Silent Hill 3 focused on Heather Mason, a teenage girl raised by the protagonist from earlier SH titles. It’s plot line kicks off as Heather discovers that a nefarious cult aims to use her as a vessel to birth their god, (alarming to say the least.) As she attempts to unravel the clandestine reasons why the cult of Silent Hill is pursuing her, Heather is forced to wander an “Otherworld” of gory monstrosities.
Picking up on the solitude and general aimless wandering critical to the title’s core gameplay (exploration, combat, puzzle-solving) our concept exploited the realization that something even darker and more haunting may exist than the feeling of being totally alone.
After the successful launch of Silent Hill 3, Konami approached D/C to market the new title in the franchise Silent Hill 4 The Room.
Unlike the previous installments, which were set primarily in the town of Silent Hill, this game follows Henry Townshend as he attempts to escape from his feverishly locked-down apartment, while engaged in conflict with an undead serial killer.
To reflect the new cinematic level of quality, we centered the campaign around a theatrical trailer (instead of broadcast spot buys) as well as print executed in the vein of cinema posters.