Operation Backlog Completion 2025
Nov 292019
 

Like last year, one of the prizes for this October’s Celebrating All Things Spooky contest was to pick a game for me to review, and this time a winner picked Silent Hill: Downpour.

Downpour was the sole Silent Hill game I had no familiarity with up until this point, so I went into it completely blind. After playing it, I came out of the experience feeling pretty conflicted.

Silent Hill: Downpour puts you in the role of Murphy Pendleton, a prison inmate who is being transported to another prison when the bus overturns and he finds himself stranded near Silent Hill. All Murphy wants to do is escape, and so he begins searching for a way to leave the town.

Although I didn’t get Downpour at launch, I was following news leading up to it. The main thing I remember is everyone making a big deal out of what it might mean that the next Silent Hill protagonist was a criminal.

There is an odd perception of Silent Hill as being about people confronting their own repressed memories and perceived guilt, despite Silent Hill 2 being the only one of the original four games to have that premise. Since that viewpoint was solidly in place by the time Downpour was coming out, of course people were fixated on what having a convict protagonist might mean. Between that and the game’s opening sequence having you murder another prisoner, I had some concerns that Downpour would go out of its way to be dark and edgy.

Fortunately, that is not the case. Murphy is just as much of an average, everyman protagonist as the other Silent Hill protagonists. In fact, I’d go so far as to say he’s one of my favorite protagonists in the series.

(My other favorite is Henry, so take that as you will.)

I like Murphy. He’s a good guy – at least in some endings, but we’ll get back to that in a little bit. I was invested in getting him to safety. I like Murphy. And yes, I’m emphasizing this because I’m about to start talking about things I didn’t like.

You know what I dislike in games? Breakable weapons. Downpour one-ups that by not only having breakable weapons, but making it so you can only carry one at a time. You can also carry a single gun in your inventory, although equipping it means you drop your melee weapon.

Then it goes even a step further by requiring you to have specific types of weapons to unlock certain areas, although this is usually either optional (as I discovered after backtracking across half the map to find the item I needed to access what turned out to be just an easter egg room with some ammo in it) or has the weapon you need nearby. It’s still a frustrating design decision.

Because your weapons break, there are weapons located all over the place… and since there’s no quick visual distinction between weapons and plot items, walking up to any new item became a game of guessing whether it would go into my inventory or if (the much more likely scenario) Murphy would toss down his current weapon to pick it up.

At one point, I got a new gun and wanted to keep it. After several failed attempts to replace my old gun, I finally realized I needed to drop the new gun, equip the old gun, drop the old gun, and then pick up the new gun again.

Then there’s the combat itself. Downpour’s combat is clunky and awkward. “But Sam,” you’re saying, “Silent Hill games always have clunky combat! It’s part of that ‘everyman’ thing you were talking about!” They do, but I played Silent Hill 2 for the first time just last month, and it felt so much better to play.

I avoided combat in Downpour whenever I could, but there were some points (especially in the final section) when that wasn’t viable.

One would assume this makes the game scarier due to your vulnerability. It does to some degree, but since there’s an auto-save system, you’re rarely in danger of losing too much progress. I found only a couple of monsters scary, while the rest just ended up frustrating.

Downpour also features Otherworld sequences where you’re unable to fight back and must run through a maze to escape “the Void,” a glowing red vortex that chases you for… uh… some reason…

These sections felt clearly inspired by the chases in Shattered Memories, although it never stopped feeling weird to knock down obstacles behind me to slow down an incorporeal vortex thing.

Click for implied Silent Hill Downpour spoilers
Seriously, though, what is the Void? Is it death? Is it Sewell?? Is it Murphy’s string of bad decisions catching up to him???

Now, when you’re in the town of Silent Hill, you’ll come across side quests you can do. These are essentially little optional puzzles, often with a tragic story of some sorts to accompany them. They’re fine on their own and gave me a reason to explore. My main issue with the side quests is that Murphy has no real reason to do them. I felt like I was wandering aimlessly around town, putting tormented spirits to rest and solving mysteries because… because I guess Murphy is just a great guy.

I can’t help but imagine how much more interesting it would be if more puzzles and little stories like that were incorporated into the main journey, having you uncover these stories as you unlock more parts of the town.

(Speaking of which, that survival horror style of gradually unlocking areas isn’t really present in Downpour. You’ll need to solve some puzzles to unlock parts of the major areas you venture into, but it felt much more straightforward, usually with either the solution being nearby or being a larger goal that you explore the rest of the area to find the answer to.)

But at least this sense of aimlessness isn’t to the same extent as in Origins, however, where Travis seemed to wander wherever the plot wanted him to be. Murphy’s main objectives all fit with his desire to find a way out of town.

Now let’s talk about the plot. Murphy has no desire to stay in Silent Hill, but huge chasms have made the roads impassable and it quickly becomes clear he won’t get out easily. He crosses paths a few times with characters who seem to know something about what’s going on, and for a while, I started to believe Downpour actually was going to involve the cult in some way after all… but it doesn’t. Instead, Downpour hits upon the idea that the town has rules you need to follow.

Earlier, I mentioned how the view of Silent Hill as a way to confront or atone for your sins became the popular view. Downpour seems to see the town as a force that actively traps people and won’t let them go until they understand whatever truth the town wants them to understand.

I want to say that’s just this game’s standalone interpretation of Silent Hill, but whenever it came up, I couldn’t shake the feeling that the writers were trying to say, “See? We know how Silent Hill worked in the previous games!” despite that not being how Silent Hill worked in the previous games.

I found the plot to be somewhat predictable, but I did appreciate seeing my predictions come true and getting the answers to my lingering questions, although I can’t help but feel some of the conflict only existed for the sake of plot convenience, as everything could have been wrapped up much quicker if the characters simply communicated with each other. Then again, I’ll give it the benefit of the doubt and say Murphy is carrying on the tradition of Silent Hill protagonists being somewhat dense.

Click for major Silent Hill Downpour spoilers
As soon as Anne saw the police badge and went berserk, I concluded Murphy had either killed, or she thought he had killed, a cop she was close to.

Geez, Murphy, do you think maybe, just maybe this cop’s irrational hatred for you has something to do with the cop whose murder you were framed for?

But Murphy spends the entire game shrugging in baffled bewilderment over what she could possibly think he did.

I mean, is he supposed to have repressed the memories of the incident with Coleridge and I just never picked up on it? It certainly didn’t come across that way to me, although it would make more sense.

There are multiple endings, based on two dimensions: a karma system and a choice you make at the end. Unfortunately, these not only change the actual outcome, but also what happened in the past. With a few exceptions, I don’t like it when games have multiple endings that retroactively change the plot.

Click for major Silent Hill 2 and Silent Hill Downpour spoilers
You could argue that Silent Hill 2 does the same thing by implying different motivations for why James killed Mary, but it never changes the physical facts. James killed Mary, that’s unavoidable. Was it out of mercy? Does he believe she forgives him? Will he go on with his life?

Those answers are what change. It’s all about James’s perception, who he sees himself as, and how he views his actions.

Downpour, in contrast, does change what Murphy did in different endings. The best ending implies Murphy never killed anyone. (Really? It had to go that far?) The worst ending decides he’s even the one who actually killed his son. But then why did he… no, trying to reconcile the worst ending with the rest of the backstory isn’t worth it.

Not only does this mean your actions in the present change the past, but it also forces the story to be vague at times in order to leave room for the possible endings, which also results in there being inconsistencies depending on which ending you get. I suspect that’s also partly responsible for why Murphy acts oblivious to things he should already know.

And thanks to Downpour’s fixation on the town forcing people to realize certain truths, your ending might also leave you wondering if the entire thing was pointless and there was no truth for Murphy to accept after all… so why wouldn’t Silent Hill let him go?

The one saving grace is that Silent Hill: Downpour actually recognized what several of the original games did in regards to Silent Hill’s symbolism and the Otherworld, which is that it isn’t necessarily the main character’s psychology causing these things to manifest. Forget everything Downpour tries to say about rules and the town doing things. Murphy, like Harry, Henry, and to some extent Heather, is trapped in a nightmare imposed upon him by someone else’s consciousness.

Click for major Silent Hill Downpour spoilers
That other person is, of course, Anne.

There are too many inconsistencies with the idea that the town itself is trying to force Murphy to confront… uh… that revenge is bad? Beyond that, everything feels like it’s trying to tell Murphy to face his guilt, even though it’s possible to get endings where he’s not guilty of anything.

Half the monster designs don’t hold clear symbolism for Murphy, and it’s implied he might not even know Coleridge ended up in a wheelchair, so why would he see him haunting him throughout the town? Why would the children identify Murphy as the Bogeyman when he (in most endings) hasn’t done anything wrong?

Everything makes much more sense when I see the Otherworld and the monsters being the manifestations of Anne’s mind and how she views Murphy, with him being trapped in it until she accepts the truth.

Well, this has been a long review, and it’s probably clear I have very mixed feelings about the game. It’s the sort of game where if I’d played it at launch, I would have been cautiously hopeful that the next game could make improvements. As it is, this might be the last Silent Hill game we ever get.

So with that in mind, I’d still recommend Silent Hill: Downpour if you enjoy the series… just be prepared for a lot of frustration along the way.

Nov 252019
 

The Final Fantasy VII Remake is just a few months away, and today Square Enix revealed a number of new screenshots, along with new details and comments from the development team.

While the focus of the first article is mostly on screenshots, it also includes new art featuring Barrett (and Marlene) and Aerith.

The screenshots themselves begin by showing the members of Avalanche and the Turks (well, Reno and Rude).

After that, there are combat screenshots showing Cloud switching between Operator Mode and Punisher Mode, and using his Triple Slash attack and Blade Burst attack. Another screenshot shows the menu where you’ll be able to switch difficulties or select Classic Mode.

Another set of screenshots show some of the locations in Midgar: the church, Aerith’s house, and the inside of her house.

Getting back to combat, they show screenshots of Aerith casting Fire and Barrett using Assess to see the enemy’s weaknesses, resistances, items that can drop, etc.

Weapons can also be upgraded, and another screenshot shows us the upgrade screen for the first time. Weapons also have unique abilities that gain proficiency as you use them, as shown in another screenshot. When you have 100% proficiency in an ability, you’ll be able to use it with any weapon.

I like the sounds of this system, and I wonder if something similar will be in place for the regular Materia.

The screenshots also reveal the Chocobo and Moogle summons, pictured above, which is pretty cute.

Finally, we get to see the darts mini-game that was shown briefly in one of the trailers and a screenshot of a motorcycle battle.

Now let’s take a look at the interviews.

It’s really a collection of thoughts and comments on the Final Fantasy VII Remake, but there are a few details worth noting. Nomura, who is directing the game, apparently wanted to do a remake as the final entry in the Compilation of Final Fantasy VII and didn’t get a chance. He reiterated that this is a full-length release with lots of content despite only being the first part and confirmed that there will be several new characters (though not main characters) and bosses.

The second game is also officially in development.

Nojima, who worked on the story and scenario, mentioned that since scenes are more detailed and rely less on the player’s imagination than in the original, “the feel of the story” might be considerably different. However, he also thinks players will feel a deeper connection to Cloud.

I’m a little concerned about why he thinks the story will feel so different, but since everything looks great so far, I’m still excited.

Hamaguchi, the game design and programming co-director, mentioned that “respect for the original” is a phrase they’ve kept in mind while making it, and scenario design co-director Toriyama spoke about how they’ve brought Midgar’s inhabitants to life and revived the Honey Bee Inn as a “pantheon of entertainment.”

I don’t quite know what that means, but apparently the original had quite a bit of content that didn’t make it into the final release, including a scene with Palmer, more NPCs to talk to, an encounter with a ghostly version of Cloud, and an employees’ room, so maybe some of these things have been restored for the remake. Then again, maybe it’s entirely new content.

There are many more comments from the rest of the team members, but those are the parts that stood out to me the most.

What do you think about the latest Final Fantasy VII Remake details? When do you think we’ll start hearing about the second game (and what will they call it)? What do you think they’ll do with the remade Honey Bee Inn? Share your thoughts in the comments!

Nov 222019
 

On Monday, when I reviewed the remake of Resident Evil 2, I mentioned being excited for a potential Resident Evil 3 remake in the same style.

Well, RE3make might be on the way after all!

The possibility of Resident Evil 3: Nemesis being remade has been in the air ever since Resident Evil 2’s remake came out and the producer said they would likely remake Resident Evil 3 if there was enough demand.

(For that matter, fans were discussing the possibility of an RE3make before RE2make was even out.)

The two games take place around the same time, during the outbreak in Raccoon City, so Resident Evil 2 and Resident Evil 3 are seen as companion games to some extent. You even briefly enter the police station in Resident Evil 3.

Yesterday, the Youtube channel Spawn Wave reported a rumor that RE3make is currently in development with a planned 2020 release. After the video came out, VGC said sources have told them the same thing.

Eurogamer then reported on the rumor, saying they have also heard RE3make is in development and their sources believe “it has been in development for some time.”

Being in development for a while now would fit with Spawn Wave’s report that Capcom hopes to get the game out in time for 2020.

I didn’t enjoy Resident Evil 3 as much as REmake or Resident Evil 2, but playing RE2make really left me excited for how Nemesis might be handled in a remake. I hope these rumors are true, I hope we hear something soon (possibly at the Video Game Awards), and I hope RE3make is as excellent as its predecessor.

What do you think? Is a Resident Evil 3 remake in development already?