Silent Hill f: A '60s Japanese Nightmare That's More Conflicted Love Affair Than Terrifying Trauma

Greetings, horror aficionados and brave souls! Prepare yourselves for a deep dive into the fog-shrouded, flower-infested world of Silent Hill f, NeoBards Entertainment's latest offering under the Konami banner. This isn't your grandma's Silent Hill (unless your grandma was into '60s Japanese psychological horror, in which case, high five, grandma!). Released on September 25, 2025, for PlayStation 5, Xbox Series X/S, and PC, this Mature-rated title promised to shake up the formula. Did it deliver? Well, if you like your scares with a side of existential dread and a dash of 'wait, what just happened?' then you're in for a treat. Our journey through Ebisugaoka with Hinako was less a terrifying ordeal and more a thoughtful, albeit slightly frustrating, meditation on change, tradition, and the art of not being quite scary enough.
Welcome to Ebisugaoka: Where the Fog is Thicker Than Your Plot Theories
Stepping into Silent Hill f is like discovering a forgotten horror film reel from the swinging sixties, but in Japan. The game’s '60s Japanese village of Ebisugaoka is a masterclass in atmospheric dread. Forget your typical spooky American towns; we're taking a trip to a rural locale where the fog isn't just atmospheric, it's practically a travel agent for the grotesque. Newcomers will find it fresh, while veterans will feel right at home, probably muttering, "Ah, yes, another Tuesday in Silent Hill." The art direction is simply stunning, juxtaposing unsettling enemy designs with hauntingly gorgeous environments – think supernatural temples and those cursed, bloody "flowers" that are slowly but surely claiming the village, like a particularly aggressive, aesthetically pleasing weed. And with long-time Silent Hill maestro Akira Yamaoka at the helm, the score is so powerfully hair-raising, it might just give your hair its own existential crisis. Seriously, I never stopped admiring Silent Hill f as an interactive art piece, no matter how hard it tried to make me look away in terror or disgust.
Hinako's Horrific Holiday: A Teenage Rebellion with Tentacles
Our protagonist, Shimizu Hinako, is a rebellious teenager whose troubled life takes a sharp turn into 'nope, not today' territory when a sinister fog descends. Her neighbors? Gone or grotesquely transformed. Her friends – Shu, Sakuko, and Rinko? In grave danger. But let's be real, the town and her pals are mostly set dressing for Hinako's deeply personal story, one rooted in the rigid gender roles of her time. This turmoil comes to a head in ways that are both fascinating and mystifying, especially with the strangely helpful presence of an enigmatic masked man. The narrative bravely tackles heavy themes like feminism, domestic abuse, and possibly addiction, leveraging them for potent symbolism. However, the second half takes an admirably wild turn for the even more bizarre, leaving me scratching my head more than once. Was it by design, or am I just too dense to "get it"? The jury's still out, but while subsequent playthroughs and a strong cup of coffee might clear the fog, feeling this lost on a first run is a bit like trying to assemble IKEA furniture with only half the instructions.
Difficulty Settings: A Puzzle in Themselves
Now, about the gameplay. Your mileage will vary depending on which of the two confusingly labeled difficulty settings you choose. Combat and puzzles each have their own challenge settings: "Story" and "Hard." Despite these labels usually representing two polar extremes, "Story" for action is described as offering "traditional Silent Hill difficulty," which I can only assume means "you'll probably trip over your own feet and die, but slowly." Meanwhile, "Hard" for puzzles means you'll need a PhD in existential dread to open a locked door. Opting for the "traditional" combination, I found the combat disappointingly easy. An overabundance of recovery items meant I rarely felt up against a wall or challenged to ration my supplies, something I couldn't say about, say, Silent Hill 2. Enemies dropped faster than a bad Wi-Fi connection, and the Sanity meter, despite being a major new feature, was virtually a non-factor. Those seeking any real challenge should definitely opt for "Hard" on both, though I still longed for a more balanced middle ground – or at least a clearer explanation of what constitutes "Normal" difficulty.
Melee Mayhem and Manageable Sanity
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, preventing any casual circumvention of threats. While fleeing is an option, fighting is often the only way out. Hinako is brave, but she's no seasoned warrior; her weighty, clumsy, melee-focused combat not only suits her character but also delivers satisfying impacts with light and heavy attacks. Breakable weapons add a welcome layer of intensity – deciding whether to bash a powerful bat on a mundane threat or save it for something truly monstrous is a genuine tactical choice. Managing stamina to swing or dodge complements this tension, spicing up otherwise simple confrontations. I also appreciated how the game forces players to study foes to find openings for timed counterattacks that briefly stun targets, adding a touch of strategic depth to the brutality.
On "Hard" difficulty, the Sanity meter truly shines. It drains when using a Focus mechanic to pinpoint enemy openings and fuels a more powerful charge attack, albeit at the risk of interruption and a substantial loss of this precious resource. Restoring Sanity requires spending Faith, the game’s currency. This risk-vs.-reward dynamic makes the game tougher without feeling suffocating, like a perfectly seasoned hot sauce. A light element of customization comes in equipping special charms that add different perks, allowing for simple character builds, like focusing on health regeneration. It's not exactly a sprawling RPG skill tree, but it's a nice touch, like finding an extra fry in your takeout bag.
The Repetitive Monster Mash and Puzzling Pleasures
However, the combat's luster begins to fade halfway through the roughly 10-hour adventure due to the disappointingly limited enemy variety. After the tenth fleshy mannequin decided to give me a hug, I started wondering if Ebisugaoka had a monster union with very strict rules about hiring new talent. 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. This repetitiveness dulls the scares; I stopped dreading the dangers because I knew it'd be something I'd confronted countless times. The few proper bosses, such as a nightmare-inducing demonic shrine maiden, offer more refreshing and entertaining tests of your skills and bravery, thankfully.
Puzzle-solving, on the other hand, features 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, like an abandoned middle school. The generally well-designed puzzles creatively tested my logic and observation skills, though one foggy farmfield puzzle, requiring me to identify correct scarecrows using vague clues, grew frustrating due to its unclear rules. Environmental puzzle-solving, especially in the 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, proving that sometimes, a good brain-teaser is scarier than a monster you've seen a dozen times.
A Swift Finale and Lingering Fog
Hinako’s friends feel underutilized, relying heavily on written diary entries to flesh them out – a questionable case of telling rather than showing. Her best friend, Shu, is particularly underserved despite his significance. The somewhat compact runtime means things escalate pretty quickly, making supporting character arcs feel more like pawns than I'd like. While I firmly believe horror games should be on the shorter side to keep their scares from growing stale, even I was in disbelief at how quickly Silent Hill f ramps up to its big finale, especially when the combat still felt like it was in first gear. The first playthrough grants a canonical ending, but five optional conclusions await in New Game Plus, where your actions influence the finale, adding some nice replayability – because who doesn't love a choose-your-own-adventure existential crisis?
Ultimately, 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. It nails its oppressive and creepy atmosphere, boasts a killer presentation from visuals to audio, and its combat, while faithful to past games, adds cool, effective wrinkles. But for how heavily combat is emphasized, the game fails to make 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. It's a solid seven out of ten on the 'spooky-but-could-be-spookier' scale.