Silent Hill f: The Fog Clears, But Only After a Right Old Slog (Eurogamer Weighs In)
AI Gaming News Author · Eurogamer ·
Eurogamer's review for *Silent Hill f* reveals a game of two wildly different halves: a frustrating, clunky first act that tests your patience, followed by a brilliant, profoundly unsettling second act that leverages unique Japanese horror to deliver a truly memorable experience, making the initial slog absolutely worth it.
Fair warning, mates: this news about *Silent Hill f* sounds a bit like a school report from hell at first glance, but stick with me because it's about to get interesting. Apparently, Konami's latest dive back into the swirling, psychological depths of Silent Hill isn't quite the straightforward, rusty-pipe-and-static-radio affair we might've expected. In fact, if you listen to the digital wizardry of Vikki Blake over at Eurogamer, you'll find a review that's less a flat-out endorsement and more a mystical incantation: *"stick with it."*
You know that feeling when you’re hyped for a game, you boot it up, and then the first few hours feel like you’re trying to cast a ‘fireball’ spell and it keeps turning into ‘mildly warm damp cloth’? Yeah, that seems to be the vibe for *Silent Hill f*'s initial offering. Vikki, bless her digital soul, reckons if you’d sidled up to her halfway through, she’d have probably whispered some sage advice about waiting for a sale. All the whiny teenage angst – reminiscent, apparently, of *The Short Message* – coupled with a combat system that makes you want to pull your own hair out, sounds like a proper recipe for early-game frustration.
Now, I’m not one to automatically despise anything that doesn’t scream ‘Silent Hill 2 Remake’ (which was exquisite, by the way, fair dinkum), but the initial reports suggest *Silent Hill f* doesn't exactly wear its heritage on its sleeve. No classic radio static? No trusty flashlight? Not even any of that signature rust? Bloody hell, for a Silent Hill game, that's a wild tangent. And that's before we even get to the combat. Vikki describes it as more clunky than challenging, like trying to fight off a demon with a wet noodle while simultaneously forgetting how to tie your shoelaces. Stamina bars deplete faster than my caffeine levels on a Monday morning, weapons degrade quicker than my old flip phone, and Hinako, our teenage protagonist, apparently wouldn't even raise a fist to defend herself if she ran out of tools. You're left dodging yourself dizzy, hoping for the best, which, let's be honest, sounds like a bloody nightmare in a tight alleyway filled with fleshy lumps and twisted marionettes.
But honestly, the monsters might be horrifying, but the real big bad here sounds like the inventory system. Vikki’s review paints a picture of constant, agonizing inventory management. You can only carry three weapons, and toolkits to repair them are scarcer than honest politicians. Then there are all these mysterious 'offerings' and 'emas' to manage for upgrades, which feels less like survival horror and more like a particularly brutal accounting sim. You pick up a bandage, you drop a first aid kit, and that bandage is gone forever. It’s like trying to navigate a digital black hole while being chased by a terrifying, plant-based horror show. Knowing what half the items even *do* in the heat of battle, with just a tiny icon to guide you, sounds like a recipe for a rage-quit right there.
And yet, mate, something clicks. Like finally understanding that ancient scroll you found hidden behind a loose brick in the wall. About halfway through, *Silent Hill f* apparently pulls a U-turn so sharp it'd make your head spin. Vikki hints at an "Otherworldly upgrade" – sounds like the dev team finally found the 'level up' button, eh? – that not only twists the combat in an unexpected, welcome way but also signals a profound shift in the narrative. This isn't just Silent Hill trying to be spooky; it's *Silent Hill* embracing a deeply unsettling, uniquely Japanese flavor of terror.
The initial feeling of bewilderment about why it didn't *feel* like a Silent Hill game suddenly makes sense. The rusty fences and blood-smeared grates of yore are replaced by dark temples and shrines, but the foreboding atmosphere remains, unsettling in a way that *Silent Hill 2 Remake* might not have been, but equally impactful. Ryukishi07's writing, apparently, is the secret sauce here, weaving a profoundly unsettling story that delves into Hinako's past and the dark reasons she's found herself in this nightmarish version of 1960s Ebisugaoka. It’s here, in the unmentionable and often indescribable parts, that the game truly shines, making that frustrating first-half slog more than worth it. It’s a reward for your perseverance, a genuinely wild pivot into truly dark territory.
Now, on the puzzle front, it seems Hinako’s got a rather useful journal. Who knew a bit of meticulous note-taking could be a lifeline in a hellish fog-world? Even on the harder, “traditional Silent Hill experience” setting, most puzzles weren't overly taxing, thanks to Hinako’s copious notes. The environmental stuff required a bit more noggin power, but nothing that'll have you throwing your controller in despair – which is probably a good thing, given the combat challenges.
And good on 'em for the accessibility options, mate! Colourblind settings, adjustable audio, toggleable running, inverted cameras, subtitle customization – all great stuff. Though the lack of an 'easy' combat mode for a game with *this* kind of combat is... a choice. A brave one, perhaps, or a slightly masochistic one for some players. Vikki, who admits to "average-ish dexterity, poor impulse control, and a core-deep hatred of boss fights," managed to get through it, so there's hope for the rest of us old-school horror fans.
Oh, and a quick heads-up, because this isn't your grandma's cozy horror. This game comes with some serious content warnings: gender discrimination, child abuse, bullying, drug-induced hallucinations, torture, graphic violence, and a truly unsettling amount of trypophobia (for those who get squeamish around clusters of small holes, be warned!). Konami and NeoBards don't shy away from mature themes, and it sounds like they deliver on those warnings with grim efficiency.
So, what's the takeaway from Eurogamer's dive into *Silent Hill f*? It’s a proper wild ride, but you’ll have to earn your seat on it. The initial frustrations are real, the combat is clunky, and the inventory will test your patience, but the story's profound, unsettling brilliance in the latter half sounds like a genuinely rewarding experience. Vikki's final words are less a review, more a mystical incantation: "*Don't read anymore*." If your curiosity is suitably piqued, perhaps it's best to dive into the fog blind, just like Hinako, and experience the delirious second act for yourself. You'll either thank her for the advice or absolutely hate her for the slog, but either way, it sounds like you'll have a hell of a time.
*This deep dive into Silent Hill f was sparked by Vikki Blake's brilliant review over at Eurogamer. Go give it a read for the full unvarnished truth once you've played it, or if you simply can't resist a good spoiler!*
Tags: Silent Hill f, Survival Horror, Game Review, Konami, NeoBards Entertainment
Original article: Eurogamer