Silent Hill f Combat Exists Just to Dodge Every Silent Hill 2 Comparison

Silent Hill f

Silent Hill f

Silent Hill f isn’t just moving away from past games but is making a deliberate sharp turn.

The team behind f decided to skip the slow pace fans link to Silent Hill 2 and put more emphasis on action, intensity, and updated gameplay mechanics.

But this shift wasn’t random, as it’s a conscious move meant to avoid the never-ending comparisons to SH2, while also attracting a younger, modern audience that grew up on games where dodging, parrying, and stamina bars are the norm.

Why Is Silent Hill f Changing The Formula?

Producer Motoi Okamoto and director Al Yang from the Silent Hill f team said they’re done chasing Silent Hill 2.

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They’ve said straight up that remaking SH2 repeatedly can’t last, and they realize “there was no reason to keep making clones of it.”

To dodge repeating the formula of earlier major titles, they made the action more prominent.

They knew that by leaning into combat and control, f would naturally distance itself from being called a clone of the series’ most iconic entry.

Who Is the New Combat Style For?

Another reason for this shift is that Okamoto said modern players, especially younger ones, prefer games with more challenge and control.

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Picture fast-paced horror-action games with precision fighting, like Soulslikes or brawlers. Silent Hill f needed to embrace some of that DNA to keep its edge.

This game introduces tougher battles where dodging, countering, and balancing stamina and focus matter. It’s horror at its core, but with added stress and timing challenges.

Because of their experience in action-packed systems, NeoBards was the right choice to guide this development.

That choice indicates the shift toward combat happened early, and it was key to the project.

How Is Silent Hill f Different From Older Games?

Gameplay clips and previews show that Silent Hill f’s combat breaks from previous games, featuring a real-time stamina meter restricting dodge frequency, a focus bar linked to counters, and enemy actions suggesting timing-based gameplay.

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For example, some enemies flash a red glow just before delivering powerful attacks, warning the player to either retreat or counter carefully.

The game has breakable weapons, limited-use items, and a parry system that resembles mechanics more common in action-RPGs than survival horror.

This new system aims to strike a balance between keeping combat exciting and responsive, while preserving the tension and fear that define horror. Whether that balance works will depend on how the final version feels in hand. 

Is Silent Hill f Meant to Feel Like SH2?

In case it wasn’t obvious, Silent Hill f doesn’t follow or come before any other game, and no, it’s not trying to be another Silent Hill 2, and that was never the goal.

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It’s set in 1960s Japan and stars a completely new protagonist, Hinako, who’s dealing with societal pressure and supernatural horror in equal measure.

Konami has even said the game is designed to be accessible for players who’ve never touched the series before.

The combat is more dynamic, the pacing is different, and the world is uniquely Japanese rather than the fog-drenched American towns from previous games.

The team wanted to redefine what Silent Hill could be, and that meant doing things differently. The combat in Silent Hill f was never meant to please everyone.

It’s designed to shake off two decades’ worth of expectations. Success aside, Silent Hill f was built to be independent.

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