‘These people are your responsibility!’

Homecomingwas the Hollywood take onSilent Hill. All crisp and clean, with a Jensen Ackles-type in the lead, and a straightforward plot that paid more homage to Dean Koontz’sPhantomsthan Koji Suzuki’sDark Water. What was once opaque and foreign was now transparent and insular.Homecomingdidn’t have much to say as a game or a story, nor about the series itself. But it did, as product, tell us how companies like Konami were struggling to compete with big-money marketing of its Western competitors.

Silent Hillwas popular, but hardly a blockbuster franchise. They needed to be smart for the HD generation. Outsourcing and middleware took care of rising developmental costs, while other companies would foot the bill for brand awareness. Movies and comics were the licensing answer, and looking back on 2008 and how rushed it was,Homecomingnow comes across as an afterthought in its own major push.

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Still, giving oneself wholly over to another market or another gaze doesn’t necessarily make for a terrible game. InHomecoming’s case, maybe its problems lay in the fact that all the best stories had already been told.

Homecomingstarts with an intentional bang; no dreaded slow burn, no setup, giving away all its secrets within the opening cutscene. The sounds of war give way to the harsh clatter of gurney wheels and slamming double doors. Alex Shepherd demands answers and receives a gory rebuttal, before waking up on a hitch-hike back home, after many years away. The déjà vu of Alex’s search for his missing brother is just too familiar, caught up in this mandated movie tie-in veneer.

A battle scene in Battlefield 6 Open Beta

Homecoming’s biggest sin is that it’s sketchy. Not purposefully vague, just sketchy; from its supporting cast to its sparse locations and even loose endings. Whereas Silent Hill was fully imagined in its first appearance, Shepherd’s Glen is completely faceless, hard to differentiate from the infamous town duringHomecoming’s final act. Despite Josh’s disappearance being a key motivator, Alex only has two memories of his brother – one good, one bad – and the rest are doled shown, oddly enough, without his presence. A sign of numerous redrafts, if we’re being honest.

It’s never enough to make you care, busy as it is with telling certain events with biased awe. Pyramid Head makes a fleeting appearance, spied on like a creature in the wild. Later, Deputy Wheeler talks about Silent Hill with mystical reverence. Gone are the days where the town was just an unassuming name on the road map, somewhere you wouldn’t think twice about passing by.

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Especially with concerns to the latter,Homecomingshowed howSilent Hill’s fundamentals had radically changed under the Western gaze. It’s still aSilent Hillgame at heart – any accusations can easily be applied to previous efforts – but one that looks inward at its own country’s history of horror. It’s all there in the way Alex and his companions stick together, make plans over the radio, survive sieges, and get too close to the truth.

Yes, it’s insular, but one shouldn’t be critical ofHomecoming’s influences for not being Eastern or spiritual. America produced some amazing horror tales in the ’70s and ’80s; a reaction to cinematic stereotypes, increases in violent crime, and the scars of Vietnam.Homecomingtries to at least update those themes with its protection of small town values and allusions to Iraq and Afghanistan.

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Alex Shepherd is seen as this well groomed soldier with a flashy fighting style, which at first plays well towards the critics of the game. Despite his all American values, it’s really his jacket that lends us this weight of authority and self-made heroics. But keen eyes will notice that the jacket doesn’t really fit him; too long on the arms, a little broad on the shoulders. When the twist hits, we learn Alex is merely living up to his father’s legacy. That symbol of duty, their only connection, is really just a reminder of their estrangement.

Duty and sacrifice are prevalent themes inHomecoming. Even the title itself recalls more to do with warriors than prom queens, especially in this day and age. The self-preservation of Shepherd’s Glen is a ludicrous compromise, where an unbridled fear of those across the waters (in this case, Toluca Lake and the Order of Silent Hill) ruins more lives than it saves. Heinous acts are committed by those in charge, fearful of religious retribution.

A snap of the upcoming MESA update in PEAK

And when the balance is finally upset, a reactionary Otherworld returns at its most vengeful. Shrieking monsters with impotent forms feverishly scale fences and walls, only wanting blood. The town’s sacrifices are reimagined as furious deities; their porcelain skin fractures and drowning lungs a reminder of their once frail former selves. They do lack the macabre, tumorous puzzles of Masahiro Ito’s designs, but we must remember thatHomecomingwasSilent Hillat its mostcasual.

But more importantly, this was aSilent Hilltitle that lacked the time to go deeper. Even if it did, with the story it had, where exactly could it have gone? When you look at the games, post-The Room, they’re all variations of stories told; parental fears and domestic worries, a coming of age and religious interpretation, suburban loneliness, all filled in with mistakes and regrets. Nearly everything thatHomecomingpicked up on was already said inSilent Hill 2and3. It’s a cherry picker of ideas, hoping the best ones fit together.

Naked Snake sneaking around in MGS Delta.

And maybe that’s why, beyond the more obvious debate of Eastern vs. Western quality and the terrible plot holes involved,Homecominghas a division of fans, rather than outright hatred. It’s a B-movie horror film within a B-tier game, nothing more, nothing less.

As for the future of the franchise, we would never hear from Shepherd’s Glen ever again, but the past was worth revisiting.Silent Hillwould take centre stage, once more. Though it would be very different from the one buried in our memories.

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