Preview: Silent Hill f – Gamescom 2025

Coming fresh from Japan myself, Silent Hill f hit me in a way I didn’t expect. Watching the hands-off presentation felt like stepping back into the streets, shrines and forests I had just walked through, only to see them twisted into a nightmare reflection. It’s the kind of horror that unsettles you by corrupting everything you thought was familiar. This is Silent Hill dressed in Shinto red, its Inari gates rising like warning signs in the fog, its fox statues no longer guardians but locks to be fed, keys to be sacrificed.

At one point in the demo, a puzzle required you to place a key inside the mouth of a fox statue, as if completing a ritual. It’s a small detail, but it immediately grounds the gameplay in its Japanese setting. This isn’t just window dressing. The environment itself demands your participation, bending folklore into mechanics, turning spiritual symbols into tools of survival. That constant merging of culture and gameplay is where Silent Hill f begins to show its teeth.

Japan from your nightmares

What strikes me the most is how authentically Japanese the game feels, despite being twisted through a horror lens. The Showa-era details, the countryside shrines, the torii gates swallowed by vines, none of it feels fake or surface level. It’s real enough that it reminds you of the places you’ve walked, but distorted enough to leave you unsettled. It’s a brilliant trick: creating horror not by inventing something alien, but by corrupting what you already know.

 

 

That’s why I said it felt like coming home, only to find your home rotting from the inside. There’s a concept in Japanese aesthetics called wabi-sabi, the beauty of imperfection and decay. Silent Hill f seems built on that principle. Flowers bloom where they shouldn’t, vines spread across flesh, beauty and death coexisting in ways that are both mesmerizing and repulsive. You can’t look away, because part of you recognizes the beauty even as it disgusts you.

The Saint of the shrine

The presentation ended close to the shrines. The kind complex that in daylight could have been serene, but under Silent Hill’s influence became oppressive, almost choking in its density. It was there that the so-called Saint appeared. A figure framed by a halo, but not divine in the slightest. Her face was a hole, an absence of humanity where identity should have been. Chains hung at her sides, each ending in a weapon, as if faith itself had been weaponized against you. It was the kind of reveal that doesn’t just set up a boss fight, it burns itself into your imagination. You already know you’ll be carrying that image long after you’ve put the controller down.

 

 

Besides the boss the presentation also showcased a couple of regular enemies and in true Silent Hill style, they are some of the most disturbing monsters you ever faced. From broken back spider-like ladies to a creature with tens of creepy doll faces, Silent Hill f is clearly here to leave its mark.

Narrative weight

Of course, Silent Hill has always been about more than just monsters and puzzles. This time, the story is being written by Ryukishi07, known for visual novels that mix psychological terror with deeply human tragedy. That already tells you what kind of experience to expect. Hinako, the protagonist, isn’t a faceless cipher. She’s a girl under pressure, a victim of expectations, carrying her trauma into a world that feeds on it. The horror isn’t just external, it’s personal, cultural, and emotional.

It makes sense that shrine offerings, rituals and folklore play such a large role in the gameplay. This isn’t simply about surviving monsters, it’s about surviving within a society that demands perfection while suffocating individuality. That’s why every mechanic feels loaded, why a puzzle about a fox statue doesn’t feel like just a puzzle, but like a commentary on sacrifice.

 

 

What stays with me is the balance of atmosphere. Silent Hill f is gorgeous in a way no other game in the series has been. The lighting is soft, the textures are rich, the shrines even romantic in the right setting. But that beauty is always one second away from collapsing into grotesque imagery. It’s not just a survival horror game, it’s a trap, luring you in with beauty before it suffocates you with decay.

Early conclusion:

Silent Hill f feels like the most daring direction the series has taken in years. It’s not trying to imitate its predecessors; it’s carving out a new identity by leaning into Japanese horror, folklore and aesthetic decay. The gameplay looks tense and heavy, the enemies grotesque in ways that go beyond design and sink into the uncanny. And above all, it feels authentic.