If you’ve spent more than five minutes in a gaming subreddit lately, you’ve probably seen it: “Silent Hill f is totally a Soulslike.” Because apparently, if a game has a dodge button and a stamina meter, it’s automatically Dark Souls’ younger sibling (that’s not how gaming works, people!). Never mind the decades of horror titles that used those mechanics before FromSoftware made them trendy. Konami’s done playing nice—and they’re finally clapping back.
Motoi Okamoto, producer on Silent Hill f, didn’t mince words at Gamescom 2025. In an interview with IGN, he called the Soulslike label “disingenuous”. And honestly? He’s right. The internet’s obsession with slapping that term on anything remotely difficult or moody is exhausting. Silent Hill f has melee combat, yes. It has dodging. It has a stamina meter. But so did Silent Hill 3 and 4, you know, the ones that came out years before Soulslike was even a thing.
Al Yang, the game’s director, echoed the sentiment. “You have a dodge, people are like, ‘Ah, that’s a Soulslike,’” he said. It’s reductive, and it misses the point entirely. Silent Hill f isn’t trying to be Elden Ring in a haunted Japanese village. It’s trying to be Silent Hill, with a modern twist.
Let’s be clear: Silent Hill f is an action-horror game. That’s not code for “Soulslike-lite.” It’s a genre that’s been around forever, and it’s finally getting the respect it deserves. Konami’s team went back to the franchise’s roots, studying the combat systems in older titles to build something that feels familiar but fresh.
The game’s “focus meter” is a prime example. It’s designed to give players a wider window for counterattacks and charged strikes—not punish them for not being Sekiro-level reflex gods. Okamoto even said that unless you’ve trained your reflexes in games like Shadows Die Twice, you’ll probably struggle. So instead of gatekeeping, Silent Hill f gives you options.
Here’s where things get interesting. Konami isn’t just pushing back against the Soulslike label—they’re actively encouraging players to try Silent Hill f in story mode. According to Okamoto, the game’s core experience leans heavily on its narrative, penned by Ryukishi07 (yes, the same twisted mind behind Higurashi).
So if you’re here for the psychological horror, the creeping dread, and the existential unraveling of your sanity, story mode is your jam. It’s not about perfect parries or frame-perfect dodges. It’s about immersion. And maybe a little trauma.
Konami knows younger players love a challenge. That’s why Silent Hill f has combat that feels tense and deliberate. But they also know not everyone wants to spend their Halloween season rage-quitting boss fights. The game’s design reflects that balance: you can go full melee if you want, or you can lean into the narrative and let the horror do the heavy lifting.
It’s refreshing, honestly. Too many games either go full Soulslike or full walking simulator. Silent Hill f dares to live in the middle—and that’s where the magic happens.
Silent Hill f isn’t trying to be the next Elden Ring. It’s trying to be the next Silent Hill. And that’s a much taller order. The devs have made it clear: this is action-horror, not Soulslike. It’s got depth, it’s got dread, and it’s got dodge mechanics that don’t automatically mean you’re in Lordran.
So let’s retire the lazy comparisons and let Silent Hill f be what it is, a bold, eerie, and unapologetically weird return to form. And if you still insist on calling it a Soulslike? Konami’s got a focus meter with your name on it.
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