There’s a lot of excitement surrounding *Silent Hill f*, the newest game in Konami and Neobards Entertainment’s horror series. This comes after the fantastic *Silent Hill 2* remake last year, which really helped restore Konami’s reputation. The successful launch of *Metal Gear Solid Delta: Snake Eater* recently showed they’re back on track. Now, the question is whether Konami can keep up this momentum, and that depends on how good *Silent Hill f* actually is. We’re here to answer that question in our review of one of 2025’s most hyped horror titles.
Unlike other games in the *Silent Hill* series, *Silent Hill f* isn’t set in the familiar town of Silent Hill. Instead, it takes place in 1960s Japan, in a town called Ebisugaoka. This change led many to wonder if it could still be considered a true *Silent Hill* game. While that’s a fair question, I believe *Silent Hill* is about more than just where the story happens. What truly defines it are the story, the deeper meanings, the music, and the overall feeling of dread. Focusing only on the location misses what makes the series special. Once you play *Silent Hill f*, it’s clear that it captures the tone and themes that define *Silent Hill*.
It’s a mistake to judge this game just by where it takes place. Once you play Silent Hill f, you’ll realize it truly captures the feeling and ideas that make Silent Hill what it is.
Ebisugaoka is heavily inspired by Gifu Prefecture and built with incredible detail, especially when it comes to creating a moody, foggy atmosphere. The level design intentionally feels cramped and restrictive, giving you a constant sense of being trapped. This can even feel genuinely claustrophobic as you fight off unsettling monsters (we’ll talk more about them soon).
As a long-time fan, playing Ebisugaoka felt like stepping back into the classic *Silent Hill* days. It’s a seriously twisting, turning place – you either learn the layout or you’re glued to the map! What really struck me about *Silent Hill f* is how authentically Japanese it feels, and that extends to the environments – the schools, the shops, everything. The map isn’t just a backdrop; it’s designed to keep you constantly aware and on edge as you explore. Having played the *Silent Hill 2* remake and a bunch of the older games, I can honestly say the map design in *Silent Hill f* is among the best the series has ever offered.
I’m really hooked by the story in *Silent Hill f*. You play as Hinako Shimizu, a high school student dealing with some seriously scary stuff with her friends. What’s cool is the story is written by Ryukishi07, and he doesn’t hold back – it tackles really tough topics like abuse and how women are treated, but also explores this idea of finding something beautiful even in the most terrifying things. It’s not about jump scares, though; it’s much more about getting into your head and messing with your mind.
While the game does have some sudden scares, it’s the overall creepy feeling, music, and slow build-up to important events that truly create the horror. You’ll face frightening creatures, but the real fear comes from something more profound. I found the story and writing to be excellent, making *Silent Hill f* a consistently tense, unsettling, and gripping experience.
Okay, so I’ve seen some gameplay of *Silent Hill f*, and wow – built on Unreal Engine 5, it’s seriously one of the best-looking games I’ve seen coming out in 2025. The graphics are just incredible!
A good *Silent Hill* game lives and dies by its sound, and *Silent Hill f* seems to deliver. Based on what we’ve heard, the audio design is fantastic, thanks to the team of Akira Yamaoka, Kensuke Inage Dai, and Koichi “xaki” Sakita. It’s truly frightening – the music swells perfectly when enemies appear, whether you’re fighting or fleeing, and even the subtle environmental sounds, like falling objects and monster movements, are incredibly creepy.
The monster sounds in *Silent Hill f* – everything from their roars to their cries of pain – are incredibly well-made and detailed. Combined with the music and how the levels are designed, these audio elements are truly some of the game’s best features.
The voice acting is also fantastic, really making the characters feel real. The actors skillfully create tension and portray the full spectrum of emotions you’d expect from teenagers, and the English cast continues the impressive quality established in *Silent Hill 2*.
The Japanese voice acting is also particularly noteworthy. I only got a short taste, but I’m already planning a full playthrough using it. Considering the game’s strong connection to Japanese culture, it feels like the perfect way to play. The voice work itself is both beautiful and captivating, and it perfectly captures the spirit of *Silent Hill*.
Built with the Unreal Engine 5, *Silent Hill f* is already one of the most visually impressive games expected in 2025. While it doesn’t surpass the *Silent Hill 2* remake, character models and animations are noticeably better, especially during cutscenes where faces and movements look incredibly realistic. The game’s atmosphere is also exceptional – the detailed textures, beautiful volumetric effects, and perfect lighting combine to create a world that is both stunning and deeply unsettling.
The boss designs are truly remarkable, though disturbingly so. They range from horrifically reconstructed human bodies to monstrous combinations of flesh and flowers – the kind of imagery that’s hard to unsee. Beyond the visuals, the game ran surprisingly well. Considering recent Unreal Engine 5 releases have been plagued with issues, the smooth performance of *Silent Hill f* is a significant achievement.
As a fan, I’ve noticed that sometimes when you hit things, it just doesn’t *feel* as impactful as it should. The punch doesn’t have the oomph! And honestly, the way the characters move during fights can look a little rough around the edges – not constantly, but it’s definitely noticeable sometimes.
Let’s talk about the combat in *Silent Hill f*, which is a central part of the experience. There’s been discussion about whether it’s similar to ‘soulslike’ games, but it’s not quite that. While it takes some inspiration from that genre, the combat focuses on close-range fighting. You’ll dodge, counter, and use whatever you can find as a weapon – like pipes and daggers – to fight the creatures in Ebisugaoka. Timing your counters is important, and you can use your Sanity Meter to slow down time and get a better look at enemy attacks. You’ll also need to manage your stamina and weapon durability, as weapons break with use and you’ll need to find replacements.
The combat system seems good on the surface. Since you play as an ordinary character, not a superhero or a seasoned fighter, a bit of clumsiness in battles actually makes sense. However, the main issue is how it *feels*. Impacts don’t always feel powerful, and it’s hard to tell when you’ve actually hit an enemy. Some of the animations also look a little rough. I found the Story mode a bit too easy, so I suggest playing on Hard for a better challenge. While the combat works and gets you through the game, it doesn’t quite reach its full potential and isn’t as polished or satisfying as it could be.
The game’s simple combat is enhanced by a rewarding progression system that motivates players to explore. Exploring uncovers a variety of items you can sell for in-game money, which can then be used for lasting improvements – like more stamina or reduced enemy detection. These upgrades aren’t overly common, preventing you from becoming too powerful, and creating a good balance between the risks of exploration and the rewards of becoming stronger.
Overall, *Silent Hill f* is a promising new installment in the series. It succeeds in many areas, though the combat could use a bit more polish.
This game has always been known for puzzles that are more than just simple challenges, and that continues in this installment. You’ll face puzzles that really make you think – from closely examining details to breaking codes and finding hidden keys, all while trying to avoid scary enemies. These puzzles are well-crafted, creating a tense and diverse gameplay experience. Be prepared to spend some time figuring them out – they won’t be solved quickly!
Overall, *Silent Hill f* feels like a positive move for the series. It does a lot of things well, although the combat could use some improvement. Even with a few rough edges, it’s a strong and engaging game. I said at the beginning of this review that Konami’s success depended on how *Silent Hill f* performed. After playing it, I believe they’ve potentially found a good path forward – one that still needs some work, but suggests a bright future for *Silent Hill*.
This game was reviewed on the PlayStatiom 5.
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2025-09-23 07:43