by Sebastian Oct 21,2025
As fans of Silent Hill f analyze the recent wave of previews (including our own), two questions keep surfacing across social media and forums: Is this latest Silent Hill entry truly a 'Soulslike'? And what exactly defines a 'Soulslike' game?
As detailed in IGN's hands-on preview, combat in Silent Hill f shares similarities with Silent Hill 2 Remake's close-quarters encounters. Players can dodge using the DualSense's circle button while executing light and heavy attacks via R1 and R2. The deliberate, weighted combat emphasizes limited reach and methodical strikes – particularly heavy attacks requiring precise timing, reinforcing protagonist Hinako's realistic teenage limitations.
The system introduces timed dodges and counterattacks, the latter crucial during combat sequences. While enemies telegraph counter opportunities briefly, we noted that "Sekiro: Shadows Die Twice veterans might adapt quicker." Focus mode (activated by holding L2) extends counter windows and charges powerful stagger-inducing attacks.
Though producer Motoi Okamoto hasn't labeled it Soulslike – and our evaluation agrees it isn't – discussions of parries and counters surprised longtime fans. Silent Hill traditionally prioritized atmosphere over combat polish, but Okamoto's justification that "modern audiences crave challenging action" has divided the community.
Here we go again
byu/AbbeyWhitey insilenthill
FromSoftware's Souls series birthed an entire subgenre characterized by punishing death penalties, enemy-dropped progression currency, stamina-based combat, and checkpoint-respawned worlds. Yet some broadly define Soulslikes as melee-focused games demanding enemy pattern memorization.
A Reddit thread titled "Silent Hill f isn't Soulslike, and fans misunderstand the term" argued: "Having dodge rolls and tough bosses describes countless third-person games. Actual Soulslikes demand frame-perfect dodges, stamina management, currency retrieval – this has maybe one element."
The debate highlights persistent genre classification struggles. "Nioh veterans noted that beyond lock-on and stamina systems – common in non-Soulslikes – Silent Hill f lacks defining traits," commented one player. Others counter that invincibility frames, attack varieties, and retry-based bosses demonstrate clear Souls inspiration.
Some recall Silent Hill 4's melee focus, arguing breakable weapons maintain survival-horror tension without firearms. Okamoto promises combat intensity will complement unsettling monster designs and psychologically charged puzzles when the game launches September 25 for PC, PS5, and Xbox Series.
Set in 1960s Japan, this standalone story stars Hinako Shimizu navigating societal pressures. Notably, it's the franchise's first Japan CERO-Z (18+) rated title. Konami confirms newcomers can jump in without series knowledge, positioning it as "a fresh horror experience" beyond Silent Hill's traditional American setting.
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