Remember when these games used to have subtlety? I'll give this one thing and one thing only over Resident Evil 6, and it's that this honest to God really does feel like it's trying to adapt to the CoD-hooked seventh gaming generation while also trying to stay somewhat true to its original roots as a survival horror game. Does the combat suck? Oh God yes. Is the level design dumbed down? Absolutely. Do all the endings flop? Of course, hard. Do the (almost 100%) in-game-rendered cutscenes look like shit? You bet your ass they do. But there's still some sort of an eerie thrust in here - there are some solid scares and tons of pretty-yet-freakish art design that don't feel totally out of place. But resorting the Otherworld to busted, shitty chase sequences (with a truly incompetent MLG filter applied over all of them) was a ruinous move, and the thing barely fucking runs even after a supposed performance patch. On the plus side plenty of smaller details and sections like the Centennial Building feel productively morbid, and Silent Hill as an open world actually feels pretty good here as well - not too Ubisoft-ified but also not Borderlands-levels of cramped. But the story and every single enemy (except for the dolls) are uninspired. As with a lot of games from this time, I think it both succeeds and fails because of how weird and experimental this is.

Reviewed on Nov 22, 2022


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