Konamis Quiet hill Franchise is the cream from the crop when psychological horror is on the menu. Decades after its debut in 1999 on PS1, the series and its chronology have not ended exciting (and scares) players, especially with the publication of Silent Hill f.
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The oppressive fog has never been thicker, which now makes the perfect time dissecting the franchise twisted and hopelessly ambiguous timeline. It is a hike through abandoned hospitals and fog-hole streets, and it is definitely not a place that players will forget at any time if the story is something to pass by.
To know the timeline of the silent litter
The following timeline is based on official Konami sources and developer statements. Konami uses a relative timeline, with Silent Hill: Origins was appointed as “year zero.” All other games are placed in relation to OriginCreate a flexible chronology that is not based on hard and quick dates. It is also worth noting that Silent Hill: crushed memories will not be included because that game is separate from the main line control.
Warning! Spoilers ahead!
Prehistory
The founding of Silent Hill
Before the fog made it a driving risk, the region around Toluca was occupied by Lake Native American tribes, especially Toluca. The Holy Land is believed to be a Nexus of supernatural energy where the barrier between worlds was thin and ritualist methods flourished as a result.
It took a bleak turn in the 1600s. European settlers founded the city that would become Silent Hill, with force displacement or massage the domestic population during the process. With the city's establishment came the endless concern – countless deaths and the gradual rise of the order, a cult that mixed native beliefs with their own esoteric dogma.
Silent Hill f
1960s Japan
Silent Hill f Flush back the clock to the rural Japan of the 1960s, far from the hazy surroundings at Toluca Lake. A series of bizarre deaths plague the small village of Ebisugaoka. Hallucinatory nightmares and grotesque mutations are just the tip of weirdness ice. Local children are on the epicenter, with rumors of ritual victim, possession and curse.
While direct connections to Mainline Silent Hill are subtle, thematic average is clear: trauma, cultism etc. The village is a new environment for these familiar themes, and it illustrates how Silent Hill's psychological terror is as effective in Japan as in America.
Silent Hill: Origins
Year zero
Silent Hill: Origins

- Published
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November 6, 2007
- ESRB
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M for mature 17+ // blood and gore, language, suggestive themes, violence
In the late 1900s, Silent Hill is stuck in the order of order. This secret cult, which mixes Christian iconography with occultism, is obsessed with calling a god they believe will clear the sins of the world. Their project requires a child with enormous mental power to get the ball rolling. This child is Alesa Gillespie, whose mother, cult priest Dahlia, exposes her to many years of abuse and ultimately an immolation that is intended to activate Alessa's abilities.
This event forms the spine in Silent Hill: OriginsWhere Travis Gradu is mixed up in the aftermath. The unsuccessful experimental fractures of the order Alessa's soul, and inadvertently create a mental dipelganger (“Cheryl”) and catch Aressa in a limal state of anxiety. With the ritual incomplete, both the cult and Alessa's own subconscious start to bleed into the city's fabric and lay the foundation for the subsequent horror that the fans have grown to love … and fear.
Silent Hill 1
7 years after origin
Seven years after the failed ritual, a now adopted Cheryl Mason returns to Silent Hill with his father, Harry. The order takes the chance to end what it started with kidnapping Cheryl in the hope of reuniting her with Alessa and finally born their God. Harry's search through the increasingly nightmare is the prerequisite for Silent Hill 1While cult members are picked by one by one.
The final sees Alessa, Cheryl and their monstrous “God” form that collides with Harry in an intense battle, ultimately ends with the defeat of the cult and the obvious destruction of their deity in the canonical end. Cheryl/Aressa is then reborn as an infant (“Heather”), delivered to Harry as a gratitude.
Silent Hill 2
1980s
According to Masahiro Ito, Silent Hill 2 takes place “in the 1980s”, about 18-21 years after the events in Silent Hill: Origins. James Sunderland receives a letter from his deceased wife, Mary, who attracts him to the city where they were once vacation. What players discover is that the letter is a manifestation of James's debt, because he had actually killed Mary just days or weeks before the event's events, not “several years” as his traumatized mind believes. When James explores Silent Hill's changing landscape, he meets other lost souls – Angela, Eddie and Maria – fighting their own traumas. The monsters that persecute James mimicks famous his psychological torment.
The order and its rituals are largely absent; Instead, the city acts as a fence, manifestant punishment based on a person's internal concern. The several endings drive home the subjectivity of Silent Hill's reality. James may be condemned, redeemed or caught in endless repetition. What is certain is that Silent Hill's curse has developed: it now reaches anyone who has sufficient regret, sadness or himself disgust.
Silent Hill 3
24 years after origin
Seventeen years after Cheryl/Alessa's rebirth in the original game, the order locates her again, now a teenager called Heather Mason. The remains of the cult is hell to revive his unsuccessful God and is aimed at Heather as the ship. After Harry was murdered, Heather returns to Silent Hill. She eventually confronts Kulten's new high priestess, Claudia Wolf, and at Vincent's advice swallows a capsule of aglaofotis given to her by her father. This subject makes her play out the God of the fetus and expel it from her body before it can be born. She then confronts and destroys this too early, incomplete deities.
Heather destroys the unit and breaks the power of the order once and for all. Silent Hill 3 Closes the loop on Alessa's tragic story while reinforcing themes for trauma and spiritual self -determination. When the order is finally crushed, the city's curse remains, but this storytelling, at least, ends a definite end.
Silent Hill 4: Room
Intermediate period
While destroying the order's main branch, “susceptible” individuals continue to utilize the supernatural energies in Silent Hill. The most notorious is Walter Sullivan, an orphan indoctrinated by the order's valley sect. Walter had committed his first set of ten murders and ritual suicide in the 1980s (contemporary with Silent Hill 2). Convinced that he can be reunited with his “mother” – room 302 in South Ashfield Heights – Walter assumes the 21 sacraments, which means that you commit lots of horrible murders.
Henry Townshend, who moved into the apartment several years before, is equipped when his apartment turns into a prison/portal into the game's underground sometime in the early 2000s. Silent Hill 4 deviates from the formula by focusing on urban, apartment -based horror, but its myth is intertwined with the events and units in the previous games.
Silent Hill: Homecoming
Later period
During the years following the original trilogy, the range of Silent Hill's curse extends to nearby communities. The city of Shepherd's Glen was founded by four families who made a secret pact with the order: in exchange for peace, each family would regularly sacrifice one of their own. Over the centuries, the tradition becomes institutionalized, but eventually the union is broken.
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Alex Shepherd, a veteran, returns home to find his brother missing and the entire city slides in madness, and discovers generations of deliberate ignorance in the process. Old spirits and abominations of Silent Hill Exact Retribution, HEPHERD'S HEATS GLEN AND its founding families.
Silent Hill: Downpour & the short message
Contemporary
Silent Hill: Downpour takes place in contemporary times (speculated in the early 2010s), although some propose that it take place earlier. The prisoner Murphy Pendleton avoids custody when his transport crashes outside the title city. Like James Sunderland, Murphy's journey is one of psychological self -discovery; The city creates itself to reflect Murphy's ambiguous morality and internal demons.
Rain Added new things to Lore, including another world correction representative who punishes the condemned. Cult is gone, replaced by the city's autonomous hunger after retaliation. Murphy's fate, like everyone entering Silent Hill, is uncertain, but the bike lasts. The city remains an engine for cleansing, punishment and (sometimes) to redeem those who migrate into it.
The short messageWhich also has a modern environment, handles the stranger that is emblematic for city life and isolation in the digital age. Anita, a teenage girl, is drawn to a condemned multi -family house with a cryptic text message. The well -known staples in the franchise are all present, but still they are composed with smartphone screens, social flows and the nagging feeling that someone, or something, is looking at.
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