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Silent Hill f is among the most imaginative, compelling, and hanging experiences I’ve had this 12 months. Neobards has additionally made probably the most tedious, infuriating, and badly designed survival horror games I’ve ever performed. We’ve all seen fascinating concepts mired by flawed mechanics numerous instances previously, however it’s been a very long time since I’ve needed to utterly stroll away from a recreation simply as a lot as I wish to press on to see what revelations it has for me.
It’s this back-and-forth that I’m struggling to reconcile when deciding on what I actually take into consideration Silent Hill f. Some will despise it for its dire fight, inconsistent ambiance, and poor execution. To others, this might be a recreation of the 12 months contender, with its beguiling mythology, beautiful cinematic course, and audacious design selections. I help the argument from either side.
Assessment data
Platform reviewed: PS5
Accessible on: PS5, Xbox Sequence X, Xbox Sequence S, PC
Launch date: September 25, 2025
We play as Hinako, a young adult in 1960s Japan. She’s dealing with an abusive alcoholic father, a despondent mother, and a previously tight-knit friendship group that’s starting to show some cracks as emotions and hormones run high. The game’s themes are heavy, with gender, puberty, marriage, motherhood, family, friendship, and maturity just some of the topics that cult-favorite writer Ryukishi07 engages with throughout the story. I don’t have enough praise for the daring and uncompromising ways it engages with these big ideas.
Beautiful nightmare
It helps that the outstanding performances, stellar cinematic presentation, and moody music elevate many of the game’s biggest story beats and give them the weight they deserve. Silent Hill f may sometimes look a bit plain, but it certainly knows how to frame some grotesque and gorgeous imagery or give a performance the time and attention it needs to shine, especially in the game’s original Japanese dub.
Best bit
It’s hard to talk about my favorite part of Silent Hill f because it’s all to do with the game’s ending. Obviously, I won’t spoil anything here, but the strong writing, excellent performances, and big story revelations in the final few hours do so much to rescue the game from the drudgery of its repeatedly tedious combat sections. So much so that I was compelled to start a second playthrough to seek out what I’d missed.
It’s a shame the same can’t be said for all of the game’s environments, which swing from the signature foggy alleyways and disgusting visera-covered hallways of the series, to places that are too bright, too mundane, and too, well, clean.
There were brief moments where I was creeped out by the atmosphere (those scarecrows are pure nightmare fuel), but mostly I felt like a tourist taking a casual stroll through a town or temple in some inclement weather. That’s a shame for a series that has mastered creating a feeling of dread with every step so many times in the past.
Silent Hill f also mixes up the exploration with a smattering of puzzles that we’ve come to expect from these games. These range from neat little brainteasers to cryptic nonsense, sometimes actually making less sense than what’s supposed to be the easier puzzle difficulty.
What also doesn’t help with the pacing is the way the game jumps between what is ostensibly the real world and a mystical otherworld throughout. Naturally, the two are intrinsically linked, but the transitions between the two are often contrived or completely unexplained, giving the game an inelegant and disjointed structure.
But these disappointing missteps are nothing in comparison to the one element that Silent Hill f gets severely wrong: the combat.
Lost in the fog
The majority of Silent Hill protagonists have (intentionally) never been adept at fighting, which has led to a series of awkward and cumbersome combat systems. Most of them, though, are serviceable. Silent Hill f’s is one of the worst I’ve experienced.
It’s all melee-based and a basic light and heavy attack affair, but it layers on unnecessary system after unnecessary system to try and stretch out of its terrible combat mechanics. There’s stamina, there’s a sanity bar, there are focus attacks, there’s weapon durability, there’s perfect dodges, and counterattacks. All of this mess just to try and bolster the simple act of whacking a horrific manifestation with a lead pipe.
None of it helps. It’s painfully slow and frustratingly sludgy, like Hinako is always trying to swing through mud. Hits have no satisfying impact unless you charge up attacks every time, which you will have to do continuously, because it’s the only consistent way to stun and kill enemies with any speed.
Enemies, meanwhile, are such jittery and erratic nightmares that it’s impossible to read them, and the dodge is so janky or the window to counter so small that by the time you realise an attack is coming in, it’s too late, you’ve already been slashed or spat on or lunged at. The dodge is the most hilarious and out-of-place choice, which sees Hinako dart about six feet in a straight line in any direction in a split second, like she’s borrowed powers from Goku.
Some sections thankfully make the combat far more trivial in some unique and utterly bonkers ways that I won’t spoil. Ultimately, that’s still not much better, as it’s just as unsatisfying as it’s always been; it just requires less thought to get through it.
Every time I had to deal with the game’s combat, I thought it would be better just to let the Silent Hill fog take me. It wouldn’t be quite as bad if you could simply run past all enemies, but the game regularly forces you to engage with it, with creatures that block your path, walls that only drop once certain enemies are killed, and entire combat gauntlets that are thematically interesting but mechanically horrid.
And that brings me back to the dichotomy that makes Silent Hill f a curiosity that’s so hard to judge. There will be staunch defenders of this game for all of the incredible work it does with characters, story, and presentation. Others will be quick to trash it as a clunky, poorly designed, and maddening experience.
As is always the case with these things, I feel that the truth is somewhere in the middle. At times, it filled me with rage, but I’d be lying if I didn’t admit that it captivated me in equal measure.
Should you play Silent Hill f?
Play it if…
Don’t play it if…
Accessibility
Silent Hill f doesn’t have an extensive list of accessibility options. There are three filters for green, red, and blue color blindness, as well as subtitle customisation options to change the font, size, and color. There are also three different controller layouts to choose from on console, but you cannot create your own custom layout or edit specific button bindings.
The game has separate difficulty settings for the combat and puzzles, ranging from a standard ‘Story’ option, a more difficult ‘Hard’ mode, and the most challenging ‘Lost in the Fog’ setting. These cannot be changed once you begin the game.
How I reviewed Silent Hill f
I played Silent Hill f for around 14 hours on a PlayStation 5 Pro on a Samsung S90C OLED TV utilizing a DualSense Wireless Controller and enjoying audio by way of a Samsung HW-Q930C soundbar. In that point, I accomplished the sport twice, with my first playthrough clocking in at a bit of over eight hours.
The sport doesn’t have totally different graphics modes to select from, however efficiency was glorious all through, though I received the impression that cutscenes have been disappointingly locked to 30 frames per second (fps).
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