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See AllSilent Hill f’s Combat Has Some Fans Concerned
I was kind of Bothered by the amount of combat I was seeing in the gameplay trailers Simply because the enemy designs weren't scary enough. The enemies look too clean or too flowery. They also don't seem to react in a way that is independent of the main character. To compare, the enemies in bloobers silent hill 2 remake, hide, play dead, sneak up on you, run away, and respond to light and sound. This makes for a super dynamic combat experience. I can't remember if silent hill 2 had a lock on system, but if it did, I sure didn't use it at all lol. A lock on or lack of isn't a deal breaker for me. Especially if you've played games like Fatal Frame, monster hunter, or dragons dogma before. My only gripe is the overall tone. The tone and setting makes it feel more like a fatal frame game to me. And while that isn't necessarily a bad thing, the combat plus the Fatal frame vibe kind of removes me from the feeling that I'm playing a silent hill game. I understand that Konami feels some pressure from popular action or survival horror games but let's not forget that Square Enix recently announced that turn based games are old and dead, then Expedition 33 came out and they had to rethink that statement. It forced them to go back and really study what made turn based strategy so great. I feel like this is a similar situation. The desire to stay relevant has been the main priority here and that scares me more than the Silent Hill franchise ever could. I think people loved kojimas vision for the franchise because it felt alive and responsive to your thoughts, as well as your actions. Creating a mundane hallway but managing to make it an ever changing horror puzzle, allowed you to become comfortable In a small safe space, right before that comfort was swiftly stripped away. P.T. Felt very much like a continuation to silent hill the Room which is honestly one of my favorite takes on the franchise.
-Francisco Monzon III