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Silent Hill creator is conscious of his age and wants to "pass the baton on to the next generation," but the horror icon's got at least one more game up his sleeve
Silent Hill creator is conscious of his age and wants to "pass the baton on to the next generation," but the horror icon's got at least one more game up his sleeve

Yahoo

timea day ago

  • Entertainment
  • Yahoo

Silent Hill creator is conscious of his age and wants to "pass the baton on to the next generation," but the horror icon's got at least one more game up his sleeve

When you buy through links on our articles, Future and its syndication partners may earn a commission. Silent Hill and Siren series creator Keiichiro Toyama just made a comeback with last year's sometimes absurd, genre-bleeding action-horror Slitterhead, but he's already working on another new game at his company Bokeh Studios. Speaking with Famitsu to celebrate the opening of an art exhibition based on Slitterhead, Toyama explains that he originally opened the development studio with the ambition of working on various genres and ceding control to younger talent, which is something fellow horror icon Shinji Mikami also accomplished with Tango Gameworks (The Evil Within, Hi-Fi Rush.) "I can't reveal the exact details, but we have started working on our next title," Toyama says (thanks for the translations, Automaton). "In the beginning, we wanted this to be a studio where we could do many different things, like implementing the ideas of younger generations and even working on more light-hearted projects." "Once again, we have to pour in all our efforts as a studio and prove that we are up to the task. We are currently working towards that goal. However, we're still in the beginning phase, so I believe we'll be able to reveal more details [about the next game] somewhere in the future." Toyama was pretty tight-lipped on specifics, but he did say it won't manifest as a sequel to Slitterhead, which unfortunately didn't sell as well as the he would've hoped despite probably having what it takes to become a cult classic in a few generations. While his next mysterious game is going full steam ahead, the horror icon's not sure how many hits he still has left up his sleeve. "As for how long we'll be able to continue, it becomes a difficult topic especially if we take my age into consideration," the 55-year-old said. "However, I believe that moving forward, I also have to pass the baton to the next generation." Can't wait? Give yourself some nightmares with our list of the 25 best horror games to play right now. Solve the daily Crossword

All Silent Hill games in order, by release date and chronologically
All Silent Hill games in order, by release date and chronologically

Digital Trends

time07-07-2025

  • Entertainment
  • Digital Trends

All Silent Hill games in order, by release date and chronologically

Among the best horror games in video game history, the Silent Hill franchise might be the most iconic. Starting back on the PS1, this claustrophobic and psychological horror series stood apart from the rest with its dense fog and otherworldly monsters. Sadly, the franchise has had more lows than highs after the third entry, but it is making a strong comeback as of late. Now is the best time to immerse yourself in the dark world of Silent Hill, but where should you start? Unlike the Resident Evil games, which are very tied together, the lore and canon of Silent Hill is much harder to track. Make sure your radio is turned on and grab a pipe as I walk you through the entire Silent Hill series in release order and chronologically. All Silent Hill games in release order Silent Hill is a series that builds upon itself with each entry. The world and lore of that cursed town only get deeper and more complex, while the technology and gameplay attempt to evolve with the times. Because the games range from the PS1 all the way up to current consoles and PCs, it could be more than a little jarring if you played the most recent game followed by the earliest. Release order is always a safe bet for playing a big franchise in order, like Metal Gear games, even if it isn't the chronological order. This is the way those of us who have been following the series from the start experienced Silent Hill. Silent Hill (1999) (1999) Silent Hill 2 (2001) (2001) Silent Hill 3 (2003) (2003) Silent Hill 4: The Room (2004) (2004) Silent Hill: Origins (2007) (2007) Silent Hill: Homecoming (2008) (2008) Silent Hill: Shattered Memories (2009) (2009) Silent Hill: Downpour (2012) (2012) Silent Hill: Book of Memories (2012) (2012) Silent Hill: Ascension (2023) (2023) Silent Hill: The Short Message (2024) (2024) Silent Hill 2 Remake (2024) (2024) Silent Hill f (2025) All Silent Hill games in chronological order This is where things get a little foggy (pun intended). There are a few Silent Hill games that give firm dates as to when they take place, but most do not. In fact, some even seem to contradict their time period intentionally, making it even harder to build a definitive timeline. That said, I have sifted through every note and connected every dot I could to give the most educated guess on the complete Silent Hill chronology. That said, part of the fun of these games is figuring it all out for yourself, so feel free to disagree and make your own theories. I can safely say that playing the series chronologically is not necessary at all. The only games that do need to be played in a specific order is 1 before 3 and Shattered Memories, and the original 2 before the remake if you plan on playing both. Silent Hill Ascension (Unknown, thought to be the beginning of the timeline) (Unknown, thought to be the beginning of the timeline) Silent Hill f (1960s) (1960s) Silent Hill Origins (1976) (1976) Silent Hill (1980s) (1980s) Silent Hill 2 (either 2001 or early 1990s) (either 2001 or early 1990s) Silent Hill 3 (around 2000) (around 2000) Silent Hill 4: The Room (most likely early 2000s) (most likely early 2000s) Silent Hill: Downpour (mid 2000s) (mid 2000s) Silent Hill: Homecoming (2007) (2007) Silent Hill: Shattered Memories (2008)

Easter Eggs in Death Stranding 2 Found So Far
Easter Eggs in Death Stranding 2 Found So Far

Time of India

time04-07-2025

  • Entertainment
  • Time of India

Easter Eggs in Death Stranding 2 Found So Far

Image via Kojima Productions Death Stranding 2 is shaping up to be just as mysterious and layered as its predecessor. Under the guidance of Hideo Kojima, a creator who has a habit of putting hidden layers under all details, the next sequel has immediately created an infinity of fan theories. Thanks to advanced trailers and early footage, keen viewers will have found one or two Easter eggs of different varieties that serve to hint at the future. Not only do these secrets give a payoff to those who have long followed the franchise, but they reference many of Kojima's as well as other past collaborators and even aspects of pop culture. Hidden References in Death Stranding 2 Trailers Another 15 Insane Little Details & Easter Eggs in Death Stranding 2 So far in this game, a handful of clever Easter eggs have been spotted in the official trailer. Here are some of the most interesting ones: 1. Return of Ludens The Kojima Productions mascot, Ludens, appears shortly on a screen during a laboratory scene. Luden is displayed on a monitor, indicating the boundary connection between the game's universe and Kojima Productions itself. 2. Mads Mikkelsen Cameo Tease In a single frame, a rather sly character is one face resembling the character of Mikkelsen, Cliff, the seemingly deceased character in the first game. This may imply a possible flashback sequence or hallucination sequence of his arrival. 3. Musical Callback to Silent Hills One glimpse of background music strongly resembles a track from the cancelled Silent Hill project, which leads to another Kojima-led game. by Taboola by Taboola Sponsored Links Sponsored Links Promoted Links Promoted Links You May Like 5 Books Warren Buffett Wants You to Read In 2025 Blinkist: Warren Buffett's Reading List Undo It is just a subtle nod, which one of the fans of his older work immediately picked up on. 4. Porter Suit numbering. Sam Porter Bridges now equipped a suit labeled with the number '77,' which was replaced by '21' from the previous game. Many fans wonder if it could be a Kojima-style hidden message, maybe a reference to his previous work or a personal symbol. 5. Low Roar Tributes In some scenes, posters and graffiti referencing the band Low Roar, whose music helped feature the tone heavily in the original game Death Stranding, are visible in the background, and with the passing of lead singer Ryan Karazija, these little tributes feel heartfelt. As Hideo Kojima remains in its directing team, Death Stranding 2 will most likely be full of hidden details and veiled allusions. The Easter eggs have been found and present a very interesting picture of the story and thematic context that the players will find. When additional footage and gameplay appear, fans will be able to anticipate even more than they have to experience strong associations, and that there are secrets all along the way. Game On Season 1 continues with Mirabai Chanu's inspiring story. Watch Episode 2 here.

Beyond The Fog: Why 1960s Japan Is the Perfect (and Most Terrifying) Setting For 'Silent Hill f'
Beyond The Fog: Why 1960s Japan Is the Perfect (and Most Terrifying) Setting For 'Silent Hill f'

Geek Vibes Nation

time25-06-2025

  • Entertainment
  • Geek Vibes Nation

Beyond The Fog: Why 1960s Japan Is the Perfect (and Most Terrifying) Setting For 'Silent Hill f'

Choosing 1960s Japan as the backdrop for Silent Hill f may at first appear unconventional compared to earlier installments set in Western small towns, but this era's complex blend of societal transformation, lingering wartime consequences and evolving cultural norms offers fertile ground for the franchise's hallmark psychological horror. In title, the interplay between external environment and inner turmoil could be heightened by situating characters in a society undergoing rapid modernization yet still deeply influenced by tradition. It is plausible that this contrast allows Silent Hill f to explore fears not only through supernatural occurrences but also via historically rooted tensions: personal guilt, collective memory and cultural dislocation may manifest as eerie atmospheres or unsettling visions within the game's world. Historical and cultural backdrop After World War II, Japan experienced reconstruction under Allied occupation and then entered a period of accelerated economic growth during the 1950s and 1960s. Urban areas expanded quickly, with new buildings and technologies springing up alongside older structures. In Silent Hill f, this could translate into environments where partially renovated villages or half-demolished traditional homes stand next to early modern edifices, spaces that feel simultaneously familiar and alien to the protagonist. Such visuals might underscore a sense of in-betweenness, reflecting how characters in game struggle between the past they cannot fully escape and a future they cannot yet embrace. Socially, this era saw youth movements questioning authority, debates about national identity and tensions between generations shaped by war experiences and those seeking change. In Silent Hill f, a protagonist might be drawn back to a hometown or a remote region of Japan where older residents carry unspoken traumas, while younger characters embody restless hopes or anxieties about their place in a swiftly shifting society. The game's narrative could leverage these dynamics: interactions with NPCs in game might reveal conflicting recollections of past events, hinting that memory itself is unreliable. It seems reasonable that this title would use fragmented documents, ambiguous testimonies or distorted flashbacks to convey how personal and collective histories intertwine, fostering an atmosphere of uncertainty. Traditional beliefs in spirits, rituals and folklore remained influential during the 1960s even as modern science advanced. In Silent Hill f, references to yōkai or onryō might be woven subtly into environmental design, such as a shrine barely maintained at the edge of a newly built road or whispered rumors of ancestral curses in overheard conversations. This coexistence of superstition and modern skepticism can heighten tension, as characters in Silent Hill f question whether unsettling events have supernatural origins or stem from psychological distress triggered by social pressures. It is likely that Silent Hill f's writers would aim to balance these possibilities, letting players wonder if apparitions are literal ghosts or projections of guilt and anxiety. Potential for psychological horror Silent Hill f could exploit the tension between tradition and modernity, external ruin and internal collapse, by having its environments mirror a character's psyche. For instance, a location in game might shift from a modest 1960s storefront with period-specific signage to a distorted version where neon lights flicker in ominous patterns, suggesting that the drive for progress has become corrupted. It may be beneficial for Silent Hill f's design team to consider how everyday objects of the era, old radios transmitting unclear broadcasts, early televisions showing static, paper letters with faded ink, can serve as anchors for unsettling moments, triggering memories whose accuracy is in question. Themes of achievement pressure and intergenerational conflict prevalent in 1960s Japan may be central to Silent Hill f's story. A character might wrestle with expectations to bring prosperity to family or community, reflecting widespread societal norms of that time. Such burdens could translate in game into hallucinations of unreachable standards: perhaps the protagonist hears footsteps echoing in empty corridors, reminiscent of pursuing impossible goals. It is plausible that Silent Hill f would incorporate sequences where players revisit childhood locations tied to academic or familial pressures, but these recollections blend with supernatural distortions, prompting reflection on how past anxieties linger. Guilt linked to wartime experiences could also inform Silent Hill f's narrative. Rather than depicting historical events directly, this tile might present symbolic echoes, abandoned military relics repurposed as environmental hazards or abstract representations of collective trauma. Characters could encounter visions that evoke a sense of shared suffering without explicit exposition, preserving ambiguity and avoiding sensationalism. By allowing players to piece together hints rather than confront graphic reenactments, Silent Hill f may maintain sensitivity while exploring heavy themes. Aesthetic choices could forge an unsettling atmosphere through soundscapes blending traditional instruments (distant drumbeats, faint flutes) with industrial drones and radio static. Visually, half-lit alleyways might feature decaying period advertisements – perhaps even one promising a long-gone 'no deposit bonus' – juxtaposed against nature violently reclaiming the space. This constant contrast symbolizes how remnants of the past, like unclaimed promises, persist beneath crumbling modern facades. The title aims to make every location feel laden with this forgotten history and unspoken narratives, pushing players to question the reality of what's presented. Considerations and pitfalls While 1960s Japan offers rich thematic potential for Silent Hill f, certain risks should be acknowledged. If this game leans too heavily on familiar 'J-horror' tropes, such as clichéd apparitions or exaggerated folklore creatures, it might feel derivative rather than innovative. To avoid this, developers of Silent Hill f may need to collaborate with cultural consultants or historians to ground the game's elements in nuanced understanding of the period, ensuring authenticity and avoiding superficial stereotypes. It may be prudent for Silent Hill f's narrative team to focus on character-driven horror, depicting how individual experiences of loss, duty or fear manifest in surreal ways, rather than relying solely on external monsters. There is also the possibility that shifting Silent Hill f away from Western settings could alienate some long-time fans expecting the familiar aesthetic of previous entries. However, if this game preserves the core atmosphere of isolation, ambiguous reality and psychological unease while integrating new cultural textures, the change could reinvigorate the franchise. It might help Silent Hill f's marketing to emphasize that, despite the novel locale, the underlying themes, memory, guilt, identity, remain central, reassuring fans that they will recognize the series' essence in this fresh context. Portraying modernization as inherently oppressive might be perceived as reductive. This title may need to depict complexity: modernization brought both hope and disruption; characters in the game could experience moments of nostalgia for old ways alongside ambivalence about progress. By framing environments in Silent Hill f as neither wholly evil nor benign, but rather as reflections of conflicting emotions, the game can explore nuanced psychological landscapes. FAQ Why place Silent Hill f in 1960s Japan instead of a familiar Western town? 1960s Japan embodies unique tensions, rapid growth alongside enduring traditions, collective memories of war juxtaposed with aspirations for the future, that can serve as powerful metaphors for inner turmoil. This game may leverage these contrasts to create novel yet resonant forms of dread, while preserving the franchise's focus on psychological horror. How will Silent Hill f avoid cultural clichés? By engaging with experts on postwar Japanese history, folklore scholars and local creatives, Silent Hill f's team can ground environments and story elements in authentic details. Instead of generic 'scary' symbols, Silent Hill f might present specific period-appropriate motifs (e.g., authentic architectural styles, era-specific media artifacts) that support the horror narrative through subtle suggestion rather than overt caricature. What universal themes in Silent Hill f resonate across cultures? Despite its Japanese setting, in this game you can explore universal feelings, guilt, alienation, search for identity, fear of change, that many players understand. By focusing on emotional arcs tied to combating inner demons and reconciling with past events, Silent Hill f can connect with audiences beyond cultural boundaries. Could fans reject Silent Hill f's different setting? Some may initially be hesitant, but if game maintains the series' signature mood, uncertainty, oppressive environments, layered symbolism, and clearly communicates thematic continuity, fans may embrace the innovation. Early demos or concept reveals highlighting familiar gameplay mechanics within the new context might help ease the transition. How can Silent Hill f weave folklore without overwhelming the plot? Silent Hill f might integrate folklore through environmental storytelling: subtle hints in background details, cryptic notes or incidental dialogue, allowing players to piece together significance at their own pace. Emphasizing a few key motifs rather than a broad survey ensures coherence in Silent Hill f's narrative. What aesthetic choices reinforce Silent Hill f's era? Silent Hill f could blend imagery of half-renovated neighborhoods, abandoned shrines next to early industrial sites, and vintage signage with unsettling distortions. Sound design might juxtapose faint traditional instrument tones with mechanical noises or indistinct radio chatter. Such choices in Silent Hill f support immersion and reflect the thematic tension between past and present. How will Silent Hill f approach wartime trauma sensitively? Rather than explicit reenactment, Silent Hill f may employ ambiguous flashbacks or symbolic manifestations, such as dreamlike sequences hinting at loss, to evoke emotional weight without sensationalism. This approach allows players to sense the lingering impact of collective trauma in a respectful, thought-provoking manner. What if research uncovers conflicting views about the era? Silent Hill f can embrace uncertainty by portraying multiple perspectives within its story: different characters might recall events differently or hold divergent beliefs about past incidents. This mirrors real-world complexity and aligns with Silent Hill f's themes of unreliable memory and subjective truth. How can Silent Hill f gauge success and adapt after release? Monitoring player feedback, particularly from Japanese audiences who recognize cultural nuances and international players experiencing the new setting for the first time, may guide updates or DLC. Silent Hill f could incorporate community insights to refine atmosphere, pacing or narrative depth, ensuring the experience resonates broadly. Where to delve deeper to enrich Silent Hill f's development? Developers of Silent Hill f might study academic works on postwar Japanese society, memoirs or oral histories, analyses of J-horror and traditional folklore. Collaborating with historians, writers and artists familiar with the 1960s context can yield richer perspectives. Encouraging players to reflect on themes, change, memory, identity, through discussions or companion materials may deepen engagement with Silent Hill f. By weaving more explicit mentions of Silent Hill f throughout, this article underscores how the game could harness 1960s Japan's distinctive tensions to produce a psychologically immersive horror experience. The suggested considerations and FAQ aim to guide a thoughtful design process that honors both the franchise's core identity and the complexities of this evocative setting.

RETURN TO SILENT HILL Gets a 2026 Release Date and New Images — GeekTyrant
RETURN TO SILENT HILL Gets a 2026 Release Date and New Images — GeekTyrant

Geek Tyrant

time23-06-2025

  • Entertainment
  • Geek Tyrant

RETURN TO SILENT HILL Gets a 2026 Release Date and New Images — GeekTyrant

The upcoming horror film Return To Silent Hill is set to be released on January 23rd, 2026, and as a longtime fan of this horror game franchise, I'm looking forward to this. especially with original Silent Hill director Christophe Gans returning to direct. Cineverse is distrubuting the film, and they promise that Return to Silent Hill will be 'a faithful adaptation of the video game Silent Hill 2 .' We've also got a couple new images to shae with you. In the movie, 'James, a man broken after his relationship with the love of his life, Mary, ends. When a mysterious letter from her calls him back to Silent Hill, he finds a once-recognizable town transformed by an unknown evil. 'While James desperately searches for Mary he encounters terrifying creatures and begins to unravel the mystery of what happened to the town. But as he descends deeper into the darkness the secrets he uncovers lead to a horrifying truth, and James finds himself struggling to hold on long enough to save his one true love.' I'm just hoping the movie delivers a descent into dark psychological terror. The cast includes Jeremy Irvine (Mamma Mia! Here We Go Again) as James Sunderland and Hannah Emily Anderson ( Jigsaw ) as Mary. Gans preivoulsy talked baou the film saying: 'I am delighted to partner with Cineverse, which has shown a genuine understanding of fanship. Return to Silent Hill is an adaptation created out of deep respect for a true masterpiece of a game, Konami's iconic Silent Hill 2. I hope fans will enjoy and be fulfilled with the experience this new film has to offer.' He also said: ' Return to Silent Hill is a mythological love story about someone so deeply in love, they're willing to go to hell to save someone.' He said that it will 'take us on this journey into a psychological horror world that I hope will both satisfy and surprise fans of Silent Hill.' I've got high hopes for this and I'm excited to see what Gans delivers.

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