For 26 years, the Silent Hill series has captivated players with its deep psychological horror, delivering complex narratives and experiences that resonate far more profoundly than typical action-focused survival horror games. Yet, even with its profound storytelling, the series has largely adhered to a recognizable formula. This usually involves a troubled protagonist, the iconic fog-shrouded town, and terrifying monsters that symbolize their deepest fears or unresolved guilt, often tied to mysterious cults. It’s a formula Konami has relied on for years, and one that fans have come to anticipate from the beloved franchise.
However, I believe that Silent Hill truly excels when it dares to deviate from these established expectations.
Consider Silent Hill 4: The Room, for instance. Players stepped into the shoes of Henry Townshend, another tormented soul grappling with internal turmoil. But this time, the familiar town was gone. The pervasive cults from earlier entries were absent. Even the series’ signature fog was nowhere to be found.
Instead, Townshend found himself trapped within a nightmarish, distorted version of his own apartment. Players were compelled to meticulously explore this confined space before being thrust into a hellish alternate reality, often with jarring shifts in perspective. The Room presented a fresh take on psychological horror, building on the thematic depth of Silent Hill 2 but introducing novel gameplay mechanics like shifting viewpoints and escort missions. It boldly discarded conventional Silent Hill expectations in favor of innovative ideas, pushing the series forward and redefining what a “Silent Hill experience” could be.
Following this, the series entered a quieter period, producing more conventional—and arguably less compelling—titles such as Silent Hill: Origins, Silent Hill: Homecoming, and Silent Hill: Downpour. While not entirely stagnant, these entries failed to meaningfully advance the franchise. They often felt like attempts to replicate the atmosphere and narrative style of the original three games, complete with the town, brooding male protagonists, and an abundance of fog.

Then, in 2014, P.T. emerged, injecting a much-needed jolt of creativity into the Silent Hill universe. Under the direction of Hideo Kojima, P.T. confined players to repeatedly navigate a single, terrifying hallway, slowly unraveling a gruesome tale of family murder, encountering a bloodied fetus in a sink, and facing the spectral entity named Lisa. Shortly after its release, P.T. was unveiled as a “playable teaser” for the now-canceled Silent Hills. Despite its cryptic nature and eventual cancellation, this teaser undeniably pushed the franchise into unsettling, groundbreaking territory, offering a tantalizing glimpse of what might have been.
After this, the series remained dormant for over a decade, lacking any new mainline installments.
However, 2024 saw Konami breathe new life into Silent Hill with a complete remake of Silent Hill 2, which subtly expanded upon elements of the original. While a well-crafted and critically acclaimed game, it ultimately revisited familiar ground. It became clear that if fans craved something genuinely new from Silent Hill, their wait would continue. Fortunately, Konami didn’t keep them waiting long.
Warning: Silent Hill f spoilers ahead—proceed with caution.
Just last month, Silent Hill f arrived. This latest installment dramatically shifts the series’ traditional setting, transporting players from the iconic town to 1960s Japan. This move is a stark departure from the usual Twin Peaks-inspired American backdrop, exchanging hotels and diners for schools, shrines, and stunning temples. Silent Hill f also embraces the idea that “Silent Hill is a state of mind,” enveloping its quaint Japanese town in the familiar fog, creating that same disorienting, tension-filled atmosphere. It’s a blend of the familiar and the utterly strange.
This innovative spirit extends to the narrative. Set in 1960s Japan, the game bravely tackles themes of misogyny and the rigid societal expectations placed on women at the time—demanding obedience and the suppression of personal identity for the sake of their husbands. The protagonist, Hinako, is forced into a predetermined marriage, stripped of her free will and bodily autonomy. Unlike previous Silent Hill protagonists, whose psychological torment often stemmed from their own past actions, Hinako is thrust into a terrifying situation beyond her control, driving her to the brink of madness.
While Silent Hill has featured female protagonists before, its feminist themes have never been this pronounced. Silent Hill f, through its various endings, explores the consequences not just of Hinako’s “bad” choices, but of all the devastating choices made for her. Whether she descends into murderous madness, finds solace in addiction, or defiantly reclaims her autonomy to pursue a natural relationship, the game powerfully illustrates that Silent Hill doesn’t need to solely focus on guilt, shame, and sin to deliver a profound emotional impact.

Beyond its new thematic direction, the game delves deeper into the series’ ethereal elements with segments set in a spirit world. While not entirely new to the franchise, Silent Hill f offers a unique twist by incorporating Japanese folklore, shrines, and temples, infusing the entire experience with a distinctly Eastern religious sensibility. This is a notable departure from the Western cult- and satanic-inspired religious depictions common in earlier entries.
The Silent Hill series is a realm of infinite possibilities for horror storytelling. Although Konami has a well-established and successful formula that has defined the franchise for much of its existence, Silent Hill truly shines brightest when it courageously ventures beyond these confines. At its heart, Silent Hill has always been about confronting deeply personal psychological horrors amidst real-world anxieties and societal pressures. There’s simply no compelling reason for it to be forever confined to a single setting or a rigid formula.