#oneaday Day 476: A few first impressions from Silent Hill f

I'm excited to be playing a brand new Silent Hill game in 2025. I wasn't sure how I felt about Silent Hill f transplanting the series from late '90s/early '00s America to 1960s Japan, but thus far it appears to be a change that works. If you've played any entries in the Project Zero/Fatal Frame series, you'll know that small-town Japan has plenty of scope for eerie activities, and such is the case with Silent Hill f.

I'm just shy of four hours in so far and thus far I've been having a good time. Protagonist Hinako, in true Silent Hill tradition, clearly has some Issues to work through, though the exact specifics of these haven't been revealed as yet, aside from the fact that her father is an abusive alcoholic and she resents her sister for moving away to get married. She also may or may not be dead; my internal jury's out on that one thus far.

As with prior Silent Hill games, Silent Hill f sees Hinako wandering through a sort-of open environment, stumbling across interesting happenings and finding horrific trouble at fairly regular intervals. This time around, rather than being completely alone, Hinako regularly runs into her school friends, who are seemingly seeing the same things she is seeing — there's always been some ambiguity in the series as to whether things are "really" happening — but for the most part she ends up having to act by herself in order to catch up with her peers in various ways.

Part of the narrative is clearly going to involve how Hinako is ostracised from certain parts of her supposed "friendship" group for refusing to conform to behavioural gender norms. Her best friend is an icky boy named Shu, and even as teens, they are still obsessed with their imaginary "Space War" games that they've been playing together since childhood. I'm interested to see quite how far the game ends up leaning into matters of gender identity, because it would very much be in keeping with the series' past of exploring psychosexual matters, among other things.

Much of Silent Hill f sees Hinako stumbling around in the fog as is series tradition, but likewise there are times when she finds herself in "other" places. In one sequence, she finds herself lost in a seemingly endless field of scarecrows and must solve a puzzle to find a way out; on several other occasions — seemingly when she's unconscious in the "fog" world — she goes somewhere completely different, shrouded in darkness, filled with mysterious temples and shrines, and guided by a man in a fox mask who almost certainly is not entirely trustworthy.

As you might expect, the game dives deep into traditional Japanese spiritualism and superstitions, with the main angle exploring the fox god Inari. There have been a couple of mentions of an "ancient god" that may or may not be Inari at various junctures too, though, so it remains to be seen where all that ends up — and whether Inari is a force one should feel comfortable putting one's faith behind.

Mechanically, it's pretty much as you would expect for a modern survival horror game. Combat takes a few cues from heavy-hitting stamina management action RPGs because of course it does, everything seemingly has to these days, but since the Souls games, trope codifiers for this type of experience, are effectively survival horror RPGs in many respects, it does make a certain amount of sense. It also helps to highlight that Hinako, as a teenage girl, is not a fighter. She can't take much punishment and she isn't particularly agile at swinging anything around with the intention of doing damage. As such, combat has a rather deliberate pace, though mistakes are punished quite severely, even on the default "Story" difficulty.

Initially I wasn't all that enamoured with this, but once you get a feel for its distinctive rhythm and learn to spot enemy tells — including some particularly explicit ones that allow you to counterattack — it's probably a good fit for Silent Hill, if indeed the series really "needs" combat at all. (Silent Hill: Shattered Memories was an attempt to do a Silent Hill game without combat, and it was mostly successful, though the "chase" sequences it had in lieu of actual fights were, at times, a little frustrating.)

The puzzles have been interesting so far, though despite the default puzzle difficulty being "Hard" none have been too taxing as yet. The trickiest one thus far took place in the aforementioned scarecrow field and required reading of body language and facial expressions to match a particular statement; I'm not entirely sure I solved this one "correctly", but it made internal sense to me while doing so and thus I'm counting it as a success.

I'm intrigued, then. I want to know more about Hinako's situation and what is really going on with her. There are quite a few different ways I can potentially see things proceeding from where I am thus far, and in keeping with series tradition, not many of them promise a happy ending for our heroine. And we longstanding Silent Hill fans wouldn't have it any other way.


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