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Team Silent Gone, Silent Hill Franchise on Life Support.
- Image from Silent Hill 2 courtesy of Konami and Bloober.

A significant challenge presents itself in taking control of one of the most distinctive and auteur-driven horror franchises ever created in Silent Hill. Climax Studios, a British developer known for contract work, discovered this difficulty firsthand in 2007. Now, the studio aims to create a memorable reimagining of the original game’s core experience, salvaging a poorly directed prequel intended for the PSP. What possible future remained for the beloved horror franchise following its announcement?

Silent Hill Sales Slump: Enter Desperate PSP Prequel

By 2005, the Silent Hill series occupied a precarious position, with sales figures demonstrating a consistent downward trend. Notably, each new installment performed worse commercially than its predecessor. Konami’s internal development group, Team Silent, which was responsible for the acclaimed first four games, possessed an esoteric creative vision. Given this unique approach, the team increasingly clashed with the game industry’s push for more action-oriented, combat-heavy horror experiences. Consequently, Konami’s Japanese leadership largely abandoned support for the franchise, formerly disbanding the team after the release of Silent Hill 4: The Room.

Meanwhile, Konami’s American division observed different signals suggesting potential revival, including the significant buzz surrounding the upcoming Silent Hill film adaptation. Even more, The Silent Hill Experience, a multimedia compilation for Sony’s new PSP handheld, was released, achieving reasonable market success. Its features, including assorted videos, music tracks, and digital comics, indicated that the moribund town of Silent Hill in Maine might still possess some commercial life. As a result, Konami US saw an opportunity to explore the franchise’s future on the portable platform moving forward.

When Prequels Attack: Silent Hill‘s PSP Woes

Team Silent Gone, Silent Hill Franchise on Life Support. 7 Screenshot of K. Gordon courtesy of Konami

During this period, the long-established British developer Climax Studios gained access to the lucrative West Coast video game market, strategically opening a Los Angeles office. As this strategic move quickly yielded results, Climax secured a contract by late 2005 to develop the next Silent Hill title. Ultimately, Konami aimed to bring the franchise to Sony’s powerful new PSP handheld, commissioning Climax to create a prequel to the original game. So, how will revisiting events that precede the first game’s meticulously told story with the new installment?

Climax was given a tremendous opportunity with this contract, as an original entry within the renowned Silent Hill franchise was placed directly in its hands. At the same time, however, members of the studio’s UK development team actively engaged in creating a Ghost Rider PSP adaptation and identified fundamental conceptual issues with the prequel idea. According to Sam Barlow, writer and lead designer at Climax, there were significant problems with the game’s development.

Specifically, Barlow strongly believed the core concept of crafting a Silent Hill prequel was inherently flawed. Moreover, he argued that the original game had already masterfully conveyed its backstory through effective flashbacks. In Barlow’s view, rendering a prequel largely unnecessary from a storytelling perspective, as the first game’s narrative left virtually no critical questions unanswered. Despite the project’s prestigious nature, the UK team harbored serious reservations about the project’s foundational premise.

This article first appeared on Total Apex Gaming and was syndicated with permission.

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