I believe that anyone who plays Silent Hill f will be amazed by how deeply it delves into certain themes and how unafraid it is to explore them. This isn’t the typical Silent Hill we’re used to, where survival horror is the main focus. Instead, for some reason, more and more games seem to be drifting into the soulslike genre, and unfortunately, Silent Hill f doesn’t do that particularly well. Granted, opinions will likely be divided: some might enjoy swinging weapons around as a teenage girl against grotesque monsters, while others may expect a stronger dose of horror and tension. That said, the atmosphere, sound design, music, emotions, and surreal reality immediately draw you in. However, the longer you play, the more the game’s flaws become apparent.




The narrative aspect of the game is exceptionally strong, dealing with complex topics such as domestic abuse, juvenile oppression, gender roles, mental illness, and religious customs. All of these are deeply interwoven with elements of Japanese culture through the exploration of the fictional town of Ebisugaoka, set in the 1960s. In fact, the overall impression feels remarkably modern, emotionally intertwined with a dreamlike world inhabited by strange creatures. Additionally, the protagonist Hinako is thoroughly developed and well-rounded, which further adds to the story’s quality.
There are quite a few endings here, so New Game+ won’t let you rest. To fully understand the story and grasp what’s truly going on, you’ll have to experience every ending. This means constant replays, with certain parts changing each time and always revealing something new. Most of the narrative unfolds through cutscenes, reading documents, cryptic and metaphorical dialogues, and various discoveries, while the endings differ drastically from one another. The story is rich in fantasy and Japanese mythology, and as you play, characters like the fox-masked figure gain more significance and the plot becomes increasingly clear.
Unfortunately, the combat system is extremely tiring, which makes it hard to recommend multiple playthroughs, but more on that later. Let’s return to another key aspect: the stunning visuals and sense of horror. Silent Hill f (SHf) strays away from conventional darkness. Instead, it uses a unique aesthetic defined by foggy, floral Japanese urban environments. In that regard, everything is top-notch, from narrow streets to temples and hidden areas. The entire map feels well-connected and intuitive, so it’s hard to get lost.
Honestly, this isn’t a particularly scary game that will keep you on edge or glued to your seat. Of course, it has its moments, unexpected monster jumps or situations where you must panic-run from enemies. Believe it or not, there are even some stealth elements, since certain monsters react only to sound, something I actually liked. Essentially, the game starts off tense and unsettling, but once you realize things aren’t as terrifying as they seem, that sense of horror gradually fades away.




And here we come to one of the game’s biggest problems: the combat. The main focus is on melee encounters, with protagonist Hinako wielding a wide range of weapons, from small knives and axes to actual katanas to defeat various monsters. Combat includes standard mechanics such as light and heavy attacks, dodges, parries, and special moves. In other words, this is a full-fledged soulslike title where a single mistake can cost you dearly. Everything revolves around precise timing, parrying, dodging, and careful combo management.
Any physically demanding action consumes stamina, which governs all such movements. Managing it is crucial, especially since enemies are highly diverse: some are fast and aggressive, others slow but powerful, while many use strange movements or ranged attacks. Uncertainty is your constant companion in combat, you never know if you’ll make it out alive. And yes, expect to die often, though the game is forgiving, with checkpoints and save spots everywhere, allowing for a quick return to action.
At each save point (or shrine), Hinako can sacrifice collected items to gain faith points. Later, after finding the Ema pendant, those points can be combined with it to permanently improve key attributes like health or stamina. This mechanic encourages exploration and item collection while also forcing you to make tactical sacrifices, giving up certain items for potentially better long-term rewards.
However, as the game went on, combat started to lose its meaning, especially around the mid-game sections. With encounters happening so frequently, the sense of achievement from defeating individual monsters fades, reducing the impact of the entire combat system. Don’t get me wrong, the combat isn’t necessarily bad (it runs smoothly), but the constant fighting and reliance on special attacks pull the game further away from what makes Silent Hill unique.
Fortunately, the boss battles are genuinely engaging and full of intensity. In fact, I often found myself running past enemies just to reach the next area and get out of sight. The real issue lies in the mandatory fights, which are extremely frustrating and unforgiving. Enemies deal massive damage, and most of these encounters depend entirely on your skill and precision.




Survival in Silent Hill f depends on careful resource management and a limited number of consumables. Healing items like bandages and first aid kits are rare. Divine Water and Ramune are particularly important, as they’re key to maintaining your sanity level. On the other hand, puzzles provide a refreshing contrast to all the action.
What makes them special is how deeply they tie into the protagonist’s trauma and the game’s psychological themes, making each puzzle feel meaningful rather than arbitrary. Clues for solving them are found in documents and journals, but without giving direct answers. Still, some of the early puzzles lack clear direction, which can cause confusion in certain moments. Thankfully, puzzle difficulty can be adjusted independently from combat difficulty.
Since I played the PC version, I encountered quite a few technical issues like stuttering and freezing. Even though the game compiles shaders at startup, it didn’t eliminate the constant hiccups, regardless of graphical settings. Luckily, these problems aren’t persistent, they mostly appear in open areas, while indoor sections run smoothly.
In conclusion, the atmosphere, overall presentation, and story are incredibly well executed. The game constantly maintains a sense of tension, so it never truly gets boring. However, the overly frequent combat, which could’ve been toned down or avoided, can significantly affect your experience. While the combat isn’t inherently bad, its excessive emphasis overshadows the game’s stronger aspects. If you’re a fan of Silent Hill and can overlook the combat-heavy design, this title is definitely worth checking out.
Review copy provided by the publisher