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Silent Hill f Review: Cakes in the Mist

Fog as a Returning Character

The moment I arrived in Silent Hill f, I could tell the fog was back, and not just as eye candy, but as a choking and tangible entity. It is a character, and not a backdrop. It’s an impenetrable barrier, a veil that absorbs sound, muffles your footfalls, and time moves differently. There were moments where I caught myself standing still just watching the fog, convinced it was so painfully obvious, that I could see a figure or something ghastly moving just out of reach. The fog in this area is not meant as a simple decoration; it is the very essence of the terror, and it is something that truly works.

My final stand in a dead-end alley, health critical, as I switch to my last remaining Molotov cocktail, ready to face whatever's coming.

The feel of the sound is as important as the visual in the space. This part of the score might seem dissonant. In fact, it is jarring, static, and distortion corseted into some kind of rhythm, but certainly not something that you will want to hum. As you start playing it, the tune integrates into your body as if you are a puppet, every strung nerve maximally toned. And, finally, the silence comes—a thick silence, uncomfortable and constraining, and heavier than the sound ever could be. Every part of the space carries a threat, and, days later, I still remember going more slowly at the borders of the seats that day and, more than once, trying to decipher some shapes in the dim light. For me, this is precisely what Silent Hill should have been.

Return of a Veteran

I remember playing Silent Hill the moment it was released. Coming all the way to New Zealand, the first launch of Silent Hill was accompanied by a gag promotional item – a pair of underwear that was packed with the game. The reasoning was obvious, and trust me, I should have preserved it with the rest of my belongings for the latest sequel. I have to say, after the many sequel iterations and comparisons like the experimental misfires and genre offs, I have to say that Silent Hill f has emerged from the mist as the truest sequel. Homecoming and Downpour detours all, this is the bloodline the series was always meant to have. Appendices with the sound mixed to gnaw like a parasite – the steadfast fog once more is in position to the liege, and the narrative has found blasphemy in the lost, ravenous, cruel.

Seasoned Silent Hill fan recognizing the shift in ambient sound, bracing for a scripted environmental change ahead.

Language as a Layer of Dread

I put on the English voiceover at first, but switched to the Japanese audio and subtitles because I liked it better. This is perhaps the easiest, yet disquieting experience of the game. Each sentence in Japanese has a near ritualistic quality to it, as if the entire phrase is etched into stone or was whispered as a spell. It is not a matter of just listening to someone speak in a different language, it is all in the rhythm, the sharpness, the delivery, the breath. It is real and true dread that lies in these performances. When dubbed in English, part of that spellbinding quality is retained, but it is shrouded in something all too comfortable and all too clean. Each Japanese sentence, in its articulation, seems to be a blade cutting through the fog.

The Journal That Breathes

Within every game, even among PS5 horror games, there is a detail that is profound, tiny, and necessitates comment: the journal. It’s more than a menu, a script, or a set of notes. It is a relic, heavy in its binding, immersive in its design, and rests in a tactile silence. Each page turn tumbles more towards a violation. It is intricately woven with the anxiety of something confidential, something that should not be core sampled and brushed through, like a relic that contains more sinister than salubrious offerings.

Experienced player lingering in a classroom setting, scanning every desk because Silent Hill f loves to bury story fragments in plain sight.

Performances That Cut Through the Fog

Silent Hill f is a silent film which does not indulge in camp. No actors are making faces at the camera. No attempts at over-the-top drama that would soften the fear. The actors are silent and carry the horror through their intensity. They do not act out fear, but instead, dread. Their presence is enough to make sure the player does not escape from the experience. While most horror games emphasize caricature, Silent Hill focuses on real people, and the descent into horror becomes even more disturbing.

A Narrative Devoid of Clarification

Still lost, yet elated after a good ten hours of play, remains a joy in Silent Hill f. For the release of Silent Hill, the only time when I felt strongest was during the moments I was not able to understand the narrative of the game, mainly during the times of uncertainty. Every realization is another question.

Player with series experience carefully managing inventory, dropping unnecessary items to keep space for rare finds.

There is no spoon feeding, there is no expository dumping to aid you. The narrative serves only as a construct maze, shrouded in fog, and I have yet to escape its confines. The fog is not purely a negative; it's a victory. It feels as though there is a story, and it functions as a story by resisting imagination, simulation, and interpretation.

Relentless Combat

Example, Silent Hill. On f, it is clear the game possesses real bite. It plays in a real, tangible, responsive world, pleasant to all players who buy PS5 games. Here, the combat is visceral. Automatically, there is no combat without complete precision. Every window of attack is small; the very rare double window of attack requires the enemy to be slightly in a precise position.

Veteran gamer deliberately backtracking through a flower-choked alley, aware that Silent Hill f rewards patience with secret discoveries.

Every single encounter is less of a mash attack and feels more like a tactical puzzle of life. One particular boss, for every single encounter, a complete three hours of my life was devoted. In every aspect, every single attempt was another test of my patience and adaptability. Out of the countless dominations that it was able to withstand, each was like an individual lightning streak, a moment of mental alacrity.

You could say that on lower difficulties, the game nears a more pure horror rhythm, as the atmosphere does more of the work than the mechanics. But on Hard, the system shifts to a more punishment-duel system, nearly Soulslike in its relentlessness. It does have some issues; clunky moments do exist, but unlike any other game, it does reward mastery in a way that Silent Hill has rarely done before.

Spotting the faint inscription needed for the crypt puzzle confirms that veteran Silent Hill knowledge is still essential for secrets in f.

Tremors You Can’t Forget

The scarecrows take the trophy for the most terrifying. Their bodies are the most abstract of forms, with each of the movements bizarrely entrancing and terrifying. They do not just stalk you; rather, they inhabit the fog with grotesque elegance as they bend and contort. Then, there is the design element that is so obvious to everybody, they are the most horrid. It is a contradiction that you can’t take your eyes away from, pure horror mixed with pure lust, and pure disgust mixed with pure attraction. Silent Hill has never strayed from a contradiction, and in this scene, it strayed more than the others, with its creatures that disturb and distract in equal parts. Forget the first titles where nurses were overexposed; in Silent Hill f, it is the scarecrows that carry the real payload.

A Loop of Suffering and Mastery

Silent Hill f, at its core, is based on a loop of adaptation. The structure, much like Sekiro: Shadows Die Twice, is about mastery, but the spine-crushing atmosphere of Silent Hill alters the flavor. The dread, the atmosphere, is the first layer of punishment that one must peel off. The rest is a terrible bundle of collapse at the edge of which one must pay to find a shred of success. Exhausting it may be, but it is also a thrill.

Longtime fan pausing at a mirror, reflecting on how Silent Hill f uses reflections as both atmosphere and subtle storytelling.

On standard difficulty, the layer of punishment is lighter, and the dread is left to hover over the mechanical brutality. But in Hard mode, the game is a devotion asking for nothing less. Suffering, the loop of defeat and persistence, is, in a different way, easily submerged in the fog’s grasp.

A Resurrection, Not Just a Sequel

Silent Hill f is not just another entry in a series attempting to relive lost glory. It is a resurrection. The essence of the franchise has been rediscovered: the fog, the ambiguity, the intimate terror, all of which have been augmented with new designs, new performances, and new risks. It is not perfect. The combat can falter, the spikes in difficulty can be quite vexing, and the story will undoubtedly alienate most people.

It is not nostalgia. It is not imitation. It is a reclamation.
Skilled player crouching near a crumbling wall, listening for faint environmental cues that hint at hidden passages.

Final Reflection

Silent Hill f impressed me more than I had anticipated. It hit me differently, provoking not just fear, but something akin to inner pain, a discomfort that lingers after the controller has been set down. The fog feels alive again. The narrative is adamant in not explaining itself. The scarecrows disturb me with their paradox of horror and beauty. There is more than mere horror for the sake of horror. There is horror as the act of reflection, horror as the act of artistic expression, horror as the act of confronting something you wish you could turn away from but cannot. For the fans devoted to the series, those who like psychological horror that is more disturbing than startling, Silent Hill f is an intricate design of a nightmare to inhabit.

This Resident Evil Requiem Trailer Is Better Than Every Movie Combined

6. Únor 2026 v 22:51

Is it possible that a three-minute promotional clip just put decades of Hollywood movies to shame? If you’ve seen the new live-action trailer for Resident Evil Requiem, you might be nodding your head. Capcom just dropped this short film, titled “Evil Has Always Had a Name,” and it hits on a level that the flashy,…

The post This Resident Evil Requiem Trailer Is Better Than Every Movie Combined appeared first on VGamerz.

The Callisto Protocol: A Polarizing Descent into Sci-Fi Horror

The Fragility of Survival

There's something about a survival horror game that's supposed to make your palms sweat and your pulse race, right? You expect to feel like you're barely scraping by, adrenaline coursing through your veins as you limp toward your next objective. 'The Callisto Protocol' tries hard to deliver on that promise. It places you in the blood-streaked boots of Jacob Lee, a man whose only goal is to escape the hellish prison of Black Iron on Jupiter's moon, Callisto. But here's the thing: for all its spine-chilling aesthetics and brutal combat, this game isn't quite the nightmare fuel I wanted it to be.

A tense stealth section where I'm slowly shimmying past a dormant, but still twitching, Biophage nest.

Instead, it's more like a beautifully made haunted house where the scares never quite land, but the lights and set design keep you walking through anyway.

The Atmosphere: Chilling, Yet Not Quite Terrifying

If there's one thing The Callisto Protocol nails, it's the vibe. Every corner of Black Iron Prison feels suffocatingly oppressive. The air hangs heavy with tension, and the distant hum of malfunctioning machinery makes it clear you're trapped somewhere that's long past redemption. The snowy expanses outside are just as grim. Callisto itself seems to exhale an icy breath, with wind whipping around you as snow piles on dilapidated structures. The lighting deserves special mention—whether it's flickering fluorescents in a dark hallway or the faint glow of bioluminescent spores in an alien-infested tunnel, every scene feels meticulously crafted.

My character's breath fogs in the sub-zero processing plant, a small detail that adds to the constant dread.

But for all its craftsmanship, I never truly felt afraid. Unsettled? Sure. Occasionally tense? Yeah. But scared? Not even once. And for a survival horror game, that's kind of a problem. Fear is the beating heart of this genre, and The Callisto Protocol's atmosphere, while gorgeous, feels more like a heavy blanket than a shocking jolt to the system.

Combat: A Bloody Grind

Now, let's talk about the combat—the meat and bones (sometimes literally) of the gameplay. Right off the bat, melee combat takes center stage here, which is unusual. Normally, melee is a last resort in survival horror, but The Callisto Protocol flips the script. You're constantly dodging and countering, feeling every swing and impact like you're actually there. And I'll admit, those first few encounters feel raw and visceral in a way that's hard to shake.

I'm using the narrow prison cell block to funnel enemies into a choke point for my baton's crowd control.

But then it starts to drag. The dodge mechanic, while intuitive at first, becomes predictable, almost mechanical. Most enemies telegraph their moves so obviously that fights turn into a rinse-and-repeat cycle of "step left, swing pipe, repeat." And don't get me started on the GRP, the telekinesis glove that's supposed to add depth to combat. Sure, it's fun at first to hurl enemies into strategically placed spike walls or industrial fans, but after the 20th time, it starts to feel like the game's designers just couldn't think of more interesting ways for me to use it.

Resources are scarce, and every encounter feels like a gamble. Do you spend your last few bullets now or save them for a bigger threat later?

The Story: Enough to Keep You Going (Even If Thin by My Standard)

Jacob's journey through Callisto isn't exactly a narrative masterpiece, but it gets the job done. The basic setup—a prison outbreak leads to horrifying mutations—is nothing new, but it's the grim atmosphere that keeps you invested. As Jacob, you're constantly scavenging for scraps of information about what caused the outbreak and why. Jacob himself is a pretty blank slate, and while the supporting cast tries to inject some emotion into the story, their arcs feel more like set dressing than meaningful threads. And honestly? Sometimes that's enough.

The monster's mutation animation is my only chance to reload and reposition before its next, deadlier phase.

The Gore: A Matter of Taste

The Callisto Protocol doesn't shy away from violence. It's the kind of gore that makes you wince the first few times but eventually feels more like a gimmick than a genuine shock factor. Personally, I found it less horrifying and more gross, where I would have certainly preferred the other way around. While this observation is probably a matter of test that should not stop those who buy PS5 horror games, I believe that it doesn't really add to the atmosphere, and I couldn't help but feel like it was trying too hard to impress me with its blood-soaked brutality.

A scripted escape sequence has me frantically dodging falling debris and snapping pipes in a collapsing tunnel.

In the End, Does It Worth the Struggle?

Debatable. I prefer survival games more like Death Stranding 2: On the Beach, and horror games more like Resident Evil 4. The Callisto Protocol is not for everyone. Its visuals and atmosphere are top-notch, creating a world that's as stunning as it is oppressive. But the gameplay—especially the combat—starts to feel like a chore after a while. And without genuine scares to keep the tension high, the whole experience feels a bit hollow. Just don't expect to be looking over your shoulder when you turn the game off. Because for all its effort, The Callisto Protocol feels more like a chilling stroll than a heart-pounding sprint through the dark.

Routine review – a sci-fi horror video game 13 years in the making

3. Prosinec 2025 v 02:00
Routine screenshot of an attacking robot
Routine – robot isolation (Raw Fury)

Alien Isolation has a rival for spookiest retro sci-fi survival horror in this impressively atmospheric thriller from a new indie studio.

Sci-fi horror game Routine was originally announced at Gamescom way back in 2012. Since then, it’s popped back up a couple of times, only to head back into the thick fog of development hell, its tiny team attempting, and failing, to get it into a state where they could aim for a final release. The breakthrough came after signing a deal with Raw Fury, a publisher renowned for their supportive and collaborative attitude towards the developers they work with.

With more focus and a little more budget to work with, and after an almost unbelievable 13-year gestation period, Routine is finally here and while it’s clearly a first person survival horror, its look, feel, and puzzles are unlike anything else in its genre. That starts with the setting, which is a deserted moonbase in the near future. However, unlike most sci-fi milieux, this one’s free of any hint of glamour.

At the beginning of the game, you wake up from a distressing nightmare to find yourself locked in a windowless room, the quiet hum of machinery accompanying your confusion. There’s an old monochrome monitor built into the wall, where you can access a couple of email messages, along with an austere looking bed and lavatory. It’s more like a cell than a bedroom, a sense heightened by the fact that you can’t get out.

The walls, ceiling, and floor are made of metal that’s seen better days. Scuffs, dents and missing flecks of paint make it look old and well used, and there’s a pile of bin bags in the corner. It perfectly nails the industrial space trucker aesthetic of Dark Star or the original Alien film, in its sense of being lived in but not cared for. That’s particularly important because you’re going to be seeing it from very close up.

The first thing you learn in your cell is how to stand on tip toe, crouch, lean, and lie completely flat. Each movement is accompanied by your character’s involuntary grunts as you make him stand, squat, and crawl about on the floor, the motion of your point of view and the stunning detail of the environment creating a gritty realism that extends to un-collected litter and detritus, that’s accumulated in the gap underneath the metallic wall-hanging cupboards and infrastructure.

As you find your way round the room, what initially appeared to be almost completely featureless actually turns out to be loaded with information. You’re an IT technician hired by Union Plaza’s lunar operation to debug their malfunctioning security system, and without further instruction you’ll need to work out what you have to do to find a way out of this claustrophobic little space. It’s perfect training for the rest of the game, which continues in its steadfast refusal to lead you by the hand.

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If you’re weary of quest markers and HUD bloat, Routine is the antidote. Its entire overlay consists of a single tiny white circle that only appears when you’re pointing directly at something you can interact with. Apart from that, you’re on your own. Quite literally as it turns out, because other than a distorted, malfunctioning welcome message played over crackling speakers, the place is desolately empty.

Your only help comes from a C.A.T., or Cosmonaut Assistance Tool. It looks like a chunky plastic 1980s camcorder, complete with laggy analogue screen on the back that updates fractionally after you move it, delivering a flawless impression of dated technology. Initially it doesn’t seem to do much, but after a little experimentation you find out that it combines a PDA that’s only available near specific wireless access points, with the ability to short circuit electrical systems.

To make your way through the godforsaken depths of Union Plaza, you’ll need to pay extremely close attention to your surroundings, trying things out and extrapolating from subtle cues. In most games if you needed to find a fuse box to open a jammed bulkhead, you’d follow a waypoint to a brightly coloured box with a lightning symbol on it. That’s not how Routine works, making it feel far more like being stuck in an actual abandoned commercial facility. Progress feels hard earned and significant.

It’s also impeded by the security system you’re there to repair, which has erroneously gone into lockdown mode. Along with sealed doors and key code secured lifts, you’ll find the facility patrolled by Type-05s. They’re humanoid robots that look like the Terminator without its human skin, their aggressive metallic stomping signalling their approach and departure. They’ll often just stop and power down, sometimes facing a wall, before starting up again without warning and continuing their patrol.

Routine screenshot of a friendly robot
Not all robots are unfriendly (Raw Fury)

If one spots you, they’ll walk towards you at that same brisk but relentless pace, leaving you to scurry away and try to find a hiding place. Pointing your C.A.T. at one and pulling the trigger stuns it, but only for a second or two, after which it simply resumes its pursuit. The other bad news is that at full charge your C.A.T. has three shots, and while you can find new batteries you have to search for them.

The atmosphere of dread it manages to create is enhanced by exceptional sound design. The clank of the Type-05s is accompanied by whining servos and humming clicks as they project laser grids on floors and walls, digitally scouring your last known location. Doors swish shut, their motorised travel accompanied by seals that lock into place, followed by a dampening of the soundscape in the newly constricted space you occupy. Along with your character’s ragged breathing, and the sensation of peeping around the weathered metal of a doorframe as you try and spot a pursuing robot, it evokes a real sense of being there.

Nervously making your way past the discarded VHS tapes, ‘Final price cut!’ banners, and tawdry ‘Megazone’ arcade in Union Plaza’s mall, you soon find out there’s far worse to come as you descend into the bowels of the facility. The elegiac email conversations you uncover reveal a spreading sickness amongst the staff and you wonder where everyone is, and why the head of security’s been drawing so many pictures of flowers. You soon come to yearn for the relative security of those early scenes.

Routine’s strength is the ambience its near photorealistic visuals and immaculately crafted sound design create. Its weakness is that the stubborn refusal to help can leave you stuck for longer than you might like. In a single room. with nothing trying to disembowel you, that’s an interesting conundrum but later on, in more open parts of the complex, it can be frustrating trying to figure out what tiny thing you’ve missed, and where exactly it might be.

Still, for a game so long in development this is a frightening, idiosyncratic, and impressively coherent slab of sci-fi survival horror. Announced just before Alien Isolation was released, you can see some of its inspiration here, but Routine’s more robust puzzles and multiple pursuers make it a more varied experience, while its mise en scène, glorious diegetic sound effects, and the humanistic motion of your character create an unsettlingly authentic sense of presence it in its terrifying world.

Routine review summary

In Short: A scary, atmospheric, and cleverly designed survival horror, whose photorealistic visuals and superb sound design help overcome some occasional frustrations.

Pros: Incredible atmosphere and sense of immersion. Treats you like an adult by letting you work things out for yourself. First person motion makes you feel unusually immersed in the game.

Cons: Can be annoying when it’s unclear what subtly framed clue you must have missed and, as in Alien Isolation, being chased by stuff you can’t kill can be frustrating.

Score: 8/10

Formats: Xbox Series X/S (reviewed), Xbox One, and PC
Price: TBA
Publisher: Raw Fury
Developer: Lunar Software
Release Date: 4th December 2025
Age Rating: 16

Routine screenshot of pipes
Photorealistic isn’t always pretty (Raw Fury)

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Reimagining a Tradition: Silent Hill f Review

My obsessive passion toward the Silent Hill series makes me evaluate the most recent release with excitement and anxiety at the same time. It's not a dread in a horror sense but a dread borne out of the fear of being disappointed. Walking through the Silent Hill foggy streets over a hundred times has and will always leave an imprint. Silent Hill 2 has left a benchmark which I consider so high that I regard it as impossible to touch. The new entries that have been released under the Silent Hill title always bring with them a certain burden. Unfortunately, most of them fail to deliver. The most recent release, Silent Hill f, has not been able to hold on to the Silent Hill name in terms of the setting and the lore, and has turned the entire franchise on its head. This game, Silent Hill f, is something completely new yet familiar, which has been transplanted into new soil.

The Setting: A Shift to 1960s Japan

Your first baffling moment of Silent Hill f is how the game world has ditched the Maine fog-inspired smalltown America for the rural Japan of the 1960s. This is the greatest challenge for me, yet the most interesting decision, as a lifetime Silent Hill addict. The diners, motels, rusting steelworks, crumbling hospitals, and mild Protestantism of my Silent Hill have been drenched in Americana. To replace that with Shinto shrines, paper sliding doors, and tatami mats is to risk desecrating the very essence of the franchise.

Checking a creepy toy in Silent Hill f.

What other use does it serve aside from as a tool to flesh out the foundations of the game world? The village appears to have much history and to have suffered over the years, even without any of the game’s narrative to explain it. However, it appears history is a bit more complex and more imagined than history as a tool to disguise suffering, tradition, and unfulfilled. The genre of Japanese folklore ghost stories is more like integrating it with the Silent Hill form of psychological abuse/violence.

The game is also dipped with a metaphor, where snow is ash, like falling. The obstructed and rotting bloom showers the entire region with a debris of corruption, more so, delicate petals which almost seem out of place, comely to the counterpart of a horror. It is this factor of beauty within decay, or perhaps grace within the contempt, that lends the world of Silent Hill F a certain critic as some of the most skilled.

Themes and Narrative: Hinako’s Journey

Hinako Shimizu, too, appears to lack all the marks of mystique at rest. However, there is also much more than that. Silent Hill f has mastered the art of visual representation of the turmoil, abuse, and contempt which has been deeply implanted within. The protagonist, too, has the ability to slice and extract parts of themselves, helping at the same time to reinforce the fragments of the whole. This inner world of the Hero is weak to the external world in relation to the world, with the characters often appearing as a reflection of the player’s own turmoil and pain.

Veteran player navigating Silent Hill f’s foggy streets, timing every step to avoid wasting stamina on pointless detours.

Silent Hill does capture the personal horrors, and I can think of no better example for that than Hinako’s journey. It is not fighting the inner demons that is of paramount importance, rather, it is the ability to endure what is able to be externalized, that is, what is done to the person during the school, the hallways, the decrepit shrines, the collapsing hopes and the all encompassing expectations that are imposed and which intersect and for which a description would be personal and yet horrific. It is stories which are vague enough and complex enough to ask for analysis and which do not seek to provide ready answers, in which the thinking person is challenged. How much of the pain is internalized and projected, externalized, or suffering?

Silent Hill f captures the essence of the individual’s internal battle to a fine point. It paints the broader iross of beneath which the individual’s pain is hidden, not in a reduced form of the gap between feeling and emotion, but in the elemental formlessness. It walks you through layer after layer, and what you always find is the pulse of the game.

Atmosphere: The Crown Jewel of the Game

Every horror game lives and dies by atmosphere, and Silent Hill f resonates with that deeply. Powered by Unreal Engine 5, environments are not only gorgeous but also infused with astonishing strokes of artistry and reality. The wood that creaks and cracks underfoot bends and crackles in old Japanese houses. Light from a flickering lantern casts shadows on walls that draw your attention, only to make you cringe. Flowers bloom and die such that their remnants, bathed in the sadness of withering, spin dreads that are spine-chillingly uncomfortable without direct bloodshed.

Experienced gamer pausing at a shrine in Silent Hill f, knowing these quiet spots often hide subtle lore clues.

Even though he did not compose the soundtrack, the sound design does make an effort to honor the legacy. Yamaoka’s contribution, on the other hand, remains priceless, the very soul of the Silent Hill series, and Yamaoka's work on Silent Hill f attests to that principle. The sound in this game is not background; it is pure, distilled tension. The long silences are filled with whispers that you question the reality of. Sad strings retire to low grumbling that gnaws at your inner self and sinks you deeper into despair and tension. These details are very important to me, and no Shadow of the Colossus is weighted at thirty percent, I do recognize that Silent Hill f is capable of doing the same in order to maintain the tension.

Combat: A Counterproductive System

For me personally, an ever-present burden to carry represents the game’s biggest flaw. Why the developers decided to do away with ranged warfare is a mystery I will never understand. A greater emphasis has been placed on melee sorties. You would logically assume that this should make skirmishes more personal and scary. Your character light attacks with the left click and heavy swings with the right, dodges, and, if the fates align, can use focus mode to counter.

Longtime Silent Hill fan checking the map obsessively, remembering how easily the game loves to twist your sense of direction.

Monsters in Silent Hill f are associated with sight mechanics, which means you can completely ignore them if you want to. And honestly, that is what I suggest you do. Fighting is far more bothersome than rewarding, as most players who buy cheap PS4 games know from the previous games of the series. Enemies drop nothing of value, they respawn, and the weight of every blow is super exaggerated and breaks immersion. Silent Hill 2’s combat, in all its ease, achieved a grandmaster balance—every interaction felt meaningful, yet nothing was overly suffocating. Silent Hill f chose to ignore that. Instead, the game has overly complicated combat, all the while making it meaningless.

The experience becomes jarring as a result of this. The biggest horror comes from the inability to tame something, not from annoyance with mechanics that seem pointless. For the most genuine experience, turn on Hard Mode, then try to avoid combat as much as you can, and let the game do its thing. The tension of monsters lurking in the fog is far more thrilling than the satisfaction of swinging a weapon mindlessly. Where the monsters are unduly left behind, the tension of not knowing where they will emerge next is far more powerful.

Puzzles: Consideration for the player

Of all the timer surprises in Silent Hill f, the puzzles were the most surprising. On Hard difficulty, the puzzles are well-crafted, logical, and reasonable, and challenging, but do not descend into the abstract. They require a combination of observational skills, memory, logical reasoning, and, in some instances, lateral thinking, which, in turn, tests your patience and is rewarded with the satisfaction of the 'light-bulb' moment. Unlike seasoned players, newcomers to the story are able to immerse themselves in the narrative at their own pace.

Veteran gamer using subtle lighting changes as a guide, recalling how the series always communicates danger without words.

The most remarkable feature of all is the most current example of 'Lost in the Fog' mode, which is available only after the first playthrough. In my estimation, this is the hardest of all considered. It presents a narrative puzzle that integrates the rest of the three, simultaneously overshadowed by the dual, Silent Hill ambiguity.

Technical Stability and Performance

This is one area where Silent Hill f has exceeded my expectations. Modern games, particularly those created using Unreal Engine 5, far too often launch with significant performance issues. Silent Hill f, however, manages to run smoothly and even consistently. The framerate stays stable, loading times are brief, and it’s overall very polished. For once, an early access period didn’t feel like an insult to those who paid more to play it early. It felt like the developers wanted to be paid for something. They owed it to the players to release something stable. In an oversaturated gaming market where so many remakes and reimaginings fall apart due to poor execution, Silent Hill f manages to work.

The Silent Hill Identity: Lost or Preserved?

Every fan who buys PS5 horror games has to deal with the following question one way or another: Is Silent Hill f really Silent Hill?  One could argue that it has no American setting, no narrative elements concerning a cult, and lacks the atmosphere that hung over the first four installments. On this basis alone, I would say it could have been a Siren game, or quite easily, an entirely new franchise.

Skilled player deliberately ignoring the obvious path, trusting Silent Hill f’s design to reward curiosity with hidden lore.

But at its core, Silent Hill was never really about the town itself. It was the trauma and personal suffering that reconfigured one’s reality. It is Silent Hill f that retains the very essence. There is a kind of inner decay, personified in Hinako’s story. Silent Hill, or in its spirit, the withering blossoms, the ghosts of ghosts, the expectations, and the expectations that linger in every corner, the beautiful, oppressive, and suffocating beauty of every corner.

So to answer the question, no, it is neither a revival of the franchise in the orthodox sense. If one looks at it from the lineage I would have wanted, it is certainly not Silent Hill 5.

Recommendations for Play

To enhance your experience, I suggest: forgoing the APK dub and using the Japanese voiceover, as it is more immersive and better captures the atmosphere. Try to keep your room dark, and if possible, use a gamepad instead of a keyboard for better immersion. Above all else, you must play on Hard difficulty. This is the only setting that fully restores tension to fights and ensures that puzzles are interesting and not arbitrary. If you are a fan of the genre, you can return for a second playthrough on "Lost in the Fog" mode.

Conclusion

Unlike the other installments in the Silent Hill franchise, like Silent Hill 2, for example, I do not find Silent Hill f to be a game I replay every year as a form of ritual, nor do I consider it to be part of my childhood. While its identity may stray and its combat may falter, the atmosphere and narrative are the most captivating. Silent Hill players will find it difficult not to have any expectations and see this new version for what it is instead.

Veteran player pacing slowly through a hallway, resisting the urge to rush because Silent Hill f punishes impatience.

Should you approach it expecting the American fog, the cult, the landmarks you are accustomed to, you will not get what you are looking for. However, granting yourself the ability to think about it as a tale of inner sorrow, wrapped in decaying flowers with unfurling, subtle folklore, may open your mind to a greater appreciation for it. Silent Hill f is an excellent and, perhaps, one of the better horror games. Even though it is not a renaissance for the franchise, it is a fitting addition to the series that not only should be played, but also discussed and revisited.

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