Cubed Issue #1, January 2016 | Page 25

twisting itself for their personal torment. If the individual can successfully overcome their own guilt and failings, they will leave Silent Hill both stronger and happier for it. Those who succumb to their vices? Well, death isn’t the worst this town can do to you. Our main character is a man named Alex Shepard, recently discharged from the US Army and returning home for the first time in years – hence the subtitle. Now, in a better Silent Hill game, we would have the town draw on, for example, his PTSD and survivor’s guilt. The town becomes a battlefield, with gunmetal, fallen soldiers, and military symbolism galore. This never happens. Worse, Alex doesn’t even go to Silent Hill until the very end of this game. He’s in some place called Shepard’s Glen, which is close to Silent Hill (geographically), but for no real reason. This is especially strange when the Glen is almost identical to Silent Hill from a visual standpoint. It’s got the customary fog, the grey, dilapidated buildings, and even the massive sinkhole barriers. Alex isn’t interesting. He’s got no personality, and no memorable quotes. He’s an ex-soldier with daddy issues and a bit of an obsession with his little brother. That wouldn’t be so bad – the other Silent Hill protagonists have tended to have relatively bare personalities – but every other character in the game is the same. The childhood friend/ damsel in distress. The suspicious leader. The evil mechanic guy. None of them seem to have any reason for being there or any relation to the main character. The story gets worse. There’s the running subplot about Alex looking for his younger brother Josh that leads to the m