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Silent Hill: Homecoming is a 2008 survival horror game developed by Double Helix Games and published by Konami Digital Entertainment. [5] The sixth installment in the Silent Hill series, Homecoming follows the journey of Alex Shepherd, a soldier returning from war, to his hometown of Shepherd's Glen, where he finds the town in disarray, and his younger brother missing.
SILENT HILL HOMECOMING SOUNDTRACK: November 24, 2008: 1:10:01: Konami Digital Entertainment [citation needed] SILENT HILL SHATTERED MEMORIES SOUNDTRACK: December 8, 2009: 54:41: Konami Digital Entertainment [citation needed] SILENT HILL SOUNDS BOX: March 16, 2011: 9:07:13: Konami Digital Entertainment [citation needed] SILENT HILL DOWNPOUR ...
A similar code accesses the hidden game Get on Top. [22] Dead by Daylight (Windows, Xbox One, PlayStation 4, Nintendo Switch) When the code is entered while having one of the Silent Hill characters equipped on the main menu, the game plays a jingle from Gradius and grants the player a charm that can be equipped by characters. [23]
Download as PDF; Printable version; In other projects ... (2024 video game) Silent Hill 3; Silent Hill 4: The Room; ... Silent Hill: Homecoming; Silent Hill: Origins ...
[47] In reality, Silent Hill 3 and Silent Hill 4: The Room were developed around the same time, "almost simultaneously".Video Game News, Reviews, and Walkthroughs. Contrary to popular belief on the Internet, Silent Hill 4: The Room was always intended to be connected to the Silent Hill series, at least as a "spin-off." An interviewer once asked:
Grand Theft Auto: Double Pack [31] Rockstar Games: See GTA 3 and Vice City entries. [ref 1] Grand Theft Auto: San Andreas: Rockstar Games: Audio sometimes cuts out randomly during cutscenes, or sometimes audio lag. Vehicle explosions would cause it to flicker. Most notably the fire trucks. XO [32] [33] Grand Theft Auto: Vice City: Rockstar Games
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Grand Theft Auto IV was the first contemporary game in the series since 2001's Grand Theft Auto III; the team felt that enough time had passed to avoid feeling repetitive. [33] The types of in-game vehicles were decided upon early in development, after which the vehicles department begin creating the designs.