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The problem with the Silent Hill games has always been the gameplay. I've only played about half of the series, but everything else about them has always struck me as unique and brilliant: the settings, the atmosphere, the music, the characters and plot...yet the clunky controls and awful combat mechanics have dogged the series all along. Much as Silent Hill 2 is one of my favorite games, I only enjoy it so much because I set the combat difficulty to Easy so I don't have to try. The Silent Hill: Origins and Homecoming titles tried to amend this by making weapons breakable and giving the combat more depth, respectively, but neither the "different combat" nor "emphasized combat" approaches worked well.
Silent Hill: Shattered Memories, then, is an attempt to bring the series, and the survival horror genre, back toward the story/puzzle based side of things, making it at times more akin to a point and click adventure game than an action game. The title also symbolically 'reboots' the franchise by being an almost-remake of the original, keeping the premise--a guy named Harry gets in a car accident near Silent Hill and his daughter disappears in the process, so he has to find her--but changing everything else.
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Intentionally or not, the game is divided into discrete halves, both story-wise and gameplay-wise. Half of the story transpires in interesting first person segments where a therapist asks you questions, as well as to do things like color a picture and fill out questionnaires. The other half, the majority of the game, is in the third person segments where you have direct control of protagonist Harry Mason, as he explores Silent Hill. The game tries some really interesting things with his cellphone, such as eerie phone calls and the ability to take pictures to make ghostly apparitions appear, but by and large all of the stuff it does with the Wii's motion sensing quickly goes from novel and tactile to tedious and unnecessary. Having to manually open cabinets doesn't make a game more immersive or "better", it just makes it annoying to play. This kind of thing doesn't bother me in games like Metroid Prime 3: Corruption or Killzone 2, but that's because it's used sparingly there and works well. Motion control issues get worse, but we'll get there in time.
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You always know you're headed for the chase sequences because suddenly everything freezes over and your character starts to run everywhere. It's a completely transparent way of saying "now there are enemies and you can be killed, so don't bother to take your time enjoying the environments or allowing any tension to build." So the chase sequences aren't scary, and since you are never in any danger while exploring, this robs the game of all of the series's normally rich atmosphere and spooky vibes. As for the chase sequences, they are inarguably bad. No, I'm sorry, there is no argument here: they are not fun, exciting, or scary. They are just tedious, frustrating, and completely un-needed. They wouldn't be half as bad if the controls functioned properly, but because the enemies move so fast they will inevitably catch up to you (or ambush you), start dog piling on, and force you to flail around with the controllers, trying to toss them off. You'll end up trying every possible combination of motions to break free, but it either never works or never works consistently. Even if you manage to get one of the things off of you, it doesn't work enough times in a row to function like it probably was supposed to. I am not exaggerating when I say that I looked up every possible tip and message board thread about these escape sequences and ended up trying the same one 23 times until I gave up in a fury. Yes, I'm serious: 23 times. I haven't even played through the good sequences of games I like 23 times. Yes, as it turns out, having no combat is worse than having bad, clunky combat.
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