Silent hill book8/6/2023 ![]() There are also puzzles, which are randomly generated and technically different every time you play. ![]() A lot of enemies also just suck to engage with, such as the Insane Cancers which take up an absurd amount of damage and explode upon death, or the Bogeymen who are often surrounded by black fog which miraculously makes every attack miss and stalks you throughout the entire level. This isn't frustrating by any means but it's very underdeveloped and having to monitor which kind of enemy I'm about to bury an axe into kinda sucks what little fun there is out of the combat. The game also has a blood/light system, which determines which ending or abilities you acquire based on which enemies you kill. It almost felt like cheating, since it was clear the levels were not designed around this and the update was a hasty response to player feedback. The update changed it to where you respawn immediately at the beginning or a save point without any progress lost, and you simply have to backtrack to your death point to collect your lost items which while still not ideal is significantly less frustrating. ![]() Originally, if you died in a level, you'd have to either restart all of your progress or restart from your last save point, which doesn't sound unreasonable but considering how labyrinthine the levels are and how much needs to be collected it makes the game feel extremely frustrating and repetitive. The respawn system is more complicated, as post-launch updates actually overhauled it significantly, and I forgot to update my game until halfway through, so I got to experience both. The biggest problem has to be the unique tiles, which provide specific effects when you or enemies stand on them, such as healing you, slowing down time, or draining your health to name a few, but these tiles are invisible unless you're standing directly on top of them, meaning its incredibly easy to forget where they are and just get fucked over randomly with no real strategy to avoiding them or using them to your advantage. It doesn't need to be nearly as long as it is and the new level gimmicks later dungeons provide don't do much to make things more interesting. You walk into a series of interconnected rooms, kill the enemies, and acquire keys and puzzle items to proceed to more rooms. ![]() The gameplay is beyond basic, with the usual dungeon-crawler furnishings but without anything that makes it unique or exciting. Still somehow not the worst Silent Hill game (I genuinely had a more frustrating time with Homecoming) but I struggle to come up with redeeming qualities for this game beyond it being baseline functional. ![]()
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