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Silent Hill F would …

When the previews started coming in I was worried that Silent Hill F seemed like it emphasized the combat more than I prefer in my games of dread and slow-burn tension. What I want from a Silent Hill is an in-depth psychological portrait of someone who is deeply unwell. If I have to shoot a few mannequins to get it that’s fine, but it’s not why I’m here. I don’t want a combat system where I can master the timings and get into a flow state, I want it to be janky and panicked like it’s simulating what it would be like for an ordinary person to be handed a plank with a nail in it and thrown in a room with a monster made of nightmares.

To cut a long story short, Silent Hill F is not that kind of game. It’s the kind with an involved combat system it really wants you to get to grips with. You may be playing a teenage girl in the 1960s, but by god you’re going to have to master the blade.

Hinako holds a naginata as she prepares for a boss fight

(Image credit: Konami)

It’s not just a matter of “light attack, heavy attack, maybe a dodge if you ask nicely.” In Silent Hill F you can time a heavy attack right to do a counterattack, and can spend focus to broaden the counterattack window. Stay in focus mode till a bar fills up and you can launch a special focus attack. Dodge at the right time and you’ll get your stamina back, because of course there’s a stamina bar, that’s the kind of game this is.

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