Konami

Silent Hill f: horror is a universal language

Konami’s horror franchise is revitalized.

Keeping a franchise fresh and interesting is an extremely complicated task. In the world of video games, one of the titles that always comes up when talking about horror is Silent Hill, where Konami’s franchise has had its high points and others where it has fallen flat. After years of silence, Silent Hill seems to have returned from its slumber; even though the fog has lifted, it has descended once again to envelop us in that feeling that fills us with fear with every step we take. After playing the preview a little over a month ago, I knew what I was up against: Silent Hill f arrives with a fresh take on the franchise, taking psychological horror to a new cultural terrain: Japan.

Welcome to (a new) Silent Hill

Silent Hill f is a psychological horror title that leaves behind the legendary town in the United States to take us to a new setting, Ebisugaoka, Japan. This time, we take on the role of Hinako Shimizu, a rebellious young student trapped in an abusive family environment and surrounded by unreliable friends. Her situation quickly immerses us in an oppressive and tension-filled atmosphere. From the outset, the game manages to hook us with a story that starts off bluntly, but with each step it fills us with more questions than answers. Oh, and of course, scares, lots of scares. I’ll try not to talk too much about the story and what happens in this new stage of Silent Hill, because, as with any good horror game, you don’t want spoilers.

Ebisugaoka gives us a new perspective on the game’s history, placing us in a setting that is completely new to the franchise. This provides an interesting cultural clash that we will discover thanks to the diaries and collectibles found throughout the story. From elements that give us context in this post-war Japan and what it meant to live in a small town still rooted in its traditions than to embrace modern advances. There will surely be comparisons with other psychological horror titles on the market due to the cultural aspect, but Silent Hill f has its reasons well-structured, giving the saga a completely new twist.

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Surviving the monsters

Hinako, as a character, is a simple teenager, and much like the other characters in Silent Hill, she shows us this more earthly side, but manages to endure considerable suffering. The gameplay will be very familiar to those who played Silent Hill 2 Remake, although, of course, with changes to the combat. It is now closer to, but not the same as, soulslike titles such as Lies of P or Elden Ring. Hinako can pick up some objects as weapons, with quick, weak attacks, as well as strong but slow strikes. Added to this is a system for dodging attacks or parrying. All of this will depend on a stamina system, which is crucial, as it is depleted with each attack, and without it, attacking or escaping becomes a calculated risk that forces you to think about every move. This leads to better strategy, allowing us to move away for a while to wait for the bar to recover.

On the other hand, the objects we find as weapons deteriorate with use. They last long enough, but they also force us to manage their use and search for toolkits, adding an extra layer of tension. Fortunately, the game allows us to escape from certain enemies, making the phrase “It’s better to be a live coward than a dead hero” make more sense. This new direction is one of the most notable twists in the series, transforming the experience into something more strategic and demanding.

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While on the one hand we have resistance in the earthly world, we also have a system that plays with sanity, faith, and bonuses that help us in our terrifying adventure. The sanity bar plays a central role: the more horrors we witness, the more it decreases, affecting the character’s performance. This mechanic not only adds a more intense red filter, but also increases vulnerability, opening up the possibility of more powerful attacks at the cost of sacrificing mental stability. However, reaching the limit means suffering physical consequences, as health begins to deteriorate dramatically, complicating combat.

But what would Silent Hill be without the terrifying monsters that chase us, harass us, and seek to eliminate us? Silent Hill f features a series of enemies that remain terrifying and complicated. Yes, there will be times when we can escape the terrors that torment us just by running, but we will also encounter enemies that we will have to face, no matter what. These battles require skill, cunning... and having the right number of items if we want to survive.

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Along with this, there is also a novel system of shrines where we can make small offerings and consecrate objects that we find. In addition to being a place where we can rest, both in the game and in real life, they also allow us to save our game. Here, our offerings, which include many of the objects we find, from combs to sweets, will allow us to obtain benefits, such as omamoris, Japanese amulets that in real life are designed to bring good fortune, but in the game provide us with certain passive benefits, such as increased stamina or health. On the other hand, we can also use faith to recover some of our sanity.

The horror is also in the details

Another striking aspect of Silent Hill f is its puzzles. While the franchise has accustomed us to its traditional puzzles at certain points, this title maintains high standards with moments in which true frustration comes not from facing the strange monsters of this world, but from the riddles that force us to use our heads. It is fascinating how there are challenges that, on the one hand, force us more to fulfill a task than to solve it through pure cunning, and there are also moments when tension is not enough, as we must also resort to paper and pencil, probability calculations, or any other resource at hand to find a solution.

All of these items, as well as the collectibles we find along the way, are recorded in Hinako’s diary. In it, we find items related to the characters, places, and objects we encounter throughout the town. It serves as a way to remember aspects ranging from a tutorial and game mechanics to the different spaces we have traveled through.

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Silent Hill, like any horror movie, owes much of its success to the atmosphere created by the music, and this time is no exception. The entire soundscape is a success, from the mix of traditional Japanese sounds with an unsettling tone, evoking Asian horror film classics such as Ju-On or Ringu, to the disturbing silences where the music disappears completely, leaving us to hear the squeaks, growls, or the bodies of our enemies in the distance. Even the sound of the wind and traditional Japanese elements add to the atmosphere of this part of the game. Silent Hill f seems to have not forgotten all these years of experience. Akira Yamaoka’s new compositions are, as always, spot on, gradually building tension as you walk through the town’s corridors, but also when you enter houses or find yourself in other places.

For its part, the visual aspect is impressive. Graphically, fog continues to be an important element in Silent Hill. What was once a way to hide the original limitations just over 25 years ago is now enhanced by the current generation of consoles. Performance has improved greatly compared to what we played a few months ago, making the experience much smoother. This, combined with the transitions and the design of the levels and settings, preserves the essence of Silent Hill, but reinterpreted with a cultural twist. The visual changes from rust to bloody mushrooms and flowers, as well as references to modern phobias such as trypophobia, bring a disturbing and visceral air that renews the myths of the franchise.

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Beyond the credits

At first glance, Silent Hill f is short, lasting between 10 and 13 hours, depending on the player. But once the game is over, we have the opportunity to re-enter the story thanks to a New Game Plus mode. In addition to giving us a new difficulty option, we have other endings to discover. The story is designed to be replayed several times, as there are elements that change and it seems that the cyclical element allows for new interpretations, as well as new ways to continue complementing the story.

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Silent Hill f strikes a balance between the classic and the innovative. Its dense atmosphere, redesigned mechanics, fresh Japanese setting, and integration of new phobias make this installment an experience that is both familiar and disturbingly different, propelling it toward a future full of new terrors. The title not only revitalizes a franchise that seemed lost, but also proves that psychological horror still has much to offer if it dares to look to other cultures, aesthetics, and contemporary fears.

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