz plays in the first stage’s dive bar, the level boss Barbon calmly polishing a glass. Later, you challenge him to a fight out the back amongst the rubbish bags and trash bins, the rain pounding down. Brilliant.
Each character has marked strengths and weaknesses, and provide very different gameplay experiences. Although there is an impressively varied moveset at your disposal including holds, throws and team-up attacks, the game is very button mash friendly and can be enjoyed thoroughly without the more advanced techniques. Besides, it’s really more in keeping with what SoR2 is all about. Fighting feels brutish and solid. Loud cracks account the strength of each blow and screen shakes punctuate heavy impacts. Combos are delivered slowly and deliberately. It’s brash and grungy. Whenever I go back and play Final Fight I can’t help but think they were truly missing that feeling; the barbaric, severe dirtiness of street fighting.
Which neatly brings me to the soundtrack. Yuzo Koshiro is considered a decorated veteran of video-game soundtracks but in my opinion SoR2 was his best. The persistent squealing and chirping of old video game music can be pretty rough on the ol’ ears, especially since chiptech music has itself evolved into a sophisticated genre of its own and our standards have changed. SoR2’s tracks play the strengths of Genesis hardware masterfully. The techno-pop vibe has a dirty edge to it with plenty of distorted samples and thumping beats, and really helps keep the game moving at a wild clip.
The game as a whole has aged remarkably well. Although graphics and sound have improved significantly since its release, it thrives within the restrictions and stands as one of the most solidly presented games of its time. Beautiful pixel art, responsive controls, huge groups of characters on-screen, two player co-operative play, excellent music. It had everything. Castle Crashers, one of XBox Live Arcade’s best selling releases proves that people still enjoy this genre, and don’t require the expansion of scope that arguably killed off simpler games like this (well, until the cheaper price point of downloadable games came back). Even now it remains extremely popular, with downloadable releases on all three current-gen consoles.
The right words to describe why SoR2 is so good have for years eluded me. I think now it is finally clear; and that I was before delving too deeply. The “secret sauce” didn’t ever exist. SoR2 is the distilled, chimeral evolutionary finale of the genre. That’s not to say that it is some mad scientist’s amoral beast, haphazardly sewn together from the limbs of the best stock. No this was no fluke. SoR2 wasn’t created with hyped zeal, nor was it just rolled off the production line. It was created with a consummate, focused understanding of the beat-em-up genre; add more features and it becomes too complicated, take features away and the taste is bland. SoR2 is just right.
[10/10]
Gallagher the FAIL.
Jan 27th
So! My SoRR sprite-smithing venture didn’t work out. Well, it did and it didn’t. Technically, I learnt new techniques and made some great sprites, but unfortunately that’s not an end of it. No-one in the community seemed to like my artwork and the general tone of the members was inappreciably snippy. I don’t know what I expected, after all it is the internet and—even worse—they are forum dwellers. It isn’t all bad though. Afterwards, the experience left me feeling somewhat sour but also made me think about Paraplu again.
Resultantly, I pretty much just sat down and drew 20 items right off the bat. Then I updated Grubby Metal Statue (to look more “goofy”, at the request of my cohort). Last time I attempted to make item-sprites for the game it was a major brick wall for me; finding an appropriate tonal angle was frustrating me intensely and ultimately it was likely what halted my last creative streak. I honestly think drawing Gallagher was what gave me the perspective to bring me to my feet again, studying the original early-90s SEGA art taught me some really useful things about animating sprites, namely:
- You can do it with even fewer colours than you think you need
- Fewer colours makes animation easier
- You can do it with fewer frames of animation than you think you need
- No-one will notice if you copy and paste parts during animation
- Motion blurring is easy and can save you from fully drawing tons of original frames
Animating a sprite that was about 5 times bigger than anything I’d ever attempted before seemed very daunting; but when I look back at some of the best sprite art I’ve ever seen I realised just how cheap they were about creating these things. It doesn’t have to be hard, you just have to be clever. Even that’s not specifically true… it’s not really about cutting corners, it’s about knowing which areas to concentrate your efforts on.
Something that I’m bad at, apparently.
-LEARNING POWER -
WE CAN ALL LEARNING.
LEARNING WILL GET THE MOUSE TO THE CHEESE PLATE.
The renascence of phantasm: 2009!
Jan 16th
I just realised this hideous design is not only cluttered, but also quite dreary. Furthermore I don’t even NEED or use the sidebar and I totally have to redesign it lest the magnitude of my insanity reach new heights. What kind of a fool-man made this damn theme? Not one I’d choose to associate with, that, my dear friends, is a sure thing. Thus, I’m preparing a crisp, clean one wrought with the twin powers of whimsy and elegance, a single-column layout to bedazzle even the most jaded of globular oculars.
Additionally, I feel like I want to revivify my right-hemi and get back into some artistic projects. Paraplu particularly, but I think I need to get there by way of a few more bite-sized aperitifs.
Idea the first: Redesign this blog
- Less cluttered, single-column approach,
- No external links,
- RSS button,
- A lighter theme,
- Incorporate some new piece of artwork, however minor.
- Small, finishable project
- Good warmup for Paraplu art
- Contribution to a project that I would love to help with
- A good challenge for my level of skill
- Emphasis on use of minimal colour palettes, a key spriting skill
- Good exercise in large sprite animations
Everyone who knows me should endeavour to bug me into doing this until my ears are bleeding with regret for having mentioned it.
“One of the symptoms of approaching a nervous breakdown is the belief that one’s work is terribly important.” – Bertrand Russel
Best Video Games of 2008: The Juu Picks
Jan 6th
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Played So Much It Isn’t Even Funny, Seriously. Award: Rock Band 2
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Runner Up(s): Saint’s Row II, Boom Blox
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Was Up Until Four In The Morning Without Noticing Award: Metal Gear Solid 4
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Best Excuse To Shoot Zombies With Your Wife Award: Left 4 Dead
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Knew It Was Good Just From The Screenshots Award: Valkyria Chronices
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“Runner” Up: Mirror’s Edge
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Best Game Involving Cryptozoology Photography: Castlevania: Order of Ecclesia
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Awesome Indie Game That People Actually Bought Award: Braid
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Runner Up(s): World of Goo, Aquaria, Castle Crashers
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Best Game That Shishka Is Better Than Me At: Geometry Wars 2
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Most Immersive Malaria Simulator: Far Cry 2
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Most Goodest Writing: Grand Theft Auto 4
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Runner Up: Apollo Justice: Ace Attorney
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Please God Let Us Play It Award: Diablo 3
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Runner Up: Fez
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Stupidest Game That Is Actually Awesome: Saint’s Row II
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Runner Up: Metal Gear Solid 4
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Catastrophically, Pathetically Hilarious Award: Playstation Home
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Worst Everything Ever Oh God My Brain Hurts Award: Obscure: The Aftermath
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Runner Up: Playstation Home
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Highest Number Of Stupid Plot Twists: Metal Gear Solid 4
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Best Popular Game That Looks Like Crap Award: Super Street Fighter II HD Remix
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Worst Splitscreen Multiplayer: Resistance 2
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Most Annoying Online Play: Soulcalibur IV
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Runner Up: Playstation Home
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Brutal AI Of Death Award: Spore
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Runner Up: Left 4 Dead
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Nice Try, But Not Quite Award: Guitar Hero World Tour
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Runner Up: Patapon
Thanksgiving Weekend
Dec 1st
We are pretty well settled in our house. See: here’s Anny looking confused in the kitchen! Why am I taking a picture of her? Even I don’t know. Crazy!
Thanksgiving at Xian’s was really awesome (not pictured). He and Miyuki did an awesome job of hosting and everyone had a really wonderful time. Thanks so much, guys! It’s fun to be part of a new tradition.
Yesterday I did a bit to help Nathaniel move in. It was very foggy. Very foggy. Look! This is what it was like outside my back door:
I know! Looks like it could be a shot from a next-gen Silent Hill game. Driving along in it by myself was one of the best moments of the weekend, actually.
In gaming news, Left 4 Dead is awesome and I really hope that I get more of a chance to play with friends. It’s super fun! The only other thing I really had time for other than HOURS of Rock Band has been that new Castlevania thing on the DS. I’m actually really enjoying it — it retains the open-world feel and interesting technique alchemy of the previous DS titles with the spirit of some of the more sequential, insular level sets of earlier games. As usual, the pixel art is absolutely divine and incredibly inspiring. On inspiration — maybe I will have a chance to work on Paraplu this weekend! I hope I have enough time.
Progress!
Zombie Uprising
Oct 15th
No, there’s no particular reason, this is just a picture of a cup in the shape of Jack Skellington’s head in Black and White. I guess I could use it to neatly segue into something to do with the undead in general, but that would just be cheesy.
Although now I think about it, I was just obliterating literal hordes of the undead last night! In Saint’s Row 2!
I know! Of all games – Saint’s Row 2? THAT one? The stupid GTA-clone rip-off? Wait, you were playing it? You bought it?
Yes, I did. It gets worse. The Zombie Uprising minigame – a Romero-esque limited-ammo-unlimited-zombies scenario – is just one of the many excellent and surprisingly entertaining distractions the sequel has. Yes folks, it is with a heavy heart that I bring this news. I am disappointed to admit that Saint’s Row 2 is goddamned brilliant.
It’s the same kind of attraction that continually draws me to the lowest-of-the-low B-grade movies, the train-wreck fascination with the supremely stupid. Saint’s Row 2 takes great pains to make even the most mundane aspects of the gameplay interesting, providing positive feedback and rewards for things such as driving in the oncoming traffic lane and time spent on two-wheels while careening around, as well as more off-the-wall activities like jumping out of moving vehicles, being launched through the windshield of a car, or leaping from buildings to your death. These things are, of course, just a dash of spice – there to add a little something extra to a mixture already knee-deep in the idiot-sauce. Any game that has a series of missions where you need to drive around on fire for as long as possible or get in a septic tank truck and spray poo on buildings has fairly clearly stated its mental age. Let’s see.. you can also dress your gang members up like clowns – or mimes! Or whatever! You can get ninjas for bodyguards. Ninjas. I really liked the first game, but this – this is ridiculous. It improves on the sequel in so many unimaginably insane ways – it gives the fans everything they asked for and more. I wish it weren’t this way, I really do. Then I could keep writing about art-games like Shadow of the Colossus and lovingly crafted environments like those in S.T.A.L.K.E.R.; and, you know – bring some actual meaning to this blog. Sigh. Unfortunately, I’m having too much fun car-surfing and throwing myself in the path of traffic for insurance fraud money. I apologise. Please ignore me.
Silent Hill: Homecoming
Oct 14th
It’s hard to really say anything that hasn’t already been said in other reviews about this game – and that is quite possibly the largest issue I have with the game, it’s so safe. Many of the idiosyncratic, old-fashioned game-design decisions that characterised the older games in the franchise had have been “fixed”, and in particular the story is somewhat… watery compared to some of the more labyrinthine and morally contorted Lynchian storylines of other Silent Hills. Both of these aspects of Silent Hill, particularly in Silent Hill 2, made it somewhat uncomfortable to play – not only was the story confusing and horrific, but the control you had over the game was too. Before playing Homecoming that would have been a snide joke, but I wonder now if it really is.
At any rate, I am probably exaggerating the magnitude of these changes; Homecoming is an immensely entertaining game to play – or even watch. The revamping of the combat system to include timed dodges, attacks, and combos actually makes controlling the game more enjoyable and less repetitive or tedious. There are also far fewer trinket-collecting quests and cha-chinking of the ever-present broken locks that seem to plague the small town with the same intensity as the abominations. To me, these aspects never really added anything to the previous games and made prolonged sessions with them irritating, so their removal is a welcome change. Homecoming also has really great graphics and sound, but I can’t help but feel that almost all of that rides on the already carefully established aesthetic of earlier iterations. It is worth nothing however that the new game dares to finally move away from many of the tired, same-y locales that we have seen repeated ad-nauseam in previous SH games (except, of course, the hospital).
The bottom line for this game I think is therefore quite easy to determine – it’s a watered-down version of most of the earlier Silent Hill games with a few modern updates. Perhaps due to this game being created by an U.S. game studio they saw fit to make it more accessible to a U.S. audience, who are accustomed to more formulaic, by-the-numbers horror films and stories. Maybe it was to broaden the scope of its prospective audience. Regardless, what’s left is easily a four-star game that is a lot of fun. I’m already playing through it for the second time! If only I could get the hang of taking down those damn Schisms. Grr.

