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YMMV / Silent Hill: Downpour

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  • Awesome Music: While composer Akira Yamaoka’s presence is sorely missed after his departure from the series, his successor, Daniel Licht, does a damn good job at continuing where he left off. Intro Perk Walk in particular manages to create a new, atmospheric sound that fits right at home with past tracks. It’s slow and simplistic.
  • Base-Breaking Character: The Bogeyman. Detractors, most notably The Real Silent Hill Experience feel that he's yet another rip-off of Pyramid Head in the vein of the Butcher from Origins to cash in on Pyramid Head's Wolverine Publicity, with the concept, "a big monster with a heavy weapon who represents the player's hidden psychosis," being too similar to Pyramid Head. Other reviewers like Nitro Rad and Dena Natali felt that he was a much more original character with a different meaning in the plot and that while he's similar to Pyramid Head he's not an outright rip-off like The Butcher.
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  • Best Level Ever: The final moment of gameplay involves Murphy, transformed into the Bogeyman, chasing Anne through the prison. All those Weeping Bats, Juggernauts and other nasties that got in your way? Flatten them.
  • Big-Lipped Alligator Moment: All the people Murphy meets in the town are either bound there due to their own sins or are a manifestation of Murphy's guilt. Except for the homeless guy found in the subway, who asks for a candy bar, a coat and a fishing rod as part of a sidequest, before opening up the glitchy subway doors and falling asleep/dying as part of a sidequest.
  • Broken Base: This being a Silent Hill game it was inevitable. But a big sticking point for many is how Murphy's past changes depending on the ending, with fans arguing back and forth if this was an interesting concept or just sloppy writing.
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  • Contested Sequel: With this being the last official Silent Hill game in the series, it has split the fanbase down on whether or not it’s another bad attempt by an American company to produced a Silent Hill game with too many technical problems and a lousy plot, or a flawed, but satisfying game that brought the series back to survival horror over action horror and had an engaging story comparable to the early Team Silent games, or a So Okay, It's Average survival horror game that doesn’t feel like it belongs in the series.
  • Critical Dissonance: Critics weren't kind to this game mainly due to technical issues and gameplay frustrations, but it got a rather positive fan reception thanks to putting the emphasis back on survival instead of combat and a storyline that was more remniscient of the older Team Silent entries without feeling rehashed.
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  • Disappointing Last Level: Overlook Prison increases the focus on combat and One-Hit Kill death traps, eschewing the atmosphere of the former stages rather severely. It also introduces a new enemy type who hits harder than any other enemy in the game and runs faster than Murphy, thwarting attempts to escape from it, which is otherwise a central strategy in the game. Finally, the level starts by removing all the player's items and weapons, which makes many of the sidequest rewards (high-power one-time weapons) feel pointless.
  • Foe Yay:
    • So much between Cunningham and Murphy. Especially when she talks about all the sick and disgusting things she debased herself with just to get Pendleton under her thrall...
    • Murphy and Sewell, to a lesser extent. Largely because of the prison setting.
  • Goddamn Weeping Bats!: As well as Goddamn Screamers, Goddamn Dolls...half the enemies in the game, really...
  • It's Short, So It Sucks!: Without the sidequests, the game will only last 4-5 hours. And the sidequests really only pad out the length due to the difficulty or trawling around the map looking for random items.
  • Moral Event Horizon: Sewell beating up Frank Coleridge in the game's Good endings and Murphy drowning his own son in the "Execution" ending.
  • Narm: Some of the sidequests, especially since it's almost unheard of to have something heartwarming happen in a Silent Hill game. Notables ones include scattering a woman's ashes on her favourite bench by the lake, and returning stolen items to the residents of an apartment block. Entering the old war vet's apartment triggers stock gunfire and explosion noises to clue the player in on what item needs to be returned (a war medal). Returning the item makes a heroic wartime march theme play. The player will either smile happily or stifle a laugh.
  • Nightmare Retardant: A couple of moments:
    • The otherwise very spooky "Gramophone" sidequest ending with the banished spirit giving a "YURRRAAAAGGGH" Stock Scream.
    • One that can happen at random: a grotesque Weeping Bat falling down from the sky would be a heck of a lot scarier if its skin texture had finished loading yet, and if it looked less like an anorexic clown and more like a bat. There's also their goofy vaudeville-esqe walk animation.
    • The appearance of the void that chases Murphy in the otherworld for some players. The concept is frightening, but the thing itself looks like an unfinished explosion graphic. It doesn't really help that it doesn't have a visible effect on the environment other than certain objects despite supposedly being an all-consuming black hole.
  • Player Punch: Discovering just what happened to Frank.
  • One-Scene Wonder: Monocle Man, who's basically a High-Class Glass Eldritch Abomination, a giant draped face with a monocle (or, rather, a giant spotlight with the appearance of a monocle) in its left eye. He is encountered at the climax of the cavern train ride whose only words is asking if the player enjoyed the hellish ride. He only appears once in the entire game, but there is no doubt his image will always stick in the minds of the players. He was apparently originally planned to be a boss encounter, but this was cut.
  • Paranoia Fuel:
    • The surprise loading-screen hints seem specifically designed for this purpose; Say you have a girlfriend and suddenly the game says "She's lying to you". Maybe you have a guilty conscience and suddenly "Everyone knows what you've done" or "Was it worth it?" pops up. Or if the game has got you hiding under a blanket biting your nails: "Are you sure you're alone?" "It's in the room with you. You just can't see it..." The best one of them all: "STOP DOING THAT." That's guaranteed to make you jump no matter what.
    • The walkie-talkie sometimes emits static even when there aren't any enemies around. In some cases they may show up (ie. if you open the back of the van in the Centennial Building garage), but most of the time nothing happens... most of the time.
    • The subway system is a safe haven from monsters and allows Murphy to travel quickly and unscathed below the town, but still has a very unsettling feel to it. However, should you use the system to return to Hillside? There's a Doll waiting for you! Not so safe, after all...
  • Signature Scene: The train ride, but ESPECIALLY the ending. Crosses back to One-Scene Wonder.
    Monocle Man: Did you enjoy the ride, Murphy?
  • What an Idiot!:
    • Surprisingly, Sewell. His plan relied on manipulating Murphy (who had previously refused to murder Napier) into killing Coleridge and if that didn't work he would have to fight two grown men by himself and hope that Coleridge wouldn't be able to tell anyone the truth. If Murphy couldn't kill the pedophile who murdered his son, what the hell made Sewell think Murphy would kill a guy he actually liked?. He actually was very lucky things worked out as they did.
    • In the Monastery, the Bogeyman slowly walks over to a young boy has Murphy struggle as he attempts to recite the rhyme from memory despite its entirety being in his journal. As a result, the Bogeyman is able to snap the boy's neck before he finishes the rhyme. Justified due to his obvious panic at the time, not thinking clearly.
  • They Wasted a Perfectly Good Plot: The fact that Murphy's past is multiple-choice actually detracts from some of the drama to many fans. The story makes a good deal more internal sense if Murphy did kill Napier but also fulfilled his obligation to Sewell by crippling Frank Coleridge. That gives Murphy's actions genuine weight and a reason for Anne Cunningham to want to kill him. As such, it's entirely possible for Murphy to be only guilty of assaulting Napier with a deadly weapon.
  • Uncanny Valley: Sewell's lips are...oddly animated. His upper lips seems to vanish whenever he speaks, making his front teeth very prominent to the point where he looks like he's wearing dentures.
  • Win Back the Crowd: Somewhat. While the base remains as broken as ever, the general fan reception towards Downpour became more positive in the years following its release, thanks to a patch fixing most of the game's technical issues. You won't see too many Silent Hill fans completely dismissing the game these days, as they did at launch.
  • The Woobie: Murphy and Anne Cunningham when you find out why she is chasing after Murphy.


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