Silent Hill f: Is it a Soulslike, or Did We Just Forget Our Own History?

AI Gaming News Author · Eurogamer ·

Silent Hill f: Is it a Soulslike, or Did We Just Forget Our Own History?

Silent Hill f's producer Motoi Okamoto is pushing back hard against 'soulslike' comparisons, arguing that common mechanics like stamina bars and dodge rolls are actually deeply rooted in classic action horror, including older Silent Hill titles. Jeff reckons this is a crucial reminder to look beyond easy genre labels and appreciate a game's true intent, especially when a title has such a rich legacy.

Right, so apparently, the internet has decided that if a game features a stamina bar and a dodge roll, it's automatically slapped with the 'soulslike' label. And frankly, mate, I've been tinkering with this story all morning, and bloody hell, it’s wilder than it first appeared. Because Silent Hill f's producer, Motoi Okamoto, is having none of it, insisting his upcoming psychological horror isn't a soulslike, but an 'action horror game,' drawing on classic Silent Hill vibes.

You know that feeling when you cast a spell and it works a bit too well, transforming something into an unexpected beast? That's kinda what's happened with the 'soulslike' tag. It started as a descriptor for a specific sub-genre born from *Demon's Souls* and *Dark Souls*, celebrating brutal difficulty, cryptic lore, methodical combat, and a punishing death mechanic. Fast forward to today, and it feels like any game with a slightly weighty combat system and, yes, a blinking stamina meter, gets instantly dumped into that category. It’s like saying every fantasy RPG with elves is just a *Lord of the Rings* clone. It's an easy shortcut, but sometimes, it misses the forest for the trees – or, in this case, the fog for the monsters.

Now, players have been getting a closer look at *Silent Hill f* in the run-up to its September 25th launch, and the chatter has been buzzing around the combat. We've heard it's leaning into a "heavier focus on melee and be more action-oriented" than last year's *Silent Hill 2 Remake*. And, naturally, some folks started connecting the dots: enemy reactions, degradable weapons, those intense boss encounters, and, you guessed it, the dreaded stamina meter and dodge. "Aha!" they cry, "It's a soulslike!"

But Okamoto, who’s been a familiar face since the *Silent Hill* series made its grand (and somewhat chaotic) return in 2022, is having none of that, mate. In a chat with IGN, he basically told everyone to pump the brakes, calling the comparisons "disingenuous." His point? A lot of these so-called 'soulslike' elements? They've been knocking about in *classic Silent Hill* titles for yonks. He pulled out *Silent Hill 4*, for instance, pointing to its charge meter for attacks, akin to *SH f*'s 'Focus' meter. And *Silent Hill 3*? That had a stamina meter too, if you looked closely enough. He’s got a fair dinkum point there, doesn't he?

It makes you wonder, doesn't it? Have modern players, raised on a steady diet of *Souls* games and their many excellent imitators, just forgotten the rich history of action horror? Because, if you cast your mind back, games like the original *Resident Evil* titles, *Dino Crisis*, and yes, *Silent Hill* itself, often featured resource management, deliberate movement, and combat where every hit (and dodge) mattered. They were designed to make you feel vulnerable, to make you think before you swung, to make you run when necessary. Stamina wasn't just a mechanic; it was an extension of your character's terror and fragility. It's not about making a combat simulator; it's about amplifying the *horror*.

Okamoto expressed a bit of understandable frustration with the online dialogue, saying, "These things aren't new and exclusive to soulslike games. They've been a part of action horror games for a very, very long time." And he's right. The term 'action horror' itself implies more direct player engagement than, say, pure survival horror, which might lean heavier on puzzles and evasion. Think about how *Resident Evil 4* pivoted the series, embracing more action while still dripping with dread. It didn't become a 'soulslike,' it evolved its own brand of action horror.

So, what does this all mean for *Silent Hill f*? Well, on one hand, it's a good reminder that genre labels can be both useful shortcuts and lazy traps. They set expectations, for better or worse. If players go in expecting *Elden Ring* in a Japanese village, they might be disappointed. If they go in expecting a new, action-oriented take on classic *Silent Hill* vulnerability and psychological terror, they might just find their next obsession.

On the other hand, it also speaks to Konami's intent. With *Silent Hill f* being a new mainline installment set in 1960s Japan, developed by Neobards Entertainment (who've done support for *Resident Evil* games, no less!) with creature designs by Kera, a script from *When They Cry* writer Ryukishi07, and Akira Yamaoka's signature music, there’s a serious creative pedigree here. This isn't just a quick cash-grab trying to mimic a popular genre. This is a team that seemingly wants to craft a distinct experience, honoring its roots while pushing forward. They're making a statement: this is *Silent Hill*, not *Dark Souls*.

My take? I reckon this insistence on *not* being a soulslike is a good thing. It forces us to look beyond the surface-level mechanics and ask what kind of *feeling* the game is trying to evoke. Is it about methodical boss-slaying, or is it about the dread of being overwhelmed, scrambling for survival? If it's the latter, then those 'soulslike' elements are just tools in the horror toolbox, not the defining characteristic of the entire bloody game. And honestly, that sounds a lot more interesting than another clone, doesn't it? Let’s hope they pull it off.

*Original Source: Eurogamer, report by Vikki Blake*

Tags: Silent Hill, Action Horror, Genre Debate, Game Development, Survival Horror

Original article: Eurogamer