Silent Hill
Konami/Team Silent, PS1, 1999, dir. Keiichiro Toyama (originator)
Konami Silent Hill 1999 PS1 fog-bound CGI. Distance-culling fog as artistic atmosphere, low-poly rural-American horror, radio-static encounter dread.
Visual reference frames for this look are being generated.
Konami/Team Silent, PS1, 1999, dir. Keiichiro Toyama (originator)
Konami/Team Silent, PS2, 2001 (James Sunderland, Pyramid Head, fog retained as design)
Konami/Team Silent, PS2, 2003 (Heather Mason, fog-world transitions)
Remedy Entertainment, 2010 (flashlight mechanic and fog-adjacent atmosphere)
Bloober Team, 2021 (dual-world mechanic descending from the Otherworld concept)
Bloober Team, 2024 (fog recreated in modern real-time engine)
The exact knobs the renderer turns to produce this look.
hard cuts at 240ms, linear
Static frames
silent-hill-ps1-fog-grey
Capcom Resident Evil 1996 PS1 prerendered-room CGI. Fixed camera angles, baked-painting backgrounds, jagged polygon characters over hi-res mansion backdrops.
Core Design Tomb Raider 1996 PS1 jagged-polygon CGI. Lara Croft pyramidal pony-tail, blocky bicep, fog-distance culling, Atlantean tomb adventure.
Chrono Cross PS1 mid-poly JRPG aesthetic. Pre-rendered tropical El Nido backgrounds, 3D character on 2D backdrop, Yasunori Mitsuda island-instrument score.
Neon-soaked anamorphic cyberpunk. Wet streets, magenta/teal split, deep crushed blacks.
Curved CRT monitor simulation. Visible horizontal scanlines, RGB aperture grille subpixels, barrel distortion, phosphor bloom on highlights.
Konami Silent Hill 1999 PS1 fog-bound CGI. Distance-culling fog as artistic atmosphere, low-poly rural-American horror, radio-static encounter dread.