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Silent Hill f devs explain why the game is melee-only

NeoBards says Silent Hill f was designed as the first melee-only game in the series, with tension built around durability, timing, and close-range pressure.
ⓘ Konami Digital Entertainment
NeoBards says Silent Hill f was designed as the first melee-only game in the series, with tension built around durability, timing, and close-range pressure.
The Silent Hill f developers have explained how NeoBards built the first melee-only game in the series, using weapon durability, Focus attacks, and the fox arm to create tension.

Silent Hill f is doing something no previous game in the series has attempted: building its combat entirely around close-range weapons. In a new PlayStation Blog post published on March 11, NeoBards studio creative director and Silent Hill f game director Al Yang said the team used the game to explore what a “first melee-only Silent Hill title” could look like while still preserving the tension that defines survival horror.

NeoBards wanted tension, not just fear

Yang said the team began by thinking about what kinds of weapons would make sense in 1960s Japan, the setting for Silent Hill f, but the bigger goal was always emotional rather than historical. According to Yang, horror players do not simply want to be startled over and over; they want to feel tension. He said the real fear comes from anticipation and buildup, and that idea became a guiding principle for both the story and combat design.

That helps explain why NeoBards moved away from guns. In Yang’s telling, the studio was not trying to strip combat down for the sake of novelty. It was trying to recreate the same uneasy rhythm that ranged survival horror combat often produces, but through close-quarters systems instead.

Weapon durability replaces bullet scarcity

One of the clearest examples is how Silent Hill f handles resources. Yang said there are no bullets in the game, so NeoBards uses weapon durability to create a similar sense of pressure. Every time players hit a monster, they see the weapon’s durability drop, but they do not get the exact enemy health values or damage numbers.

That missing information is intentional. Yang said showing concrete values would reduce tension, because horror works best when players are forced to make decisions without knowing exactly how safe they are or how close an enemy is to going down. That uncertainty is meant to keep every encounter feeling uneasy rather than mechanical.

The Focus system acts like a melee version of aiming

NeoBards is also trying to recreate the feeling of lining up a critical shot without actually giving players firearms. Yang said enemy behavior and reactions are a major part of that, and that the game’s Focus system fills a similar role. With patience and timing, players can land counterattacks or focus attacks aimed at vulnerable spots. Yang compared it to aiming down sights with a gun, only translated into melee combat.

The result, at least in theory, is a combat system that still rewards precision and timing while keeping players up close and exposed. Players may not know exactly how much damage they are dealing, but Yang said they should still be able to read a monster’s reactions and feel when a heavy hit has landed.

The fox arm is designed to break the usual combat rhythm

Yang also described what NeoBards calls a “master key,” a system designed to interrupt the normal combat flow and give players moments of release. In more traditional horror games, that role might be filled by a grenade launcher or another powerful ranged weapon that lets players clear danger without overthinking the encounter. In Silent Hill f, that function is handled by the fox arm, which forms part of protagonist Hinako’s transformation during the game.

Yang said these kinds of systems matter because combat cannot stay at the same level of pressure forever. Players need moments where they can break out of the usual rhythm on their own terms, and NeoBards sees the fox arm as one way to provide that release without abandoning the game’s melee-only identity.

An overall unusual experience

Silent Hill f was already shaping up to be one of the more unusual entries in the series, but Yang’s comments make clear that the melee-only approach is not just a stylistic tweak. NeoBards is rebuilding familiar survival horror ideas such as scarcity, vulnerability, pacing, and relief around close-range combat. Whether that works in practice will depend on how those systems feel in players’ hands, but the design intent is now much clearer than before.

What's next?

By comparison, Konami has shared far less about Silent Hill Townfall, although the new teaser trailer indicates the project is still very much in play.

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Darryl Linington, 2026-03-13 (Update: 2026-03-13)