Ce test m'a vraiment refroidi, C'est le test complet dont je parlais sur un autre topic
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While I was initially impressed playing the early previews of Silent Hill: Downpour, in the
end the combat system leaves much to be desired. Enemy variety is downright shameful. I must have encountered the same screeching banshee lady three dozen times. Juking enemies in horror games is usually done to conserve precious ammo, but I ran from the horrendous combat system. Attacking and blocking with degrading weapons is boring and sloppy, made worse by a camera that goes crazy whenever you're trapped in a corner. Murphy must have some debilitating carpal tunnel syndrome, because the man can't hold a firearm steady. Poor marksmanship may make fora believable average Joe, but steadying a quivering reticule is agonizing. The game boast one of the most interesting and well-executed final boss encounters in the series, but that doesn't forgive the core combat.
Silent Hill: Downpour shines brightest when you're exploring murky, poorly lit buildings and solving puzzles. The best brainteaser the game involves playing stagehand for a macabre production of Hansel and Gretel, in which you have to crank levers and provide effects. Another high-light involves searching for clues in a workshop scattered with loud machinery that enemies randomly activate, impairing your hearing and providing a decent fright. Unfortunately Silent Hill's unsettling transformation into the iconic, rusty nightmare world is reduced to lame chase sequences in Downpour. Fleeing from an ambiguous floating voice was interesting the first time, but the thrill was gone for these formulaic chase sequences. Don't go into Downpour expecting scares comparable to this generation's great horror titles like Dead Space or Amnesia: The Dark Descent.
Roaming the foggy streets is usually a staple of Silent Hill games, but town exploration is mainly reduced to vague side quest in Downpour. I spent a healthy chunk of time combing the ruinous roads, but to my frustration I only found one optional task to complete. I came across plenty of keypad-locked safes and other supposed riddles, but never had enough information to complete them. Unless the idea of knocking on every door in Silent Hill sounds like fun, through no fault of your own you may come out feeling like you didn't see everything the town has to offer.
I don't regret my time with Silent Hill: Downpour, but mediocrity hung over most of my play through like a fog. Vatra Games shows real potential for becoming a developer that can tell great stories, but nurturing one narrative yarn would be better than juggling two ho-hum tales. I left this Silent Hill with the same feeling I have after walking out of most haunted houses near closing time - a little annoyed at having cages lazily rattled at me. >> Tim Turi
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Donc en gros, les énigmes sont super, l'exploration est au top, le boss final est le meilleur de la série.
Mais le système de combat est horrible, le jeu fait pas peur, il y a des séquences de poursuites dans chaque monde alterné (avec "the void" ). Il y a pas assez d'indices pour résoudre les énigmes (pour connaître le code d'un cadenas, faut explorer tous les immeubles
) Les quêtes secondaires sont pas intéressantes.
Donc en gros, un jeu médiocre. 