The Erotic and Grotesque Roots of Silent Hill f
This feature contains spoilers for Silent Hill f.
Silent Hill f is the first standalone entry in Konami’s horror franchise since Silent Hill 4: The Room in 2004.
It is true that The Room—as well as the previous game, Silent Hill 3—did share narrative tissue with the 1999 original. But in terms of imagery, theme, and tone, these games were unique, distinct experiences from one another. Playing one wasn’t a requisite to play the other—it only enhanced the overall experience, as opposed to being a necessity.
While subsequent entries Origins, Homecoming, Shattered Memories, and Downpour were also self-contained narratives, they bucked Team Silent’s trend of specific settings, creatures, and scenarios being tied to unique protagonists. Pyramid Head appears in Homecoming; Shattered Memories is a reimagining of the first game. These games—like the divisive film adaptations—are rearrangements of prior ideas and themes in the series versus bold new directions, littered with references to previous titles both aesthetic and thematic.
Notably, Silent Hill f is the first time Konami has moved away from stock standard imagery associated with the series. While there are a few canonical ties to previous entries—such as the White Claudia flower—it is largely unencumbered by prior narrative beats. Gone are the tragic male leads (Heather notwithstanding) and sleepy American towns inspired by Kindergarten Cop filming locations. In their place is rural 1960s Japan, two decades post-American occupation. The game takes place in Ebisugaoka, a fictitious mining town based on the maze-like backstreets and alleyways of Gero in Japan’s Gifu prefecture.
Similar to the 1999 debut’s setting, Ebisugaoka is a place the world has left behind. Coal mining and dam building once made the town its fortunes. But a more metropolitan Japan post-WWII has left its imposing iron bridge into the city as a grim remnant of better times. As fog subsumes the town, it’s hard not to think about who was excluded from Japan’s “economic miracle.” Like America—intimately involved in the former isolationist state’s politics at this point in real-world history—the country played host to numerous industries that died out in the name of modernity.
The game follows Hinako Shimizu, a young girl who—along with her mother—endures daily abuse at the hands of her father. It begins at the start of her day, when she departs for school after being yelled at by her father. But no sooner does Hinako walk down the winding hill into town does she notice something is deeply wrong. A dense fog has subsumed each building and rice crop alike—inseminating the roads in milky, white moisture. And when she reaches her friends, they realize—together—that they’re not alone. Malformed, twisted spectres haunt the mist, ready to tear them limb from limb.
As in previous entries, Silent Hill f splits its narratives between two “worlds.” One is Ebsiugaoka, the gray and grim recreation of a dying ‘60s agrarian village; the other could be described as a “backrooms” of historical Japanese imagery. In this red-tinged paralleled world, lit only by candle, Hinako wanders winding halls of sliding shoji doors and blood-slicked tatami mats. Torii gates hold the mythical properties promised by Shinto, as the girl runs through them to flee and dissipate pursuing monsters.
All the while, she’s beckoned by a boy in a fox mask to follow him and join his family. To do so, she must destroy her own flesh in order to don the mask and assume a bestial form. This includes sawing off her own arm, and allowing the fox cultists to slice the skin from her face. In return, she’s given power—or so she thinks. In reality, this dangerous transformation hurdles Hinako towards sacrificing her humanity not only in this parallel space, but in her own life as well.
In the game’s “Normal” ending—requisite on the first playthrough—we learn that Hinako is actually in her twenties. Her father has married her off to a rich family, and she’s lost all touch with Shu—her closest childhood friend and object of affection. The young woman overdoses on red pills and murders her family at an arranged wedding to the real-world “fox boy,” Tsuneki Kotoyuki.
Further endings elaborate on and change this, with the “True” route finally giving vital context for the game’s mythological and spiritual elements. But in terms of “what’s happening,” this first conclusion is the Jacob’s Ladder moment of Silent Hill f—a narrative twist that reframes everything the audience has experienced thus far.
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