Silent Hill F review

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The more silent the h hill peeling, the more it remains the same; For better or worse. While the Japanese setting of the 1960s plays it far enough from previous entries to invite newcomers, fans will feel at home, examining vague, monstrous roads. As a horror, terrifying fresh threats Silent Hill F are not really terrifying thanks to excessive rely on the same hand tactic of fear. As a game game, a brutally intimate fight, like the weapon you hold, loses its effectiveness over stagnations. An intriguing, though sometimes troublesome narrative, arises about reinterpretation in relation to many games. Silent Hill F faithfully retains classic elements of the series with some frigid cancers to ensure more than a respected horror; I just want it to be more terrifying and ultimately more significant.

The disturbing life of the Shimiz Hinako teenager in the compact, rural village of Ebisugaok is terrifyingly changed by the sudden arrival of the sinister fog. Her neighbors either disappeared or were transformed into grotesque creatures. Shu’s friends, Sakuko and Rinko are in grave danger. But the unfortunate fate of the city and friends of Hinako are simply dressing for the story of Hinako, a girl whose rebellious nature and trauma are rooted in fixed sexual roles over time. This confusion comes in a way in which I found both fascinating and mysterious, especially thanks to the strangely helpful presence of the enigmatic masked man.

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This may be a strange statement about the game of such terrifying and macabre images, but Silent Hill F is lovely. The direction of art is fantastic, combining disturbing enemy designs with haunted wonderful environments, such as supernatural temples and, most importantly, the damned, bloody “flowers” gradually claim that Ebisugaoka. Kinematics are wonderfully composed and supported by the powerful and hair breeding by the long -term composer Silent Hill, Akira Yamaoka. I have never stopped admiring Silent Hill F as an interactive work of art, no matter how much he tries to look away from terror or disgust.

Your course with the game will vary depending on which of the two misleading difficulty settings you will choose at the beginning. Fight and puzzles have their own challenge settings: history and arduous. Despite these labels usually representing two polar extremes of the average difficulty spectrum, history is described as offering “traditional difficulty in a quiet hill” in relation to action; Hard is presented as the same for puzzles. I chose this combination with “tradition” in mind that my first game and although I liked my puzzle difficulty, the action turned out to be disappointingly straightforward. Excess recovery items means that I rarely felt on the wall or a challenge to ration of my supplies, something that I couldn’t say, say, Silent Hill 2. The enemies are falling quickly, and the mental health counter is practically a non-relief, even though it is the biggest fresh fight function (more on this topic). Despite the story promoting a more classic impressions, people looking for a sense of challenge should decide on difficulty for actions and puzzles. However, I finally regret that the game offered a more balanced environment (or made it easier to determine what is a “normal” difficulty).

Discovering the village is a more shocking perspective compared to previous games, thanks to narrow alleys and paths that often direct players in danger; I appreciate how it prevents me from trivializing threats by freely celebrating them, as is possible in older entries. Although you can still avoid and escape from some meetings, the fight is often a way out. Hinako is brave, but he is not a trained warrior, so her difficult and clumsy fight -oriented fight not only suits her, but the nailing of lithe and weighty attacks has a satisfactory influence. A broken weapon adds intensity of welcome to the battles; I like to weigh whether it is worth damaging a powerful bat or an ax for a threat. Managing the strength to assassination or avoiding attacks is complemented by voltage, increasing straightforward confrontations. I also like how the game forces players to study enemies to find holes to set counterattacks over time that briefly stunned their goals.

Playing on a arduous difficulty forces players to manage mental health, a meter that is drained when using the focus mechanics, which allows you to better indicate the enemy holes to counteract. Sanity also fuels a stronger load attack, risking a break and the loss of a significant part of this resource, which should be restored by spending faith, the currency of the game. I like a sense of risk compared to the prize offered by mental health; Managing this game makes the game more arduous without affecting. A lithe adaptation element is equipped with special charms that add different benefits. Although this is not an crucial change in games, I like how it allows me to create straightforward character compilations, such as equipping various charms focusing on health revitalization.

Regardless of setting the difficulty, the struggle loses its splendor in the middle of about a 10-hour adventure because of the disappointingly circumscribed enemy variety. Expect that you will hit a few somewhat different flavors of fleshy mannequins, screaming multi -headed monsters, a cruel beast sensitive to sound and perhaps three other types of enemy. Whenever I heard a distant moan or weighty, lifting my hair, I was excited to encounter a fresh horror, only for the enemy I killed or escaped countless times to scrub. Worst of all, this repetition of terror; I stopped being afraid of danger because I knew that it would be something that I confronted with many times, and I was well used to their ambush tactics (some of them may be quite affordable). Several proper bosses, such as a demonic virgin, demon, offer more refreshing and entertainment tests of your skills and courage.

Puzzle solving has a greater variety and is more pleasant. I like Silent Hill the most, when he settles in the horror of survival in comfort, finding tips to locate various keys for closed doors during exploration of terrifying interiors, such as an abandoned junior high school. In general, well -designed puzzles creatively tested my logic and observation skills, although the examination of the foggy farm field by identifying the correct fear of the sparrows using unclear tips became frustrating because of its unclear principles. Solving environmental puzzles, especially in unearthly areas, maintains the atmosphere of freshness that lacks fight. I could always wait to see what strange Riddle Silent Hill F he has his sleeves.

The arduous story of Silent Hill FF, despite the pride of several powerful and even emotional moments, made me scratching more than anything else. Although it uses topics such as feminism, home abuse and, perhaps addiction well enough due to its symbolism, the other half takes admirable wild turns for (even more) bizarre. Without delving too deeply, the sense of reality and identity of Hinako is distorted in a way that, although clearly designed to feel confused, I still left the departure, wondering what exactly happens and who is happening. Regardless of whether I am too bulky according to the design to “get”, it is on the debate, and although the next games can pristine the fog, I should not feel so lost on the first (and probably some players, the only ones).

Hinako’s friends feel unused, and the game is largely based on the written entries of the diary to develop them in a dubious case of the story, not showing. Her best friend, Shu, is the most underestimated ally despite his importance for Hinako’s life. A slightly compact executive time means that everything escalates quite quickly to such an extent that the supporting arches of the characters end suddenly, thanks to which they feel more pawns than I would. I strongly believe that horror games should be on the low side, so that their terror should become muffled, but even I was in disbelief, how relatively quickly Silent Hill F gathers to their huge finals, especially when the fighting meetings still felt as if they were on the first equipment. While the first game provides the same canonical ending for everyone, five optional conclusions await in the fresh game, in which your actions affect the finale to add a nice replay.

Silent Hill F is an captivating beast. Despite my fears, this is a good game in Silent Hill and a generally pleasant horror of survival. The game nails its oppressive and terrifying atmosphere and offers a deadly presentation from visualization to sound. The fight is faithful in previous games when adding frigid, effective wrinkles, but on how high it was emphasized, the game does not make players engage in it differently than during opening hours (except for one return from the game). Perhaps my biggest problem as someone who loves to be afraid is that you saw Silent Hill F planning to scare you in the first half; In addition, the return of very few surprises decreases. I like Silent Hill F, but I was prepared for an affair with him and I felt as foggy as his silent, unfortunate village.

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