After much hesitation, I finally decided to bite the bullet and play Silent Hill 4. It was always the most interesting game of the Team Silent games for me due to its polarizing reception. This game is like the middle ground between good and bad according to the community. However, now that I have finally finished Silent Hill 4. I can give some of my thoughts.

First and foremost, Silent Hill 4 is not as good as its predecessors in my opinion. The minds of Team Silent took a slightly different creative approach to the game. This can mostly be seen within its gameplay. Silent Hill 1-3 allowed you to use both guns and melee weapons. However, as you keep playing 4, you'll notice that the game is more melee focused. There are a ton of melee weapons to be found since there are only 2 guns within the game. Taking a page out of Resident Evil, Silent Hill 4 features a limited inventory. Now personally, I never found the limited inventory to be an issue. The only thing I can really complain about the inventory is that handgun/revolver ammo no longer stack, so you have to carry individual stacks. The same also applies to health items.

The combat in Silent Hill games haven't always been the greatest. Like I mentioned earlier, Silent Hill 4 takes a slight departure from the original 3 games and goes more melee focus. You can perform normal attacks and charged attacks with any melee weapon you find. The gauge for charged attack vary depending on the weapon. Charged attacks is the norm for when doing combat since you're given i-frames during the attack animation. You also have the option to dodge in combat, but I never did it too much. If you want to have a more solid time with this game, then use the Rusty Axe once you find it. It's charged attack is absurd and it eliminates the need of having other weapons in your inventory. It's just that good and it gets rid one of the biggest problems people have with the game.

One of the biggest things against Silent Hill 4 is the 2nd half of the game where you have to escort Eileen through your world revisits. Eileen, herself, doesn't particularly have the greatest AI in the world. There are times where she'll either get stuck at corners and you have to wait for her. Genuinely, the only hindrance Eileen does is make you slow down for her. Henry easily outruns her and you'll be waiting for her to catch up. She can't access the next room unless she's within a certain proximity of Henry, so you have to wait on her. The only time this can be annoying is if you're traveling through a room with hummers which only happens a handful of times. One slight thing I want to add here is that she can help in combat if you give her one of her weapons. Although, there's a risk of her taking damage or getting in the way. Anyways, the escorting itself isn't as bad as people make it out to be. It's like an overblown exaggeration similarly to Ashley in the original Resident Evil 4.

Presentation is one of Silent Hill's strongest suites and I think 4's overall tone is good. The titulary room, Room 302, is an interesting concept. It acts as a safe haven while also imploring that there's something else more menacing going on as you collect red notes. Speaking of the red notes, the story in Silent Hill 4 is really good and interesting. You won't understand the overall narrative at first, but as you collect more memos it's quite interesting. The characters featured within the game aren't really all that interesting outside of one person. That one person being Walter Sullivan. The entire game centers around him as you explore his manifestations, learn his background, and understand his motives to why he's performing the 21 Sacraments. Walter is potentially the best antagonist within the Silent Hill games. The worlds that you do get to explore are fine. I didn't find any of them to stand out personally on a visual level excluding Room 302. However, I do find the Water Prison to be the most interesting in terms of aesthetic and lore. It's also the first time you encounter the Twin Victim. Speaking of enemies, Silent Hill 4 doesn't have a memorable enemy lineup except for the Twin Victim. The most memorable thing about the enemies are the stock sound effects that play you fight and kill them. An interesting thing that Silent Hill 4 does take from is Japanese horror with the introduction of ghosts. The ghosts aren't exactly all that threatening, but rather impose themselves as annoying enemies. Although, they didn't feel that annoying. The only annoying ghosts are the victim ghosts.

I want to talk about the soundtrack here for a moment. It's interesting because Silent Hill 4's soundtrack is good. Not as memorable as the first 3, but still good with its own selection of memorable songs. I'm really huge on Tender Sugar, Room of Angel, Nightmarish Waltz, and Pulsating Ambience. I think the only reason I really wanted a short paragraph here is to mention the official soundtrack that you can listen to on music services. It's quite interesting that Silent Hill 4's official soundtrack is comprised of both music heard in-game, but also music that's just not even featured within the game itself. I don't know why, but it kind of intrigues me. Anyways, just know that Silent Hill 4 has a good soundtrack but isn't as strong as Silent Hill 1-3.

Although, my thoughts are quite scattered on Silent Hill 4. I find the game itself to be interesting conceptually. In fact, it somewhat feels generic in a way, yet also maintains that feeling of being a Silent Hill game. I'm somewhat relieved to have finished this game because now I don't have to doubt whether the game is bad or not. It's good just not as good as what came before. I do implore that any doubters of this game do give it a chance because there is something here.

I think it's ambitious that there exists a survival game on the GBC and for that makes it quite a unique game for the platform. Ignoring that though, I think Survival Kids is an ok experience if you're looking for simple and cute survival game. Visually, it looks good and its comparable to Link's Awakening. A thing I do respect this game for is its replay value because it features 8 endings. I didn't get all the endings mainly because I wasn't really interested in playing more of the game. This is probably due to the fact that I'm not intrigued by GB games like I used to be when I was a kid. Still, the gameplay in itself is like ok or kinda whatever. You manage your hunger, thirst, and sleep meters. So, you can progress more throughout the day(s). I do somewhat dig that every step you take matters in accordance with your meters as they drain as you take each step. I think it's neat. Although, I think the game can be a little annoying at times. Mainly when combining items because you combine stuff together and get some useless item in return. The pop-ups for getting reminded of your meters can be a little annoying too, but I understand why it prompts to happen. At the end of the day, I believe Survival Kids is an alright time if you're looking for something ambitious on the GBC. It's not a bad game by any means, but it's certainly a neat novelty for what it is.

NTSC players got robbed of PAL's Hidden Mansion...

Essentially an expansion of the first game.

this is the worst one (atm)

Control is somewhat of a hit and miss for me. I think the game's atmosphere and story are good. The extra added flavor of lore and context through the collectables are cool too. Especially, the Alan Wake material since I played this game in preparation for Alan Wake 2. The ending kinda stinks, but that's all the negatives I have for when it comes to this game's story.

On the other hand, the gameplay is mechanically cool. I really like Jesse's powers. They're really cool and it controls well. It just sucks that the actual combat of the game is somewhat repetitive. I feel the same way towards the first Alan Wake except the gameplay here is obviously better. I just wish there was more to it than launching objects because this game has really sick abilities.
THE MAZE WAS PEAK THOUGH!!!!! ALSO, MAKE SURE TO DO THE SELF-REFLECTION SIDE MISSION!

The Foundation DLC was pretty good. I think the areas were fun to explore and I liked the powers introduced. The Swift Platform side mission was really cool too. Also, you can get cat ears with this first expansion which is cool. The 2nd DLC, AWE, wasn't as good. For Alan Wake fans, it's cool and I did like the contents it offered while teasing the sequel. However, I found the areas to explore not as interesting to explore and more one-noted. Feels a bit more copy & pasted. I will say though that both these DLCs really add to the experience of Control (esp The Foundation).

Has a bunch of potential, but sadly none of it is really realized. Shanoa is really cool in this game though.

Imagine TMNT if it looked better, but somehow was more boring.

I'd recommend just watching the Mr. Scratch tapes & live action scenes and reading the manuscripts online. They're the only things that really matter from this game. If you were to play American Nightmare, then its a short braindead game that you'll finish in like 3hrs. At least it has better gameplay than the first game.

"It's not a lake, it's an ocean"

The story is great and it's the thing that carries the game the whole way through. It's quite psychological and I was invested in it. I'm eager to see where Alan's story goes as I have yet to play the DLCs. Sadly, I can't say the same for the gameplay. Although, the combat in this game is uniquely fine, it's quite tedious and repetitive. I don't find it fun to fend off against hordes of enemies constantly in the same manner. It got to the point where I would use flares and flashbangs to bypass horde encounters. It's a shame that the game aims to be more action-oriented when it should've leaned more towards psychological horror. The ideas in this game are cool, but they aren't executed amazingly minus the story.

Update (Played the DLC):
First DLC was kinda whatever, but the second one was actually pretty cool. 2nd DLC featured the best gameplay in the whole game lol.

extremely easy. it plays similarly to fnaf 3 except its worse than that game. zero penalty for constantly using the camera and phone light.