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Inside gaming's least safe safe rooms

Via Facebook group chat, I’m speaking with Suguru Murakoshi and Hiroko Usuda from the now-defunct Team Silent. We’re talking about their time working on Silent Hill 4: The Room as director and designer, respectively – diving into the creation of Room 302, the apartment that kicks off the story and remains ever-present in the narrative.

SPOILERS AHEAD FOR SILENT HILL 4, DOOM ETERNAL, DEATH STRANDING, WARHAMMER END TIMES – VERMINTIDE, FATAL FRAME 3: THE TORMENTED, AND AMNESIA: THE DARK DESCENT.

It’s the only save point in the game, naturally turning it into a safe room. Over time, however, this initial promise of safety is broken by a series of increasingly dangerous hauntings, turning your home into an unfamiliar and hostile space.

“The concept of Silent Hill 4 was clear from the early stages of development – the fear of eroding the safest places,” director Murakoshi tells me. “Three teams came up with a plan, and the concept of a room was chosen because it was the scariest of them. Since then, rooms have always been at the core.”