Silent Hill f Producer Pushes Back on 'Souls-Like' Comparison: 'These things aren't new and exclusive to Souls games'

Gentlemen, we all know Blade of the Darkness and Silent Hill 4 were Dark Souls inspired because having stamina meter for combat. And Duke Nukem 3D, with all minimalistic narrative and "maze like" exploration without compass and the combat being...challenging? The doubt offend! Or DMC3 and any Ninja Gaiden game, with any enemy capable to kicking your ass! Oh, no, From Software should sue companies like Nintendo for the lock on mechanic.


Ok, sorry, this is getting a little insane.
 
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Botw already had parry, roll, stamina metter and durability mechanics. Zelda has been a souls like for a long time.

Seriously though, after playing dark souls, I started using the parry on btow a lot more.
Zelda has been soulslike since the begining, Ocarina of time was the base of all soulslike games, you had parry since Twilight princess, you had stamina since Skyward Sword, you had soulslike dificulty and strategy in Zelda II
 
Guys this isn't a soulslike.

Anyway, here's a pro-tip. Speak with Ranni the Silent Hill Witch in her tower until you exhause her dialogue, then rest at a bonfire and come back and you can pick up the Dark Moon Silent Hill Greatsword for the last half of the game. It scales with Str and Dex, so it should be perfect to take on Melania Blade of Silent Miquella Hill. Just be sure to summon Let Me Solo Silent Hill before the pull or your in for a bad time. Don't be afraid to git gud. Good luck skeleton. Praise the sun.

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Picture of Silent Miquella Hill:
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Bioshock was a dumbed down System Shock 2 game in a lot of ways and I'm pretty sure you couldn't even die until they patch the game to give the option of turning off vitachambers some time post-launch...and yet "hard mode" wasn't particularly hardcore besides big daddies (and I liked the game). And I'm not counting Infinite, basically a dumbed down Bioshock with FPS arena level design. Platinum games? Yes, one of the rare exceptions to the rule in a genre filled with average God of War clones and Gears of War clones. One of the praises about Vanquish (great game, btw) was particulary demanding you changing tactics, not being in the same cover all the time and being more "old school" action game unlike, well, the most prominent type of TPS of the era.

Demon Souls was before, of course...and it didn't still had (unfairly) the same amount of attention than Dark Souls (partially because not being on Xbox 360). I remember Dark Souls was so praised because being challenging, hard and demanding to the player in a sea of compass mechanics, autolevels, little to non punishing the player for his/her mistakes, mundane enemies and the "hack n'slash" games fever (quote and unquote because they were probably talking about God of War clones specifically, the most prominent style in western games). It was seen as a miracle.

Seventh gen was mostly focused on "making lots of actions work with a single button" (context sensitive actions or the "awesome button"), being "cinematic" and (not really) "fast paced", every game had the must to be playable to even people who were afraid to play videogames because its traditional rules (remember successes like Wii console) and if x game was "too" punishing, had real exploration, have you spending one minute without winning anything and/or you died or were stucked by something you couldn't kill was probably considered "dated", niche and archaic. There's a reason because genres like platformers, adventure games, survival horror, tactical shooters and RPGs suffered in that era. And if you complained about any dumbed down franchise/genre, specially from PC, you were grumpy or "out of touch". So if I'm being savage, what was that then?

So Dark Souls was considered revolutionary because being so contrary to those trends and after Demon Souls became a cult game, just like Wolfenstein: New Order and Doom 2016 were 'revolutionary' and old school because they remind people some of the forgotten basics and substance of the genre, and the only RPG/actionRPG copying Mass Effect simplified dialogue system not feeling awkward was Alpha Protocol. Seventh gen was the "play to win" era, accessibility and fast satisfaction to any cost. And any game out of that principle was considered "different". Fortunately we had games like that, but they were minority and not necessarily unanimously praised at the time (hello, my beloved S.T.A.L.K.E.R). So there we had the "Dark Souls genre" being born.

i actually pissed off by how capcom did ads for dark souls back then, they keep going on and on and on how hard this game is as a successor of demon's soul, and dude, demon's soul was never hard, i beat it 3 time for 3 platinum trophy, and i did it with range only build, no melee attack in a whole run, and by range build, i don't mean using magic, i using critical bow build which stay 100% of time playing under 30% HP to trigger critital mode and using bow and arrow to finish enemy
 
Not gonna lie, some of the stuff he said was worrying. He described it as "horror action" for one. His "play on story mode" advice for old heads was cringe too.

There are a few weird choices like the impact pause on hits that feels like it should be in a different, more arcady type game. Some, like myself, are also apprehensive about combat being strictly melee.. It's a weird choice for an SH game. I'm interested to see how they make it work though, or if they even do.

SH2 on hard my first playthrough, I only ever got comfortable with meleeing the Lying Figures. I learned that nurses are better managed with headshots from the rifle, so I'd stick to melee on weaker, more predictable enemies like Lying Figures and save the rifle for Nurses. Even after a full playthrough on hard, I'm nervous about encountering one of them. I'd save my shotgun ammo for bosses, and really only use handgun ammo on Mannequins (meaning if they ambush me from stealth, which they're designed to do, I'm terrified even know to have them in close proximity for desperate melee fights). This niche management for each enemy means I'm still terrified of unpredictable encounters with most enemies if they don't conform to my comfortable method of taking them out.

My worry with SHf is that since we're forced to go dirty and melee with every singe enemy, they become familiar extremely quickly. I feel like enemies will lose their fear factor as I memorize attack patters/hitboxes and perfect dodge/parry their attacks (and we haven't seen much in variety yet; SH2 definitely didn't have any real variety despite the increased enemy count).
 
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The combat's hit detection and enemy reactions look terrible. Hopefully that improves as you upgrade her stats and weapons. On that note, the game doesn't even seem like an actual Silent Hill entry to be honest. Some believe this was started as an original IP and Konami just slapped the Silent Hill brand on top to help boost sales. I'm inclined to agree, but I hope it's good based on its own merits. If the story doesn't connect to the cult or town from Silent Hill 1-4 at all, then yeah, this was definitely another IP originally.
 
Not gonna lie, some of the stuff he said was worrying. He described it as "horror action" for one. His "play on story mode" advice for old heads was cringe too.

There are a few weird choices like the impact pause on hits that feels like it should be in a different, more arcady type game. Some, like myself, are also apprehensive about combat being strictly melee.. It's a weird choice for an SH game. I'm interested to see how they make it work though, or if they even do.

SH2 on hard my first playthrough, I only ever got comfortable with meleeing the Lying Figures. I learned that nurses are better managed with headshots from the rifle, so I'd stick to melee on weaker, more predictable enemies like Lying Figures and save the rifle for Nurses. Even after a full playthrough on hard, I'm nervous about encountering one of them. I'd save my shotgun ammo for bosses, and really only use handgun ammo on Mannequins (meaning if they ambush me from stealth, which they're designed to do, I'm terrified even know to have them in close proximity for desperate melee fights). This niche management for each enemy means I'm still terrified of unpredictable encounters with most enemies if they don't conform to my comfortable method of taking them out.

My worry with SHf is that since we're forced to go dirty and melee with every singe enemy, they become familiar extremely quickly. I feel like enemies will lose their fear factor as I memorize attack patters/hitboxes and perfect dodge/parry their attacks (and we haven't seen much in variety yet; SH2 definitely didn't have any real variety despite the increased enemy count).
Well yeah people are going to compare F with the old games. But this is a reboot anyway.
 
Even though he is right that it wasnt souls games that invented most of those mechanics, point is, those mechanics now or 25 years ago were never in a SH game in the first place. We had 7? mainline SH games where we had something to bang a monster with and all of a sudden now they add a stamina bar....for what?
If that's your worry, Shattered Memories and Downpour played differently too and both were years ago.

I think it's a good thing that a series like this doesn't strictly stick to defined rules of what it should be.
 
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At the end of the day I'm just very, very curious to read reviews and impressions on this one. If you described SH2R on paper, it's also very Action heavy. That didn't keep the combat itself from now being fucking scary. At least to me and playing on Hard. I actually thought the devious wncounter designs and struggle deepened the "in hell" atmosphere. Like that combat ambush in the Prison shower was terrifying because you just knew it'd explode when you can't turn back.

If this game overdoes it remains to be seen but I don't know, whatever it is, it just looks cool despite some jank in the combat. I hope my good feeling is warranted although I should hate on it because last time I bashed a SH game it tuened out to be fucking amazing.
 
If that's your worry, Shattered Memories and Downpour played differently too and both were years ago.

I think it's a good thing that a series like this doesn't strictly stick to defined rules of what it should be.
How did they play differently? They were more action oriented. Im asking what is even the point of the stamina bar in a SH game? Actually even SH3 had more action than Downpour and bunch of guns as well. So they didnt change anything here except add the stamina bar for who knows what reason. In souls game you literally have to chose between dodging or attacking because of the stamina bar since most enemies can kill you in a hit or two. Here they still take a bunch of hits before your health drops to the bottom. Anyone saying this is more action heavy obviously never played older titles. This is nothing new.
 
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