Silent Hill f Is an Unnerving and Symbolically Dense Return To Form
To say that a new game in the Silent Hill series comes with heavy expectations is a bit of an understatement: Team Silent’s first four entries in the series are positively seminal, with Silent Hill 2 in particular considered by many, including us, to be the greatest horror game of all time. At their best, they’ve thrived at peeling back the layers of their troubled protagonists, revealing the metaphorical monsters lurking just beneath the surface of this central New England town.
But after Konami unceremoniously sicced Pyramid Head on Team Silent, breaking the team up for good, their various successors mostly fumbled the details until the series was shelved, with only the odd pachinko machine appearance to break up this absence. Of course, those fortunes finally changed last year with Bloober Team’s largely well-received Silent Hill 2 remake, a game that was first revealed back in 2022 alongside the announcement of the first fully new installment in the series in over a decade: Silent Hill f.
And despite bearing one of the most weighty legacies in the medium, Silent Hill f is up to bear that burden, a layered work of psychological horror that convincingly portrays the nightmare of being marginalized. It’s a sequel that understands what makes these games tick, both in the moment-to-moment particulars of being trapped in a fog bank where you can’t see five feet in front of you, and in the deeper specifics of using scares to navigate the fraying psyche of its protagonist. It’s not perfect, especially when it comes to its somewhat uneven action gameplay, but with this entry, the series has finally come home.

Well, I don’t quite mean that literally: the most obvious difference between this entry and its predecessors is that it doesn’t literally take place in Silent Hill, Maine, but in the fictional Japanese city of Ebisugaoka. You play as Hinako Shimizu, a high schooler living in the ‘60s who feels more than a little out of place. She butts heads with her family, including her abusive, traditionalist father, with her only seeming allies being her older sister Junko and her small group of friends. She’s entirely stifled by her surroundings, particularly the gender essentialist expectations of her parents and peers. And of course, it doesn’t take long for things to get weird: a thick fog rolls in, and before she knows it, Hinako isn’t in the town she knows but a dark reflection defined by rot, parasitic red spider lilies, and unnerving monsters—a whole lot of them.
That trademark fog isn’t the only familiarity, because at its core, this is more or less structured like a traditional survival horror experience: there is a focus on resource scarcity, limited inventory space, and bespoke puzzles. As for the first point, instead of finding guns and ammo, you’ll be tracking down lead pipes, baseball bats, and other melee weapons, which degrade as you use them. At least early on, this successfully maintains the sense that you’re sometimes better off booking it rather than trying to beat down whatever monstrosity is coming your way, creating gameplay discomfort and tension that matches the generally disquieting atmosphere.
On top of this, there’s an interesting new addition that doubles down on the preciousness of inventory space: you’ll frequently come across items on your journey that can be offered up at the various shrines (which double as save points) spread throughout Ebisugaoka. Making this sacrifice nets you Faith, which can then be used to upgrade your core stats, like your health or stamina, or to play gacha and win an equipable talisman that offers bonuses. However, many of the items that can be offered up also double as healing items, which, at least at first, ensures this isn’t a frictionless choice but a genuine sacrifice. Because you can only hold onto so many items, your inventory spots become premium.

As for the puzzles, these range from cleverly designed to a bit obtuse, but they certainly aren’t trivial, and they do a good job breaking up the action. Most impressively, almost all of them are directly tied to this setting and its messaging—sure, you’ll have to interact with a bunch of objects in an arcane order, Resident Evil-style, but they generally have some greater purpose in the narrative.
Because while Silent Hill f is a totally solid survival horror game, the place where it truly excels is how every layer of this experience reflects the mental space of its protagonist, a teen girl caught in the systemic misogyny of her isolated, rural community. The game was written by Ryukishi07, the man behind the fervently beloved When They Cry horror visual novel series, and he demonstrates a firm understanding of what Silent Hill is all about, telling a story that externalizes Hinako’s anxieties as horrifying creatures that love to scare the shit out of you.
While I won’t spoil anything by going into the specifics, virtually every monster, puzzle, and trial you come across could be mined for metaphor—this is a very Silent Hill thing, but is also admittedly just a feature of stories that use symbolism well. It’s something that comes across in the cast of characters you meet (and spend a surprising amount of time with), who are defined by the suffocating conformity and conservatism they’re surrounded with, and in every journal entry Hinako leaves in her notebook, inelegant teen bluntness and all.
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