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Silent Hill F Amazon-Exclusive Edition Still Available With Release-Day Delivery
Game Updates

Silent Hill F Amazon-Exclusive Edition Still Available With Release-Day Delivery

by admin September 23, 2025



The first brand-new Silent Hill game in more than a decade releases this Thursday, September 25. Fresh off its sublime Silent Hill 2 remake, Konami has delivered another memorable survival horror game with Silent Hill f. The standalone spin-off earned a 9/10 in our review and currently holds an 86 critic average on Metacritic (a GameSpot sister site). If you haven’t preordered the physical edition for PS5 or Xbox Series X yet, check out the Amazon-exclusive edition of Silent Hill f while it’s still in stock. As of September 23, Amazon is still offering release-day delivery, too.

The Amazon-exclusive version comes with a double-sided poster and retails for the same $70 price as the standard edition at other retailers. It’s actually one of several soon-to-be-released games with Amazon-exclusive double-sided posters in the box. Final Fantasy Tactics: The Ivalice Chronicles and Sonic Racing: CrossWorlds also come with exclusive posters at Amazon.

If you’re unsure if you want to play on console or PC, the preorder deal at GameSpot sister site Fanatical may make that decision a bit easier. Fanatical is offering a 25% discount on Steam keys for the standard and Digital Deluxe Editions. With the preorder deal, you’ll only pay $52.49 for the standard edition and $60 (was $80) for the Deluxe.

Silent Hill f Preorder Bonuses

All Silent Hill f preorders come with the following in-game items:

  • White Sailor School Uniform (Costume)
  • Omamori: Peony (Equip via Bonuses menu)
  • Item Pack: Shriveled Abura-age, Divine Water, First Aid Kit

My Best Plus/Total members, meanwhile, can get a free $10 gift card with their preorder of the PS5 or Xbox Series X physical edition.

The standalone spin-off is set in 1960s Japan and stars a high school girl named Shimizu Hinako. Silent Hill f has an unsettling, incredibly well-realized game world filled with creative monstrosities. The nuanced writing and overarching plot is compelling and does an admirable job exploring heavy themes. It’s also just a lot of fun to play thanks to a varied combat system.

$70 | Releases September 25

Amazon’s exclusive Day One Edition is available to preorder for PS5 and Xbox Series X. The free double-sided poster will be included inside the box with launch editions (while supplies last).

If you already preordered your copy of Silent Hill f from Amazon before the Day One Edition was revealed, you don’t need to do anything since Amazon simply updated its existing store page to add the bonus and Day One box art.

$60 (was $80) for PC | $80 for Console

Silent Hill f’s Digital Deluxe Edition retails for $80 and includes 48-hour early access starting September 23. In addition to the preorder bonuses, you’ll get the following extras:

  • Digital Art Book
  • Digital Soundtrack
  • Pink Rabbit Costume (in-game cosmetic)

Steam key preorders at Fanatical are available for $60, saving you $20 off the MSRP.

The standalone spin-off is set in 1960s Japan and stars a high school girl named Shimizu Hinako. It’s the first game in the series that takes place in Japan. When Shimizu finds herself trapped in a strange, unsettling version of her hometown of Ebisugaoka, and she needs to confront a series of twisted creatures and challenging puzzles to make it out alive.

Silent Hill f has an unsettling, incredibly well-realized game world filled with creative monstrosities. The nuanced writing and overarching plot is compelling and does an admirable job exploring heavy themes. It’s also just a lot of fun to play thanks to a varied close-quarters combat system that favors melee attacks instead of gunplay.

If you’re looking forward to Silent Hill f but haven’t played the great remake of Silent Hill 2, you can get a discounted copy for PC or PS5. The PC edition is on sale for $52.49 (was $70) at Fanatical, and the PS5 version is $48 at Amazon and Walmart.

Disclosure: GameSpot, Fanatical, and Metacritic are both owned by Fandom.

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September 23, 2025 0 comments
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How Long To Beat Silent Hill f
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How Long To Beat Silent Hill f

by admin September 22, 2025



Silent Hill f is the newest entry in Konami’s long-running survival horror franchise, tasking players with navigating the fictional town of Ebisugaoka in 1960s Japan as they attempt to uncover the mystery of a creeping fog that has produced bloodthirsty monsters around every corner. With this change in setting, Silent Hill f manages to be a great onboarding spot for series newcomers while maintaining plenty of familiar themes long-time players will recognize. But whether you’re new to Silent Hill or a returning fan, you’ll probably want to know how much playtime you can get out of this horrifying adventure. So, here’s how long it takes to beat Silent Hill f.

How long is Silent Hill f – Campaign length and replayability

An average playthrough of Silent Hill f should take between 12-14 hours on Hard (normal) difficulty. This includes time spent solving puzzles and exploring at least some of the game’s optional paths for additional healing items, upgrade materials, and weapons. However, those looking to advance through the campaign with less resistance can use the Story (easy) difficulty to reduce the combat and puzzle challenges, potentially allowing for a quicker completion.

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Now Playing: Silent Hill f – Official Story Trailer

Silent Hill f is a game designed to be played multiple times, though. While you can beat the game just once if you wish, additional playthroughs–which let you carry over your health, stamina, and sanity upgrades–unravel even more story content. Not only do subsequent runs provide fresh cutscenes and boss changes, but they also provide the opportunity to see up to 5 total endings, revealing more and more of the unsettling story surrounding main character Shimizu Hinako.

Additionally, completionists will find that there are quite a few reasons to keep playing the campaign through multiple times, as getting every trophy or achievement won’t be possible in a single playthrough. You’ll need to continue into NG+ to keep earning consumable currency known as Faith so that you’re able to purchase all the upgrades and omamori (accessories). And any one-off trophies or achievements you missed your first time or two through can always be tried again on a new run.

With so much replayability, Silent Hill f can provide dozens of hours of entertainment to survival horror enthusiasts. If that sounds like something you’re eager to dive into yourself, you can pick up Silent Hill f now on PS5, Xbox Series X, and PC.



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September 22, 2025 0 comments
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This week in PC games: Tokyo Game Show, Silent Hill, babel city-building and an RPG about a fugitive king
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This week in PC games: Tokyo Game Show, Silent Hill, babel city-building and an RPG about a fugitive king

by admin September 22, 2025


Hello reader who is also a player! Once again I have failed in my fervent efforts to meddle with the Earth’s rotation so as to suspend time exactly at 11.30am, Saturday morning. I fear that another week is upon us. Fortunately, it contains some new PC games, spanning full releases and early access launches. Some of those new PC games may even be worth a modest portion of your lifespan and personal capital. Here’s a list of the ones I find most appealing or notable.

Monday 22nd September

Tuesday 23rd September

  • Blippo+ is about surfing channels to discover the soaps, sitcoms, news, weather, and talk shows of mysterious Planet Blip
  • Baby Steps is about learning to walk, one helplessly sliding ragdoll animation at a time
  • The point-and-click artisans of Blue Brain Games are back with The House Of Telsa
  • Clone detection horror It Has My Face has my curiosity, perhaps even my attention, but only time will tell whether it has my face

Wednesday 24th September

  • Let’s all go be Japanese high schoolgirls from the 1960s and slice up yokai scarecrows in Silent Hill f, which Oisin says is decent
  • Let’s all go come-of-age in Consume Me (pictured), a life sim about feeling “stupid, fat, lazy, and ugly in high school”, with mostly bad endings
  • Sonic Racing: CrossWorlds does not contain any schools or self-loathing, but it is thinking with portals

Thursday 25th September

  • Mala Petaka is a strikingly upbeat and colourful GZDoom shooter with hanging crystals and many robots
  • Dunno if any of you are into Aquaplus, but they’ve got this big cross-over anime 2D fighting game out today that seems jazzy, and we haven’t listed a fighting game for a while
  • Drown human scientists in the ichor of your mass-produced minions in Buggos 2, an RTS autobattler for the Zerg appreciators lurking amongst us
  • Please partake of another helping of uncanny ballfootsies in EA Sports FC 26


Friday 26th September

  • Stario Haven Tower is about building the tallest city you can, contending with changes of weather and the rigours of vertical logistics
  • Hotel Barcelona is a side-scrolling roguelike slasher about a US field marshal possessed by the soul of a serial killer, created by a team led by Swery and Suda51
  • Lost In the Open is a grubby fantasy tactics RPG about a recently overthrown king and entourage fleeing across a hex-based map

Aside from the above new PC games, this week will contain a non-zero quantity of games so new they aren’t even released yet. We’ll hear about a few of them at the latest Tokyo Game Show, which runs 25th-28th September. As I write this I am looking at a spreadsheet of embargoed announcements. The temptation to just paste the whole thing below and take the week off is fierce, but I am absurdly professional and will resist. Pretty sure none of you care about made you look! anyway.



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September 22, 2025 0 comments
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Silent Hill f Review - A Conflicted Love Affair
Game Reviews

Silent Hill f Review – A Conflicted Love Affair

by admin September 22, 2025


The more Silent Hill f promises change, the more it stays the same; for better or worse. While its ‘60s Japanese setting distances it far enough from previous entries to invite newcomers, fans will feel right at home exploring its foggy, monster-ridden roads. As a horror experience, Silent Hill f’s creepy new threats fall short of being truly terrifying thanks to an overreliance on the same handful of scare tactics. As an action game, the brutally intimate combat, like the weapons you wield, loses its effectiveness over stagnant encounters. The intriguing though sometimes perplexing narrative begs for reinterpretation over multiple playthroughs. Silent Hill f faithfully retains the series’ classic elements with some cool reinventions to deliver a more than respectable horror romp; I just wish it were scarier and, ultimately, more substantial.

Teenager Shimizu Hinako’s troubled life in the small, rural village of Ebisugaoka becomes horrifically altered by the sudden arrival of a sinister fog. Her neighbors have either vanished or been transformed into grotesque creatures. Friends Shu, Sakuko, and Rinko are in grave danger. But the unfortunate fates of the town and Hinako’s friends are merely set dressing for Hinako’s story, a girl whose rebellious nature and trauma are rooted in the rigid gender roles of the time period. This turmoil comes to a head in ways I found both fascinating and mystifying, especially thanks to the strangely helpful presence of an enigmatic masked man.    

 

This may be a strange statement to make about a game so full of horrific and gruesome imagery, but Silent Hill f is beautiful. The art direction is fantastic, juxtaposing unsettling enemy designs with hauntingly gorgeous environments, such as supernatural temples and, most prominently, the cursed, bloody “flowers” gradually claiming Ebisugaoka. Cinematics are wonderfully composed and aided by a powerful and hair-raising score by long-time Silent Hill composer, Akira Yamaoka. I never stopped admiring Silent Hill f as an interactive art piece, no matter how hard it tries to make you look away in terror or disgust.  

Your mileage with gameplay will vary based on which of the two confusingly labeled difficulty settings you choose at the outset. Combat and puzzles have their own challenge settings: Story and Hard. Despite these labels usually representing two polar extremes on the average difficulty spectrum, Story is described as offering the “traditional Silent Hill difficulty” in regards to action; Hard is presented as being the same for the puzzles. I chose this combination with “tradition” in mind for my first playthrough, and while I liked the puzzle difficulty, the action proved disappointingly easy. An overabundance of recovery items means I rarely felt up against a wall or challenged to ration my supplies, something I couldn’t say about, say, Silent Hill 2. Enemies drop fast, and the Sanity meter is virtually a non-factor despite being the combat’s biggest new feature (more on this later). Despite Story promoting a more classic experience, those seeking any sense of challenge should opt for the Hard difficulty for action and puzzles. However, I ultimately wish the game offered a more balanced middle ground (or made it easier to determine what constitutes a “Normal” difficulty).  

Exploring the village is a more harrowing prospect compared to past games, thanks to its narrow alleys and pathways that often funnel players into danger; I appreciate how this prevents me from trivializing threats by casually circumventing them as was possible in older entries. While it’s still possible to evade and flee most encounters, fighting is often the way out. Hinako is brave, but she’s not a trained fighter, so her weighty and clumsy melee-focused combat not only suits her, but nailing light and heavy attacks has a satisfying impact. Breakable weapons add welcome intensity to battles; I like weighing whether it’s worth damaging a powerful bat or axe on a threat. Managing stamina to swing or dodge attacks complements this tension, spicing up the otherwise simple confrontations. I also like how the game forces players to study foes to find openings to nail timed counterattacks that briefly stun targets.

Playing on Hard difficulty forces players to manage Sanity, a meter that drains when using a Focus mechanic that lets you better pinpoint enemy openings to counter. Sanity also fuels a more powerful charge attack at the risk of being interrupted and losing a substantial chunk of this resource, which must be restored by spending Faith, the game’s currency. I enjoy the sense of risk vs. reward that Sanity offers; managing it makes the game tougher without feeling suffocating. A light element of customization comes in equipping special charms that add different perks. While not a major game changer, I do like how this allows me to create simple character builds, like equipping various charms centered on health regeneration.

Regardless of the difficulty setting, the combat loses its luster halfway through the roughly 10-hour adventure due to the disappointingly limited enemy variety. Expect to bash a few slightly different flavors of fleshy mannequins, shrieking multi-headed monsters, a ferocious sound-sensitive beast, and maybe three other enemy types. Whenever I heard a distant groan or a heavy, hair-raising step, I’d get excited about encountering a new horror, only for an enemy I killed or fled countless times to shamble out of a corner. Worst of all, this repetitiveness dulls the scares; I stopped dreading the dangers ahead because I knew it’d be something I’d confronted many times, and I was well used to their ambush tactics (some of which can be pretty cheap). The few proper bosses, such as a nightmare-inducing demonic shrine maiden, offer more refreshing and entertaining tests of your skills and bravery.

Puzzle-solving features a greater variety and is more consistently enjoyable. I enjoyed Silent Hill f most when it settled into comfort-food survival horror exercises of finding clues to locate various keys to open doors while exploring creepy interiors, such as an abandoned middle school. The generally well-designed puzzles creatively tested my logic and observation skills, though exploring a foggy farmfield by identifying the correct scarecrows using vague clues grew frustrating due to its unclear rules. Environmental puzzle-solving, especially in more otherworldly areas, maintains an air of freshness the combat lacks. I always looked forward to seeing what strange riddle Silent Hill f had up its sleeves.  

Silent Hill f’s tricky-to-discuss story, despite boasting a few powerful and even emotionally upsetting moments, left me scratching my head more than anything. Though it leverages themes such as feminism, domestic abuse, and, possibly, addiction well enough for its symbolism, the second half takes an admirably wild turn for the (even more) bizarre. Without delving too deeply, Hinako’s sense of reality and identity becomes distorted in ways that, while clearly designed to feel disorienting, still left me walking away wondering what exactly was happening and to whom. Whether by design or because I’m too dense to “get it” is up for debate, and while subsequent playthroughs may clear the fog, I shouldn’t feel so lost on the first (and for likely some players, the only) go around.  

 

Hinako’s friends feel underutilized, and the game heavily relies on written diary entries to flesh them out in a questionable case of telling rather than showing. Her best friend, Shu, is the most underserved ally despite his significance to Hinako’s life. The somewhat compact runtime means things escalate pretty quickly to the point that supporting character arcs end abruptly, making them feel more like pawns than I’d like. I firmly believe horror games should be on the shorter side to keep their scares from growing stale, but even I was in disbelief at how relatively quickly Silent Hill f ramps up to its big finale, especially when the combat encounters still felt like they were in first gear. While the first playthrough grants the same canonical ending for everyone, five optional conclusions await in New Game Plus, where your actions influence the finale to add some nice replayability.

Silent Hill f is a curious beast. Despite my misgivings, it’s a good Silent Hill game and an enjoyable survival horror adventure in general. The game nails its oppressive and creepy atmosphere, and it boasts a killer presentation from visuals to audio. The combat is faithful to past games while adding cool, effective wrinkles, but for how heavily it’s emphasized, the game fails to have players engage with it any differently than they had in the opening hours (save for one mid-game twist). Perhaps my biggest gripe as someone who loves to be scared is that you’ve seen the extent of how Silent Hill f plans to frighten you within its first half; beyond that, it’s diminishing returns with very few surprises. I like Silent Hill f, but I was prepared to have a love affair with it, and I’m left feeling as foggy as its quiet, ill-fated village. 



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September 22, 2025 0 comments
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Silent Hill F Shrine Vault Puzzle Guide
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Silent Hill F Shrine Vault Puzzle Guide

by admin September 22, 2025



Silent Hill f has arrived, and while this 1960s, Japan-set game might look quite different from previous entries, it has the sort of difficult puzzles you would expect from a journey into Silent Hill. An early puzzle in the game, the Shrine Vault puzzle occurs the first time you enter the spirit realm.

This puzzle solution is for the “Hard” puzzle difficulty, which is considered the default puzzle difficulty.

Shrine Vault Puzzle

This puzzle requires you to find three symbols by spotting and flipping specific Ema located in three different spots. This occurs after receiving the ceremonial knife and following the Fox mask man into a new area, which is promptly locked with a combination lock. The map marks the three different locations, but you need to search for a specific Ema in each area. It’s not clear which Ema is found in which spot, but each area only contains one, and once you acquire the symbol, you won’t be able to interact with that area any longer.

It’s unclear if the specific Ema found in each area remains static, but only one of each appears, so if you don’t see one on the specific board you are investigating, move on to another one.

The symbols can be found on Emas with the three shown designs.

The combo lock solution is above, but the three Ema you are searching for are Lightning, Decayed Tree, and Kudzu. The last one is a pink flower accompanied by large green leaves. You can see the three different images below.

Decayed Tree symbol.Lightning symbol.Kudzu symbol.

Don’t worry about marking down the symbols on each Ema, as they are automatically added to your journal once found. Once you have all three, return to the combination lock and put them in based on the top-down order shown in the journal.



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September 22, 2025 0 comments
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Silent Hill F Review - Spirited Away
Game Reviews

Silent Hill F Review – Spirited Away

by admin September 22, 2025



In my restless dreams, I see that town. I see its fog-drenched foothills and derelict buildings. I see its dead-end alleys and blank-faced inhabitants. And though it’s not the same haunt that ensnared Harry, Heather, James, and the others–the same town that’s siren song broke many a man while simultaneously building one of the most iconic horror game franchises in existence–Silent Hill f’s Ebisugaoka is still a place that demands your attention; a place that, once you’re there, you never truly leave. Or perhaps more aptly, it never leaves you.

The same can be said for Silent Hill f itself. Although the game distances itself from previous entries in the series–most notably by trading in its Lynchian-meets-Boschian ambience and small-town America setting in favor of slow-burning Japanese horror and the humid foothills of Honshu–its overall experience is every bit as memorable as those offered by its predecessors. And yet Silent Hill f is not merely a somewhat-divergent continuation of a beloved series; it’s an evolution, offering several gameplay improvements while also paving a new path forward. With its brilliant writing, well-designed and strategic gameplay, engaging combat, and spectacular visuals, Silent Hill f firmly establishes itself as a phenomenal work of psychological horror and among the best entries in the Silent Hill series.

Though Silent Hill f’s setting is, to be cliche, very nearly a character in itself, at the center of the game’s story is Shimizu Hinako, a young high school student who is violently thrust into a disturbing version of her hometown. In the game’s opening moments, it’s made clear that Hinako’s relationships are rife with tension. As a young woman growing up during the late 1960s, much of this tension stems from her resistance towards being a “proper” young woman, much to her parents’ dismay. In her journal, she writes that her father is the very definition of a patriarchal husband–demanding, severe, and domineering–while her mother is passive to the point of cowardice. For a long time, Hinako’s older sister, Junko, was the only person she could rely on for companionship and protection. This changed, however, once she got married and left home, leaving Hinako alone and drowning in resentment.

The events of Silent Hill f kick off shortly after yet another fight at home. Following the argument, Hinako leaves to find someone–anyone–whom she can talk to. As she makes her way through the eerily quiet Ebisugaoka, we are introduced to her three closest friends: Sakuko, Rinko, and Shu. In typical teenage fashion, Hinako’s relationships with these three have an underlying sense of unease, though it’s not immediately clear why. And yet, teenage drama quickly becomes the least of her concerns once a fog-shrouded monster begins to hunt her down, leaving flesh-devouring spider lilies, chrysanthemums, and red streams of rot in its wake.

Hinako is forced to then navigate the narrow alleyways and abandoned buildings of Ebisugaoka as she attempts to avoid the infestation and the grotesque creatures who accompany it. And yet, this is only half of the harrowing experience Hinako endures. At certain points throughout the game, Hinako is thrust into a spirit realm, in which a disarming young man referred to as Fox Mask guides her through strange temples and dark trials.

Though this premise is plenty peculiar, Silent Hill f is in some ways a bit more straightforward than previous Silent Hill titles. Well… at first, anyway. At the very least, it’s not quite as uncanny. Rather than stumbling into suffering strangers who speak in riddles, SHF uses those closest to Hinako to heighten intrigue and tension–to alarm and unease. Whereas previous Silent Hill games always felt a bit like David Lynch’s take on a Hieronymus Bosch painting–alienating, dreamlike, and horrifying–Silent Hill f feels more like a collaboration between surrealist filmmaker Satoshi Kon and horror manga legend Junji Ito. I wouldn’t dare to say one is better than the other, even if my personal preferences skew me towards the latter, but I will say that Silent Hill f moved, unsettled, and awed me in ways few games can.

Regardless of whether Hinako is trudging through rice fields, roaming the halls of her former middle school, or traipsing alongside Fox Mask in the spirit realm, the world of Silent Hill f is stunning and atmospheric. Though I’ve never been to Kanayama–the real-life Japanese town that inspired Silent Hill f’s Ebisugaoka–I was extremely impressed by the way Konami managed to replicate a rural Japanese town. I certainly won’t claim to be an arbiter of authenticity, but as I wove through alleys and watched concrete and chainlink give way to worn-wood homes and dampened dirt paths, I was reminded of the time I’ve spent near Nagano, or south of Osaka: places where nature and culture coexist in such a surreal but beautiful way. As I moved through Ebisugaoka, I felt as though I could taste the humidity; as though I could smell the forest floor.

The spirit realm, on the other hand, feels appropriately unknowable–steeped in history and reverence. When you walk through its temple halls, it feels as if the world should be eerily quiet, ultimately making the rattling chains of four-legged enemies, chattering of dolls, and Akira Yamaoka’s phenomenal compositions all the more impactful. Yes, composer Yamaoka returns for Silent Hill f, and while he naturally retains his ability to build tension at the drop of a hat, Silent Hill f also might just show off how beautiful and consuming his work can be, too. I was impressed by how he makes SHF sound like a Silent Hill game while also giving it its own identity and celebrating its new setting, placing traditional Japanese instrumentation, guttural singing, and haunting choirs alongside his signature industrial sound.

Yet fidelity and sound aren’t all that contribute to how artistically profound Silent Hill f is. Among the more crucial elements are the game’s haunting visuals and nightmarish creatures, both of which disturb as much as they fascinate, and accomplish the game’s mission of exploring the space where the gorgeous and grotesque meet. Boss designs are consistently remarkable, drawing upon traditional Japanese attire, weaponry, and folklore to elevate them, while your standard enemies–from hewn mannequins to feminine monstrosities whose bodies are covered in pulsing, pregnant bellies–are every bit as unsettling. Expect to see flesh fall, bones snap, and plenty of viscera during your time with Silent Hill f, as well as cinematic cutscenes that feel utterly otherworldly.

More important than being both visually and audibly remarkable, however, is how Silent Hill f’s locations serve the game’s narrative and themes. Prior to Silent Hill f’s release, Konami stated that Silent Hill should be viewed as a state of mind rather than a physical location, hence why some games in the series–including SHF–don’t take place in the East Coast-inspired town. That said, if we are to view the locations these protagonists explore as metaphors for the human psyche, I can’t imagine a more suitable world than the one crafted here.

Ebisugaoka’s alleys cut through the town like neural pathways–twisting, turning, connecting, and coming to abrupt ends. Both the town and the spirit realm disorient just as much as they dazzle, heightening this sense of confusion and loss. They also revel in contradiction. Throughout the game, we witness gorgeous grotesquery as flowers and gore consume the town in equal measure; we stumble across sacred places that feel utterly profane, and watch as the supernatural and otherworldly collide with the lush and natural. Much like Hinako and Silent Hill f itself, this world is not meant to be entirely understood.

Naturally, this sense of mystery also heightens one of the Silent Hill series’ most notable features: its puzzles. Throughout Silent Hill f, there are roughly a dozen puzzles to solve, with a particularly important one sprawling across the entire game and requiring at least one playthrough to be completed before you can start it. Others are more straightforward, and task you with things like deciphering a coded language, finding and correctly placing medallions, or navigating complex hallways by pulling levers to open and close doors.

By and large, these are all engaging and just the right level of difficulty on the game’s Hard mode, its default puzzle difficulty. After completing the game once, you’ll also gain Lost in the Fog difficulty, which adds a bit more of a challenge, though I didn’t find it to be too extraordinary a jump. That said, one or two of these puzzles stand out as far less enjoyable (and more convoluted) than the others, ultimately dragging on a bit too long for my liking and resulting in my facing off against a grating number of enemies.

Fortunately, Silent Hill f alleviates some of the annoyance these moments stir up with remarkably fun close-quarters combat. Compared to previous entries in the series, Silent Hill f is more action-oriented, relying on executing perfect dodges and parrying at the correct time to dish out damage to enemies. Though the studio has shied away from comparisons to soulslikes, there is an undeniably familiar feeling as you bounce back and forth between light- and heavy-attacks before quickly dodging out of harm’s way. And whereas some horror games stumble when they lean too far into action, Silent Hill f manages to do so to great success, creating a fluid and engaging system that enhances the game rather than detracts from it.

That said, it’s not perfect. At times, I felt enemies were not quite as responsive to my attacks as I wished and lacked proper feedback. Other times, I found myself a bit frustrated by how the game’s tight corridors, quickly depleting stamina bar, and imperfect controls created situations where I was unable to do anything as an enemy continuously wailed on me. This didn’t happen too often, though, and considering horror games aren’t known for having particularly jaw-dropping combat, I didn’t mind those few moments of unreliability and overwhelm. In some regards, it served as a reminder that Hinako is just a high school girl, not a military-trained operative you might find in Resident Evil 3’s Raccoon City.

And while combat is more fluid than ever, this doesn’t necessarily mean it’s easy or that you should engage with every enemy you encounter. Keeping in line with former Silent Hill games, there is no real incentive for you to take on enemies you’re not required to kill to progress–no items are dropped, and no experience is given. In fact, choosing to do so can come at a detriment, as combat can be quite challenging and will always cost you more resources than you net, including your weapons.

Yes, in addition to your health, stamina, and sanity, you’ll want to pay attention to your weapon’s durability as you play, as weapon degradation is back. While this might sound like a lot to monitor, in execution it works extremely well, and greatly heightens the stakes and sense that Hinako’s survival must be won.

In addition to weapon degradation, Silent Hill f’s permanent-upgrade system also adds another layer of strategy and resource management. Throughout Ebisugaoka and the spirit realm are shrines Hinako can visit to enshrine select objects, including some of those used to heal or regenerate sanity and stamina. Enshrining an object converts it into Faith, which can then be used to draw an omamori–a talisman granting Hinako a random boon–or to permanently upgrade one of her stats. This adds an interesting element of choice, as you must consider whether you should hang on to your various healing items to use in battle or convert them into faith for permanent upgrades.

Trading in your items for upgrades is made even more tempting by the fact that both Hinako’s stat upgrades and omamoris carry over to New Game Plus, greatly heightening their usefulness and making subsequent playthroughs easier. And while you might not typically be the type to replay a game on New Game Plus, Silent Hill f makes an extremely compelling case to reconsider your stance.

Although a playthrough of Silent Hill f takes around 10 hours to complete, you’d be remiss to call it a 10-hour-long game. Within the game there are five endings, one of which you are locked into the first time you play, and it was only after unlocking two of them that I began to feel as though I somewhat understood what was happening to Hinako and her hometown; that I began to grasp that each playthrough should not be viewed as a separate experience, but as part of a whole.

As such, playing through Silent Hill f multiple times feels absolutely essential to the overall experience. For those of you familiar with the game’s writer, Ryukishi07, this might come as no surprise, as his other works are known for doing precisely this and often use their first ending to raise questions rather than answer them; Silent Hill f is no exception. Thankfully, fantastic gameplay, the ability to skip old cutscenes, plenty of new content each playthrough, and dramatically different endings–complete with different bosses–make playing through the game multiple times an exciting prospect.

Yet the most compelling reason to replay Silent Hill f is simply to experience every bit of its brilliant, horrifying, and, oftentimes, deeply cathartic story. Though I won’t dive too deep into the ideas and themes of the game in order to preserve the experience for others, suffice to say I was blown away by the mastery in which Silent Hill f explores gender roles, agency, isolation, identity, relationships, and womanhood, as well as by the way it perfectly balances clarity and ambiguity to create something profound and reflective. Among AAA titles, there are few games that dare to broach the same topics developer NeoBards Entertainment does in this title–and far fewer that handle them with even close to the same amount of grace, nuance, and conviction.

Perhaps this isn’t surprising, considering that nearly every part of Silent Hill f is crafted with the same level of care and skill. And yet, that doesn’t make anything about this game and what NeoBards has achieved any less impressive. Silent Hill f is not just a return to form, it’s a remarkable evolution; it’s a visual spectacle, a mastercraft in psychological horror, a work of narrative brilliance, and a new benchmark for the Silent Hill series.



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September 22, 2025 0 comments
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Silent Hill f review - a return to form worth sticking with
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Silent Hill f review – a return to form worth sticking with

by admin September 22, 2025


Silent Hill f’s frustrating first-half is outweighed by a brilliant, delirious second that’s well worth the initial slog.

If you take nothing else from me today, just take these three words: stick with it.

Silent Hill f review

  • Developer: NeoBards Entertainment
  • Publisher: Konami
  • Platform: Played on PS5
  • Availability: Out 25th September on PC (Steam), PS5, Xbox Series X/S

If you’d sidled up to me halfway through Silent Hill f, I probably would’ve dropped my voice and advised you to wait for a sale. All the whiny teenage angst is winding me up, and is also more than faintly reminiscent of Silent Hill’s free teaser, The Short Message. I don’t like the combat. For the last hour, I’ve been unsuccessfully playing Inventory Management Sim, spent an embarrassing amount of time lost in a field, and I still can’t really work out what the hell is going on. The (also embarrassing) time I’ve spent wandering through the misty streets of Silent Hill over the years is seemingly of no benefit here, either. In fact, if it wasn’t for Akira Yamaoka et al’s score – which is less recognisably Silent Hill than I’ve ever heard before – I wouldn’t have thought Silent Hill f was a Silent Hill game at all. Which is kind of weird. You know. For a Silent Hill game.

I don’t say that to be difficult. I’m not the fan who only ever wants Silent Hill 2 over and over again (although let’s face it, Remake was exquisite), I don’t automatically despise anything that’s been made by a western studio, but I also don’t blindly accept that everything with Silent Hill on the cover is any good, either (sorry, Ascension). So I came into Silent Hill f cautious, but optimistic.

Here’s a Silent Hill f trailer.Watch on YouTube

But first, some context! Silent Hill f places us in the neat school shoes of teenager Hinako. For reasons that may or may not be explained later, her provincial town, Ebisugaoka, is suddenly submerged into a mysterious fog. The pavements bubble and blister with strange crimson flora, and sinewy strings hang from rooftops like macabre bunting. Unidentifiable fleshy lumps sit about, all haphazard and bloody, as though discarded by a lazy butcher in the sky, but it’s the flowers you need to look out for. One wrong step, and something will curl around your ankle, and you’ll be trypophobia-triggering plant food before you know it.

But none of that is as upsetting as the bloated corpses and twisted marionettes and more – oh-so-much more – that lie in wait across the village. It’s hard to know what’s worse for our Hinako: the deadly denizens or the societal expectations of a teenage girl in 1960s Japan.

But man, those first few hours. People keep doing and saying dumb stuff. The dialogue – teenagery and cringey – is not convincing, and why on earth Hinako and her pals don’t link arms to ensure they stop losing each other in the fog is beyond me. I’d kept myself gloriously spoiler-free coming in, which perhaps means I was less prepared than some for the wild tangents developer NeoBards takes from expected Silent Hill norms, but even the Otherworld is Otherworld-y in a way I absolutely did not expect. Which is again, well, strange. Because if it doesn’t look like a Silent Hill game and doesn’t play like a Silent Hill game, and only sometimes sounds like a Silent Hill game, then is it really a Silent Hill game at all?

And then it just all clicked.

Image credit: Eurogamer / Konami

Not the combat, mind you. I still don’t like it. You’ll have heard some compare it to that of Soulslike games, which isn’t quite right. You’ll spend the game with a pipe or a bat or a sledgehammer in your hand that takes forever to swing, even if you commit to the ostensibly quicker light attacks. The more you attack, the faster you’ll deplete your sad little stamina bar. The more you draw on your focus – which is exactly what it says on the tin; a powered-up focused attack – the quicker you’ll lose your sanity. It’s all pretty standard fare, and I did acclimate to the recommended Story difficulty, but I never quite enjoyed it, I’m afraid. By the time I finished, though, I’m pretty sure that’s more a consequence of the degradable weapons than the combat system itself.

I’ve spent a good chunk of my life in horror games, and know there’s a constant tension between feeling fearful and carefree, which inevitably requires the need to ration health items and weapons as well as liberally deploying ‘Run away! Run away!’ strategies. And while this is fine when you’re, say, fighting enemies outside, when you’re indoors – or in a tight alleyway – it becomes much harder to do that. The more you fight, the faster you’ll exhaust your piddly collection of weapons (you’ll only ever be able to carry three, along with a handful of toolkits to sort-of repair them), which means there was a good fifteens minutes segment where I had no weapon at all, leaving me with absolutely no way to defend myself other than to dodge myself dizzy and hope I make it out alive. Hinako wouldn’t even raise a fist.

Your frustration levels may vary depending on how much time you spend with Soulslike games, but for me, SHf’s combat isn’t challenging as much as it’s clunky. I had attacks phase through targets without a dent, dodges not dodge, and never seemed to have enough bloody stamina, even by the endgame. And when she comes out of a dodge, Hinako stands there until you remind her that she’s supposed to be running for her life – it becomes a self-defeating move, often leaving you wide open for a deadly own goal.

Image credit: Konami

The most grievous crime, though: as a long-time Silent Hill fan, it’s extraordinarily difficult to do any real exploration of the world. The grim cocktail of clumsy combat, degradable weapons, and ferocious enemies makes it extraordinarily difficult to do so. That said, about halfway through, you’ll land yourself an Otherworldly, er, upgrade (of sorts). Even if I could tell you about it I wouldn’t, but I will admit that it brought a new twist to combat that I was not expecting, but was very happy to have. Let’s leave it at that.

As for the enemy you’ll find yourself fighting more than any other? The one you’ll never quite get under control? Your inventory.

There are three things you can do when you reach a shrine: save, enshrine, and pray. The latter two ostensibly allow you to upgrade your health, stamina, and sanity bars, although doing so requires you to sacrifice the meagre collection of goodies you’ve amassed as ‘offerings’ or locate one of the vanishingly few ’emas’ found secreted across the game. Initially, I felt as though I’d never have enough items to sacrifice to build up my Faith deposit (the closest the game has to a currency), and later, I’d amassed loads of Faith, but must’ve missed some emas, so I couldn’t upgrade anything. Ho hum.

Image credit: Eurogamer / Konami

You can also utilise a pool of passive skills in the form of Omanoris that you pick up along the way, although I have very little else to say on that given I barely touched them after finding one that helped boost Hinako’s stamina a bit.

I don’t think I’d care as much about Hinako’s tight inventory if we were able to pick and choose what we take and what we leave behind, but switch a bandage to make room for a first aid kit, for example, and that bandage will be gone forever. And sure, some stuff stacks, but many others do not, so it’s particularly galling that you have to make room in your minuscule inventory for those aforementioned offerings, too.

I can’t even tell you what they all do, either. You can recover health, sanity, and stamina in different amounts and ways. Some of it’s pretty self-explanatory – bandages, first aid kits, and so on – whereas the rest, such as Divine Water (fully restores Max Sanity and reduces Sanity drain for a bit), Ramune (greatly restores Max Sanity), Arare (slightly restores Health, but the effect increases when used continuously) are more difficult to keep track of at the best of times. At their worst – say, when you’re in the heat of battle and your pop-up inventory only shows you a tiny icon – they’re infuriating.

And yet there I was, teeth clenched, beating a bulbous…. something – I don’t even know how to describe it! – to death with a crowbar, absolutely hell-bent on seeing this through to the end. I had to see it through. Hinako’s story took a wild pivot the moment I realised what was happening in her Otherworld, and halfway through this bewildering adventure, I realised how stupid I’d been for chalking this up to nowt more than a teen drama with a Silent Hill logo slapped on top of it.

Image credit: Eurogamer / Konami

Yes, SHf deliberately side-steps much of what makes Silent Hill games Silent Hill – there’s no torch, no radio static, not even any rust – but that doesn’t mean it’s a misstep. Its world is still tense and atmospheric. The monsters delight and disgust in equal measure. The ambient sounds are genuinely terrifying. It’s not the same as Silent Hill 2 Remake, no, and I don’t think it’s as scary, but it’s every bit as unsettling, believe me.

It’s almost as though the second half of the game is your reward for getting through the first, pivoting in such devilishly dark ways I couldn’t have predicted it if there was a gun at my head.

Hinako’s Otherworld may not look like any Otherworld we’ve seen before, given the rusty fences and blood-smeared grates have been replaced by dark temples and shrines, but it feels every bit as foreboding. Slowly, methodically, you’ll piece together what, exactly, brought Hinako to this place, and over a number of Otherworldly visits (visits that do not include degradable weapons: huzzah!) you’ll learn things about her you may never have suspected, and even more about what more she’s prepared to sacrifice… both literally and figuratively. Whereas other Silent Hill games have essentially presented a Western idea of horror, SHf unapologetically embraces its roots in ways I couldn’t even imagine. And it’s here, in the unmentionable and often indescribable parts of Silent Hill f, that writer Ryukishi07’s profoundly unsettling story really shines.

So while no, this doesn’t negate the clumsy combat, per se, it makes that first-half slog more than worth it.

Plus, it’s a beautiful place when it’s not scaring the bejesus out of you, rich with detail and interest. There’s a fair bit of backtracking – which again, makes that tiny inventory that much more of an issue; a number of times I cleared a place out and discarded an item to make room for another, thinking I’d never be there again, only to return two hours later and could’ve desperately done with it – but you’ll get to poke about in all kinds of places across Ebisugaoka, even if you’re rarely rewarded for stepping off the beaten path. And in keeping with its predecessors, Silent Hill f is not overt with its messaging, which means you should make a point of scouring for discarded notes and checking in with Hinako’s journal as you meander across town.

Image credit: Eurogamer / Konami

Talking of Hinako’s journal: it’s a lifeline when it comes to SHf’s puzzles. I played on Hard – the recommended setting for those looking for a “traditional Silent Hill experience” – and found all but one early scary(crow – if you know, you know) puzzle and the final brain teaser a breeze, thanks to the copious notes Hinako jots down as she goes. The environmental puzzling was tougher – figure out how to get here, do that, now go there, etc. – but again, not overly taxing, making it probably one of the easiest Silent Hill games thus far in this respect.

Silent Hill f accessibility options

There’s a colourblind accessibility setting as well as colourblind “intensity”, and the ability to adjust sound by music, SFX, voice, system, or together. You can also toggle on/off running, invert cameras, and turn off vibration. Subtitles can be enlarged, given specific fonts/colours, a coloured background, and show who is speaking. There is no “easy” difficulty mode for either combat or puzzles. CW for trypophobia and torture.

It’s not the puzzles that are going to make or break Silent Hill f, though – it’ll be that combat. I stand here as someone with average-ish dexterity, poor impulse control, and a core-deep hatred of boss fights, so I like to think that if I can get through it, most of the series’s older fans should cope okay, too, despite the surprising decision to omit an easy mode. For different reasons, the story – and several of its gobsmacking cinematic sequences – similarly requires a strong stomach. Silent Hill has never shied away from mature and complex themes, so it may be prudent to note the content warning when you boot up. (To that end: it advises there’ll be depictions of gender discrimination, child abuse, bullying, drug-induced hallucinations, torture, and graphic violence – and boy howdy, do they deliver on that, as well as trypophobia, which is not listed in the content warning but will absolutely be a deal-breaker for some. Proceed with caution.)

There’s more I want to tell you, of course. Loads, actually, although I’m not convinced you’d believe half of what I witnessed in the twelve-ish hours it took to reach the end. I want to talk about the enemies, the Otherworld, and the multiple endings. But even if Konami’s barbed wire-laden embargo wasn’t preventing me from telling you more, I wouldn’t want to spoil the surprise, anyway. You really should experience Silent Hill f’s final act for yourself.

And given that, I’ll conclude as I started, and leave you three more words to take away: Don’t read anymore. If this has left you curious, close this tab, avoid social media and further reviews or streams, and let yourself experience Silent Hill f first hand. You’ll either thank me for it or hate me for it, but either way, you’ll have a hell of a time.

A copy of Silent Hill f was provided for this review by Konami.



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Close of up main protagonist Hinako from Silent Hill f
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Silent Hill f review: a bold and daring new entry in the series that overcomes some serious flaws

by admin September 22, 2025



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Silent Hill f is one of the most imaginative, compelling, and striking experiences I’ve had this year. Neobards has also made one of the most tedious, infuriating, and badly designed survival horror games I’ve ever played. We’ve all seen fascinating ideas mired by flawed mechanics countless times in the past, but it’s been a long time since I’ve wanted to completely walk away from a game just as much as I want to press on to see what revelations it has for me.

It’s this back-and-forth that I’m struggling to reconcile when settling on what I really think about Silent Hill f. Some will despise it for its dire combat, inconsistent atmosphere, and poor execution. To others, this will be a game of the year contender, with its beguiling mythology, gorgeous cinematic direction, and audacious design choices. I support the argument from both sides.

Review info

Platform reviewed: PS5
Available on: PS5, Xbox Series X, Xbox Series S, PC
Release 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

(Image credit: Konami)

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

(Image credit: Konami)

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.

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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

(Image credit: Konami)

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.

(Image credit: Konami)

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 using a DualSense Wireless Controller and playing audio through a Samsung HW-Q930C soundbar. In that time, I completed the game twice, with my first playthrough clocking in at a little over eight hours.

The game does not have different graphics modes to choose from, but performance was excellent throughout, although I got the impression that cutscenes were disappointingly locked to 30 frames per second (fps).

Silent Hill f: Price Comparison



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Silent Hill f review | Rock Paper Shotgun
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Silent Hill f review | Rock Paper Shotgun

by admin September 22, 2025


Silent Hill f review

Silent Hill f marks a big change for the survival horror series with a new setting, time period, and combat focus, but it still delivers strong scares and a lot to think about – even after you’ve stopped playing.

  • Developer: NeoBards Entertainment
  • Publisher: Konami
  • Release: 25th September 2025
  • On: Windows
  • From: Steam
  • Price: $70/£70/€80
  • Reviewed on: AMD Ryzen 5 4500, Nvidia GeForce RTX 3060, 32GB RAM, Windows 10


Is there anything left that Silent Hill can offer us? Last year, I felt the answer to that question was a resounding no. The series’ comeback game The Short Message, a short teaser of a horror experience, landed far, far away from my tastes, and last year’s Silent Hill 2 was a remake of a game that needed one perhaps less than any other. This year is different though, because it has a true, full-sized, and most importantly new entry to bring this question back to the forefront. And Silent Hill f is a game that has, annoyingly, put me in my place.


The game’s series-first setting, 1960s Japan, feels quite well positioned to deal with some pretty big themes outside of the usual guilt and grief – in particular, gender inequality. Going into it, this is probably what made me the most nervous. Having now played it, that anxious feeling has quietened, as I think what it does have to say is in part worth saying in the first place, but also worth engaging with – even if I have some caveats. An intriguing turn of events for Silent Hill revival sceptics like myself.


Silent Hill f starts us off with teen girl protagonist Shimizu Hinako bailing on an argument with her alcoholic, abusive father to go see some friends, including Shu, her male (that’s important) best mate. That classic fog starts to roll in soon after her arrival, another friend turns into flowers, and a monster gives chase, sending the remaining lot of them into a surreal, twisted version of the place they call home. Same shit, different country.


Immediately, I felt surprised by how it did all feel like ‘a Silent Hill game’. For one thing, Hinako is introduced with precious little context for her life and backstory: she’s just thrust into the mess of it all and forced to deal with whatever trauma she’s been keeping bottled up. It’s a similar trick to the one Silent Hill 2 pulls early on, withholding details on why James has come to town, and Silent Hill f is certainly successful at spinning the intrigue on who Hinako is and why she’s in this position herself.

Image credit: Konami / Rock Paper Shotgun


Its more important accomplishment, though, was having me Scooby-Doo-style spinning my legs in the air in an attempt to run away in terror. SHf’s monsters, beasties, and physical manifestations of [insert interpretations here] were truly horrid to look at, and worse to have snarling up in your face. Some of them move erratically, which makes their violent lunges harder to predict, and while bigger enemies are slower and more lumbering, they still move with an domineering sense of threat. All of which makes the more Souls-influenced melee combat interesting, if still likely to prove divisive.


Hardware ed James, for one, wasn’t the biggest fan when he played at Gamescom last month. I don’t know if any tweaks were made since then to tighten up the bludgeoning, but I had no problems with it myself. Missing a swing generally felt like my fault, the impact of steel pipes and axes always landed with a satisfying thunk, and nothing – be it my arsenal or the fog’s monsters – felt imbalanced for an action-horror adventure.


It’s just.. it is quite actiony. You have a stamina meter, which depletes with weapon swipes as well as dodges, though perfect dodges will restore that stamina while slowing down time. Combined with a parry-ish move that stops enemies in their tracks so you can launch into a counterattack, the fighting is rarely bad, but it never feels very Silent Hilly (Shilly?).

This isn’t the Resident Evil 4ification of Silent Hill either, to be clear. Hinako doesn’t do any sick flips, and not once does she parry a chainsaw. I’d even say I enjoyed the combat more often than not. But still, I’m not sure at home it feels within a world like Silent Hill’s, especially considering Hinako is a teenage girl with no apparent combat training. It’s something I ended up justifying in my own head: Hinako is quite an angry teenage girl, as many are and should be – the world is not known for being kind to that particular demographic historically – so why shouldn’t she get to exert some of that rage?

As it happens, the reasoning behind Hinako’s rage is something that Silent Hill f manages to explore with both zero subtlety and a surprisingly amount of nuance, whether it’s focusing on Hinako herself or exploring why her dad is such an abusive drunk. Ultimately, Silent Hill f isn’t about dash-dodging around yokai: it’s about expectations of gender.


See, there are two other things to know about Hinako. The first is that she has an older sister, Junko, whose youthful kindness and playfulness faded away once she got married – not that it hurt her position as their parents’ favourite daughter. The other is that Hinako is seen as quite masculine by her friends and family. She’s a bit rough and tumble; she doesn’t care for dolls, but she does like playing Space Wars with her platonic “partner” Shu.


Now, I’m not saying that in the year of 2025 we’re entirely free to express ideas around gender as and how we like, but it certainly was a damn sight worse in the sixties, and Silent Hill f doesn’t shy away from that. It’s immediately apparent that there’s an expectation placed upon Hinako that she must fit into society and, just like her sister, eventually find a man to settle down with – notions she wholly rejects. Shu’s just her partner, people.

Image credit: Konami / Rock Paper Shotgun.


Even so, they’re notions she can’t seem to escape, even when she’s repeatedly plucked from the ‘real’ world to another, more mystical one, as this is a realm where tradition reigns supreme. There are torii gates. There are old lanterns. There are Zen gardens and Shinto temples. At my most cynical, this is where Silent Hill f’s presentation of its new setting seems to teeter on the edge of Thing, Japan a little too precariously. It’s not without purpose, however. The trials that Hinako endures here certainly feel tantamount to being forced to fit into society, and it’s something that I think that might even strike a chord with gender non-conforming folks out there.

I don’t want to spoil too much of what textually happens, because Silent Hill has always been its best when you’re interpreting its themes for yourself. Likewise, it’s hard to examine the effects of writer Ryukishi07’s signature approach to structure without giving too much away, even if it’s executed wonderfully. But for me, it’s a game about figuring out who you are when the people close to you (and society at large) have such narrow expectations for you. There’s even an eyebrow to be raised here at Hinako’s mother, a parental figure you’d think, or hope, would be more protective than she is shown to be in such a world. Nuance! All of this is a powerful thing to feel and experience in a game, and a fresh one for Silent Hill specifically.

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I still hold complicated feelings on Silent Hill f. There’s a big part of me that wanted to resist it, simply because of the industry’s current overreliance on wringing out (and recycling) existing series. And yet here I am, constantly thinking about it, what it’s saying, dealing with how I’ve been confronted with messy emotions and upsetting realisations. It is, in fact, interesting, and games being interesting is more important to me than how they fall on a simple good/bad scale.

So yes, Silent Hill does still has something to offer, and right now I can’t stop thinking about the game that provides it. Or talking about it! I’m excited for my partner, a fellow Silent Hill lover, to play it, so I can dig into its themes with them. And then grab my friend, who’s only just got into the series, and do the same with them.

There’s nothing I love more in life than a piece of art that triggers a desire for discussion, and in the face of my own assumptions, Silent Hill f has done that for me. Its combat, its new setting, or even its subject matter might not do that for you, but the bottom line is, it turns out that even after all these years, Silent Hill can still strike up an exciting conversation.



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September 22, 2025 0 comments
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Hinako holds back a blind mannequin woman trying to stab her
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Silent Hill F would be better if the combat was less enjoyable, or if there was just less combat

by admin September 22, 2025



When the previews started coming in I was worried that Silent Hill F seemed like it emphasized the combat more than I prefer in my games of dread and slow-burn tension. What I want from a Silent Hill is an in-depth psychological portrait of someone who is deeply unwell. If I have to shoot a few mannequins to get it that’s fine, but it’s not why I’m here. I don’t want a combat system where I can master the timings and get into a flow state, I want it to be janky and panicked like it’s simulating what it would be like for an ordinary person to be handed a plank with a nail in it and thrown in a room with a monster made of nightmares.

To cut a long story short, Silent Hill F is not that kind of game. It’s the kind with an involved combat system it really wants you to get to grips with. You may be playing a teenage girl in the 1960s, but by god you’re going to have to master the blade.

(Image credit: Konami)

It’s not just a matter of “light attack, heavy attack, maybe a dodge if you ask nicely.” In Silent Hill F you can time a heavy attack right to do a counterattack, and can spend focus to broaden the counterattack window. Stay in focus mode till a bar fills up and you can launch a special focus attack. Dodge at the right time and you’ll get your stamina back, because of course there’s a stamina bar, that’s the kind of game this is.


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By the time I unlocked something called “awakened mode” I realized I’d hit the limit of combat mechanics I could be bothered internalizing. Silent Hill F keeps tutorializing new combat ideas even in its final act, well after the point where I’d bothered caring about them.

There are times when you can avoid fights, which is good. The weapon degradation system—yeah, it has one of those as well—means in theory you could end up unarmed because your crowbar, lead pipe, and kitchen knife all break while you’re in a field somewhere whomping undead scarecrows dressed as high school students. So being able to run past and around enemies is an option, but unfortunately it’s only a sometimes option.

(Image credit: Konami)

At other times you’ll need to kill someone to unlock a box holding a crest you need to solve a puzzle, or just to be allowed into the next area. This seems particularly true in the dark shrine world that is Silent Hill F’s replacement for the usual rusty chainlink hellscape otherworld. In the dark shrine world weapon degradation is disabled and you get to wield a naginata like you’re in Soul Calibur 6. But combat eventually stops being optional back in the foggy world as well, with a gauntlet of enemies who have to be killed to make skin walls go away before you’re allowed into the underwhelming finale and inevitable twist ending.

Early on, there’s a moment where you have to get a key out of a well while being menaced by a monster who is like the Hulk wearing the flower outfit from Midsommar. You don’t actually need to fight him, though. Get him to chase you around the other well in the yard and you can buy time to turn the crank and raise the bucket, eventually getting the key you need without having to master another enemy’s precise counterattack window and perfect-dodge timing.

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I wish Silent Hill F had leaned into that style of play, but it’s just not that kind of game. It’s an action game with a horror veneer, and that’s something I go to Resident Evil for rather than Silent Hill.



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September 22, 2025 0 comments
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