Anonymous
8/27/2025, 6:57:44 PM
No.719175574
Reviewer: Silent Hills f combat ruins the horror setting
>Combat is as deeply ingrained within Silent Hill f as guilty moping was to Silent Hill 2, and from what I’ve played, doesn’t work nearly as well.
>The biggest problem lies in Hinako’s more defensive skillset, which includes a dodge-dash that already seems weirdly generous even before it adds in a whooshing slow motion effect on particularly well-timed evasions. This is no modest, SH2 Remake-style sidestep – the girl damn near flies off the screen, easily swooping out of most monsters’ attack ranges unless you completely bung the timing.
>The effect on the horror aspect is... unfortunate. When everything short of a scripted boss can be sprinted past or danced around, the fact that your isolated hometown is infested with murderbeasts suddenly becomes a lot less intimidating. And the dodge undermines some of the heavier-handed moments of tension, too. Late in the demo, I was forced to flee a spooky Shinto shrine as a lethal red mist nibbled away at my health and sanity bars. Enemies spawned on narrow walkways to block the path, and sporadic bursts of pain limited my ability to sprint – but my dodging prowess was left completely unaffected, allowing me to casually breeze past dangers and reach the exit with plenty of life to spare.
>Unfortunately, Silent Hill f’s aggressive play also needs significant tightening-up.
>Even the simplest melee swings are frustratingly inconsistent: sometimes it’s like Hinato lunges halfway across the prefecture to land a strike, other times she’ll swipe at a baddie that’s right up in her face and hit air. I’m not even sure it’s a hit detection problem, as there were numerous occasions where I’d lock on to a foe, move into eyelash-tickling range, and could only watch as Hinako slashed two feet to the abomination’s side. But I was locked on! Locked! And when a blow does connect, it might produce a bizarre non-response.