This review was written in the Hour play format for Pushingplay.com, which basically means I reviewed the first hour of gameplay. The active links have further explanation, otherwise, enjoy.
Since the Silent Hill V teaser trailer hit the Internet after E3 of 2007, I have been very excited to see what the world of Silent Hill holds for me this time. Silent Hill 5: Homecoming had created a bit of buzz around fans of the series - Primarily, because the developing team has changed from the familiar Japanese Team Silent, to the American Double Helix. I wasn't personally bothered by this enough to pass up the opportunity to explore this series once more, so I gave it a scary Hour Play.
Fortunately with the strange, scary, disconnected Silent Hill series, you don't have to play them in any specific order, so pay no attention to the number behind the Hill. What do you need to know before picking this up? You'll most likely end up in, or near, the very haunted “ghost town” of Silent Hill. There is a good chance a cult is lurking nearby, ready to convert or torment people in accordance to their beliefs. And, your mind will be considerably blown by the time the credits roll - partially because of the obscene monsters, but otherwise because of the twisting (twisted) story and circumstances.
System: Xbox360 (reviewed), PS3.
Genre: Survival Horror/action
Rating: Mature – gore, violence, disturbing...everything.
Suggested for: Fans of Silent Hill, or survival horror – may be enjoyed by fans of third-person shooters.Homecoming, as with many other survival horror games, is very unclear on the complete story until you've complete the game - But, from what I've gathered in my hour, you're Alex Shepherd, discharged war veteran with nightmares and a troubled past. Alex is coming home to the town Shepherds Glen to be with his family, or maybe he's worried about something, since his nightmares revolve around his brother, Joshua – who is missing. You, as Alex, spend most of your time trying to find Joshua by interrogating townspeople and looking for clues around the ashy, haunted version of Shepherds Glen – conveniently located directly across Toluca Lake from Silent Hill.

Silent Hill is classified as a “Survival Horror” series, which basically means you should keep a change of pants handy while sitting in the dark to play, and you'll probably die a lot. Silent Hill 5: Homecoming will start you out in a very uncomfortable position...strapped to a hospital bed, wiggling for dear life. Unfortunately, the "wiggling for dear life" is a tactic they employed a lot in this game - By mashing the (A), (X), (B), or (Y) buttons frantically, you are able to get out of dicey situations, or simply slice open a doorway.
Wait, I got ahead of myself. Lets start over with how beautiful Silent Hill can be this time of year. With the paint peeling, and the rusty decayed walls and random blood or body parts, Homecoming is welcome on my xbox360 with shiny graphics any day. As I mentioned, the character you control will start out in a hospital once you've freed yourself from the bed, ready to wander, and explore. Along the way, you'll encounter sinks full of blood, “old medical supplies”, screaming dolls, bloody body bags on beds lining the hallways, and random holes in the walls, ceilings, and floors - all bound to make just about anybody a bit uneasy.
This is one of my favorite aspects in survival horror games, the ability to make your skin crawl before an enemy has even entered the scene, and thankfully – was not sacrificed with the new developers. Basically, I am trying to tell you, the environments in this game, even beyond the hospital, are beautiful. The characters are a bit unsettling in their facial movements and expressions, but the gruesome enemies and backgrounds make up for most of it.

Aside from being visually appealing, the sound quality is up to par with the rest of the series. Silence: the best way for ones mind to play tricks on them, which is implemented very well in Silent Hill – get it? Aside from holding your breath to make sure you catch every potential enemies' footsteps, I found myself backing up whenever scraping metal, or any kind of breathing could be heard, even if the threat wasn't yet visible.
Whenever an enemy would come near, Alex's radio would let off a fair amount of static warning. But, with the thick ash, or dark atmosphere, this “warning” leads to more panic, than preparation, as you spin around, squinting at your television to clear Alex's vision, looking for the source. There are also a fair amount of other, creepy sounds. Alex's brother whispering his name and giggling, and things like crying babies wrap the ambient sound in a nice package.
The same can not be said about the musical composition. I'm not sure if it was simply the volume control, but the music didn't seem fit most situations. Sometimes, it was fine, other times – it made me feel slightly frustrated when I was looking for something. I still love the music out of context, don't get me wrong. But, when I'm searching an empty parking lot that is supposed to scare me, the music was more distracting than anything. This is difficult to explain other than, it really didn't feel like it fit well.
What about gameplay?In the previous Silent Hill games, fighting off enemies has never been very user friendly, but more of a “hold this button, and hit this button, and hope they die”, swinging or shooting randomly. This has become something we're used to, but I wasn't terribly sad to say goodbye to it. This time, the fighting is much more action oriented with two different ways to attack (strong and slow, or weak and fast,) and the new ability to dodge or block. It's still "hold this button, then use one of these three" but it feels much more fluid and controlled. Time the dodges just right and counter attack, or mix up the strong and weak attacks to string a nice combo.

Overall enemy difficulty depends on your ability to keep a cool head - Panic and you're in trouble, but calmly dodge and block, and they're a piece of scary, gross, cake. Though, the one thing I do actually miss after a successful knock-down, is the enemies used to writhe until you did a finishing victory stomp to silence them permanently, which is disappointingly absent this time.
Menu interface was a very interesting change this time, with two separate inventories linked to the bumper buttons. One menu contains weapons and practical things like your flashlight, while the other menu will hold key items for solving puzzles, and health items. Having the menu linked to two separate buttons encourages weapon changes during combat. This is handy, because enemies are defeated more efficiently with some weapons than others. Experiment, or follow the helpful hints during load screens, to find out what works best.
Movement has changed to incorporate both joysticks, which can prove to be a problem in a panic situation. Movement and camera are independent and user controlled, like many action games, which took a while to get used to in a genre that is notorious for fixed cameras. The first few times something would happen where I wanted to back up, reassess the situation, then barrel in with my trusty knife, I ended up looking at the floor or ceiling and running blindly into danger. First person view is also a new addition, click in the right joystick to look up close at something, which I'm not sure I really used except when I accidentally discovered it, when I panicked and pressed in the right thumb stick - making it impossible to move. Thanks, Double Helix, but no thanks.
In the world of increasingly popular 'choose-your-outcome' strategy of play to try to include the player in decisions and interaction, Homecoming tried, and unfortunately, failed at implementing this tactic. For many of the interactive cut scenes, you're given multiple responses to characters – from friendly, helpful, or concerned to mean, rude, or demanding – which seem to have absolutely no influence on how these characters react to you. I even saved, and restarted a few of these conversations to get different outcomes, but nothing changed.
One of the few things that bothered me a bit was the way the puzzles worked. while the puzzle solving aspect is still in this game like it's predecessors, it feels much more forced than usual. I'm glad to find a device that needs fixing, and going to collect the pieces, but they were mostly practical puzzles, rather than “find this colored key, that goes with this colored lock, that has a specific symbol.” Seems like a silly complaint, but it did make me miss the cheesiness of the original Silent Hill.
Finally, I will attempt to clarify my halted rant in one of the first paragraphs about wiggling free from the hospital bed by frantically mashing a button. I hate, no, I
loathe button sequence cut scenes, especially unnecessary ones. When it tells me to rapidly hit the (A) button to pull my hand out of a hole or my hand will be ripped off, I will gladly comply. When it tells me to hit the (A) button rapidly to cut open a slimy, toothy door, I'm not as eager. Sure, it helps the player feel included, but really – just open the toothy door, I don't want to help. This feels like crying wolf when the same frantic button icon that means "open door" also means "preserve life".
Will I play it again? Most definitely, I plan on finishing the game, and suggesting it to other fans of the series that may have been deterred by the change in development team, or any of the other changes really. I found that the changed combat may actually appeal to a small portion of the third-person-shooter crowd, just something to consider.