Violating some serious good game design principles

User Rating: 3 | Silent Hill: Homecoming X360
This game came out in 2008, the same here its superior Dead Space came out. Where DS succeeded in offering the right blend of scare and adaptive support, SH:H just manages to irritate. Here're a couple of suggestions: 1) Have adaptive difficulty: Seriously, not everyone has the patience to fight one boss for two days; 2) If you want to make your game difficult, at least make pre-boss cutscenes skippable. I don't need to go through the same dialogue with Fitch multiple times to kill a boss that I'll have to re-fight a dozen times. 3) Have better camera angles: Many times I can't barely see who I'm fighting because I'm blocked by a wall or some other object. Not seeing what you're fighting makes it really hard to dodge. 4) Make your controls more responsive: Many people have complained that they feel as if your dodge doesn't work. Sometimes I feel like I'm controlling some slow character who needs time to think before he can perform his actions. 5) Did your QA people go on holiday? Did you not see the lag sometimes in the game, like when your characters dialogue don't sync up to their lip movements? Seriously, don't release games that look like you rushed through post-production. I'm giving up on this game. It's not worth my time. Angry fanboy out.