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Silent Hill: Homecoming
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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 relying on melee attacks once their 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
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.
This handgun is first made available to the player 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.
Custom M1911-pattern pistol
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.
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.
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).
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.
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.
Other Weapons
Single Action Army
Although not usable as a weapon, a Single Action Army revolver known as the "Old Revolver" is obtained when Alex takes it from his catatonic mother, fearing what she might do with it. As the description says, Alex takes it to the Salvage Yard in hopes of having it repaired, presumably so he can use it. When Alex hands it to Curtis, he remarks, "Hmmmm... pretty neglected. It's a damn shame the way people mistreat such nice things." reinforcing its appearance as a period piece.
Curtis says he can fix it, but that it might take a while. Alex tells him to keep it for the troubles and Curtis gives him a Mk 23 Handgun in return.
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.