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Fresh direction: a Silent Hill set in Japan
Silent Hill f marks a notable departure for Konami’s long-running survival horror franchise. Rather than revisiting the fog-choked American town that gave the series its name, this mainline entry relocates the experience to 1960s Japan, centring on the fictional mountain village of Ebisugaoka. The change of geography is more than cosmetic: it reshapes atmosphere, cultural context, puzzle design and narrative themes in ways that distinguish the title from recent entries while still referencing the franchise’s psychological horror roots.
The game is developed by Neobards Entertainment and introduces players to Hinako Shimizu, a high school student whose trauma-driven story becomes the narrative engine of the experience. The choice to make Hinako the protagonist — a younger, more nuanced lead than the series’ usual middle-aged, melancholic characters — shifts the emotional focus and brings a different perspective to Silent Hill’s catalogue of unsettling ideas.
Setting and tone: Ebisugaoka in the 1960s
Ebisugaoka’s design blends period detail and folklore in a way that underlines the village’s identity. Small touches — from muddy rice paddies and ramune glass bottles to local shrine iconography — reinforce the sense of place and feed directly into puzzles and storytelling. The 1960s setting also dictates the practical limits of the world: firearms are scarce or absent, making close-quarters survival and improvised weaponry a logical mechanic.
This attention to cultural and historical texture isn’t just window dressing. Environmental storytelling, collectible documents and folklore-based puzzles all work to unfold Hinako’s past and the village’s secrets. Players who enjoy tightly woven settings will find Ebisugaoka richly realised; its motifs and object language are used deliberately to advance both plot and atmosphere.

Character and narrative: Hinako Shimizu’s arc
Hinako Shimizu is written with more internal complexity than many recent survival horror leads. The game explores difficult topics — gender discrimination, child abuse, addiction and social isolation — through Hinako’s perspective and through artefacts such as letters, journals and fragmented memories. These elements slowly clarify the protagonist’s motivations and traumas without resorting to exposition dumps.
Narratively, the game follows a disciplined approach: scenes are paced to build tension and reveal information gradually. The story runs approximately nine hours in a standard single playthrough, culminating in an ending that is both intense and thought-provoking. For completionists or players interested in multiple narrative outcomes, there are additional endings and a substantive New Game+ mode that adds new content and variants to the core experience.
Gameplay overview: melee-focused survival horror
One of Silent Hill f’s most significant mechanical shifts is its commitment to melee combat. Players cannot find conventional firearms in Ebisugaoka; instead, Hinako makes do with breakable melee weapons like crowbars, pipes and baseball bats which she scavenges from the environment. This design choice is congruent with the village setting and changes the combat rhythm and resource management compared with other modern Silent Hill titles.

Key gameplay systems include:
- Weapon durability: melee weapons degrade and eventually break, requiring players to scavenge replacements or use limited repair tools.
- Stamina management: light and heavy attacks, dashes and dodges consume stamina. Overexertion temporarily limits action options.
- Sanity meter: certain special attacks or charged moves drain a sanity resource, and depleted sanity reduces resilience to psychological attacks.
- Focus ability: a charged mechanic that enables stronger hits or easier counters at the expense of sanity.
These systems interact to produce a combat loop focused on risk management rather than ammunition conservation. The emphasis is on close-range encounters, parrying and timed dodges, and choosing when to engage or evade.
Combat pros and cons
Silent Hill f’s melee system has clear intentions: make fights intimate, tense and reliant on limited equipment. In practice, the system delivers mixed results.
Advantages:
- The absence of firearms reinforces the village setting and forces players to use the environment tactically.
- Stamina and durability mechanics create a layer of resource decision-making beyond simple health management.
- The Focus mechanic introduces an intriguing trade-off between immediate power and long-term psychological vulnerability.
Limitations:
- Melee combat often feels heavy and sluggish, which can undermine the intended tension.
- Weapon breakage combined with limited recovery options can make fights feel more punitive than rewarding.
- Repetitive animations and occasional target-switching issues reduce the feel of mechanical precision during encounters.
Overall, the combat loop keeps players engaged with resource considerations, but some execution choices make melee encounters feel more like a logistical chore than a cinematic highlight.
Enemy design and AI behaviour
Creatures in Silent Hill f combine series staples with inventive new designs. Familiar silhouettes — doll-like figures, mannequins and malformed humanoids — sit alongside original creations such as contorted scarecrows based on Hinako’s classmates and grotesque, bellied creatures that spawn smaller aggressors. The visual imagination on display is a highlight, with several boss encounters and set-piece monsters delivering memorable, unsettling designs.
However, enemy AI can be inconsistent. Many foes are easily baited or lose aggro once line-of-sight is broken, allowing players to slip past encounters through judicious use of the dodge mechanic. Early and mid-game sections therefore permit a playstyle that favours avoidance over confrontation. Later chapters do tighten this approach, introducing gauntlet-style segments where progress is gated by enemy elimination.
The tension between inspired creature artwork and uneven AI contributes to a mixed combat experience: enemies are often memorable to look at but not always consistently challenging to engage.

The shrine realm: puzzles, bosses and the Fox Mask
Interwoven with the village is a shrine realm, an ethereal otherworld accessed at various points in the story. This area provides sharp tonal contrast: where Ebisugaoka’s streets are bleak and reeking with rot, the shrine realm is ornate, lantern-lit and governed by a different set of rules. It also introduces the game’s more supernatural systems and several key gameplay shifts.
The shrine realm is the primary locale for boss fights and larger, spectacle-oriented encounters. In this realm Hinako receives more durable or indestructible weapons and gains access to abilities that let her siphon enemy essence to fuel a temporary, invulnerable “beast mode.” These sequences provide variety and relief from the village’s survival constraints, but they can also remove the sense of vulnerability that defines classic survival horror moments.
A mysterious figure known as “Fox Mask” serves as a guide and temptation in the shrine realm. The character’s moral ambiguity and the powers granted play into the narrative and thematically link to Hinako’s evolving sense of agency and self-preservation. While the shrine realm’s empowerment mechanics are thematically consistent, they change the gameplay balance by making some later fights feel relatively easier when the beast powers are available.
Puzzles and environmental storytelling
Puzzles are a strong suit. Many of the shrine realm activities are structured like intricate puzzle boxes, utilising time shifts, switch mazes, and folklore-driven mechanics. Some notable puzzle types include:
- Time-shift puzzles that require collecting fragmented journal or calendar pages and using them to navigate temporal variations of the same location.
- Folklore-inspired riddles that draw directly from local myths and shrine symbolism.
- Multi-step treasure hunts that reward exploration with unique, powerful items in New Game+.
On higher puzzle difficulty settings, these sequences demand careful note-taking and close reading of Hinako’s journal entries. For players who enjoy cerebral challenges that pause the combat flow, the puzzles are a highlight and also serve to deepen the narrative.
Inventory, saves and quality-of-life
Classic survival horror inventory constraints return here, with limited carrying capacity and a focus on careful item management. One of the more practical pain points relates to how items interact between the real world and the shrine realm. Weapon repair toolkits are crucial for maintaining broken or brittle melee tools, but in some cases they are unusable in the shrine realm — which can force awkward decisions about what to carry. A small feature change, such as adding storage boxes at save shrines, could improve convenience without altering core design intent.
Save points are positioned in ways that encourage methodical play, but the lack of consistent cross-realm item utility can feel like an unnecessary friction point for completionist players.

New Game+ and replayability
Silent Hill f’s New Game+ mode is substantial. Replay benefits include:
- New interiors and altered cutscenes that expand the story.
- Additional documents and collectibles that provide more context to the narrative.
- New bosses and a powerful weapon unlocked via a village-wide treasure hunt.
- Multiple endings accessible through different choices and play patterns.
These additions reward a second (or third) playthrough both narratively and mechanically. Players who want to explore alternate outcomes or experience extra content will find New Game+ offers meaningful incentives beyond mere stat carryover.
Comparisons: Silent Hill f versus recent Silent Hill entries
It is useful to compare Silent Hill f to recent series iterations, including the acclaimed remake of Silent Hill 2. The 2023 Silent Hill 2 remake reintroduced firearms and a familiarity of tone that emphasised atmospheric combat and precise gunplay. Silent Hill f’s removal of firearms and emphasis on melee marks a deliberate contrast. Where the Silent Hill 2 remake delivered high-intensity moments through unsettling encounters with ranged options, Silent Hill f forces closer interaction with monsters.
Compared with other modern melee-focused titles — such as Elden Ring or Lies of P — Silent Hill f borrows spectacle and some boss architecture but maintains a less punishing, more narrative-driven difficulty curve. It doesn’t aspire to be an action-RPG; instead, it aims to mix puzzle-solving, exploration and intimate melee horror.
User experience and accessibility considerations
A few practical considerations for players:
- Difficulty tuning: combat difficulty and puzzle difficulty are separate systems. Players who find melee combat sluggish or frustrating can opt for settings that make encounters more forgiving while preserving puzzle challenge.
- Accessibility: mechanics that demand precise dodge timing or rapid button input may be difficult for players who require slower-paced options. The presence of New Game+ content means players can experiment with strategies across multiple playthroughs.
- Saves and checkpoints: the save design encourages cautious progression; frequent players of survival horror will likely appreciate the deliberate pacing, while others may prefer more frequent autosave options.
Art direction, sound and atmosphere
Art direction and audio design are among the game’s most consistent strengths. Environment art, creature models and shrine aesthetics all demonstrate careful craft, and the soundtrack and ambient audio reinforce tension without overwhelming narrative beats. The shrine realm in particular benefits from a hauntingly elegant presentation that contrasts with the village’s decrepitude.
Voice performances and soundscapes are used to convey character psychology and to escalate key narrative reveals. These elements, combined with the setting’s cultural specificity, produce a hauntingly immersive world that rewards attentive exploration.

Market relevance and target audience
Silent Hill f occupies an interesting position in the current survival horror landscape. It is likely to appeal to:
- Fans of narrative-driven psychological horror who prioritise atmosphere and story over twitch-based action.
- Players interested in Japanese folklore and period settings.
- Franchise fans curious about a fresh direction that breaks from the familiar Silent Hill town formula.
At the same time, players seeking fast, precise combat or more action-oriented survival mechanics may find the melee emphasis less appealing. The game’s design choices make it a thoughtful but selective addition to the genre.
Highlights and shortcomings at a glance
Highlights:
- Strong, culturally specific setting that distinguishes the entry from previous titles.
- Compelling lead character and layered narrative that handles complex themes with care.
- Well-crafted puzzles that integrate with story and worldbuilding.
- Memorable creature and boss designs with striking visual language.
Shortcomings:
- Melee combat can feel sluggish, repetitive and occasionally unrewarding.
- Enemy AI inconsistencies allow avoidance strategies that can undermine tension.
- Inventory and cross-realm item utility create occasional friction.
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"Silent Hill f is a deliberate reinterpretation of survival horror; it puts cultural context and psychological narrative front and centre while asking players to navigate a resource-driven, melee-focused experience."
Final analysis: who should play Silent Hill f?
Silent Hill f is a measured reinvention. It will be most rewarding to players who prioritise narrative depth, environmental storytelling and puzzle design over fast-paced combat. The shrine realm’s puzzles and the game’s cultural specificity provide standout moments, and New Game+ adds meaningful replay value for those who wish to explore alternate endings and extra content.
That said, the melee combat loop — weighted by stamina, durability and sanity management — is not likely to satisfy players who prefer responsive, action-focused encounters or precise, reward-rich combat systems. Where the game attempts to generate dread through close combat, the result sometimes feels more managerial than visceral.
In summary, Silent Hill f makes a bold and mostly successful attempt to expand the franchise’s thematic and geographic range. The shift to a Japanese mountain village, a more youthful central protagonist and a melee-first approach produce a title that is evocative, often inventive, and occasionally flawed. For players invested in atmospheric horror, richly designed puzzles and narrative exploration, Silent Hill f is an important and worthwhile addition to the series. For those seeking relentless combat immediacy, the experience may prove uneven.

Practical tips for new players
- Conserve weapon durability: prioritise stealth and avoidance in early sections until more repair kits can be obtained.
- Learn enemy behaviour: many foes lose aggro if you break line-of-sight; use this to bypass optional fights.
- Use the journal: detailed notes and clues in Hinako’s journal are essential for solving higher-difficulty puzzles.
- Experiment in New Game+: the mode expands story content and hides powerful items behind exploration.
Concluding note
Silent Hill f demonstrates that substantial evolution is possible within a legacy franchise. By relocating the series to Japan, centring a younger protagonist and foregrounding melee survival mechanics, Neobards Entertainment has produced a title that challenges both player expectations and series conventions. It is not without rough edges — particularly in combat execution and certain quality-of-life choices — but the game’s rich setting, thoughtful narrative and engaging puzzle design make it a noteworthy entry that broadens what Silent Hill can be.
Whether Silent Hill f becomes a new fan favourite or a divisive experiment will likely depend on individual tolerance for its combat design and appetite for narrative-driven horror. For those who invest in its world and story, there is much to discover and replay, and significant creative ambition behind the gameplay choices.
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