‘Silent Hill f’ review: a gorgeous, grotesque reimagining of the classic horror outing

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Rommie Analytics

As is franchise tradition, you start Silent Hill f by coming around after a long, beast-filled nightmare. In the 13 years since the last substantial instalment (2012’s Revelation), Silent Hill has changed. In fact, there are huge swathes of f that are completely unrecognisable from what’s come before.

READ MORE: ‘Silent Hill 2’ review: masterful horror remake dials up the dread

In contrast to the promise of Hideo Kojima and Guillermo del Toro’s cancelled 2015 project Silent Hills and last year’s acclaimed Silent Hill 2 Remake, offshoot series comeback Silent Hill f discards the entire central aesthetic of the titular ghost town (essentially Twin Peaks half sunk into hell). According to publisher Komani, the games were always Japanese at heart, so are here rebooted in the mist-shrouded mountain village of Ebisugaoka in the 1960s where a schoolgirl named Hinako Shimizu is tasked with ridding the town of all of the otherworld’s many-titted monsters with nowt but a rusty pipe and some rejuvenating herbal brews.

Shifting Silent Hill to Japan – a zeitgeisty move with Assassin’s Creed doing likewise this year – has pros and cons. Having been so recently reintroduced to the classic original Maine town setting with the Silent Hill 2 remake, it’s refreshing not to be circling formulaic American blocks rattling doorknobs again. Ebisugaoka is a more organic, sprawling town of tight alleyways, makeshift waterways and paddy fields – even though exploration off its tightly directed story rails is limited. Graphically and atmospherically, it’s a far more enchanting experience out to merge beauty and fear.

‘Silent Hill f’. CREDIT: Konami

Rather than the bleak industrial fencing and blood-smattered bunkers of most Silent Hill games, the darker otherworld sections draw Hinako out of the (misleadingly lightweight) schoolyard love-triangle story taking place in Ebisugaoka and into an entirely different dimension of ancient Japanese architecture, painted wooden charms and ornate palaces shrouded in darkness. There, a mysterious fox guide and some spooky dolls lead Hinako through a series of ceremonial, power-enhancing rites that are as gruesome and disturbing as any in gaming. Imagine The Handmaid’s Tale meets Saw.

On the other hand, leaning into Eastern mysticism and myth makes Silent Hill f feel more like a stand-alone Japanese horror game only loosely linked to the franchise by mist, mood and small-town setting. At times, it feels closer to other beloved gaming franchises. Combat with the more ninja-like enemies aspires to Sekiro levels of attack-dodge timing and weakness punishment.

There are no ranged weapons either, so you have to make do with pipes, crowbars and sledgehammers. The range of exotic teas, sweets, tinctures and omamori amulets to help heal, enhance and calm you – and the Sanity-draining ‘Focus’ mechanic which slows down fights for charged attacks – smack of the standard samurai role-playing game. You upgrade by trading in trinkets at small roadside shrines for ‘Faith’ points, as if there was ever any godliness in Silent Hill. Hirako’s otherworldly enhancements make chunks of the late-game feel more like an X-Men title.

Then there are the monsters themselves. Many are as bent, twisted and erratic as the Silent Hill classics but some come slicing across arenas like Dark Souls’ Sister Friede and others are weird blobs straight out of Resident Evil. Witness the gigantic sword-slamming scrotum or a big pile of boobs that gives birth to extra pupae monsters.

Thankfully, on the suggested ‘Story Mode’, enemies are dispatchable enough for you to ignore most of the bloated Sanity and Focus elements and slash your way through with plenty of spare inventory slots. A slightly different story are the puzzles. Playing on the recommended hard setting (unchangeable during a playthrough), most are a satisfying challenge in the traditional Silent Hill manner. There’s great pleasure in deciphering the school’s numerical girl-code and one otherworld segment brilliantly turns the entire level map into a puzzle in itself. But you’ll be tested, somewhat ridiculously, on your knowledge of the silhouettes of Japanese fauna and, on occasion, subjectivity replaces logic. Which of these sickle-wielding scarecrows has the most “polite” smile, would you say?

Silent Hill f, then, feels more like a tribute than a genuine reboot. For that, we may have to wait for the forthcoming Silent Hill: Townfall. But it’s an intense, rewarding and immersive one nonetheless. Its various endings will have lore-mongers slavering over the merging timelines, shifting identities and psychological, inner-world implications that unravel during this tangled tale of love, abuse, alienation and massive mewling boob beasts.

‘Silent Hill f’ is out September 25 for PlayStation 5, Xbox Series X/S and PC

VERDICT

Silent Hill f is an intense and characterful repositioning of the franchise in the realm of Japanese horror, maintaining several core elements – the mist-swathed atmosphere, challenging puzzles, psychological drama and scavenging survivalist combat – while injecting numerous Eastern elements in terms of Shinto culture and samurai game dynamics.

PROS

Satisfying, intricate puzzles in the traditional franchise style Stunningly spooky and un-formulaic Silent Hill setting Its storyline enchants, intrigues and horrifies in equal measure

CONS

Some puzzles are overly vague Definitely not for the squeamish Elements such as Sanity and Focus feel superfluous

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