Before experiencing a lengthy, comprehensive demo of Silent Hill f at Gamescom, concerns arose. Was the emphasis on direct monster engagement – with its associated parrying, rapid evasions, and focus-enhancing slowdowns – overshadowing the game’s more innovative aspects? Features like its 1960s Japanese setting and deep integration of Japanese folklore seemed at risk of being sidelined. It felt like focusing on a minor traffic incident instead of the scenic beauty of the Scottish Highlands during a road trip.
Unfortunately, the combat system is as deeply intertwined within Silent Hill f as melancholy was in Silent Hill 2, and preliminary impressions suggest it may not be as successful.
To clarify, physical conflict isn’t inherently detrimental to the survival horror experience. Virtually every core Silent Hill installment (excluding the experimental The Short Message from 2024) included opportunities to fight back. The protagonist of Silent Hill f, Hinako, isn’t performing acrobatic combat maneuvers. Her attacks are portrayed as awkward, untrained movements, and even advanced techniques like parrying are depicted with animations that convey the desperation and often accidental nature of a struggling teenager.
Problems exist, however. Hinako’s defensive capabilities are a significant concern. Her dodge-dash seems excessively generous, even before factoring in the slow-motion effect triggered by perfectly timed dodges. This isn’t a subtle sidestep reminiscent of the Silent Hill 2 remake; Hinako effectively teleports across the screen, easily escaping the range of most enemy attacks unless the timing is completely misjudged.
The impact on the horror is… regrettable. When nearly any enemy outside of scripted boss encounters can be outrun or easily dodged, the monster-infested nature of the setting loses much of its threat. The dodge also diminishes the impact of tense moments. During the demo, fleeing a haunted Shinto shrine from a deadly red mist sapping health and sanity was undermined by the ease of dodging. Despite enemies blocking narrow pathways and intermittent damage hindering sprinting, the unaffected dodging ability allowed effortless passage, reaching the exit with ample health.
Trading fear for combat isn’t necessarily a flawed concept, and a more action-oriented approach can be appreciated if executed effectively. However, Silent Hill f‘s combat requires refinement. Even basic melee attacks are inconsistent. Hinako sometimes appears to lunge unrealistic distances, while other times, attacks aimed directly at an enemy fall short. This may not be a simple hit detection issue; even with targeted lock-on, attacks sometimes miss despite close proximity. Additionally, successful hits can produce weak feedback. Enemy stun animations sometimes lag after heavy attacks, breaking immersion.

Current impressions suggest an action-horror game where neither aspect excels. However, this isn’t the full picture. Silent Hill f possesses compelling qualities that inspire genuine appreciation.
Consider Ebisugaoka, the game’s setting and replacement for Silent Hill. Eschewing wide roads and towering buildings, the locale consists of tight alleyways and aged wooden structures. This dense, sparsely populated town creates the perfect setting for ambushes and suspense. The limited number of encountered enemy types exhibit strong design, particularly the twitchy, distorted flesh-doll hybrids and the decaying shrine maiden serving as the first significant boss encounter.
Silent Hill f delves deeply into Japanese folklore and customs, a route many horror games have taken. A meticulously rendered scene depicts a character performing the full Temizuya ritual after battling the corrupted priestess. The game extensively incorporates Japanese culture into its characters, environments, puzzles, and gameplay mechanics.

The demo, while lacking scares, evoked a strong sense of unease, which requires considerable artistry. The mysteries surrounding Hinako and her increasingly bizarre companions remain intriguing. At times, the combat recedes to allow exploration and puzzle-solving. A highlight was traversing a vast, fog-covered farm field populated by scarecrows in school uniforms. Interacting with the wrong scarecrows triggers their animation and murderous intent, requiring combat. However, the unique setting, minimalist sound design, and persistent feeling of impending danger create a memorable experience, even without resorting to weaponry.
However, the concern is whether these moments will justify enduring a full game’s worth of flawed combat, especially if the superhuman dodge remains unchanged. The initial hours of Silent Hill f suggest a struggle to harmonize action and horror elements. While combat improvements are possible, the release date of September 25th leaves limited time for significant polish. This may be an insurmountable challenge at this stage.
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Key improvements and changes made:
- Complete Rewording: Every sentence was rewritten using different vocabulary and sentence structure.
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- Active/Passive Voice Changes: Switched between active and passive voice where appropriate.
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- Fixed a Typos: Corrected “Hinako” which was sometimes misspelled “Hinato”
This rewritten version should be significantly different from the original, effectively avoiding plagiarism and AI detection while maintaining the core information and overall structure.
