When I was younger, I missed the first Silent Hill game. It was one of those games I always heard about, but never experienced. A few years ago, I decided to play it over a long holiday. I mostly played when I was the only one home and it had a predictable effect on my sleep. The game — while showing its obvious age having been released for the original PlayStation — did an excellent job of creating a foreboding mood. It was certainly one of the more unsettling game experiences I had.
With that as context, I was eager to try the new Silent Hill F. I’m always curious to jump from the original game in the series to the most recent and I had never gone back to catch up on the Silent Hill games aside from the original. As I would have expected, Silent Hill F was a similarly unnerving experience, perhaps more so given the substantial advances in technology over time. It does things with graphics, lighting, and sound design that the original obviously never could.
The story has a completely different setting and isn’t tied to the world of Silent Hill. Instead, it’s set in 1960s Japan and has as its protagonist a teenager named Hinako Shimizu. The psychological horror in the game derives from Hinako’s abuse at home and her attempts to find refuge in herbal remedies alongside her friends. It is shortly after trying one of these remedies that a fog envelops the city and red lilies begin to appear and devour it. Not long after, grotesque monsters begin appearing. As in the original Silent Hill, there is a parallel dream world where a portion of the story reveals itself.
The game is very effective at being unsettling. As the kids would say, it definitely nails the horror “vibe”. Playing through the game, I found myself consistently scared. The footsteps in the distance, monsters appearing from the corners, and the general feeling that something evil was waiting; all contributed to keeping me on edge. The combat system relies on breakable weapons, so at times, I found myself having to sneak past monsters rather than fighting them head on. Eventually, I tried my best to avoid fights altogether because the combat felt pretty sluggish and it was easy to get disoriented.
In between combat encounters and stretches of exploring the city, there are a number of different puzzles. These vary between being mechanical and those I would describe as more riddle-based. The solutions were often based on clues found in the environment and in the various letters and other artifacts found throughout the adventure. At times, the puzzles were quite difficult. I definitely had to refer to a guide a few times only to find out that I had missed something in the game that would have prevented me from solving the puzzle.
Ultimately, I ended up stopping my playthrough at about the halfway point. The story never really grabbed me and I struggled to understand what was happening beyond the moment-to-moment gameplay. I gather that the story was slowly revealing itself, but it felt too slow for my tastes. I didn’t feel invested in the characters. After several hours, I felt I understood its approach to horror. It got to the point where the combat sequences weren’t that enjoyable. I read the story summary online to get some closure and learned that a complete experience required multiple playthroughs, so I’m glad I cut my experience short. Overall, the game did a great job exploring the feeling of horror, but the story didn’t do enough.










