It's fair to say I didn't expect much from Downpour, so that I genuinely enjoyed the first, say, hour or so is somewhat of a surprise. The game opens with a brutal bit of prison violence a minute or so after you learn that protagonist, Murphy Pendleton, is serving time for unexplained reasons. He's shipped off to a high security prison after this, but there's a familiar looking chasm in the road, the bus crashes. He wakes up alone near the smashed vehicle.
Stuff that rocks -- there's a cool option to look over your shoulder which should prove for a good few natural jump scares.
Stuff that sucks -- awkward balance beam sections where you have to adjust your balance like a Wii mini game. An early moral choice (if to save a police office from a fall) that makes zero difference to the game no matter what you choose.
First trip to Otherwold happens quite early compared to the other games, and has some good segments where you just have to run the hell away from this reality tearing effect monster you never really see. If it gets close enough to you, chunks of you simply cease to exist until you're able to get away again. While you run, doors and walls can sometimes move or slam shut, and you can knock over things in your path to try and slow the thing chasing you.
Then combat hits, and everything starts to suck. Rather cleverly, Downpour has you actually rush to the aid of the game's first monster after a fellow convict is seen kicking the crap out of it, and it sobs like a brutalised girl. Then you have to fight it, and, for some many reasons, you wish you'd left the bloody thing to get pummelled.
Thus far, the game has presented me with four million different types of weapons, ranging from stones to wrenches to hatchets to bottles of wine. These all have lifespans and can only be used so much before they break, and you have to grab up something new. I'm thus far indifferent to this; I was annoyed by the system in games like Kouldelka, but it could work here because there's just so much to pick up and bludgeon people with. For my first fight, I had a frying pan.
So, yeah, combat. It's awful. The first couple of Silent Hills made combat frantic slices of panicked survival, but developers seem to think that passée. Homecoming made combat overly easy but manageable with a dodge command -- that's gone too. There's now a block button that blocks seemingly anything. Therefore, combat boils down to hiding behind your block until your attacker finishes their pre-set combo, then wailing at them yourself until they block, rinse repeat. The banshee enemy that stars as your first handful of enemies are more or less adult version's of FEAR's Alma with Freddy Kruger hand blades. If they get annoyed at your blocking, they windmill their arms like a frustrated toddler.
The coolest thing they've done thus far is a disorienting scream attack you need to try and recover from while three of the buggers bear down on you (I ran the hell away). The lamest is the Resi Evil-like jump-out-on-you-and-say-boo crap this series used to take pride in staying away from.
Currently in some water works place where I have to solve a puzzles using water chutes and water wheels and streams of water. So, yeah, the game is based a lot around water. Will update after my next sizeable stint in.
Stuff that rocks -- there's a cool option to look over your shoulder which should prove for a good few natural jump scares.
Stuff that sucks -- awkward balance beam sections where you have to adjust your balance like a Wii mini game. An early moral choice (if to save a police office from a fall) that makes zero difference to the game no matter what you choose.
First trip to Otherwold happens quite early compared to the other games, and has some good segments where you just have to run the hell away from this reality tearing effect monster you never really see. If it gets close enough to you, chunks of you simply cease to exist until you're able to get away again. While you run, doors and walls can sometimes move or slam shut, and you can knock over things in your path to try and slow the thing chasing you.
Then combat hits, and everything starts to suck. Rather cleverly, Downpour has you actually rush to the aid of the game's first monster after a fellow convict is seen kicking the crap out of it, and it sobs like a brutalised girl. Then you have to fight it, and, for some many reasons, you wish you'd left the bloody thing to get pummelled.
Thus far, the game has presented me with four million different types of weapons, ranging from stones to wrenches to hatchets to bottles of wine. These all have lifespans and can only be used so much before they break, and you have to grab up something new. I'm thus far indifferent to this; I was annoyed by the system in games like Kouldelka, but it could work here because there's just so much to pick up and bludgeon people with. For my first fight, I had a frying pan.
So, yeah, combat. It's awful. The first couple of Silent Hills made combat frantic slices of panicked survival, but developers seem to think that passée. Homecoming made combat overly easy but manageable with a dodge command -- that's gone too. There's now a block button that blocks seemingly anything. Therefore, combat boils down to hiding behind your block until your attacker finishes their pre-set combo, then wailing at them yourself until they block, rinse repeat. The banshee enemy that stars as your first handful of enemies are more or less adult version's of FEAR's Alma with Freddy Kruger hand blades. If they get annoyed at your blocking, they windmill their arms like a frustrated toddler.
The coolest thing they've done thus far is a disorienting scream attack you need to try and recover from while three of the buggers bear down on you (I ran the hell away). The lamest is the Resi Evil-like jump-out-on-you-and-say-boo crap this series used to take pride in staying away from.
Currently in some water works place where I have to solve a puzzles using water chutes and water wheels and streams of water. So, yeah, the game is based a lot around water. Will update after my next sizeable stint in.
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