Is OD connected to PT? Hideo Kojima's new horror game explains
Blog Andrew Joseph 24 Sep , 2025 0

Kojima Productions' recent live broadcast of Beyond Chain Give us our correct view of OD for the first timethe developer's horror game is being produced in collaboration with Xbox Game Studios. While the project's first trailer has only more than a few minutes of gameplay and is completely set in a single room, it has already caused a sensation. That's because it's obviously reminiscent of PT, Hideo Kojima's famous 2014 “playable trailer” is a quiet hill game that has never been seen before. PT continues to influence a wave of horrifying horror games, but it seems Kojima is finally back to his own OD and back to these ideas.
While there is no suggestion that OD and PT are directly related, it is clear that this new Xbox exclusive horror is being reused and reinterpreted many of the themes, themes and designs built in Silent Hills Teaser. From ominous knocks to horrifying babies, let’s explore the important threads of connection between these two projects.
Suburban horror
Perhaps the clearest connection between OD and PT is their perspective and setting. PT is played from a first-person perspective and takes place in a suburban home that seems to be mundane and unobtrusive. OD seems to be following this approach, at least with the sequence we see in the trailer. The horror unfolds the area may be the room of anyone's house – dull walls, herringbone floors and bad weather outside suggest another boring day in the suburbs. But, like PT, there are some disturbing elements that can pierce Mundanity. On the one hand, why are there only two armchairs with two, both of which are in a strange position? Second, most importantly, why are there burning candle shrines?
Mysterious puzzle
PT has received widespread praise for its approach to horror in a largely invisible way in video games. Although its first-person perspective and total lack of combat are likely to be affected by 2010 Amnesia: Darkness FallsPT took a few steps further and avoided the feeling of any traditional video game enemies. Instead, your enemies are the environment themselves: endless loop corridors that kidnap your hostages before you can solve many of their mysteries. There are no tools provided except for a simple flashlight, and these puzzles break through the use of simple observation. Find the right clues and the house will deform in your next cycle, slowly revealing the disturbing components pieced together to tell the story of a murdered family.
While it is not recommended that OD adopt any form of loop corridor, it does seem like a similar approach is taken when it comes to puzzles. The trailer begins with the protagonist, played by Sophia Lillis and Honor of Phieves, was told to “light a fire to celebrate them (edited). She then uses a box of matches to light many candles, each new flame causing environmental changes.
Shhh, little baby
Perhaps the most obvious and terrifying element of this puzzle is its use of crying babies. As Lillis illuminates a baby-shaped candle, the screams of a crying newborn instantly fill the room, causing her to flinch and drop the game.
Of course, Kojima has a famous connection with babies Death Strandingwhere “bridge babies” are used to detect mental health. However, PT also features crying babies, as well as a more terrifying image of a mutation in the bathroom washing face, bleeding fetus. The trailer doesn't help explain how the baby is related to the story of OD, but it's obvious that Kojima turns to the chill of a distressed baby again, bringing you chicken skin s.
Who is there?
While the baby's cry is certainly unsettling, the more ominous noise is the constant knocking of the door, and as the trailer progresses, the louder knocks get louder. Obviously, this will be an important element – as revealed by part of the Overcoming Chain Live, OD is “knocked” by subtitles.
“I’m really afraid of the big knock,” Kojima explained. And, again, we can see what is expressed in PT. Since the entire game is played in the hallway, the environment naturally fills the doors, and when the loop is completed after the loop, a creepy knock passes through the hallway.
Of course, this is not a scary knock on the door, but it means: someone (or something) who wants to enter the room. Warning that your safety is about to be violated. This is a terrible prospect considering that you don't have weapons in PT. The same seems to be true for OD – Sophia Lillis's character is not capable of defending everything he tries to pass through that door.
Don't look back
If it's not obvious from the oppressive atmosphere and screaming babies, then performing a ritual is often a bad idea that you know nothing about it. Sophia's candle lighting seemed to summon something-we've never seen it, but after all, we heard it opened the door and slowly approached. While neither we nor Sophia can see this enemy, other things can be done: an image of the eyes hanging from the window. When the man (or monster?) is closed, we see the change of the image – an amazingly wide-eyed observation of it.
Again, here is a link. In one of the loops, all images mounted on the corridor wall are replaced by line of sight, which move and change as you walk through the house as if they are observing you.
PT also preys on the idea of a malicious person lurking behind you. The house is haunted by a spectral woman named Lisa, who appears in various frightening orders. But, besides those scripted moments, Lisa is nearby – the flashing shadows and creepy sound effects seem to make her seem beyond your peripheral vision, which is disturbing. That's because she literally looks at it: Her character model is tied to youkeep following you as you explore your house. While we don't actually have information on how OD plays, the trailer's final moments do show that the fear of someone behind you will be explored, just like in PT.
The mountain is silent
As the invisible enemy approaches Lillis, you hear the sound of Geiger's counter becoming increasingly unstable. It appears to be some sort of proximity sensor, similar to the motion detector used by aliens. Or, perhaps more appropriately, the static harsh vibration of the silent mountain broadcast.
Of course, PT is both a “playable trailer” and a reveal from Silent Hills, a collaboration between Hideo Kojima and Guillermo del Toro, which would have been the next potentially revolutionary chapter of the Konami Silent Hill series. While OD absolutely no chance is the secret of Silent Hill game – Konami isn't involved at all, the series does seem to have some nods throughout the trailer.
In addition to Geiger's counter copying Silent Hill's enemy static radio static, it can also pass information about torture on the card through gaps in the door. This reminds of “Silent Mountain” 4: Room, sliding under the locked door of the protagonist Henry Townshend's apartment.
The door to the mysterious message conveyed by OD may also attract the small nod of Silent Hill – the design has nine red panels arranged in a grid of three by three. This is similar to the same three-thirds red square grid seen in Silent Hill 2 Japanese box art You can find the last save point for the story in the game.
It's no surprise to see some other subtle mentions of Silent Hill in OD, but again, it's certainly not that Kojima finally made Silent Hills. Therefore, despite the obvious similarities between OD and PT, the two are not connected. OD seems more likely to be associated with PT, like death barriers, especially its sequel, On the beach – Related to metal gear solids. The DS2 takes a refreshing approach to strike, reverberating the invisible sandbox of MGS 5, with one of its central characters Neil Vana’s obvious tribute to Kojima’s most enduring hero, Solid Snake. Although Kojima no longer has any formal connections to his former workplace at Konami, it’s clear that he still loves to connect with his past projects, so it’s logical that his first horror project has been made since Silent Hills – he’ll respond in a variety of ways since Silent Hills.
But that's not how OD replicates PT, it's interesting to have – the more exciting prospect is how it will build on the success of PT. So now we look forward to learning more about the project. After all, we know nothing about it. We do know to go out and NOPE director Jordan Peele is involved, but he is working on a separate OD experience that will replace the “knocking” subtitles with another kind of fear. So, this is an anthology of the game, is everyone exploring a unique phobia? Or is OD a collection of different media that breaks the boundaries between games and movies? Of course, PT reimagined the terrifying shape ten years ago, so we are ready to see Kojima do it again.
Matt Purslow is the executive editor of the IGN function.