

Reverse The Ban on Silent Hill F in Australia


Reverse The Ban on Silent Hill F in Australia
The issue
As a passionate gamer in Australia, it is deeply disheartening to see Silent Hill F Refused Classification, effectively banning it from sale, advertisement, and legal import in our country. This game is more than just entertainment—it represents art, creativity, and freedom of expression.
This decision is not only disappointing for the gaming community but also sets a dangerous precedent for creative freedom and access to global digital media. If Silent Hill F is somehow re-approved, it will likely be a censored version, stripped of the content the developers intended—content that will remain available to players in other countries.
Censorship has always been a controversial issue, but in 2025, when access to information and art is easier than ever, banning a game outright feels regressive and unjustified. This is not just about one game—it’s about the fundamental right of adults to choose the media they engage with.
A Broken System That Still Fails Gamers
The Silent Hill series, developed by Konami, is an internationally recognized horror franchise targeted at mature audiences. Silent Hill F itself carries a disclaimer on Steam, warning players of its intense themes:
"This game contains depictions of gender discrimination, child abuse, bullying, drug-induced hallucinations, torture, and graphic violence. This game is set in Japan in the 1960s and contains depictions based on the customs and culture of that time. These depictions do not reflect the opinions or values of the developers or any individuals involved. If you feel uncomfortable at any point while playing, please take a break from playing or speak to someone you trust."
Despite this clear distinction as a game for adults, Australia’s classification system continues to treat video games differently from other forms of media. Movies and TV series depicting similar or even more extreme content are routinely classified for adult audiences (R18+), yet video games are still judged by outdated standards—as if they are mere children’s toys.
This issue has persisted for decades. The R18+ classification for video games in Australia only came into effect on January 1, 2013, following years of debate and lobbying. Before this, we saw multiple cases of games either being censored or outright banned, including major titles like Grand Theft Auto and Fallout. Even with the introduction of the R18+ rating, censorship remains a problem:
- Ubisoft’s South Park games were censored in Australia, while other countries received the uncut versions.
- Hotline Miami 2 was outright refused classification, preventing its legal sale in Australia.
- DayZ had to remove in-game cannabis to avoid a ban, despite films and TV shows frequently depicting drug use without restriction
The reality is that video games are a mainstream form of media played by adults. Here’s what the numbers say about Australian gamers:
Average Age: 35 years old
Gender Representation: 48% of Australian gamers are female
Overall Participation: 81% of Australians play video games
Adult Engagement: 84% of people aged 18-64 play video games
Seniors & Gaming: 42% of adults aged 65+ play video games, with older women playing more than older men
Family Gaming: 91% of parents play video games with their children to connect as a family
Households & Gaming: 94% of Australian households own a gaming device
Average Playtime: 90 minutes per day
Gaming is no longer a niche hobby—it is a widely accepted form of entertainment and storytelling.
This Is Bigger Than One Game
This petition is not just about reversing the ban on Silent Hill F—it’s about demanding a rethink of Australia’s classification system. It’s time for video games to be treated with the same respect as films and TV, rather than as something inherently dangerous or inappropriate.
This is a call to action: Let adults decide what they want to play. Stand with us in this fight against censorship and demand a fair, modern classification system that respects the rights of Australian gamers.
Banning Silent Hill F or forcing a censored version will only make people more interested in the game, as history has shown that censorship often fuels curiosity and demand. When a game is restricted, players seek alternative ways to access it, whether through piracy or importing from overseas retailers. These options are not only more expensive due to shipping costs and currency conversion but also undermine legitimate sales in Australia. Rather than protecting consumers, restrictive classification decisions push gamers towards unofficial channels, which ultimately hurts both the industry and local retailers. If people want to play a game, they will find a way—whether it’s legally available or not.
Sign this petition to make your voice heard!

21
The issue
As a passionate gamer in Australia, it is deeply disheartening to see Silent Hill F Refused Classification, effectively banning it from sale, advertisement, and legal import in our country. This game is more than just entertainment—it represents art, creativity, and freedom of expression.
This decision is not only disappointing for the gaming community but also sets a dangerous precedent for creative freedom and access to global digital media. If Silent Hill F is somehow re-approved, it will likely be a censored version, stripped of the content the developers intended—content that will remain available to players in other countries.
Censorship has always been a controversial issue, but in 2025, when access to information and art is easier than ever, banning a game outright feels regressive and unjustified. This is not just about one game—it’s about the fundamental right of adults to choose the media they engage with.
A Broken System That Still Fails Gamers
The Silent Hill series, developed by Konami, is an internationally recognized horror franchise targeted at mature audiences. Silent Hill F itself carries a disclaimer on Steam, warning players of its intense themes:
"This game contains depictions of gender discrimination, child abuse, bullying, drug-induced hallucinations, torture, and graphic violence. This game is set in Japan in the 1960s and contains depictions based on the customs and culture of that time. These depictions do not reflect the opinions or values of the developers or any individuals involved. If you feel uncomfortable at any point while playing, please take a break from playing or speak to someone you trust."
Despite this clear distinction as a game for adults, Australia’s classification system continues to treat video games differently from other forms of media. Movies and TV series depicting similar or even more extreme content are routinely classified for adult audiences (R18+), yet video games are still judged by outdated standards—as if they are mere children’s toys.
This issue has persisted for decades. The R18+ classification for video games in Australia only came into effect on January 1, 2013, following years of debate and lobbying. Before this, we saw multiple cases of games either being censored or outright banned, including major titles like Grand Theft Auto and Fallout. Even with the introduction of the R18+ rating, censorship remains a problem:
- Ubisoft’s South Park games were censored in Australia, while other countries received the uncut versions.
- Hotline Miami 2 was outright refused classification, preventing its legal sale in Australia.
- DayZ had to remove in-game cannabis to avoid a ban, despite films and TV shows frequently depicting drug use without restriction
The reality is that video games are a mainstream form of media played by adults. Here’s what the numbers say about Australian gamers:
Average Age: 35 years old
Gender Representation: 48% of Australian gamers are female
Overall Participation: 81% of Australians play video games
Adult Engagement: 84% of people aged 18-64 play video games
Seniors & Gaming: 42% of adults aged 65+ play video games, with older women playing more than older men
Family Gaming: 91% of parents play video games with their children to connect as a family
Households & Gaming: 94% of Australian households own a gaming device
Average Playtime: 90 minutes per day
Gaming is no longer a niche hobby—it is a widely accepted form of entertainment and storytelling.
This Is Bigger Than One Game
This petition is not just about reversing the ban on Silent Hill F—it’s about demanding a rethink of Australia’s classification system. It’s time for video games to be treated with the same respect as films and TV, rather than as something inherently dangerous or inappropriate.
This is a call to action: Let adults decide what they want to play. Stand with us in this fight against censorship and demand a fair, modern classification system that respects the rights of Australian gamers.
Banning Silent Hill F or forcing a censored version will only make people more interested in the game, as history has shown that censorship often fuels curiosity and demand. When a game is restricted, players seek alternative ways to access it, whether through piracy or importing from overseas retailers. These options are not only more expensive due to shipping costs and currency conversion but also undermine legitimate sales in Australia. Rather than protecting consumers, restrictive classification decisions push gamers towards unofficial channels, which ultimately hurts both the industry and local retailers. If people want to play a game, they will find a way—whether it’s legally available or not.
Sign this petition to make your voice heard!

21
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Petition created on 23 March 2025