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Silent Hill f Review — CNET

Silent Hill f Review — CNET


Silent Hill f has stirred up conversation among gaming enthusiasts, particularly for fans of the long-standing franchise. Having first experienced the original Silent Hill on the PlayStation 26 years ago and more recently enjoyed the remake of Silent Hill 2, my expectations for Silent Hill f were elevated. Unfortunately, it seems those hopes have been dashed, much like the eerie atmospheres and psychological narratives that characterized earlier installments in the series.

One of the most striking aspects of Silent Hill f is its departure from the franchise’s defining traits. Unlike previous games, which are deeply rooted in the haunting town of Silent Hill itself, Silent Hill f opts for a setting that feels tangential at best. It raises concerns that Konami has simply slapped the beloved name onto an unrelated project, echoing sentiments some gamers felt with earlier titles like Silent Hill 4: The Room.

The lack of psychological horror elements, engaging lore, and memorable characters has left a void that is glaringly apparent. Instead, the game presents itself like an early 2000s anime about schoolchildren harboring violent urges. The narrative, crafted by Ryukishi07—the mind behind the infamous Higurashi: When They Cry series—lacks the sophisticated depth we’ve come to associate with Silent Hill.

Silent Hill f revolves around Shimizu Hinako, a schoolgirl from post-war Japan whose life unravels as monstrous entities emerge alongside unsettling vegetation. The choice of setting during the 1960s is promising but ultimately unfulfilled; it fails to provide a compelling atmosphere of dread. With Hinako trapped in a nightmarish loop, players engage in repetitive quests devoid of emotional investment.

Combat mechanics in Silent Hill f are quite disappointing. The game offers a limited arsenal including crowbars and bats, eschewing the firearms familiar to dedicated fans of the series. While special weapons emerge later in the gameplay, the combat system leaves much to be desired. The lack of fluidity and depth quickly dulls the excitement of enemy encounters. Hinako’s dodging abilities and the counter mechanics may provide brief moments of engagement but are overshadowed by a cumbersome control system reminiscent of older survival horror titles.

On the RPG front, some elements are present—leveling up, character enhancements, and even collectibles. However, even these aspects feel half-baked. The process of leveling up through shrines and utilizing faith for upgrades is convoluted, leaving players frustrated by their inventory management. The limitations on stacking items lead to unnecessary clutter, forcing players to make difficult decisions during gameplay when each slot in an already restrictive inventory matters.

One major disappointment lies in the UI and puzzle design of the game. The Journal, which ideally should immerse players in the lore, becomes a convoluted mess. It requires excessive backtracking to gather useful information, making the experience feel more opaque than enlightening. Additionally, puzzles—once a hallmark of Silent Hill—lack the intricate design that fueled the franchise’s unique approach to problem-solving. A particular instance involving a food-related puzzle effectively underscores these frustrations.

More problematic is how the game misses the distinct vibe of Silent Hill itself. Traditionally, players traverse a juxtaposition of the normal world and a distorted ‘Other World.’ Silent Hill f skips this crucial element, opting for a bland environment that feels repetitive and uninspired. The core horror aesthetics—rust, darkness, and psychological terror—are glaringly absent.

Cultural elements, especially for audiences outside Japan, further detract from the gaming experience. Localization issues rear their head, as textual references are often left untranslated, which can sever a player’s connection to the lore. With so many culturally significant elements embedded within the game that aren’t explained, players are left feeling alienated rather than intrigued.

The storytelling and character development, both essential components in crafting a memorable Silent Hill experience, take a backseat. While the game does walk you through some level of psychological trauma, the disjointed narrative fails to maintain a cohesive story arc. The endings offered in New Game Plus offer some intrigue, yet the effort required to uncover these connections feels disproportionate to the potential payoff.

Ultimately, the visual and auditory aspects of Silent Hill f cannot redeem these shortcomings. The graphics might exhibit a colorful aesthetic, but that vibrancy stands in stark contrast to the haunting depth that should characterize a Silent Hill game. Music, crafted by series veteran Akira Yamaoka, fails to evoke the mood typically associated with his previous compositions.

In closing, Silent Hill f proves to be a frustrating experience for fans. The hope for a fresh narrative or a leap forward in the gameplay mechanics is replaced by a feeling of disillusionment. The game might have once been assigned the Silent Hill moniker to draw in an audience, but it fails to resonate with the very essence of what made the franchise iconic. It feels like a missed opportunity to reinvent and develop a series embedded in tragedy, psychological horror, and gripping narrative. What could have been a revitalization of the franchise appears more like an afterthought. As a fan, the disappointment is palpable, not just for what Silent Hill f is but for what it could have been.

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