There’s really no way to review this game without talking spoilers, so I’ll be splitting this into a non-spoiler section, then spoilers, then a conclusion that’s more about the game’s impact.
Par One: Non-Spoiler and Gameplay Discussion
Silent Hill f makes some big departures from the mainline series in setting and time period, but it absolutely feels like a proper installment worthy of that pedigree. Silent Hill 1 and 2 famously split the series by focusing on the disparate themes of cults and psychological horror respectively. SHf combines both of these themes in a powerful cocktail that makes the best of both. The atmosphere is as oppressive and tense as those old games, while adding in a strong new aesthetic flavor of red rot and decay. Instead of an outside look into the foreign culture of America, f looks back at the slightly less foreign setting of Japan’s own not-to-distant past, using the transitional period of the post-war 60’s.
The difficulty of the game is split into two separate options: puzzles and combat, and the difficulty settings do a great job of adding additional tension and novelty to further playthroughs. I played my initial playthrough on Hard Puzzle and Normal Combat, which is the game’s default, and found both enjoyable and tense, though I did need some help here and there were the puzzles were concerned and was generally able to get by with the combat relatively well. Ramping up to hard, and then the extra hard Lost in the Fog difficulties on later playthroughs kept the game fresh and tested the skills I’d learned over the course of the previous ones in a really compelling way.
The combat seems to be the main sticking point for others in this series. Personally, I honestly really liked it. It’s slow and weighty as molasses, but there’s a serious amount of depth hidden under those slow, awkward looking strikes. I’ve heard people describe the combat as nothing but button mashing, but if you get the difficulty up to the point where you need to start mastering it, there’s a lot more to it. The game has legitimate combos that using various types of attacks that you’ll need to figure out through experimentation, and then instead of a couple strikes and retreat you can end up chaining six or seven hits together. It has perfect dodges that can chain into counters, interrupt counters, a special attack, and a truckload of accessories that alter the combat in a myriad of ways, allowing you to set up all kinds of different builds for different circumstances. The special weapon received in the Shrine World half of the game adds additional layers on top of that. I completely understand that the combat isn’t going to be compelling to everyone, but I do think a large portion of the player base simply never gave it a chance or tried to learn its more complex systems.
The general presentation of the game is very good, with well directed cutscenes, intricate and memorable level design, and good voice acting and scripting. I do think the original Japanese dub is actually a bit lacking in emotion compared to the English localization, and that’s with me going through the entire first playthrough in Japanese before I made the switch. This is probably down to me simply not knowing the language well enough to catch the subtleties of the dialogue, but I would recommend the English dub for English speakers. Protagonist Hinako can seem a bit flat and lacking in personality on a first playthrough, but this is down to the odd but compelling writing structure the game is built around. This is where things are about to get spoilery, but the basic gist is: a first playthrough of this game is meant purely to immerse you in the vibes of the game and raise dozens of questions in your mind with no clear answers. In order to get those answers, you have to play additional playthroughs and piece the story together bit by bit. Even watching the endings online after the first playthrough won’t do too much to alleviate the sense of vagueness, because the majority of what you learn about game’s story and characters comes from additional written notes and little dialogue changes throughout the game, coupled with the slow process of thinking it through as you repeat the now mundane process of traversing the game world. This is going to be an absolute deal breaker for some players, knowing that the whole first playthrough is just a teaser for the real story, and I don’t blame those that would check out at that point. But I found it continually exciting for the dozens of hours of repeat plays (I play games slowly, lol) always having some new piece of information to turn over in my head and chew on as I made my way through.
Part Two: Spoilers and Story Discussion
The greatest trick this game pulled is that after my first and even second playthrough, I basically despised all of the characters other than Hinako and her loyal partner Shu… and by the end of my four-and-a-half playthroughs, I pretty much felt positively about all of them. I mean, Rinko is absolutely the utterly spiteful and delusional asshole she appears to be, but even in her case, her journals from her adulthood looking back actually realize what she was and resolve to change and be a better person. The fox-masked Kotoyuki initially comes across as nothing but a manipulative cruel bastard pressuring Hinako into annihilating her own psyche for the sake of his cult, his own perverse desires, or both. And yet his letter to Hinako in the True Ending after breaking off their marriage plans where he is attempting to mature while exploring the simple joys he never got to experience in his abusive childhood made me tear up.
When I finished the first ending of the game, I was honestly pissed off and disappointed. It had felt as though the game was building to something, two somethings really, with the parallel storylines of Hinako-in-the-town and Hinako-in-the-shrine-world both cut short by a sudden disjointed, confusing crash out ending. Worse, it seemed to be committing the ultimate sin of a horror story for me: implying that everything in the story is actually symbolic and mundane, purely happening in the confused mind of the protagonist. Fortunately, this isn’t quite the case.
It’s true that the events shown in the game do not literally happen. Hinako is not a 14 year old girl trapped in a town full of monsters, she’s a 20 year old woman grappling with her two inner desires to run away from her impending marriage or to change herself and hope that it will bring her happiness. But there is more than enough evidence to imply that the trio of powerful gods influencing events in the game truly are manipulating the plot from behind the scenes, and that each of the story's conflicts are playing out albeit in a less dramatic manner. Even looking back at it now, I feel like I ought to dislike this method of storytelling, but the symbolism used does such a good job of cutting to the heart of the characters and their struggles that it just works for me. I have a hard time getting really into mundane dramas, so this use of wildly evocative horror and fantasy imagery to sell these simple concepts elevates that drama for me.
The game is unfortunately very repetitive throughout most of its playthroughs, aside from all the small logs and letters you find that would be completely overwhelming if they were all there from the start. But when it comes to the game’s endings, it pulls out all the stops, each one culminating in massively dramatic boss fight against one of two gods, or—in the true finale where both sides of Hinako resolve their differences and come together to forge a new path—two gods at once, in a back-and-forth fantastic duel set of boss fights. Even the joke UFO ending is pretty high-effort, with an animated manga that has a new unique set of character designs for each of the main cast, silly and out of character as it is.
The whole game kind of hinges on the character of Hinako, seeing as how it boils down to an exploration of her personal insecurities, fears, and desires for the future. As mentioned she seems kind of simple at first since most of the game is spent with her simply being scared, confused, or angry in the monster-filled town, or drugged and compliant in the shrine world. But through the explorations in her relationships with her classmates, parents, sister, and eventually her fiance and the gods, we end up with a highly comprehensive portrait of a character that I’m very fond of. Even on a surface level, there’s something pretty fun about a petite teenage schoolgirl going feral on a bunch of horror monsters with a steel pipe and heart full of rage. James Sunderland would be scared shitless of her, lol.
I think what I find most remarkable and inspiring about this series is the nature of its development. I’m not a journalist, and the information I’ve found on it is limited and heavily biased by my opinions on Konami and the state of the Silent Hill franchise over the past couple decades, so take this with a grain of salt. But it seems to me that Konami outsourced SHf’s development to a small foreign studio that has spent nearly all of its career to this point making ports, remasters, and working in support of larger studios on games without much of a chance to make creative choices. The major staff positions of the game are filled by veterans in the games industry who don’t seem to have ever had the opportunity to really stretch their creative muscles. And yet now that they’ve been given a chance, they blew it out of the park and made a bold, original new step in the series direction. I really hope that with this game in their portfolio they can continue to make interesting games, and I’ll be keeping an eye out to see where they go. As for the franchise itself, its position is still kind of up in the air. I’ve heard that the Silent Hill 2 remake is meant to be very good, though I haven’t really built up any interest in playing it, but there were several other low-effort games put out as part of the new direction for the franchise. It's hard to say if the series is really back, but honestly, it doesn’t really matter to me. Whether SHf is simply one odd and brilliant side story to the overall series or the last hurrah of the franchise, Silent Hill has proven itself and doesn’t really need to continue. But if there are more games to come as original and interesting as this one, I’ll definitely be there to try them.