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Difference between revisions of "Silent Hill: Homecoming"

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[[Image:A_police_marksman_rifle.jpg|500px|none|thumb|''"Has increased damage and holds more ammunition over the regular rifle."'']]
 
[[Image:A_police_marksman_rifle.jpg|500px|none|thumb|''"Has increased damage and holds more ammunition over the regular rifle."'']]
  
== Other Weapons==
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= Other Weapons=
  
=== Laser Pistol ===
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== Laser Pistol ==
  
 
Like in many previous ''Silent Hill'' games, this weapon is unlocked after getting the "UFO Ending". The weapon has unlimited ammunition and is able to kill enemies with rather ease.
 
Like in many previous ''Silent Hill'' games, this weapon is unlocked after getting the "UFO Ending". The weapon has unlimited ammunition and is able to kill enemies with rather ease.
  
 
[[Image:Laser_Pistol.jpg|500px|none|thumb|''"Small but very effective. Where did this come from? Did aliens leave it here?"'']]
 
[[Image:Laser_Pistol.jpg|500px|none|thumb|''"Small but very effective. Where did this come from? Did aliens leave it here?"'']]

Revision as of 03:57, 9 July 2013



Silent Hill: Homecoming
Silent Hill Homecoming Box Art.jpg
Game Box Art
Release Date: 2007
Developer: Double Helix Games
Publisher: Konami Digital Entertainment
Series: Silent Hill
Platforms: PC
Genre: Survival Horror


The second Silent Hill title developed by a non-Japanese team and the sixth installment in the video game series (the first four having been developed by the now-disbanded Team Silent), Silent Hill: Homecoming centres around a Special Forces soldier named Alex Shepherd, returning to his hometown of Shepherd's Glen after being wounded in battle and eventually discharged from hospital. Upon arriving home he discovers his mother catatonic and only able to ask for the whereabouts of his younger brother Joshua, who apparently has been missing for some time, along with inhuman monsters inexplicably stalking the streets. Setting out to find his brother, he embarks on a dangerous journey as he follows the trail of clues to the nearby town of Silent Hill, all while being haunted by hints of secrets best left buried.

Overview

Taking a cue from Silent Hill 4, the firearms in this game all have different magazine capacities depending on the difficulty level selected at the beginning of the game, the specific details of which are noted in their descriptions. This title is also the first in the series to allow for manual aiming of firearms via an "over-the-shoulder view" (similar to the aiming view Resident Evil 4 pioneered, except with the ability to slowly move and dodge while aiming), and also the first (and to date, only game in the series) to allow the use of firearms in melee attacks. Compared to the game's dedicated melee weapons, however, using firearms in this manner is slower and less damaging, and is best reserved for knocking back enemies to give one more breathing room to shoot.

To emphasize the "survival" aspect of its "survival horror" genre, Silent Hill: Homecoming is also the first to severely restrict the amount of ammunition the player character can carry. Alex can have no more than 2 full loads of ammunition per firearm plus the load that specific firearm carries, for a total of 3 full loads of ammunition (if he finds more ammunition after having reached this point, he will simply exclaim "I can't hold anymore"). This restricted ammunition load is compounded by the previously-mentioned decreased magazine capacity depending on the difficulty level, forcing players to make their shots count or otherwise rely on melee attacks once their ammunition supply runs out. Each ammunition pick-up item also gives only enough ammunition to fill up its associated firearm once.

The following weapons are featured in the 2007 video game Silent Hill: Homecoming:


Handguns

Colt Single Action Army

The Colt Single Action Army makes a return from Silent Hill 2 and Silent Hill 3, simply dubbed "Old Revolver." Like those earlier series titles, it cannot be used by the player. Unlike those titles, no enemies use it either.

Alex first finds it in the lap of his catatonic mother, and takes it from her as he fears what she might do with it. Upon finding it to be nonfunctional, he eventually discovers Curtis Ackers' salvage yard in Shepherd's Glen where he then trades it with the yard's owner for the Mk. 23 handgun. Curtis claims that he can fix the gun eventually, but it never appears after this point in the game.

The Single Action Army in the game's inventory view.


Custom M1911

Known as "A 'Chrome Hammer' Pistol" in-game, it has a distinctive resemblance to an SVI or STI custom M1911 or 2011, with its jet funnel magwell and compensator. A 'Chrome Hammer' Pistol has a box magazine capacity of twelve rounds (seven on Hard Mode). Alex can obtain this if he hacks away at wooden barricades blocking off a crypt in the Rose Heights Cemetery with the Fire Axe. Obtaining this weapon is optional and Alex will still use the Mk 23 Handgun in cutscenes.

File:Chrome Hammer.jpg
"Has increased damage and holds more ammunition over the regular pistol."

Taurus PT92

Named the "Mk. 23 Handgun" in-game, it most closely resembles a Taurus PT92, but with wood grips. The gun itself is also very similar to that of the Beretta 92FS "Samurai Edge" featured in Resident Evil, another popular survival horror video game series, although without the stainless barrel and slide-mounted safety. Despite Alex describing the gun as a "9mm pistol", it has apparently been converted to use .45 ACP ammunition as evidenced by the ingame pistol ammunition items. It is safe to assume that Double Helix games must have mixed the appearance of the PT92 with the caliber and name of the Heckler & Koch Mark 23. The Mk. 23 handgun has a magazine capacity of nine rounds on Normal difficulty and five on Hard, and is one of two ingame firearms that Alex must obtain.

This handgun is the first usable firearm available to the player, and it is obtained after Alex gives the Old Revolver to Curtis Ackers at the Salvage Yard in Shepherd's Glen in return for his information. Curtis then gives the Mk. 23 Handgun to Alex because he likes "a fair trade." It can also be found near the end of the game in a specific room in the Order Cult's Lair, which is useful because the moment Alex enters that level all his weaponry and healing items are stripped from him. The Mk. 23 handgun is also used by Deputy James Wheeler after he hands his shotgun to Alex.

A Taurus PT92 semi-automatic pistol. Unlike the ingame weapon, it is chambered for 9x19mm ammunition and has magazine capacity of 17 rounds
Curtis: "A soldier's gotta have a gun."
Alex: "Thanks."
Curtis: "Yeah, I like a fair trade."
"The 9mm pistol Curtis Ackers gave me. It's in good condition and easy to use."
Not one to look a gift horse in the mouth while searching for clues in Silent Hill's Grand Hotel, Alex shoots a Monstrous Nurse in the back of the head before it becomes aware of his presence. Being a Silent Hill monster, however, even this isn't enough to kill it instantly. The game's less-than-realistic ejection animation for spent casings can also be seen here.
Deputy James Wheeler (his first name is unmentioned in the game but available in the game's files) with a Mk. 23 handgun in the Otherworld version of Silent Hill's Overlook Penitentiary. For some reason, the holster on his right side is always depicted as empty, even before he draws his handgun.
Not content with merely shooting Silent Hill's monsters, Deputy Wheeler will also use his gun in melee (he never uses a melee weapon for this purpose) whenever the monsters get too close. Here he is seen trying to pistol-whip a Siam monster into submission.

Shotguns

Winchester Model 1912

Simply known as the "12 Gauge Shotgun" in-game, despite being a 12-gauge shotgun, it best resembles a Winchester Model 1912 pump-action shotgun. It has a tubular magazine capacity of four shells (three on Hard difficulty). Alex obtains this at the Shepherd's Glen Police Station, when Deputy Wheeler gives it to him.

Winchester Model 1912 pump-action shotgun.
File:12 gauge shothun.jpg
"Devastating at close range, but fires and reloads slowly."

Franchi SPAS-12

The Franchi SPAS-12 is featured in-game as "A 'BlueSteel' Shotgun" and is the superior counterpart of the 12 Gauge Shotgun. Like A 'Chrome Hammer' Pistol, A 'BlueSteel' Shotgun is also optional and can be obtained when Alex is trapped in the "Otherworld" version of his own home. A 'BlueSteel' Shotgun has a slightly more realistic ammo count with a tubular magazine capacity of five shells (four on Hard mode).

A Franchi SPAS-12 combat shotgun.
File:Bluesteel.jpg
"Has increased damage and holds more ammunition over the regular shotgun."

Rifles

M14

The M14 in-game has a magazine capacity of five rounds and is one of the more stronger weapons of the game along with the shotguns, although ammunition is scarce and Alex can only carry fifteen rounds of ammunition - five in the magazine and ten in reserve. The M14 is an optional weapon acquired in the Dargento Cemetery in Silent Hill as a reward for completing the Janus statue puzzle.

M14
File:SH M14.jpg
"Fires slowly, but has longer range and greater power than any pistol."

Accuracy International Arctic Warfare L96A1

The Accuracy International Arctic Warfare L96A1, known in-game as "A Police Marksman Rifle", is featured without a scope and located towards the end of the game in the Underground room 113. It is similar to the M14 in terms of ammunition and capacity, however it is more powerful. Due to the weapon being located in close proximity to Deputy Wheeler and lacking any form of attachments, it may be possible the L96 was bought as a civilian model for use by the Shepherd's Glen police.

L96A1
File:A police marksman rifle.jpg
"Has increased damage and holds more ammunition over the regular rifle."

Other Weapons

Laser Pistol

Like in many previous Silent Hill games, this weapon is unlocked after getting the "UFO Ending". The weapon has unlimited ammunition and is able to kill enemies with rather ease.

File:Laser Pistol.jpg
"Small but very effective. Where did this come from? Did aliens leave it here?"

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