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Silent Hill f review: A return to form for Konami's horror franchise


Silent Hill f review: A return to form for Konami's horror franchise

If there's anything the Silent Hill video game franchise has taught me since the first game released in 1999, it's that true horror -- the kind that slithers into dreams and leaves scars in its wake -- rarely comes in the form of a monster. That remains true in Silent Hill f, the latest release in the storied series. Yes, there are horrifying monstrosities lurking about in this beautifully grotesque world -- no, they're not the scariest thing around.

Silent Hill f, produced by NeoBards Entertainment and published by Konami, was a bit of a risk. Outside of two much smaller projects, it's the first new game in the franchise since 2012's mediocre Silent Hill: Downpour. (Last year's phenomenal Silent Hill 2 was a remake of the 2001 game of the same name.) It's not set in the fictional, American lake town of Silent Hill; rather it's set in the fictional Japanese town of Ebisugaoka, a first for the mostly developed-in-Japan series. And it very much leans into its Japanese aesthetic, from its puzzles to its creature design.

It's a lot of change for a series that's only just getting back from moribund status. (A new entry, Silent Hill: Townfall, and a remake of the first Silent Hill are in the works.) But aside from one particular shortfall, Silent Hill f works, both as an examination of trauma -- and our response to it -- and as a generally scary game play experience.

This Silent Hill centers on Hinako Shimizu, a high schooler whose home life is dangerously abusive, thanks to a raging alcoholic of a father and a mother who shies away from his outbursts, leaving Hinako to suffer on her own. That trauma -- child abuse, gender discrimination, self-harm and more -- materializes around her, warping the 1960s-set Ebisugaoka into a fog- and flower-covered nightmare filled with danger. And that's just in the first 20 minutes. (The game takes about 10 hours your first time through.)

From there, most of the danger the player faces manifests as stab-happy monsters. There are hints of previous titles (the basic enemy looks similar to the mannequins from earlier games), but most are creatively inspired, especially the bosses. (A certain sequence with scarecrows may have unlocked a new fear.)

I just wish it were more fun to actually fight any of these creatures. Combat is a clunky mess full of too many systems for a psychological horror game. The weapons break after so many uses (a personal detestation of mine), requiring either a rare tool kit to repair it or finding a new weapon. You also have a stamina meter (on top of health, sanity and others) when in combat that forces you to pay attention to that rather than the monster in front of you. A limited inventory makes matters frustrating rather than immersive.

And the combat itself -- all melee weapons, no guns -- just doesn't feel great to play. It doesn't help that you get no rewards (experience, items, etc.) for most fights; they just end up degrading your weapon and eating up your healing supplies. As the game progressed, I found myself skipping as many fights as possible.

But when the monsters aren't getting in your way, you can appreciate the sheer beauty of Silent Hill f. It's visually striking throughout, from the elaborate boss-fight sequences to the haunting Otherworld you visit throughout the game. (The Otherworld in this game is mesmerizing, both in its shrinelike design and what it comes to mean to Hinako as the story unfolds. It also happens to be where some of the game's most torturously brutal sequences occur.)

The puzzles also offer a nice respite from most combat sequences. They're generally fair, but they will require you to pay close attention to the notes Hinako collects, which also gives you a reason to read all of those notes. They're filled with illuminating backstory that helps you better understand Hinako's life, along with others who live in this town. (The art in her journal is stunning and worth checking out on its own.)

Much like other games in the franchise, Silent Hill f has multiple endings (five in total), and the fact that I want to play through again to see those endings speaks volumes -- I almost never play a game twice. Its combat leaves a lot to be desired, but the gorgeous visuals and compelling narrative more than hold their own. It's a return to form for Silent Hill -- even if it's not actually in Silent Hill -- and it has me excited for what comes next.

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