The indoor environments suffer from a similar problem. The walls are layered in so much decrepit filth that I felt sickly just looking at them, let alone feeling around for doorknobs, which is precisely what I had to do. All those shades of dirt blend together far too well, creating the illusion of a long, mildewed corridor, rather than one of branching rooms. Once again, the map took precedence over the eyes. The whole situation reminds me of the Dawn of the Dead remake. It’s darker, bloodier, and more visually repulsive, but missed the subtle shots that made the original so good.
One area that actually benefits from Double Helix’s over-indulgence is the Otherworld. It’s a bleak territory of twisted metal encased in ethereal vapor, molten lights, and blood-soaked rust. Taking a cue from the film, the transformation is visible, as the tangible world melts away like burning latex. Unfortunately, the Otherworld is far safer than it used to be. Atmospheric horror has always been a hallmark of the series, but it’s hard to remain scared when you’ve been running through barren hallways for over 30 minutes. I won’t say too much, but that all changes about halfway through the game, when the Otherworld morphs into one of the most terrifying visions brought to life.
It would have been nice to the Otherworld used for puzzles like Origins did, in which players activated the switch. Instead, Homecoming falls back on the typical assortment of medallions and object combinations, both mundane and esoteric, to unlock doors. Who commissions those things? I can only imagine the locksmith’s befuddled response, “Y’know, someone might actually solve this thing. I could run to Home Depot and slap a real lock on this for fifty bucks. I’m just saying.” There are a few good puzzles, but the majority are insultingly easy, to the point where you can find blatant clues in the same room. On that note, if you’re going to encrypt instructions in a poem, hire a poet. Just a thought.
The game isn’t all blind exploration and puzzle-boxes though. It’s a showcase for some of the most sickening monsters to date. Staples like Pyramid Head and the nurses are back, and the newcomers are too disturbing for even the most depraved of freakshows. Take the Needler for example. It’s the decapitated body of a naked human that glides over the ground on the spiked tips of grotesquely elongated limbs. Shine your flashlight a little lower and you’ll find the head, dangling between the legs like a bulbous scrotum.
Many fans were disconcerted by news of the upgraded combat system, but I don’t see why fighting for your life can’t be as terrifying as running to safety. Adding to the usual assortment of everyday weapons, Double Helix included dodges, counter-attacks, combos, and improved aiming for firearms. I wouldn’t want to go into the next Devil May Cry with the new combat system, but it is a much needed dose of oil. Some of the best sequences, like fending off a pack of Needlers from the claustrophobic confines of a grated elevator, wouldn’t be possible with the old mechanics. The creatures of Homecoming don’t hobble around like their predecessors either. They can be viciously fast and often attack in packs, but therein lies the problem.
It has too much faith in its combat system. When you dodge, the camera has a nasty habit of putting your target out of view and/or pivoting inside of the walls. Even if you attack straight on, Alex’s movements during combos frequently toss him into the middle of the horde. That is precisely where you never want to be, especially when fighting Smogs. These creatures will stun you with toxic clouds, knock you down, and sometimes stun you as soon as you get back up. Throw another Smog into the mix and death is almost inescapable. The respawn placements for continuing are lenient, but they don’t excuse cheap shots.
Much like the history of Silent Hill, Homecoming is a battleground, marred by the clash between tradition and modernization. Its graphical prowess and combative strengths are, in equal parts, its overcompensated and underdeveloped weaknesses. Still, the true test of quality came after the game, during a midnight walk to the store along abnormally empty streets, as the shadows shifted around me. Halfway there, I turned around and waited for morning. Job well-done.
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