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Konami Wants Silent Hill Every Year, What Could Possibly Go Horribly Wrong?

  • Writer: Niels Gys
    Niels Gys
  • 2 days ago
  • 5 min read

Yes, Konami still wants Silent Hill releases on roughly an annual schedule, and apparently it has enough projects lurking in the fog to keep that machine fed.

That could be fantastic.


It could also turn one of gaming's strangest horror franchises into a production line where somebody stamps TRAUMA onto a cardboard box every September and ships another sexually symbolic mannequin monster to retail.


The interesting part is that Konami might actually have found a way to make annual Silent Hill work.

Because this isn't necessarily one studio being ordered to manufacture Silent Hill 19: Pyramid Head Goes to Miami before Christmas. The emerging model is much stranger, and potentially much healthier: different developers, different countries, different stories and radically different interpretations of what Silent Hill is allowed to be.


If Konami can protect that diversity, yearly Silent Hill could become something close to an anthology of psychological horror.


If it can't, we're getting Assassin's Creed With Depression.




Silent Hill: Townfall is the next body through the door, landing September 24. Read our Silent Hill: Townfall coverage and see what Scotland has apparently done to deserve psychological horror.



Silent Hill Is Already Becoming an Annual Franchise

Producer Motoi Okamoto reiterated at Gamescom that Konami's aim is to release new Silent Hill games annually.

This isn't a completely new declaration. Okamoto had already discussed an ambition of roughly one Silent Hill release per year in late 2025.

What's more interesting now is that Konami appears to be actively building the pipeline required to sustain it.


Okamoto says there are "many" Silent Hill projects being explored or worked on that haven't been announced yet.


And this isn't some five-year PowerPoint fantasy involving arrows, growth percentages and a man called Keith explaining "brand cadence."


It's already happening.

Silent Hill 2 arrived in October 2024.

Silent Hill f followed in September 2025.

Silent Hill: Townfall launches on September 24, 2026.

Three years. Three Silent Hill games.

The conveyor belt is already moving.

The question is whether Konami is building a factory or a haunted art gallery.



The Best Version of Annual Silent Hill Is an Anthology

Normally, the phrase "annual releases" should cause horror fans to make the same face they'd make after discovering the wet noise upstairs has started using their name.

Psychological horror depends on surprise.


It needs discomfort, ambiguity, unfamiliarity and enough creative freedom to occasionally make the player wonder what kind of deeply concerning meeting produced the thing currently crawling toward them.

Formula is poison.


Once you know exactly what you're getting, the horror starts losing teeth. There are only so many times you can walk through fog waiting for Symbolism Man to explain that the protagonist has unresolved guilt before somebody should probably recommend therapy instead.


But Okamoto's comments suggest Konami understands that problem.

Rather than keeping Silent Hill chained to one American location, one developer or one interpretation, the idea is to let different creators take it somewhere else.


Silent Hill f already demonstrated just how far that can stretch. It moved the horror to 1960s Japan rather than treating the franchise as permanently handcuffed to the same streets, rusted corridors and unfortunate municipal planning decisions.


Townfall goes somewhere else again.

Developed by Screen Burn, it is a self-contained psychological horror story set in Scotland.

Meanwhile, Bloober Team, which developed the Silent Hill 2 remake, is also working on a remake of the original Silent Hill.

That starts looking less like conventional annualization and more like Konami treating Silent Hill as an umbrella under which different developers can commit entirely different psychological crimes.


That is the version of this plan worth getting excited about.


Silent Hill doesn't need to be one continuing adventure.

It needs to be a place where terrible things happen to interesting people for deeply upsetting reasons.


A hospital patient lies beneath a surgical sheet surrounded by medical monitors, cables and equipment in a dark scene from Silent Hill: Townfall.

Want another horror game currently lurking on CRIMENET’s radar? Read our S.T.A.L.K.E.R. 2: Cost of Hope coverage and return to the Zone, where even optimism probably requires ammunition.



But "One Every Year" Is Still a Dangerous Sentence

The obvious danger is that success turns experimentation into obligation.

There's a huge difference between having enough interesting Silent Hill projects to release one each year and deciding that there must be a Silent Hill game every year because the spreadsheet has developed a hunger.


The former is a release strategy.

The latter is how creative franchises eventually wake up in a bathtub missing a kidney.


If several developers genuinely have different stories worth telling, excellent. Release them.

If one year the best Silent Hill project needs another twelve months in the oven, let the bastard cook.

Psychological horror cannot become appointment television.

The moment "annual Silent Hill" becomes more important than the individual games, every developer working under that banner inherits a deadline that has absolutely nothing to do with whether its horror is ready.


And Silent Hill is particularly vulnerable to mediocrity because its identity is so difficult to define.

You can replicate fog.

You can build filthy hospitals.

You can scatter cryptic notes around an abandoned building until the local stationery shop reports record profits.

None of that automatically makes something Silent Hill.


The best games in this franchise aren't memorable because they contain a checklist of Silent Hill Things. They're memorable because their imagery, characters, locations and monsters work together to create something psychologically specific.

Mass-producing the furniture is easy.

Mass-producing the nightmare is considerably harder.



The Weirdness Needs to Survive the Schedule

The encouraging thing about Konami's current approach is that it doesn't seem obsessed with forcing every developer into exactly the same mould.


Okamoto has specifically talked about the danger of exhausting narrative possibilities and fatiguing players by staying too focused on the same setting. Different developers and locations offer a way around that.

That's important.

If Silent Hill is going to arrive every year, difference isn't a bonus. It's the survival mechanism.


One year should be allowed to look nothing like the next.

One game might be intimate and oppressive. Another might lean harder into grotesque body horror. Another developer might find something horrifying in a culture, period or location the series has never touched before.


Some experiments will inevitably work better than others.

Good.


A horror anthology where every instalment is immaculate would be lovely, but a horror anthology where every instalment is identical would be dead.


I'd rather Silent Hill occasionally produce a fascinating disaster than become completely predictable.

Predictable horror is just interior decorating with screaming.


A distorted human-like creature crawls through a deserted, fog-covered street in Silent Hill: Townfall, surrounded by shuttered buildings and vending machines.

Crime, villains, horror and gaming catastrophes too beautiful to ignore all end up in This Week in CRIME. Get the underworld briefing and let CRIMENET decide which fresh disasters actually deserve your attention.



So, Should Silent Hill Really Become Annual?

Only if Konami treats "one per year" as the result of having enough good Silent Hill projects, rather than a quota those projects must satisfy.

Right now, there is reason for cautious optimism.


The recent release pattern shows Konami is serious about rebuilding Silent Hill as an active franchise, while its use of different developers, settings and interpretations gives annual releases a better chance of working than the phrase initially suggests.


And apparently there are many more projects hiding behind the curtain.

That's exciting.

It's also exactly where the danger begins.


Because if Konami has accidentally created an anthology label for strange developers to make wildly different psychological horror games, keep opening that door.

Let them get weird.

Let Scotland have nightmares. Let Japan have nightmares. Give some other developer a country, a damaged protagonist and permission to emotionally ruin everyone.


But the second September arrives and somebody at Konami says, "Shit, we need this year's Silent Hill," cancel the meeting and throw the calendar into Toluca Lake.


Silent Hill can survive one game every year.

It cannot survive becoming a game that has to exist every year.

 
 
 

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About the Editor
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I'm Niels Gys, founder and editor of CRIMENET GAZETTE. I write about crime, heist, villain, and horror games because somebody has to separate genuine criminal masterpieces from games that couldn't organize a successful mugging.

Outside the website, I'm the frontman of JETBLACK SMILE, a Belgian rock 'n' roll band that sounds like bad decisions played through loud guitars. Turns out writing about chaos, criminals, and morally questionable life choices isn't all that different from writing songs.

I started CRIMENET because too much gaming coverage feels afraid to have an opinion. Reviews become press releases, every game is "solid," and somehow everyone leaves happy except the reader.

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CRIMENET covers crime, heist, villain and horror games, with GTA Online as one of our main ongoing beats. Not the heroic kind. The kind where you rob banks, build empires, betray your crew, or become the monster everyone else is trying to survive.

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Every article is built on research, evidence, and an unhealthy intolerance for mediocre game design.

 

Strong opinions are welcome. Invented facts are not.

Think less "trusted reviewer."

More "your inside man in the digital underworld."

I'm not here to save the world.

I'm here to tell you which crimes are worth committing. 🤘

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