I didn't really know what to think of Origins. It ticked all the 'really I just want to play a polished version of Silent Hill 1' boxes but left me cold at the same time - while I was playing it I was hooked, and once I'd finished it I really couldn't bring myself to play it again for extra endings and outfits (I'd replay a Silent Hill game for a Sunny Delight colourscheme and cameos from Mario as the monsters though, oh god. And perhaps a 'toilet' theme that you can tell they're dying to implement.)
It did look gorgeous for the PSP, it was about as big as you'd expect, but I damn well hated that hospital level - oddly, I think I wouldn't have minded if the game had started with the hospital because I expect a slow start (plus it gets it out of the way) but it really dragged and two of the puzzles were absolutely nothing more than 'collect stuff' and you could just walk past all the monsters. Thrills!
And don't get me started on all those televisions. I went round carefully gathering them all up and never needed them once. Part of me was secretly hoping for a 'shelf-stacking' puzzle in a creepy supermarket showdown.
Finally, I noticed someone say 'the only reason Travis didn't just leave was because of those chasms.' Not true. As far as I can tell he doesn't give a damn about those chasms and it'd be a damn sight easier to construct a small bridge if he had to than to risk his life against all those monsters, but the reason the game keeps giving you is 'I cant leave this derelict death-ridden hospital, I SOOO want to know what happened to that surely-now-dead girl' which really seems more like it's the game developer trying to tell you what you should be thinking, and not giving him an adequate response. Really, couldn't they have just 'mysteriously locked' them and not projected a half-hearted protective/detective feel on the otherwise personality-free guy?
It did look gorgeous for the PSP, it was about as big as you'd expect, but I damn well hated that hospital level - oddly, I think I wouldn't have minded if the game had started with the hospital because I expect a slow start (plus it gets it out of the way) but it really dragged and two of the puzzles were absolutely nothing more than 'collect stuff' and you could just walk past all the monsters. Thrills!
And don't get me started on all those televisions. I went round carefully gathering them all up and never needed them once. Part of me was secretly hoping for a 'shelf-stacking' puzzle in a creepy supermarket showdown.
Finally, I noticed someone say 'the only reason Travis didn't just leave was because of those chasms.' Not true. As far as I can tell he doesn't give a damn about those chasms and it'd be a damn sight easier to construct a small bridge if he had to than to risk his life against all those monsters, but the reason the game keeps giving you is 'I cant leave this derelict death-ridden hospital, I SOOO want to know what happened to that surely-now-dead girl' which really seems more like it's the game developer trying to tell you what you should be thinking, and not giving him an adequate response. Really, couldn't they have just 'mysteriously locked' them and not projected a half-hearted protective/detective feel on the otherwise personality-free guy?