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Silent Hill: Alchemilla

Mod review

The atmosphere is top-notch, but there isn't much else going for it. I started off feeling unnerved and excited to see what would come next, but that slowly turned into me constantly hoping the next key I found would be the last I'd need to finish. The whole thing was just opening one locked door after the next. There simply weren't enough surprises to keep me on my toes. Some of the puzzles were quite creative, but there are a few I still don't even understand how I figured out.

The voice acting was very good, although there were more than a few localization errors. It really broke the immersion seeing spelling errors in the documents, or reading some of the completely nonsensical wall scribbles (FYI: Silent Hill is in America, so a mall sign would say "authorized", rather than "authorised").

Those were somewhat minor issues though, compared to the general sense of boredom and the horrible ending. I'm still baffled that there weren't multiple endings, considering how abrupt and disappointing the one I saw was. I don't mind that enemies weren't included, as I always found them annoying in the canonical Silent Hill games, but much more could have been done to make the experience feel more worthwhile.

I know I sound quite critical of the game, but perhaps that's because it nailed the feel of Silent Hill so well that I'm holding it up to the same standards as the rest of the series. I will say, however, that I enjoyed this far more than Origins or Shattered Memories. When it does get things truly right, it really succeeds, but the moments that truly struck me were unfortunately a bit too few and far between. Considering that this is fan-made, I do believe that it was incredibly well-done. With some minor adjustments, it could easily be mistaken for an actual entry in the series, albeit a somewhat unsatisfying one.