Silent Hill f, the return of the nightmare that speaks to the subconscious

Silent Hill f marks the series' first true return in over a decade, but it doesn't do so by remaining anchored to the mists of the American town that made the franchise famous. The new installment transports us to rural Japan in the 1960s, an era suspended between tradition and modernity, superstition and science, patriarchy and the desire for emancipation. It's fertile ground, which the writing of Ryukishi07 (a Japanese horror visual novel author) transforms into a personal and collective nightmare, where terror insinuates itself not only into the landscapes, but above all into the characters' psyches.
The protagonist, Shimizu Hinako, is not your typical heroine: a rebellious teenager with a failed and abusive father, she escapes reality by taking refuge first in her imagination, then in self-medication. It is her subconscious that shapes the horror we face, with disturbing creatures that embody intimate fears, such as tokophobia, or monsters stitched together from fragments of female bodies, symbols of a society that viewed women as pawns to be sacrificed. The metamorphosis of her body and her school uniform becomes a metaphor for rebirth and transition, in a story that lends itself to multiple interpretations and never concedes absolute truth.
The change of setting also brings with it a new approach to gameplay. No pistols or rifles: Hinako must survive with whatever she finds, from clubs to improvised blades, to ritual weapons from the "other world." This focus on melee makes each encounter more visceral, slow, and methodical, forcing us to carefully evaluate shots, resources, and space. The enemies, never banal, move in a disturbing way, bypassing typical survival horror conventions: they chase you over ladders and obstacles, freeze if observed, and appear in the least predictable places, fueling constant tension.
In terms of resources, the difficulty is calibrated upward: breaking weapons, relentless enemies, and forced escapes are part of a system that allows no respite. The puzzles also stand out for their design, varying according to the difficulty level not in quantity, but in depth of clues, and acquiring new nuances with subsequent playthroughs. The "puzzle box story" structure encourages replayability: unpublished documents, alternative cutscenes, and narrative details emerge with each playthrough, enriching the understanding of the story and transforming repetition into discovery.
The atmosphere is supported by an artistic direction that effectively alternates beauty and horror: fields of red flowers become scenes of death, the details of the creatures oscillate between the grotesque and the symbolic, while the soundtrack, made up of screeching noises, metallic sounds, and oppressive silences, amplifies every moment. The cast's performances, deliberately detached and dissonant, accentuate the sense of alienation, both in the Japanese version and the English dub.
Silent Hill f is a title that doesn't aim to please everyone, nor simplify its message. It's a psychological horror that demands commitment, that demands interpretation, that pushes the player into Hinako's mind and, through her, to confront fears, traumas, and unexpressed desires. A disturbing and layered work, it marks the true return of the saga not through nostalgia, but through transformation. Like its protagonist, Silent Hill f is reborn from its scars, finding new life in a mature and bold horror language.
Adnkronos International (AKI)