Side fifa coins quests run hot or cold in gaming. When used as a crutch to prop up an under-developed game, they can infuriate us. Here, they are ways for us to interact with and learn more about Silent Hill than the base storyline has the ability to show us. For that, they’re fascinating. In fact it is these side quests when Downpour is at its most enthralling. I think it’s that freedom of being away from feeling the requirements of offering the “basics” of the game; here, Murphy’s personal growth isn’t at stake, players don’t need to be satiated with X amount of encounters or interaction, and one-shot concepts or rules can be allowed to surface.
It’s hard for me to tell you what makes these optional pieces of Downpour so fascinating without getting into spoiler territory, but I found myself wishing that the uniqueness present in them had also been expressed in the main portion of the game. There’s one particular quest that I’ll simply reference as “turn back time”, and the foe you are faced with here a one shot encounter that never happens again displays more creativity than Downpour’s entire roster of monsters combined. Experiences like this are what Silent Hill needs to be more of, not meaningless encounters that lose their impact due to over-exposure.
Games like Shadow of the Colossus show us just how emotional and enthralling video games can be when every encounter, every battle, every kill have real weight to them. Imagine a Silent Hill where you run into threats far less often, but when you do, you simply have no idea what you’ll be facing—or the danger they’ll pose.