Silent Hill f Returns the Series To What It Always Should Have Been: An Anthology
When Silent Hill 2 was released in 2001, it etched many of the series’ defining qualities into stone, building on its predecessor while also reintroducing several key elements. It doubled down on a particular brand of psychological horror, which uses monsters as stand-ins for the protagonist’s specific fears, traumas, and anxieties. It delivered another otherworldly soundtrack from Akira Yamaoka that acted as a gateway into these characters’ suffering. And of course, it brought back this town’s signature rolling fog, which obscures future nightmares waiting to burst from the haze.
However, while Silent Hill 2 has a lot in common with its predecessor in terms of both its survival horror gameplay, disquieting tone, and its broad premise—people lured to a sleepy New England town only to find their worst fears made flesh—as far as sequels go, it’s sort of doing its own thing. It largely abandoned the plot specifics of the previous game, with a new protagonist and little to no mention of the enigmatic cult, The Order, which would become a constant throughout much of the rest of the series. Yamaoka’s soundtrack was frightening, but it didn’t seek to emulate the churning industrial noise of its predecessor. James was searching for someone like Harry Mason was before him, but instead of being driven by an unbreakable familial bond, he’s pushed on by something much darker. Silent Hill and Silent Hill 2 are bound by a number of threads, but ultimately, they spin their own unique yarns.
And then, the rest of the Silent Hill games came out. While Silent Hill 3 is beloved by many, it’s a fairly direct continuation of the first game, following a character born in that title’s true ending. Silent Hill 4 is a bit more disconnected in some ways, but even more referential in others, with its protagonist and antagonist being minor characters referenced in the margins of those previous games—the game’s big bad is a random serial killer mentioned in Silent Hill 2’s newspaper clippings. And most of all, going forward, the series would become entirely obsessed with the enigmatic particulars of the original game’s doomsday cult.
When development changed hands from Team Silent to the many other studios Konami brought in to chase the original games’ fleeting magic, this is when the self-referential nostalgia and reverence for lore became unbearable. Eventually, it culminated in Silent Hill: Homecoming infamously bringing back Pyramid Head, the iconic nemesis written specifically to reflect James Sunderland’s tortured subconscious, in the most bald-faced nostalgia play the sinking series had made yet. The blatant recycling of that foe in particular eventually caused its creator, Masahiro Ito, to write, “I wish I hadn’t designed fxxkin Pyramid Head” on social media.
In short, Silent Hill went the way most series do eventually, with its past eventually becoming its future as it became trapped in a maze of rehashed plot points: referencing pre-made lore and existing signifiers became more important than trying anything new. It’s part of what killed the series.
But thankfully, Silent Hill didn’t stay dead, and eventually, it got the chance to do something fresh again with this year’s excellent Silent Hill f. Set in Japan instead of the United States, the game has very little direct plot or lore overlap with its predecessors, maintaining only what’s necessary. Namely, it keeps those three pillars mentioned earlier: psychological horror with a focus on symbolism, a chilling soundtrack from Akira Yamaoka, and lots of fog. Much like Silent Hill 2, it acts more like the next installment in an anthology series than a direct sequel, reinventing instead of regurgitating. It’s little surprise, then, that it may be the best game in the series since that particular all-timer.
Silent Hill f follows Hinako, a high schooler living in the rural Japanese village of Ebisugaoka in the ‘60s. While different on the outside, we come to find that this place is very much our protagonist’s equivalent of Silent Hill, a hell tailored to her specific woes. As in series tradition, virtually every creature has a specific symbolic purpose (it’s very funny that the use of literary devices has become a central “feature” for the series when in reality this is just a quality of good writing, but hey, I’m definitely not complaining).
There are the feminine, puppet-like Kashimashi, a stand-in for Hinako’s fears of losing her agency in a strictly patriarchal society that routinely sidelines women and treats them like dolls. There are walking lumps of flesh wielding giant blades, creatures that represent both toxic masculine rage in general and a very specific familial trauma. A recurring motif among many of these monsters, including the shiromuku-wearing fog beast that hounds Hinako throughout the game, is that they lack faces: just like how Hinako fears losing her identity due to the pivotal choice that looms over the narrative, the monsters that hound her have lost any sense of self.
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