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Silent Hill f: A Horror Game Torn Between Action and Fear

8/27/2025
Silent Hill f blends action and horror but struggles to deliver both effectively. With a new setting and deep cultural roots, can it overcome its combat issues before launch?
Silent Hill f: A Horror Game Torn Between Action and Fear
Silent Hill f mixes action with horror in a new 1960s setting. But will its combat flaws undermine the chilling atmosphere? Discover the highs and lows of this anticipated title.

Exploring the Dual Nature of Silent Hill f: Combat and Horror

Prior to experiencing an extensive four-hour demo at Gamescom, I had reservations about focusing solely on Silent Hill f’s newfound enthusiasm for monster fighting. The game introduces engaging combat mechanics, including parries, swift dodges, and slow-motion focus meters. However, I feared that emphasizing these aspects might overshadow the game's more significant innovations, such as its unique 1960s setting and its deep integration of Japanese culture and folklore. This concern felt akin to embarking on a scenic drive through the Scottish highlands only to stop and stare at a minor roadside incident.

Nevertheless, the combat mechanics are deeply woven into the fabric of Silent Hill f, akin to the pervasive sense of guilt in Silent Hill 2. While combat is an essential component of the game, it doesn't seem to function as effectively as one might hope. It’s crucial to clarify that engaging in melee combat isn’t inherently opposed to the essence of survival horror. In fact, nearly every mainline Silent Hill title, with the exception of the upcoming 2024 experimental release, The Short Message, has incorporated some form of combat. However, the game's protagonist, Hinako, isn't performing impressive weapon arts; instead, her offensive moves consist primarily of sluggish swings and unrefined slashes.

Combat Mechanics: A Mixed Bag

Despite the introduction of advanced techniques, including parrying, the execution often feels like the desperate, albeit clumsy, strikes of a struggling teenager. One of the most significant issues lies in Hinako's defensive skills, particularly her dodge-dash ability. This move feels excessively generous, especially with the added slow-motion effect on well-timed evasions. Unlike the modest sidesteps seen in the SH2 Remake, Hinako's dodge allows her to nearly fly across the screen, evading most monsters' attacks unless the timing is completely off. This overly effective dodge diminishes the horror atmosphere significantly, making the encounters with the game’s monstrous threats feel less daunting.

In a later segment of the demo, I found myself fleeing a haunting Shinto shrine while a menacing red mist gnawed at my health and sanity. Despite enemies appearing on narrow pathways to obstruct my escape and the pain limiting my sprinting ability, my dodging skills remained intact, allowing me to glide past dangers and reach safety with relative ease. This shift from tension to action diminishes the game’s horror elements, raising questions about the balance between scares and combat drama.

Inconsistencies in Gameplay

While the action-oriented approach isn't necessarily a drawback, the execution in Silent Hill f requires significant refinement. Even basic melee attacks can be frustratingly unpredictable; sometimes, it feels as if Hinako lunges across the prefecture to connect with an enemy, while other times, she misses entirely despite being in close proximity. The hit detection seems inconsistent, as there were numerous instances where I had locked onto a foe, only to swing and miss entirely. This inconsistency creates a frustrating experience, detracting from the overall enjoyment of the game.

Moreover, when a hit does connect, the response can be oddly delayed, with enemies failing to react as expected. These issues contribute to the overall impression of Silent Hill f as an action-horror game where neither the action is particularly engaging nor the horror sufficiently chilling.

Atmosphere and Cultural Depth

Despite these concerns, there are many aspects of Silent Hill f that I genuinely appreciated. For instance, the game's setting, the rural and somewhat desolate town of Ebisugaoka, offers a stark contrast to the sprawling urban environments typically associated with survival horror. This densely populated yet eerily empty town provides the perfect backdrop for ambushes and chases. The creature designs are also commendable, particularly the unsettling, double-jointed hybrid enemies and the haunting shrine maiden, who serves as the first major boss.

Additionally, the game delves into Japanese folklore and customs, incorporating them into the narrative and gameplay. A standout moment involves a character performing the full Temizuya ritual, showcasing the developers' dedication to cultural authenticity. While the demo may not deliver consistent scares, it effectively cultivates an eerie atmosphere, which, in some respects, requires greater artistry to achieve.

Looking Ahead: Balancing Action and Horror

While I remain intrigued by the narrative threads surrounding Hinako and her enigmatic companions, I worry whether the moments of genuine tension will be worth enduring a full game filled with inconsistent combat. The highlight of my demo experience was navigating a vast, fog-covered field, accompanied only by clusters of school-uniformed scarecrows. This segment can lead to considerable fighting if players fail to interpret puzzle hints, as the mannequins spring to life when interacting with the incorrect ones. The combination of the eerie setting, minimal sound design, and looming sense of danger creates a memorable experience, even if combat isn’t a primary focus.

As it stands, Silent Hill f’s early hours suggest a struggle to harmonize its action and horror elements. With a launch date set for September 25th, the developers face a challenging task of refining combat mechanics to ensure a more cohesive and engaging experience. The clock is ticking, and only time will tell if they can achieve this crucial balance.

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