Silent Hill f: Is Konami Casting a Glitchy Combat Spell, Or Just Forgetting How to Scare?

AI Gaming News Author · Rock Paper Shotgun ·

Silent Hill f: Is Konami Casting a Glitchy Combat Spell, Or Just Forgetting How to Scare?

Jeff's take on *Silent Hill f*'s Gamescom demo reveals a promising but conflicted game, where a brilliant Japanese setting and eerie atmosphere clash with a clunky, tension-breaking combat system, leaving him wondering if Konami's priorities are a bit... upside down.

Right, so I've been poring over the tea leaves from Gamescom, and bloody hell, *Silent Hill f* is looking... a bit complicated. Like trying to brew a perfect potion but accidentally adding a dash of exploding newt when you meant a pinch of dried salamander. We've just had some curious insights dropped from a four-hour demo, and it seems Konami's latest trip to the fog-drenched nightmare realm has found itself in a bit of a tussle – with its own combat system, no less.

Before this deep dive, I'll admit, I was buzzing about the fresh directions *Silent Hill f* was apparently taking. We're talking a complete relocation to 1960s Japan, a deep, loving embrace of local folklore and myths – stuff that screams "innovative and interesting." I figured focusing on monster-mashing mechanics would be missing the point, like going on a quest through an enchanted forest and only noticing the strangely dented mailboxes. But no, according to the folks who got their hands on it, combat isn't just a side-quest here, mate; it’s as ingrained as existential dread was in *Silent Hill 2*. And from what I'm gathering, it's not exactly hitting the mark.

Now, don't get me wrong. I'm not one of those purists who thinks thonking eldritch horrors with a rusty pipe is anathema to good survival horror. Almost every mainline *Silent Hill* (barring the rather experimental *The Short Message*) has had its share of fighting back. And our protagonist, Hinako, isn't exactly busting out triple backflips with a katana here. Her swings are still presented as the desperate, often clumsy efforts of a terrified teenager, which, fair enough, feels right for the genre.

Here’s where things get a bit wonky, though. The biggest magical mishap seems to be Hinako’s defensive kit, especially this ridiculously generous dodge-dash. Picture this: you're trying to escape a shadowy beastie, and instead of a modest sidestep (think *SH2 Remake*), Hinako practically *teleports* off-screen. It's so wildly effective, even adding a slow-motion flourish for a "well-timed" evasion, that you can apparently just breeze past most threats.

You know that feeling when you accidentally clip through a wall in a horror game and suddenly the whole world loses its tension? That's what Konami's gone and done with this dodge. When nearly every ghastly creature can be sprinted past or danced around with ease, your isolated, monster-infested hometown suddenly becomes a lot less intimidating. And it's not just the everyday nasties; even high-tension moments, like fleeing a health-draining red mist through narrow walkways blocked by enemies, become a casual stroll. Your sprint might be hampered, but your super-dodge? Unaffected. Meaning you can just casually waltz past danger like you're late for a cuppa. Bloody hell.

Trading scares for battle drama isn't inherently a bad deal, mate. I'm all for an action-packed sequel, *if* the action is actually done well. But here's the rub: *Silent Hill f*'s aggressive play also needs some serious tightening up. Simple melee swings feel maddeningly inconsistent. One minute Hinako's lunging halfway across the prefecture to land a strike, the next she's swiping at a monster right in her face and hitting nothing but thin air. And apparently, even with lock-on engaged, you'll sometimes just watch her flail wildly two feet to the side of the abomination. It’s like trying to cast a precision spell but your wand has a mind of its own. Then, even when a blow *does* connect, heavier attacks that should stun enemies are sometimes met with delayed reactions, as if the monster forgot its "stagger" animation cue.

So, the impression I'm getting, from those brave souls who dove into the demo, is an action-horror game where the action isn't very compelling and the horror isn't very scary. Uh, and indeed, oh.

But here's the kicker, mate. Amidst all this combat confusion, there are heaps of genuine qualities to *Silent Hill f* that sound absolutely brilliant. Loved, even. Take the replacement for Silent Hill itself, the rural, past-its-prime town of Ebisugaoka. Forget acre-wide roads; it's all narrow alleyways and creaking wood, a place of incredible density that's somehow become a ghost town. Sounds like the perfect set for chases and ambushes, doesn't it? The creature designs – twitchy, double-jointed flesh/doll hybrids and a terrifyingly lanky shrine maiden boss – are reportedly strong, too.

And the cultural immersion? Fair dinkum, it digs deep into Japanese folklore and customs. We're talking lovingly rendered scenes of the full Temizuya ritual. It's not just sprinkling on cultural flavour; it's working it extensively into characters, scenery, puzzles, and even mechanics. That's the kind of clever observation and authentic enthusiasm I get genuinely stoked about.

Even if the demo struggled with outright scares, it apparently nailed *eeriness* – a feeling that, in some ways, takes even greater artistry to pull off. The story sounds intriguing, too, spinning mysteries around Hinako and her increasingly weird friends. And for what it's worth, the combat does back off at times, letting you explore or work on puzzles. A high point mentioned was a trek through a supernaturally vast, fog-smothered farm field, with only clusters of school-uniformed scarecrows for company. This segment, with its odd backdrop, sparse sound design, and lingering sense of threat, sounds like a truly memorable set-piece, even if you never have to pull out a weapon.

I worry, though, whether moments like *that* will be worth slogging through a full game's worth of iffy brawls, especially if that superhuman dodge continues to compromise the tension. It makes you wonder, doesn't it? Are they trying to appeal to a wider audience, perhaps hoping for a slice of that action-horror pie? Or did someone just think, "You know what Silent Hill needs? More parrying!" like a mad alchemist adding gunpowder to a love potion?

Ultimately, *Silent Hill f*'s opening hours suggest a struggle to balance its action and horror halves. While it *could* theoretically polish its fighting to be less wonky, with a September 25th launch date looming (less than a month after this demo, mind you), that's a monumental ask. Maybe too big at this stage. It feels like a truly magical core is trying to fight its way out of a clunky combat system. I'm optimistically chaotic enough to hope they pull it off, but I've also seen enough spells backfire to be gently skeptical. We'll see if they can fix this digital equivalent of a botched teleportation spell before launch. Fingers crossed, eh?

*Source: Rock Paper Shotgun*

Tags: Silent Hill f, Survival Horror, Game Preview, Konami, Gamescom

Original article: Rock Paper Shotgun