As someone who loved Bloober Team’s 2024 remake of Silent Hill 2, I’m happy to report that while being made by an entirely different developer, Silent Hill f boasts that same level of quality and polish. From story to worldbuilding, from graphics to combat and exploration, Taiwan-based developer Neobards has crafted an experience that meets the high bar set by the Polish developer, albeit in a drastically different setting.

As I started walking the dense yet deserted streets of Ebisugaoka, it was immediately apparent just how detailed and well-realized this fictional remote town in the mountains of rural Japan in the Sixties is. With an immersive over-the-shoulder view and no UI on screen during exploration, Silent Hill f is a game that tells a convincing story through its visuals.

Admittedly, I was initially skeptical of Konami’s decision to entrust a non-Japanese developer to create a game set in Japan, but five hours of actually playing Silent Hill f shattered such prejudices. Ebisugaoka is undoubtedly one of the most impressive contemporary Japanese townscapes I have ever seen in a video game, and that comes from someone who has lived in Japan for the majority of his life and loves games like Shenmue, Persona, and Ghostwire: Tokyo.

Exploring a Japanese mountain village

One of the few minor issues I had with the Silent Hill 2 remake was that the majority of its playtime is spent inside buildings and facilities. While these functioned as well-designed dungeons packed with horrifying enemies to fight and intricate puzzles to solve, the increase in volume compared to the 2001 original made it feel like exploration of the actual town of Silent Hill was limited.

Therefore, I was pleasantly surprised that the vast majority of my playtime with Silent Hill f was spent exploring Ebisugaoka. Old wooden houses with tin roofs line the narrow alleys, scattered with bicycles, flower pots, and mailboxes. Small streams and footpaths between rice fields gently lead the way to the village. Fences along the river and concrete stairways following the slopes create a townscape that oozes with atmosphere. Files and other documents scattered throughout the town add context to Ebisugaoka, which flourished as a mining town during its heyday. Now, it has become a largely forgotten village and its people are stuck in old ways, such as favoring traditional healthcare methods over modern medical science and being overly devout to the Shinto deity Inari. The context of Ebisugaoka and its people immediately feel like they are an integral part of Silent Hill f’s cohesive story, which made me eager to go off the beaten path and obtain every hidden file.

Walking the empty streets of Ebisugaoka and heading to the local candy store to meet up with Hinako’s fellow high school friends feels like an authored walking simulator reminiscent of games like Everybody’s Gone to the Rapture and The Vanishing of Ethan Carter.

The story starts after protagonist Hinako – a female high school student – runs away from home after being scolded by her drunk father. Walking the empty streets of Ebisugaoka and heading to the local candy store to meet up with Hinako’s fellow high school friends feels like an authored walking simulator reminiscent of games like Everybody’s Gone to the Rapture and The Vanishing of Ethan Carter.

Of course, it doesn’t take long until Hinako and her friends discover something is wrong in town, and before you know it Hinako is holding an iron pipe in her hands, an iconic weapon of the series. Ebisugaoka then gradually proves to not just be suited for a captivating walking simulator experience, but also the perfect setting for a horror game, as its narrow alleys and staircases are ideal to hide enemies behind corners while also functioning as a maze for the player to get lost in.

In some instances, doors left ajar and open windows invite Hinako inside traditional tatami-floored houses, where she will have to solve some simple puzzles in order to make her way through to the next area. These puzzles play out in an unconventional way. One puzzle, for example, had me obtain keys to a locked door, but there was nothing noteworthy inside. Then, as I went back to the corridor another door suddenly swung open, which gave me the chills.

Something feels off

Silent Hill f’s scenario writer Ryukishi07 sees Japanese horror as a sub-genre that doesn’t so much rely on threats to the protagonist’s life, but rather makes you feel uncomfortable by creating situations that feel off.

When you think about it, Silent Hill is a series known for just that. While there isn’t a lack of life-threatening encounters, some of the series’ most uncomfortable moments are in conversations with its outright weird characters.

In Silent Hill f, Hinako and her friends are trying to find a way to escape the haunted town of Ebisugaoka. Interactions with these friends seem normal at first, but then suddenly they say or do something that catches you off guard.

Also, in typical Silent Hill fashion, puzzles often reveal something about Hinako or the world she inhabits. A puzzle on a misty rice field has you examine scarecrows in order to learn the direction you should be heading, which is connected to a childhood trauma of Hinako getting lost and being afraid of the scarecrows.