Main game
3.00 average rating based on 323 ratings
I went into Downpour with admittedly pretty low expectations. I didn't know too much about it beyond the general reception of the Silent Hill games after the first four games and how my feelings aligned with that consensus at least with the games leading up to this one. Perhaps because of these lower expectations, I found I actually enjoyed this one the most out of those games after The Room. Origins I thought was okay, but felt a little formulaic and like too much of a spin-off, despite being a prequel. My frustration with Homecoming was that it seemed to understand the gameplay structure alright, but not the core concepts of Silent Hill. Shattered Memories to me had the same problem in reverse, capturing some of the themes well while not executing very well with the game design in a way that would make it work. Downpour on the other hand understood the assignment, even if it still falls short of the original games in a lot of other ways.
That's not to say Downpour tries nothing new; it certainly does. Perhaps most notable is that the game features a good number of side quests and optional tasks …
I went into Downpour with admittedly pretty low expectations. I didn't know too much about it beyond the general reception of the Silent Hill games after the first four games and how my feelings aligned with that consensus at least with the games leading up to this one. Perhaps because of these lower expectations, I found I actually enjoyed this one the most out of those games after The Room. Origins I thought was okay, but felt a little formulaic and like too much of a spin-off, despite being a prequel. My frustration with Homecoming was that it seemed to understand the gameplay structure alright, but not the core concepts of Silent Hill. Shattered Memories to me had the same problem in reverse, capturing some of the themes well while not executing very well with the game design in a way that would make it work. Downpour on the other hand understood the assignment, even if it still falls short of the original games in a lot of other ways.
That's not to say Downpour tries nothing new; it certainly does. Perhaps most notable is that the game features a good number of side quests and optional tasks to do outside of the main plot. This is something I've always wanted a touch more of in the previous games. The series was one of the earliest to make a big open town you can run around in that actually has interesting design and detail to it, even in the first game on the PS1. The downside is that there's been almost nothing to do in any of those iterations of the town map, with the streets mostly serving as a transitional map you traverse to get to the next objective, with few exceptions. On the other hand, I think one could fairly describe Downpour's approach as somewhat open-world, though I don't feel like it goes to that extreme, especially as there are points in the game that—as far as I could tell—bar you from returning to the previous area and completing any side objectives there. But the idea is still fairly similar. Somewhat hilariously, despite my wish that the series would do something specifically like this, I found myself having zero interest in any of the side content and I ended up skipping most all of the side quests that popped up. This is partially due to the fact that I didn't feel managing the to-do list was very accessible and keeping track of what all was available I found more annoying than engaging. But I also didn't feel like the hooks for the side content were that interesting or like they encouraged me to take a break from the main plot to pursue them. But my biggest issue is simply the need for moderation: I don't need 20 side quests, just give me a few optional tasks to obtain a special weapon, subplot, or story route. That keeps in line with the game's primary genre better without feeling like it's just fluff.

All that aside, the main game I still enjoyed pretty well. I won't go into too much detail on the specifics, but you control Murphy, a convict whose prison transfer is interrupted by a bus crash that leaves him free, but lost in a spooky town with monsters and one of the prison guards doggedly intent on bringing him back into custody. Throughout the game, Murphy is faced with a number of Big Decisions—that remind me of the type of things that would end an episode of a TellTale game—which shape your ending and how some of the story progresses while also often tying off the segment of the game you're at. There are a few subplots and side characters that in my opinion do a good job of not just adding to the town, but reinforcing the themes and foreshadowing the plot revelations to come. This is mostly what I meant by the studio "understanding the assignment." It's not on the same level as the first four games, but it to me felt closer to a true iteration on them than the games in between did.
At the end of the day though, I still just didn't feel like the game was that great. Even skipping the side content—which I've heard can add on significantly to the overall playtime—the game felt like it went on too long. While I liked a lot of the progression, foreshadowing, and revelation pacing throughout the game, it felt like it built up just a little too much, leading me to think Murphy's back story might actually be worse than it is, which is always a little awkward when it's almost like reverse shock value where the truth is less extreme than you expect. The story still goes some interesting directions, but this largely left me with a "that's it?" feeling.
Beyond the story elements, the gameplay was about average at best. The combat is, for the seventh time, pretty different yet still not very good. The exploration I'd say was sub-par for the series, containing a lot of the fun of solving a survival horror map but just not quite up to the standards of previous entries. The Otherworld aspects of the game were also kind of weirdly executed with chase scenes involving this big...light thing? If I ever figured out what that was about, I've since forgotten but while those segments weren't terrible, they weren't all that interesting compared to how the Otherworld has been used elsewhere in the series. The street maps were a little better as far as detail but the wealth of side content made traversal all the more confusing with so much random stuff I wasn't all that interested in getting in my way. The general design doesn't feel as unique either with forgettable monsters and a lacking atmosphere due in part to Akira Yamaoka's absence from the project.

This is one of those games I ended up liking a lot more than I expected to, but still felt a little lackluster about. I think if you were disappointed by the other games after The Room, there's a chance you too might find this one a step above them and enjoy it. But while I think it's worth playing if you're interested, I wouldn't highly recommend it either. While I give Downpour 4 stars, I'm rounding up some; it's better than 3 stars, but not really what I'd consider a clean 4-star game in most respects.
My other Silent Hill reviews:
As the last proper Silent Hill title to be released before an extended hiatus, Downpour presents a complex set of conflicting emotions for a fan of the series. It's uneven yet compelling, featuring a more interesting story and a larger town to explore than the series had seen in quite some time. It also features a uniquely bizarre take on the series trademark "Otherworld". There are frequent moments of eerie perfection, small details hidden throughout the town that recall the golden era of the series. The town once again feels like a character, full of haunted beauty, and Murphy's story is an interesting departure from many of the tired tropes that had been cropping up a bit too frequently in the series as of late.
The main issue here is unfortunately once again, a lack of polish. The game just doesn't run great in general, and while it's at times visually impressive (mostly due to solid art direction) certain moments lose a bit of their impact due to graphical elements that frankly look noticeably worse than, say, Silent Hill 3 for the PlayStation 2. Perhaps most upsetting for series veterans though, is that monster design is also noticeably not on …
As the last proper Silent Hill title to be released before an extended hiatus, Downpour presents a complex set of conflicting emotions for a fan of the series. It's uneven yet compelling, featuring a more interesting story and a larger town to explore than the series had seen in quite some time. It also features a uniquely bizarre take on the series trademark "Otherworld". There are frequent moments of eerie perfection, small details hidden throughout the town that recall the golden era of the series. The town once again feels like a character, full of haunted beauty, and Murphy's story is an interesting departure from many of the tired tropes that had been cropping up a bit too frequently in the series as of late.
The main issue here is unfortunately once again, a lack of polish. The game just doesn't run great in general, and while it's at times visually impressive (mostly due to solid art direction) certain moments lose a bit of their impact due to graphical elements that frankly look noticeably worse than, say, Silent Hill 3 for the PlayStation 2. Perhaps most upsetting for series veterans though, is that monster design is also noticeably not on par with previous entries. Also no Akira Yamaoka. Yeah... that one still hurts.
The thing is though, even though Silent Hill Downpour might not be a pinnacle of the survival horror genre, there were practically no other games that were even attempting this genre at the time. As a Silent Hill game, it's not on par with the pinnacles of the first 4 installments. But as a survival-horror game in the late 7th console generation, a time when Dead Space was reigning champion, Resident Evil was going through serious growing pains, and The Evil Within was still a few years off, it was pretty much the only game to deliver this type of moody, psychological horror experience. I've said it before and I'll say it again: there is no outright bad mainline Silent Hill game. Downpour is no exception. In fact, out of the western-developed Silent Hill games, I'm tempted to put Downpour near the top of the pile. You could tell it was trying to shake up a formula that was starting to feel a bit lost at sea. The world had moved on from this type of game but Downpour stood firmly rooted in the legacy of a series that proved to not be long for this world.
To me, the loss of Silent Hill as a game series was the single most depressing thing about the video game industry for the entirety of the 8th generation. Downpour pointed to a direction that it might have taken while P.T. proved there was still freshly mineable terror to be found in the aging franchise - before its untimely cancellation. Fortunately, survival-horror as a game genre, made it through its painful reckoning, emerged on the other side and is now thriving once more. The indie scene has reinvigorated this genre and turned it back into a playground for all sorts of wild, disturbing ideas. With Konami’s series-reboot on the 9th Gen, there’s genuine optimism that the ship has been righted and the reins to the franchise are in capable hands once more. Here's hoping it stays that way.
After having low expectations, this game was really fun for me, I really enjoyed it
Spooktober Game #14 Complete!
Liked this one more than I thought I would. Didn't really expect so many side quests but despite kind of wishing Silent Hill would do more of those previously, I ended up ignoring a lot of them anyway. I'm tempted to say this was my favorite of the latter 4 entries in the series, not sure yet. But I liked it more than Homecoming and Shattered Memories at least.