I’ve been a fan of Silent Hill ever since I popped open my PS1 copy of Metal Gear Solid, and the demo disc was packed with the game. I knew nothing about it, yet here I was mesmerised by its storytelling and themes of isolation blended with horror. Silent Hill quickly became a franchise that I immediately gravitated towards. Now, after over a decade of waiting, we finally have a new Silent Hill title, Silent Hill f. This is a different and bold return for the franchise, developed by NeoBards Entertainment and published by Konami Digital Entertainment. It’s not a game that I expected it would be, but in the end, that surprising element turned out to be its strongest quality.
Firstly, the game is unique in its location and timeline. Gone is the modern American style of the franchise, replaced by the 1960s fictional Japanese town of Ebisugaoka. It follows high school student Hinako Shimizu as her hometown becomes engulfed by a strange fog that envelopes the town. Bringing with it some crazy looking monsters that crawl over the sleepy town as red flowers bloom and vines twist, turn and manipulate the historically accurate landscape.

Visually and atmospherically, Silent Hill ƒ is gorgeous. Ebisugaoka is haunting, traditional Japanese architecture, overgrown nature, silent shrines, soft light cutting through the fog, the decay, the rot, and grotesque imagery merged with nature. The art direction makes even ordinary settings feel ominous. I played the game with Japanese voice acting, which adds authenticity. You can play in English, but I recommend the Japanese voice acting. While the soundtrack is not as memorable as the other games in the franchise, it leans heavily on restraint; it forces you to sit uncomfortably in its silences, and ambient tension builds slowly, with small musical bursts rather than constant loud cues. But there are tracks that really do lend to the atmosphere of the game.
For the majority of the 10 hours that I played the game, the game ran smoothly. There were some really rare frame‐rate drops that were a huge deterrent to the gameplay. You can choose at any time to play the game in performance or graphical mode, I chose the former. Generally speaking, it looks beautiful and plays exceptionally well. The game never felt like a nostalgic copy; the presentation felt intimate, unsettling, and ambitious in its themes and mechanics.

From the start, the narrative tackles heavy issues. It is dipped quite literally in Japanese culture and folklore themes such as family expectations, identity, the rigid role women were forced into in 1960s Japan, shame, guilt, and mental health. An unsettling overarching theme of longing to belong. Hinako is more than a survivor – by the end of her journey, she carries secrets, trauma, and conflicting desires. Relationships with friends, pressures from family, the weight of what others expect, all these gradually build up into what is a little confusing story told in two different worlds.
The present time in the 60s represents the decay of her reality, and then there is the other world, the ‘Silent Hill’ world, a dark space with its own unique themes and gameplay. These two worlds collide in fantastic fashion as the story develops and really takes off around the 3/4 mark of the game. Early chapters are a slow burn. It’s full of mystery, foggy streets, strange sounds, odd characters, and shadows where they shouldn’t be; all of the typical Silent Hill environmental tension-building we come to expect. Slowly, the symbolic and surreal elements creep in, dreamlike shrine worlds, and grotesque transformations. By the last quarter of the game, what began as creeping dread explodes into visceral horror and raw emotion.

The combat is where the game really shifts from what many expected, and it’s both one of its greatest strengths and its biggest source of frustration. Everything is melee-based. You use pipes, bats, knives, and weapons that degrade over time. Light and heavy attacks are balanced by stamina, which you must manage wisely. Hinako can dodge and parry. There is a Focus or special‑attack mechanic that drains a “sanity” or focus bar. Pushing it too far or using focus too often can leave her vulnerable. These systems give combat tension and weight, each decision matters, simply spamming attacks wont always work, you need to be methodical in your beatings.
That said, the design isn’t perfect. In tight spaces or with multiple enemies, combat sometimes feels clunky. There are times when you’re cornered, your weapon swing is interrupted by walls or door frames, animations feel sluggish, dodges mistimed. Because weapons degrade and repair resources are limited, encounters you might want to run through become dangerous gambles. Forced fights, especially later in the game, pile up, coupled with stamina constraints and crowded battle zones, the game can feel slightly monotonous. Some players may feel combat is work rather than thrilling. But when it works, it works exceptionally well.
There are also upgrades and systems in place to help Hinako on her journey. Consider this to be a very simple and light take on these systems. Integrating this into the game, I felt, made it even slightly addictive as you sought out the faith (think of it as currency/exp) to aid you on your journey and grow your skills.

What really elevates the experience is how combat and theme reinforce each other. The scarcity of reliable tools, the fragility of Hinako, and the constant risk of being overwhelmed – it reminds you that horror isn’t just about scares. It’s about the struggle, vulnerability, and overcoming these. Themes are deep and often complex. Hinako’s struggle isn’t just surviving monsters; it’s surviving what people expect of her. The roles of women, patriarchy, tradition versus desire. There’s symbolism everywhere, which adds to the mystery. It is what you make of it in the end. Multiple endings deepen this mystery; you see different sides of characters, different secrets, and different ways to interpret the meaning of the game. It isn’t just about completing the game. In true Silent Hill nature, it’s about revisiting it, booting up New Game Plus and rethinking what you thought you knew with your newly found perspective.
Puzzles are important, too. They offer some respite from the horror and combat, letting exploration and observation take control. They reward attention to detail, maps, clues, journal entries, and tiny details that later become important. They’re largely satisfying as the journal aspect is so intuitive. There are some puzzles that feel more like filler or are overly convoluted. At times, pacing felt jarring, but that’s what horror games usually do. Slow, atmospheric, creepy stretches of anxiety that morph into combat and action. Some players may find this shift jarring. The transition works for me because by that point, the story stakes are high, you have an emotional investment, but I can see that it’s a juggling act. There can be too much combat, too many tough fights, especially where weapons are degraded, which could wear down the experience for those more drawn to horror and atmosphere than action.

In the end, Silent Hill f isn’t flawless, but its ambition largely pays off. It’s a Silent Hill that keeps the core: the fog, dread, psychological horror, and monsters. However, it shifts the lens; its story is more intimate, more socially conscious, more emotionally vulnerable. For longtime fans, it may challenge expectations. This isn’t exactly what Silent Hill used to be. But I think that’s good. For newcomers, it stands on its own. If you can accept imperfect combat and some moments of frustration, the game delivers something powerful.
This is the Silent Hill I wanted, not just another game tapping into my deep nostalgia, but one with ambition. It takes risks, pushes boundaries, and more often than not, the risks land. If you like horror that lingers, that touches on identity, trauma, disturbing beauty, and emotional weight while also tolerating some combat frustrations, this game delivers more than enough to recommend. When everything aligns, this game does more than just scare; it lingers. If you like horror not just for the jump scares but for the questions it leaves behind, this one delivers.
PROS
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Deep, psychological narrative with strong thematic focus
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Memorable protagonist with emotional depth
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Haunting visuals and sound design
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Symbolic, tension-filled combat that reinforces the story
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Multiple endings and replay value
Reviewed on PlayStation 5. A review code was provided by the Publisher for purposes of this review.
SILENT HILL F REVIEW
Silent Hill f’s transit to a fictional 1960s Japan changes the tone of the series you’d come to expect, but delivers by pushing boundaries in the themes it tackles. The game leaves nostalgia at the door, bringing with it a high-tension and emotional experience with ambition. Silent Hill f does more than just scare; it lingers.
PROS
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Deep, psychological narrative with strong thematic focus
-
Memorable protagonist with emotional depth
-
Haunting visuals and sound design
-
Symbolic, tension-filled combat that reinforces the story
-
Multiple endings and replay value
CONS
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Melee combat can feel clunky and punishing at times
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Occasional performance glitches
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Some puzzles feel like filler
Reviewed on PS5. A review code was provided by the Publisher for purposes of this review.
