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 Post subject: Combat/Difficulty
     
         
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Missing since: 06 Jul 2003
Notes left: 4179
Last seen at: Your Special Place
"The combat - and, respectively, the difficulty curve - in this game sucks."

Discuss your reasons for or against this statement. GO! :)

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Historical Society Historian
 Post subject: Re: Combat/Difficulty
     
         
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Missing since: 12 Oct 2009
Notes left: 2523
I completely disagree. The combat wasn't awful; I saw a friend of mine have problems with it, but I found that provided you push your analog stick toward the enemy and block when they'll come at you, it was rather easy (provided they weren't in groups).

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Moderator
 Post subject: Re: Combat/Difficulty
     
         
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Missing since: 09 Aug 2007
Notes left: 3634
Last seen at: Federative Republic of Butts
I disagree also, I had no real problems with the combat at all. It wasn't unchallenging, but I think it was at an acceptable level, and vastly better than Homecomings terrible system.

I did find guns to be somewhat useless for combat, but I was quite happy to mostly use melee anyway.

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Cafe5to2 Waitress
 Post subject: Re: Combat/Difficulty
     
         
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Missing since: 23 Apr 2011
Notes left: 252
Last seen at: The bottom of a bottle
Combat's simple, so I like it. Still frustrating because I have shitty reflexes, though.


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Brookhaven Receptionist
 Post subject: Re: Combat/Difficulty
     
         
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Missing since: 05 Nov 2010
Notes left: 981
Last seen at: Kentucky
In my eyes, the combat was great; a perfect combination of classic-styled SH combat and a few modern features. It was how combat in a modern SH should feel - simple & minimalistic while retaing responsiveness.

I felt that the overall difficulty was about right; although I play on hard.

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Historical Society Historian
 Post subject: Re: Combat/Difficulty

Missing since: 08 Feb 2004
Notes left: 1752
I didn't really have a problem with the combat for the most part. Sometimes I would get a little too gung-ho and attack an enemy before it finished its attack pattern for me to block but for the most part I didn't have an issue with the combat at all. It wasn't overly complicated, you just had to pay attention to attack patterns and block at the right times.


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Historical Society Historian
 Post subject: Re: Combat/Difficulty
     
         
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Missing since: 12 Oct 2009
Notes left: 2523
Come to think of it, I DID have an issue with guns, though. Occasionally I'd shoot a monster at point-blank range and they'd do nothing.

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Historical Society Historian
 Post subject: Re: Combat/Difficulty
     
         
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Missing since: 05 Jul 2010
Notes left: 3339
Last seen at: Kentucky
I disagree, as well. I felt the combat to be very fluid with no difficulty at all. I never found any frustration from the combat what so ever. This doesn't deal with combat exactly, but I didn't like how I couldn't have a pistol and a melee weapon. That was a bit annoying. However, I rarely used firearms in the game (only during like...the final boss), so it wasn't really a big deal to me.

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Subway Guard
 Post subject: Re: Combat/Difficulty
     
         
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Missing since: 02 Jan 2010
Notes left: 1725
Last seen at: Canadiania
I mostly disagree. Throughout the vast majority of the game I experienced no issues with the combat. I'd screw up a few times, but it was almost always my own fault. However, the final stretch of the game over-emphasized combat, in my opinion, and this gave me some grief. That section in the prison where you're forced to fight three prisoners, for example, was a pain in the ass--especially since I didn't have any firearms on me. It frustrated the hell out of me. This frustration was made even worse due to a glitch in the save system--If I died later I would be sent back to fight those three assholes. The glitch magically went away after I took a break to study for exams.

But, again, for the vast majority of the game, the combat and difficulty were both perfect.


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Gravedigger
 Post subject: Re: Combat/Difficulty
     
         
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Missing since: 30 Jul 2011
Notes left: 450
Yuki wrote:
Come to think of it, I DID have an issue with guns, though. Occasionally I'd shoot a monster at point-blank range and they'd do nothing.


I had this issue as well. The first couple times I thought maybe I somehow missed, but I think that might be another hiccup with the game.


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Historical Society Historian
 Post subject: Re: Combat/Difficulty
     
         
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Missing since: 26 Sep 2008
Notes left: 3250
Last seen at: United States, Texas
The melee combat if anything, is piss easy most of the time. All you have to do is block until the monster stops attacking then swing back. Of course you'll typically want to use a metal weapon like a pipe or crowbar since they last a bit longer than most weapons.

Gunplay is a different story. The aiming reticule shakes a lot, and even at close range, Murphy misses plenty of his shots; he's almost as bad a shot as Harry Mason back in the day.

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Subway Guard
 Post subject: Re: Combat/Difficulty

Missing since: 20 Jun 2010
Notes left: 1626
thy_butcher wrote:
In my eyes, the combat was great; a perfect combination of classic-styled SH combat and a few modern features. It was how combat in a modern SH should feel - simple & minimalistic while retaing responsiveness.

This is exactly how I feel as well. The combat was pretty much perfect for me. It wasn't over-the-top action while also not leaving the player feeling weak, useless, and defenseless.


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My Bestsellers Clerk
 Post subject: Re: Combat/Difficulty
     
         
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Missing since: 22 Apr 2010
Notes left: 328
Last seen at: Minnesota, US
The combat felt just right to me, it wasn't clunky or awkward. I didn't use firearms much, but then again I tend to use melee combat much more frequently in Silent Hill games.


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Just Passing Through
 Post subject: Re: Combat/Difficulty

Missing since: 15 Feb 2010
Notes left: 33
Last seen at: Silent Hill, I hope.
The only thing that I disliked was the response-rate for pressing the block button. I felt like Murphy didn't respond accordingly at some times and took unnecessary damage because of it.

It was great otherwise!


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SHH Cult Subscriber
SHH Cult Subscriber
 Post subject: Re: Combat/Difficulty
     
         
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Missing since: 03 Jan 2005
Notes left: 4683
Last seen at: Colorado
I found the combat to be okay. The controls took a little getting used to- I threw my weapons by accident a number of times. It wasn't particularly difficult once I got used to it, but I never quite enjoyed it either. It was "meh." (And yes, I did enjoy the combat in past games.)

Also, I found it really bothersome that you had to drop your current weapon just to see what another weapon is (when it wasn't obvious), and that you couldn't have a pistol, a shotgun, and a melee weapon. And that those hooks for ladders had to count as your weapon instead of being an item in your inventory; I didn't like using those for combat.

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Just Passing Through
 Post subject: Re: Combat/Difficulty
     
         
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Missing since: 15 Nov 2011
Notes left: 142
The combat in all the silent hill games kind of suck, but that is because your character never used a weapon before. Murphy is actually good on using weapons such as axes...

my point is, the bad combat in silent hill games makes the games scarier because the main character is not prepared at all to battle with those big scary monsters

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Last edited by CandyLander on 04 Jul 2012, edited 1 time in total.

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Woodside Apartments Janitor
 Post subject: Re: Combat/Difficulty
     
         
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Missing since: 21 May 2010
Notes left: 1241
The combat itself wasn't that bad, it was just the interaction with the monsters....the blocking and dodging and them jumping backwards avoiding attacks?...i might as well have been fighting normal humans. The combat was handled better than what was seen in homecoming tho.

The breakable weapons mechanic actually didn't bother me as much as i thought it would, but i would still rather not see it return...and the monsters just need more terrifying behavior and mannerisms...not human like traits and behaviors.


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Just Passing Through
 Post subject: Re: Combat/Difficulty
     
         
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Missing since: 01 Oct 2011
Notes left: 48
I found the game to be super easy on hard. At one point I had 25 med kits.

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Just Passing Through
 Post subject: Re: Combat/Difficulty
     
         
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Missing since: 08 Mar 2011
Notes left: 49
The combat is easy, but it still sucks. Its kind of a downgrade from homecoming.


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My Bestsellers Clerk
 Post subject: Re: Combat/Difficulty
     
         
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Missing since: 24 Nov 2011
Notes left: 398
Kompwars wrote:
The combat is easy, but it still sucks. Its kind of a downgrade from homecoming.
Pretty much this. Such a shame too because Homecoming really had the best fighting mechanics. They just needed some polish.

But there are too many fans who act like the games are supposed to be nothing but super, duper serious visual novels that recycle the same gameplay mechanics to not "spoiler immersion" (which is subjective anyway) and induce lazy, artificial attempts at instilling fear.


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