What should we do with Murphy Pendleton (Silent Hill: Downpour)?
Hug
Kiss
Marry
Kill

seen from Russia
seen from United States

seen from Malta
seen from United States
seen from Japan

seen from United States
seen from United States
seen from Russia
seen from United Kingdom
seen from Russia

seen from Malaysia
seen from Türkiye
seen from United States

seen from Malaysia

seen from United States

seen from Malaysia
seen from United States
seen from Mexico
seen from Malaysia
seen from China
What should we do with Murphy Pendleton (Silent Hill: Downpour)?
Hug
Kiss
Marry
Kill
Jogo Midia Fisica Silent Hill Downpour para PlayStation 3
Link para compra BR: https://amzn.to/4bXFAQE
Buy here: https://amzn.to/3VmBiN3
completely unnecessary horror mash-ups (42/?) - treasure planet x silent hill: downpour
the rain reminded him of home—montressor was a wet place.
but…
jim wasn’t used to so much fog.
he couldn’t go back.
the bus and everyone in it was at the bottom of the ravine.
the only way out was forward.
mini mix: gotou, led + bill withers, ain’t no sunshine + akira yamaoaka, end of small sanctuary
Silent Hill: Downpour
By 2012, Silent Hill had seen two different developers work on three games in the series. Climax brought its spin with the prequel, Silent Hill Origins and its reimagining of the first game, Shattered Memories, and Double Helix Games put together the messy Homecoming. Now, a third group, Vatra Games, the newly formed company by breakaways from Kuju Entertainment and 2k Czech in the early 2010’s, were brought on to bring their own spin to the series, Silent Hill: Downpour, released on the Xbox 360 and PS3 in 2012. By injecting some new mechanics and a fresh style into the series’ formula, the game carves out a new direction that still feels familiar in all the right ways.
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One of my favorite Easter eggs “Silent Hill” playing on the jukebox in Silent Hill: Downpour
Silent Hill Downpour (2012) Developped by Vatra Games Edited by Konami
The use of rain to subtly indicate that danger is closing in is an ingenious way of creating a spike of tension in Silent Hill: Downpour. Rather than creating moments of continuous fear through a constant sense of hopelessness, the game works to establish a sense of safety that the player themselves recognizes. This safety is false, however, as the game is always directing them towards their next objective, and in guiding them in this way, is also consistently introducing monsters in the rain whenever enough time has passed for the player to begin feeling comfortable with that safety.