"Silent Hill Book Of Memories is an all-new game in the Silent Hill series, with a unique premise and storyline. SUPER RARE .be the last person on earth to own a never-sold brand new First Edition! Faster dispatch from our own warehouse in Sydney, Australia.Highly collectable (authenticated First Edition, PAL MPN EUR PCSB 00115 Model 7065396).Super Rare PAL First Edition - Out of print, no longer available in stores anywhere worldwide - perfect for collectors!.Authorised Konami product sourced through official Australian Distribution.It's not a bad game it's just confused.PAL version (for AU, NZ, UK) works worldwide* Don't demonize it for being different from the rest of the series, but don't expect something amazing and fresh either. In the end it is a game with an identity crisis, but one that had the potential to be much worse (and, sadly, much better) than it ended up being. It is far from the best of either of those things. It"s an OK Silent Hill side story, devoid of horror though it may be. In the end, Book of Memories feels unique in comparison to earlier Silent Hill games, but the game might have been better served by sacrificing some originality for what is known to work.Įven when it"s frustrating, though, Silent Hill: Book of Memories can tempt you back until you have seen all it has to offer. Developer WayForward hasn't married the refined loot lust experience of Torchlight II with the atmosphere and plot of Silent Hill 2-if such a thing is even possible. Its failure to fully embrace either identity means it can't borrow all the best elements from either past survival horror games or past action RPGs. Therein lies the main problem with Book of Memories: it straddles the line between being Silent Hill and being a dungeon crawler and winds up being great at neither. There goes 15 minutes of work, from which you retain nothing-no experience, no items, not even bestiary entries. Right before taking a hit that would normally be harmless, you accidentally trigger a poison trap. You wander into a room in which the doors are locked and you're forced to fight. Say you spend a good 15 minutes exploring a zone without finding the save point in that area (a common occurrence). In practice, however, it tends to be exceedingly frustrating. On paper this makes the ensuing seconds scary and frantic, which could be good for Silent Hill. For example, one trap you encounter randomly in dungeons, the poison trap, temporarily drops your health down to one hit point. When things go bad, though, they go annoyingly bad. While the co-op in Book of Memories is nothing revolutionary, it helps to have people at your side with whom to either stick together to more easily overcome some of the combat"s shortcomings through brute force, or spread out to collect puzzle pieces independently, greatly accelerating progressing and negating some of the need to backtrack. Having three friends to play cooperatively with can help make the experience more worthwhile. Karma is earned by killing enemies of the opposite type (so you gain light karma for killing blood enemies), and early on you gain the ability to flip the alignment of nearby enemies, leading to an almost Ikaruga-esque strategy implementation of killing certain enemies before others. A simple magic system can also be used by collecting either "light" or "blood" karma, enabling healing skills and offensive skills, respectively. Weapons can be leveled up through extended use, but it's a long process, and it's not clear what improvements are acquired when you do so. You may find that you have an affinity for a particular weapon, but at a certain point you've seen all there is to see. Every fire axe you find is exactly the same as every other, and there are a finite number of weapon types available, negating some sense of the discovery and loot lust found in other dungeon crawlers. The stats for these weapons aren't surfaced well, but to some extent it doesn't matter. Different enemies have different weaknesses to weapons, so you might want to pay attention to what you bring with you.ĭon't you want to beat up Pyramid Head with a guitar? Both melee and projectile weapons are either one-handed or two-handed, and one-handed weapons can be dual-wielded. These weapons break relatively easily, but they can be repaired with a toolkit or simply replaced with similar weapons scattered throughout the environment. Most weapons are reminiscent of those in the earlier Silent Hill games, meaning you pick up a lot of wooden planks and steel pipes. Typical of most action RPGs, clearing a zone involves a lot of whacking enemies with weapons to get experience, money, and loot, with less of an emphasis on the latter. Like many a dungeon crawler before it, Book of Memories is built around randomized dungeon floors, or zones.
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