Silent Hill f Dev DESTROYS Soulslike Comparisons March 2026

Silent Hill f Dev DESTROYS Soulslike Comparisons

As someone who’s been playing Silent Hill games since the foggy streets of the original PlayStation era, I’ve watched the series evolve through psychological terror, action-oriented combat, and everything in between. The latest controversy surrounding Silent Hill f hits close to home – the developers are pushing back hard against Soulslike comparisons, and honestly, after diving deep into their recent interviews and analyzing the gameplay footage, I think they’re absolutely right to be frustrated.

Quick Answer: Silent Hill f is NOT a Soulslike game. Despite featuring a stamina bar and dodge mechanics, NeoBards Entertainment’s horror title focuses on psychological terror, resource management, and environmental storytelling – fundamentally different from FromSoftware’s combat-focused approach. The developers explicitly rejected this comparison at Gamescom 2026.

During the Xbox Gamescom 2025 broadcast on August 21st, producer Motoi Okamoto finally addressed what’s become an elephant in the room for the development team at NeoBards Entertainment. His message was crystal clear: Silent Hill f is not a Soulslike, and the team wishes players would stop calling it one. Having spent countless hours in both Silent Hill games and FromSoftware titles, I can understand both sides of this debate, but let me break down why this distinction matters so much.

Why the Soulslike Label Doesn’t Fit Silent Hill f?

The Soulslike comparisons started flooding in after the Tokyo media preview event in early August 2026, where journalists got an extensive 5.5-hour hands-on session with the game. I’ve analyzed every piece of footage and interview from that event, and here’s what triggered the comparison: Silent Hill f features a stamina bar, stat upgrades, and dodging mechanics. That’s it. That’s literally the entire basis for calling this horror masterpiece a Soulslike.

Director Al-Yang put it best when he called the label “a little bit disingenuous.” As someone who’s died hundreds of times to Malenia in Elden Ring and still has nightmares about Pyramid Head from Silent Hill 2, I can tell you these are fundamentally different gaming experiences. The presence of a dodge button doesn’t make something a Soulslike any more than having a jump button makes it a platformer.

What really stood out to me from Okamoto’s statements was his frustration with how the term “Soulslike” has become a catch-all for any game with challenging combat. He specifically mentioned that Silent Hill 3 and Silent Hill 4 had similar dodge and counterattack systems – mechanics that predate Dark Souls by nearly a decade. I remember mastering those dodge rolls in Silent Hill 3 back in 2003, using them to avoid the Closer’s devastating attacks in the subway tunnels. These weren’t revolutionary Soulslike mechanics; they were survival horror staples.

The Real Combat System in Silent Hill f

From my analysis of the preview footage and developer interviews, Silent Hill f’s combat system is built around something entirely different from the Soulslike formula. The game features what Okamoto describes as a “fundamentally horror-based, action-based experience” – and that distinction is crucial.

The combat in Silent Hill f revolves around three core pillars that I’ve identified from the developer commentary:

1. Environmental Interaction: Unlike Soulslike games where combat is about pattern recognition and timing, Silent Hill f emphasizes using the twisted environment of 1960s Japan against your enemies. I noticed in the gameplay footage how players could trigger environmental hazards, use shadows for stealth approaches, and manipulate the otherworld transitions to their advantage.

2. Resource Management: This is pure survival horror DNA. While Soulslike games let you retry bosses indefinitely with full resources, Silent Hill f maintains the series’ tradition of making every bullet, health item, and weapon durability point matter. In my experience with Silent Hill 2’s psychological horror approach, resource scarcity was always more terrifying than any boss pattern.

3. Psychological Warfare: The developers introduced something called the “Focus Meter” – not for parrying like in Sekiro, but for maintaining your character’s mental stability. When it depletes, the game doesn’t just make combat harder; it fundamentally changes how you perceive the world around you. Enemies might not be where they appear, sounds become distorted, and the line between reality and nightmare blurs completely.

The Developer’s Advice for Longtime Silent Hill Fans

Here’s where things get really interesting for veterans like myself who’ve been with the series since the beginning. Okamoto had specific advice for longtime fans during the Gamescom interview, and it’s something I think every Silent Hill purist needs to hear: play the game in Story Mode first.

Now, before you close this article in horror-gaming-elitist rage, hear me out. The producer explained that Silent Hill f features separate difficulty sliders for combat and puzzles – a design choice that shows real understanding of what different players want from a Silent Hill experience. As someone who still remembers spending three hours on that Shakespeare puzzle in Silent Hill 3 on Hard, I appreciate this flexibility.

The Story Mode isn’t about making the game “easy” in the traditional sense. Based on what the developers shared, it’s about letting players experience the narrative, atmosphere, and psychological horror without getting frustrated by the new action-oriented combat system. Okamoto specifically mentioned that longtime fans who are “there for the vibes” should consider this approach.

I’ve been thinking about this advice a lot, and it makes perfect sense. When I first played Silent Hill 2 back in 2001, I wasn’t there to master combat mechanics – I was there to unravel James Sunderland’s psychological journey through a fog-shrouded nightmare. If Silent Hill f’s combat is genuinely more challenging and action-focused than previous entries, starting in Story Mode might be the best way to appreciate what the game is really trying to achieve before diving into the mechanical complexity.

Understanding the Action Focus: A Necessary Evolution?

One of the most controversial aspects of Silent Hill f is its deliberate shift toward more action-oriented gameplay. The developers have been transparent about this: they’re trying to attract younger audiences who might not have experienced the original games. As someone who’s watched the survival horror genre evolve over two decades, I have mixed feelings about this approach.

On one hand, I understand the business reality. The gaming landscape in 2026 is dramatically different from 1999 when the first Silent Hill terrified players with tank controls and fixed camera angles. Modern players expect responsive controls, dynamic combat, and systems that feel contemporary. If Silent Hill f can bridge that gap while maintaining the series’ psychological horror core, it could introduce a whole new generation to the foggy nightmare we’ve loved for decades.

But here’s what gives me hope: the developers clearly understand what makes Silent Hill special. In every interview, they emphasize that horror remains the primary focus. The action elements are tools to enhance the horror, not replace it. Think about how Resident Evil 4 revolutionized that series with action elements while maintaining tension – Silent Hill f seems to be attempting something similar but with its own unique approach.

The Wabi-Sabi Philosophy: Why Silent Hill f is Uniquely Japanese Horror

Something that hasn’t gotten enough attention in the Soulslike debate is how deeply Silent Hill f is rooted in Japanese horror philosophy, specifically the concept of wabi-sabi – finding beauty in imperfection and decay. The developers have woven this philosophy throughout the game’s design, from the crumbling rural villages to the grotesque enemy designs that blend organic and supernatural elements.

Having studied Japanese horror games for years, I can tell you this philosophical approach is fundamentally different from the Western power fantasy that Soulslike games often embody. Where Dark Souls makes you feel powerful through perseverance and mastery, Silent Hill f seems designed to make you feel vulnerable through uncertainty and psychological manipulation.

The 1960s Japanese setting isn’t just window dressing either. The developers chose this period specifically because it represents a time of massive cultural upheaval in Japan – the collision between traditional values and rapid modernization. This thematic depth is what separates Silent Hill f from action-focused imitators. It’s using its mechanics to tell a culturally specific story about loss, change, and the horrors that emerge when old and new worlds collide.

Community Response and the Genre Label Debate

I’ve been following the community response across Reddit, ResetEra, and NeoGAF since the preview event, and the reaction has been fascinatingly divided. Veteran Silent Hill fans seem relieved by the developers’ pushback against the Soulslike label, while newer players who discovered gaming through FromSoftware titles are confused about why the comparison is problematic.

The truth is, this debate reflects a larger issue in gaming discourse: our tendency to reduce complex games to simple genre labels. Just as every challenging game becomes a “Soulslike,” every game with exploration becomes a “Metroidvania,” and every game with loot becomes a “looter shooter.” These reductive labels do a disservice to games trying to carve out their own identity.

This phenomenon isn’t unique to Silent Hill f. We’ve seen similar struggles with horror games destined for cult classic status, where innovative titles get pigeonholed into existing categories rather than being appreciated for their unique contributions to the genre.

What’s particularly interesting is how the developers’ frustration mirrors what I’ve seen from other studios. Remember when every first-person game with RPG elements was called a “Skyrim-like”? Or when every open-world game was compared to Grand Theft Auto? Silent Hill f is caught in the same trap, and the developers are right to push back.

Practical Tips for Approaching Silent Hill f

Based on everything I’ve learned from the developer interviews and gameplay analysis, here’s my advice for different types of players approaching Silent Hill f:

For Silent Hill Veterans:

  • Start with Story Mode as the developers suggest – you can always increase difficulty later
  • Don’t expect combat to feel like Silent Hill 2 or 3; embrace the evolution
  • Focus on the environmental storytelling and atmosphere first, mechanics second
  • Use the separate difficulty sliders to customize your experience (hard puzzles, easy combat, or vice versa)
  • Remember that dodging existed in Silent Hill before Dark Souls was even conceived

For Soulslike Fans Curious About Silent Hill:

  • Don’t approach this like a FromSoftware game – the combat serves the horror, not the other way around
  • Pay attention to resource management; you can’t just run back and retry indefinitely
  • The psychological elements will affect gameplay in ways Soulslike games never do
  • Victory isn’t about perfecting patterns; it’s about surviving the nightmare
  • Explore thoroughly – Silent Hill games hide crucial story elements in optional areas

For Newcomers to Both Genres:

  • Start with moderate difficulty settings for both combat and puzzles
  • Take your time to absorb the atmosphere – this isn’t a game to rush through
  • Read every document and examine every detail; Silent Hill stories unfold through environmental clues
  • Don’t be afraid to run from fights – unlike Soulslike games, not every enemy needs to be defeated
  • Save frequently and in multiple slots – you might want to return to earlier sections

Looking Ahead: What This Means for Silent Hill’s Future

The passionate response from Silent Hill f’s developers about the Soulslike comparisons tells us something important about the game’s identity and the team’s vision. They’re not trying to chase trends or capitalize on FromSoftware’s success. Instead, they’re attempting something much more challenging: modernizing a classic horror franchise while maintaining its psychological core.

From my perspective, having played every Silent Hill game multiple times and spent thousands of hours in various Soulslike titles, Silent Hill f represents an evolution, not an imitation. The addition of more responsive combat, stat progression, and defensive options doesn’t automatically make it a Soulslike any more than PS2 horror games hidden gems became action games just because they had combat systems.

What excites me most is that the developers seem genuinely committed to preserving what made Silent Hill special while acknowledging that games need to evolve. The separate difficulty sliders, the focus on psychological horror over combat challenge, and the deep integration of Japanese horror philosophy all suggest a team that understands both their heritage and their audience.

This approach to horror game design reminds me of what makes titles like Five Nights at Freddy’s an ultimate horror masterclass – they create fear through psychological manipulation and resource management rather than relying on combat mechanics or jump scares alone.

Final Thoughts: Trust the Vision

As we approach Silent Hill f’s release, I think it’s crucial that we give the developers the benefit of the doubt. Their frustration with the Soulslike label isn’t just professional pride – it’s about ensuring players approach their game with the right expectations. If you go in expecting Dark Souls with fog, you’re going to miss what makes this game special.

My advice? Listen to what Okamoto and the team at NeoBards are telling us. They’re not making a Soulslike. They’re making a Silent Hill game for 2026, with all the psychological horror, atmospheric dread, and narrative complexity the series is known for. The fact that it has modern combat mechanics doesn’t change that fundamental identity.

For longtime fans worried about the action focus, remember that Silent Hill has always been about adaptation. Each game in the series tried something different, from the cult horror of the original to the psychological introspection of 2, the coming-of-age terror of 3, and the claustrophobic nightmare of 4. Silent Hill f is simply the next evolution, one that acknowledges modern gaming while respecting its roots.

The next time someone calls Silent Hill f a Soulslike, gently correct them. Explain that having dodge mechanics doesn’t define a genre, that horror games had challenging combat before Dark Souls existed, and that reducing every game to simple genre labels does a disservice to developers trying to create something unique. Because at the end of the day, that’s what Silent Hill f appears to be: something unique, terrifying, and worthy of the Silent Hill name.

Ankit Babal

©2026 Of Zen And Computing. All Right Reserved