Silent Hill f key art

Review · 18 Aug 2026

Silent Hill f

The series leaves the town and finds that the fog was never the point.

8.5out of ten
after 27 hours

NeoBards Entertainment · Survival horror · PC · released 25 Sept 2025 · Two endings, one full second run on hard

This review27 hrs
Typical main story15 hrs

Played 80% longer than the game usually takes to finish.

Tested on RTX 4070 · 1440p · DLSS Quality · 80–100 fps

Moving Silent Hill to 1960s rural Japan is the sort of decision that reads as a marketing swerve and turns out to be the most faithful thing the series has done in twenty years. The town was never the horror. The horror was a person walking through a landscape shaped by what they refuse to say, and a Japanese village with its own rules about shame and obligation does that work as well as a fogbound American town ever did.

Ryukishi07's writing is the reason this works

Bringing in the writer of Higurashi was the other decision that mattered. The script is precise about a specific kind of social pressure — what a girl in that village is permitted to want — and the monsters are built from it rather than illustrating it. Nothing here is a metaphor you decode in one look.

The story is also willing to be unpleasant in ways a modern licensed horror game usually is not, and the endings are earned rather than sorted by a checklist.

Runs
2
Endings seen
2 of 5
Weapons broken
31

Combat that stays bad on purpose

You fight with whatever you find and it breaks. Stamina drains fast, the focus mechanic that sharpens your aim also freezes you in place, and running is nearly always correct. That is the right choice for this series and it is tuned better than the Silent Hill 2 remake managed — encounters are rarer and each one is a genuine decision about whether the item you would spend is worth the corridor you would clear.

Where it slips

The middle third has a stretch of three sequences built on the same idea — a distorted version of a place you already walked — and by the third it is a chore rather than a shock. There is also a boss in the fourth chapter whose pattern is unreadable until you have died to it several times, which in a game this stingy with resources is a design problem rather than a difficulty one.

The verdict

Twenty-seven hours and the best original Silent Hill since the second game. It does not look or sound like the series and it thinks like it, which is the harder half.

Play it in Japanese. Do not play it tired.

Accessibility

  • Subtitle size, background and speaker colour adjustable
  • Combat and puzzle difficulty set independently
  • Full remapping; the focus mechanic can be set to toggle
  • Extended sequences with heavy visual distortion and no reduction option

Checked during play, not from a feature list. Tell us what is missing at hoursdeepcontact@proton.me and it gets added.