Silent Hill f Is the Series’ Most Profound Reckoning with the Horror of Home
Whether they work or not, a home is the domain of a woman. It is the place she is expected to hold and maintain, a place she may inherit from her mother, or a place where her father or husband may trap her. All people have homes, or at least a place where they sleep, but women are expected, if not required, to be its angels. In 1999, players first visited Silent Hill as outsiders. Harry Mason was waylaid in the town after a car accident. His adopted daughter goes missing. Over time, he discovers that she is from Silent Hill originally. The occult forces in the town called her home. Throughout the series, men are foreigners drawn to Silent Hill by the women who belong there. Silent Hill is a place men visit, but it’s where women live.
This article contains spoilers for Silent Hill 1-4 and Silent Hill f.
Because every Silent Hill game concerns domestic spaces and cycles of birth and rebirth, themes of home, and of women’s particular relationship to it, emerge all over the series. The most pointed example of this before Silent Hill f is Silent Hill 3. It’s the first game in the series where you play as a woman. At first, unlike the protagonists which proceeded her, Heather Mason starts with no interest in entering the town. However, on a visit to her neighborhood mall, she finds the place has transformed in to a hellish, fleshy outgrowth of the titular town. She makes her way home to escape, only to find that Silent Hill waiting for her. She is the child Harry rescued all those years before. Her old home is stretching its metal claws to her new one.
These themes still emerge in Silent Hill 2, where all the principle characters are outsiders. Nevertheless, Mary still writes her husband from inside the town. The James-conjured incarnation of her, Maria, is born from the town’s supernatural energies. At one point, the town turns into a fleshy mirror of side character Angela’s house. Silent Hill is a place which summons forth ideals and incarnations of home. James’ resentment toward Mary, and the reason he kills her, is rooted in the way her illness feminizes him and makes him into a caretaker. He would rather die than stay home, a fate which Mary is nevertheless resigned to.
At first glance, Silent Hill 4: The Room may seem to undo this dichotomy. After all, a young man, Henry Townshend, occupies its titular room. But the game’s vision of domesticity conjures the oppressive structure of women’s lives. The game’s villain, Walter Sullivan, is obsessed with Henry’s apartment, calling it his “mother.” He believes that by possessing the apartment and performing a ritual sacrifice within it, he can be reborn. Therefore, the apartment itself is a site of reproduction, which Walter seeks to control with violence. Silent Hill 4 is about the implicit femininity of the home.
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