I love Silent Hill. I love the tension of exploring the twisted nightmare forms of real environments, pursued by bizarre creatures eager to make me one more body lost among the fog. Shifting the setting from Americana to Scotland with Silent Hill: Townfall, laden with UK-specific '90s details, made me incredibly excited. Even so, despite holding a candle for Silent Hill, Resident Evil, and more, I'm a scaredy cat at heart. Many horror movies are off the cards for me, and there's one gaming mechanic I struggle to vibe with above all others in horror games: having to hide from patrolling enemies.
Whether that's the gory heights of Outlast or the psychological hauntings in Amnesia: The Dark Descent, I nope out nearly instantly. In our Silent Hill Townfall review, we praised how it's "full of real fear, impeccable atmosphere, and a distressing story of remorse and penance". So, when I found my first cupboard with a 'hide' prompt, foreshadowing the hiding mechanics that loom large from start to finish, I began to get worried. That was until I got used to Simon Ordell's CRTV, the chunky, almost Game Boy-like device he clutches throughout the nightmare trip that is Silent Hill: Townfall.
At its core, it functions like the iconic Silent Hill radio, with bursts of static noise alerting you to when enemies are hiding in nearby fog. But, by holding up the screen and tuning it to available signals, you won't just get clues on how to progress, but can pick out the shape of specific monsters.
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