Silent Hill (サイレントヒル Sairento Hiru) is a survival horror video game franchise developed and published by Konami. The first four games in the series were created by Team Silent who have abandoned the series to work on other projects. Two additional titles have been made by other developers, Silent Hill: Origins by Climax Studios and Silent Hill: Homecoming by Double Helix. There are also a series of comics, books and novelizations based on the series. A film adaptation of the first game was released in 2006 directed by Christophe Gans. There is currently a second film based on the series under development.
The first three games of the series were released to strong sales and critical acclaim. Beginning with the release of Silent Hill 4: The Room, the critical reception and sales of the series began to decline.
The series is known for its complex storylines which are revealed through cinematic cut scenes and in-game notes. Each game unfolds like a movie with the player's actions determining which of several possible endings they receive. The series is also acclaimed for its detailed and disturbing environments and chilling soundtracks provided by composer Akira Yamaoka
Composer Akira Yamaoka has provided atmospheric and emotional music for every game in the series, ranging from gritty post-industrial to trip-hop and alternative rock pieces. Oftentimes in the Otherworld, music will play that is much louder than that of the fog world, making it harder to hear enemy presence and causing it to frighten the player. In addition, some environmental sound effects are included simply to frighten and alarm, rather than cause actual physical harm in the game (e.g., loud breathing or faint rustling in dark, empty hallways).
Beginning with Silent Hill 2, the series introduced the Noise Effect. It has become a staple in the series and is explained in the "Book of Lost Memory". The noise effect acts like a film grain filter, giving the game a constant sense of noise and presence, especially in the dark. This can severely inhibit the player's sight, as common objects such as pipes, walls, and posters can appear from far distances as monsters, and vice versa with distant monsters appearing as objects from a distance when not in motion. This effect has been expanded in Silent Hill 4 and Silent Hill Origins by causing noticeable increases when in the presence of monsters/spirits (even without the radio or flashlight on). This feature can often be shut off after completing the game once.
The first three games of the series were released to strong sales and critical acclaim. Beginning with the release of Silent Hill 4: The Room, the critical reception and sales of the series began to decline.
The series is known for its complex storylines which are revealed through cinematic cut scenes and in-game notes. Each game unfolds like a movie with the player's actions determining which of several possible endings they receive. The series is also acclaimed for its detailed and disturbing environments and chilling soundtracks provided by composer Akira Yamaoka
Composer Akira Yamaoka has provided atmospheric and emotional music for every game in the series, ranging from gritty post-industrial to trip-hop and alternative rock pieces. Oftentimes in the Otherworld, music will play that is much louder than that of the fog world, making it harder to hear enemy presence and causing it to frighten the player. In addition, some environmental sound effects are included simply to frighten and alarm, rather than cause actual physical harm in the game (e.g., loud breathing or faint rustling in dark, empty hallways).
Beginning with Silent Hill 2, the series introduced the Noise Effect. It has become a staple in the series and is explained in the "Book of Lost Memory". The noise effect acts like a film grain filter, giving the game a constant sense of noise and presence, especially in the dark. This can severely inhibit the player's sight, as common objects such as pipes, walls, and posters can appear from far distances as monsters, and vice versa with distant monsters appearing as objects from a distance when not in motion. This effect has been expanded in Silent Hill 4 and Silent Hill Origins by causing noticeable increases when in the presence of monsters/spirits (even without the radio or flashlight on). This feature can often be shut off after completing the game once.