
Hinako's hometown is engulfed in fog, driving her to fight grotesque monsters and solve eerie puzzles. Uncover the disturbing beauty hidden in terror.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 651 reviews with recorded playtime.
Reviews
Themes across 646 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Не ешьте таблетки на свадьбах
калловый кал
Не розумаіію хейта який був до гри, доволі глибокий сюжет робить її доволі гарною грою, так тут не найкращій геймплей, але і не найгірший, якби взяли фізику з 2 частини і рівень анімацій, то ця гра сталаб в 10 разів кращє, але навіть так вона грається чудово і не душно
Contains spoilers. Obviously. People who read narrative-game reviews and complain about spoilers are the same people who walk into traffic and blame the automobile industry. People say horror games are about confronting your fears. This is incorrect. They are about paying money to enter places you would sensibly avoid. *Silent Hill f* makes you attend school, deal with family, and participate in a wedding. Adding monsters was honestly unnecessary. The game takes place in 1960s Ebisugaoka. It is unfortunately in Gifu rather than Chiba, preventing perfection. There is also no MAX Coffee. The true horror was regional distribution all along. You play as Hinako Shimizu, a girl surrounded by people who have already decided what she should become. Her parents have plans; her friends have interpretations. Society prepared her life in advance, because letting someone choose risks her choosing something other people dislike. Society values individuality, but only the decorative kind. You may be unique provided your uniqueness has been approved, labeled, and placed in the correct recycling bin. Hinako is therefore considered “difficult,” a useful word for someone who refuses to cooperate when nobody wants to admit what she was expected to cooperate with. She looks like the standard rebellious tomboy: argumentative, athletic, uncomfortable with feminine expectations, and unable to finish a peaceful conversation without causing a diplomatic incident. But she does not hate being a girl. She does not reject femininity, marriage, affection, or wanting someone. She rejects having the answer selected for her. Apparently this distinction requires gods, ritual mutilation, floral body horror, deaths, and multiple playthroughs. In a reasonable world she could say, “I’ll decide for myself,” and be left alone. Fortunately, we do not live in that world, so there is enough material for a video game. The best horror is realizing that nearly everyone feels entitled to some portion of Hinako’s identity. Her father treats her future as family property. Her mother shows what obedient survival looks like. Fox Mask offers protection and affection, but these become difficult to distinguish from possession when refusal is not accepted. Control rarely introduces itself as control. Usually it calls itself concern. Fox Mask works because part of Hinako wants what he offers: security, recognition, and relief from fighting alone. A cage does not become harmless because someone placed cushions inside it. Not that I found this personally relatable. I am evaluating the narrative from an entirely detached academic position, like a scientist observing an unpleasant insect. The fact that the insect has my defensive mechanisms is coincidental and should not be investigated. Visually, flowers are beautiful until they treat human bodies as available land, and shrines are ornate until every ornament resembles a rule. *Silent Hill f* uses beauty to depict corruption: attractive futures and smiling people explaining that resistance would be selfish. The town knows when to be quiet, letting your brain manufacture threats on its behalf. Which brings us to combat. At first, melee works. Hinako swings pipes and farming tools like an angry teenager who missed the mandatory protagonist combat seminar. Attacks have weight, stamina matters, weapons break, and learning openings makes encounters desperate rather than empowering. Then the game continues having combat. And continues. Eventually the monsters become coworkers. Once I have parried the same flower-covered abomination six times, it is no longer unknowable horror. It is Tanaka from accounting, blocking the corridor again. Mandatory arenas are worse. Locking the exits immediately tells you the enemies will attack and you cannot escape. The shape is dangerous, but mostly to your weapon durability. The combat is competent, but the game mistakes repetition for escalation. Being asked an uncomfortable question is tension. Being asked the same question twelve times is a school questionnaire. The puzzles reward observation, though hard mode sometimes crosses from respecting your intelligence into framing you for a crime you did not commit. Still, confusion implies an answer exists. Social interaction offers no such guarantee. Exploration is excellent. Ebisugaoka feels like a real place becoming hostile rather than a sequence of horror rooms. The school is especially effective, although supernatural monsters inside a school seem redundant. Ordinary students already possess advanced pack-hunting behavior. New Game Plus is clever and irritating. Later runs transform the incomplete first ending, which is narratively ambitious and also holds the explanation hostage until you repeat several hours. The structure resembles human relationships: everyone conceals essential information, acts on assumptions nobody communicated, and later calls the damage “growth.” Unlike human relationships, *Silent Hill f* provides a skip button. The later endings work because the real question is not whom Hinako chooses, or whether she chooses anyone at all. The question is who gets to decide. Hinako does not replace one compulsory answer with another. She reclaims the right to withhold her answer until it belongs to her. “I’ll think about it” sounds insignificant to people accustomed to choices. To someone whose future has been negotiated by family, society, supernatural entities, and competing versions of herself, it is practically a declaration of war. There is something admirable about someone who refuses both sides when both are trying to use her, and who can want love without calling coercion love because it arrived wearing a pleasant face. This is merely an objective assessment. Any suggestion that I became emotionally invested in Hinako Shimizu is malicious misinformation. I replayed the game because the narrative withheld relevant data. An incomplete dataset compromises analysis. That is all. I did not replay it to watch Hinako choose herself. I did not collect every document because I wanted to understand her. I did not tolerate repeated combat and an entire town outside Chiba because I developed an attachment to a fictional character whose hostility functions as armor. That would be pathetic. *Silent Hill f* is not flawless. Combat becomes repetitive, enemy variety is limited, and multiple runs will alienate anyone with a healthy respect for his own time. I therefore completed it repeatedly. The art direction is exceptional, the atmosphere suffocating, and the puzzles mostly strong. The story understands that social expectations become horrifying when they convince you that surrender was your own idea. Most importantly, Hinako is angry, selfish, frightened, violent, unfair, confused, and frequently wrong. She is permitted to be a person instead of a motivational poster. Steam only allows “Recommended” or “Not Recommended,” because even a game about resisting imposed binary choices must submit to a binary consumer-rating system. I selected **Recommended**. Do not misunderstand. Writing a negative review would require spending even more time discussing the game, and I have embarrassed myself sufficiently. **8.5/10.** One point deducted for repetitive combat. Half a point deducted for insufficient Chiba representation. Hinako Shimizu is a very well-written protagonist. That sentence contains no emotional subtext whatsoever. Please stop reading.
для фанатов фурри самое то!!!
I really enjoy this game, There's plenty to explore and discover in the game, Combat is very fun and offers a challenge, Exploration is rewarded and it seems like there's always something new to find, Puzzles are engaging and offer different difficulty levels if you aren't as interested in that aspect of the game, 5 Endings total with requirements outlined on the main menu for convenience, New game + unlocks new content which gives more incentive to keep playing the game even after unlocking your first ending, The Story is interesting and offers everything you'd expect from a psychological horror survival game and more, I have no complaints at all. On top of all this the game manages to be eerie and beautiful at the same time and Is well optimized. Enemy designs and combat mechanics are great, I got this game during the steam summer sale But it would of been worth full price easily. All in all a great game and worth playing!
Starts strong, devolves into a hack and slash... I had high hopes for this, but the combat ruined the atmosphere for me.
O melhor silent Hill que eu jogo a Décadas, muito divertido, assustador, todo perfeitinho, vale cada centavo, Shimizu Hinako s2 lado a lado de Cheryl Mason
scaryooohscary oohh
Espantalho safada, pare de usar saias e dar susto nos outros, eu não gosto muito dessas brincadeiras gostosas.
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Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Languages: English*, French, Italian, German, Spanish - Spain, Spanish - Latin America, Portuguese - Brazil, Polish, Russian, Simplified Chinese, Traditional Chinese, Japanese* +1 more
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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