Just a few years ago, the Silent Hill franchise was considered a shadow of its former self. However, recent years have seen a powerful resurgence, beginning with Bloober Team's highly anticipated remake of Silent Hill 2 in 2024 and followed by the innovative Silent Hill f in 2025. Now, Screen Burn's Silent Hill: Townfall arrives, marking the third significant installment in as many years and solidifying the series' revival for a new generation.
Townfall, much like Silent Hill f, ventures beyond the series' traditional American settings, transporting players to the fictional blue-collar island town of St. Amelia in Scotland. Players assume the role of Simon Ordell, an American who washes ashore. From the outset, Townfall masterfully captures the quintessential Silent Hill atmosphere. Beyond the iconic fog, the game evokes an unsettling stillness, a pervasive sense of melancholy that permeates every corner of the town and hints at the dread to come.
While incorporating familiar series elements, Townfall stands as a complete, standalone narrative. It is accessible even for newcomers to the Silent Hill universe. As players explore St. Amelia, it becomes apparent that the community suffered a devastating tragedy, leading to its abrupt closure. Memorials in the town square, filled with heartfelt tributes and protest signs demanding accountability, underscore the profound loss experienced by its inhabitants. The full extent of these events unfolds gradually, a characteristic Silent Hill trope where startling truths emerge late in a character's journey.
Jon McKellan, founder of Screen Burn and writer for Townfall, brings a lifelong devotion to the series, evident in the game's nuanced execution. He and his team understand Silent Hill's legacy while also exploring its future potential. The game skillfully plays with the established rules of the Silent Hill universe, questioning whether it is a physical place or an abstract concept, and whether its inhabitants are destined for suffering. While certain themes echo those found in earlier titles, Townfall excels in subverting player expectations, twisting them into new and unexpected forms.
The game initially evokes Silent Hill 2, with its original score reminiscent of the series' earlier days and early gameplay segments featuring labyrinthine hospital corridors and apartment complexes. However, Townfall distinguishes itself as more than a mere homage. Its first-person perspective is a notable departure for the series, and it introduces a unique gameplay mechanic centered on a handheld analog device, the CRTV. This device functions similarly to a motion scanner, requiring active player engagement.
Simon's CRTV allows players to detect the hazy outlines of the grotesque monsters that inhabit St. Amelia. Players must frequently adjust the device, tracking creature signals and strategically observing their movements to avoid detection. While initially seeming like a minor addition, this mechanic proves vital, especially when facing multiple enemies. Combined with Simon's ability to peek around corners and utilize cover, Townfall adopts a more stealth-focused approach than previous entries. Players can also create diversions by activating radios or throwing objects, then hiding in lockers to await an opening. Though the lockers occasionally felt overly helpful, they became a valuable tool for avoiding direct confrontation.
When direct encounters are unavoidable, the combat is tense and demanding, echoing the deliberate and focused nature of Silent Hill 2's encounters. Enemies inflict significant damage, and though their designs could be more varied, their distinct behaviors create challenging fights, even when outnumbered. The music intensifies during these moments, amplifying the urgency and stress inherent in a horror experience. The risk of alerting more enemies makes engaging in combat, especially with firearms, a last resort. The game largely encourages avoidance, with players often needing to carefully select moments to sneak past threats.
Despite the first-person view, the game packs an impressive level of detail. Interactable elements like desks and shop windows often reveal readable text, with numerous plot-relevant notes scattered throughout the environment that also serve as clues for environmental puzzles. These puzzles are well-integrated into the Silent Hill formula, though generally less convoluted than those in the series' early titles.
Beyond the explicit collectibles, smaller environmental details enrich the world-building and hint at the game's central mystery. The design of the monsters and the distinct color palette of the "Different," Townfall's version of the Otherworld, are purpose-built to enhance the narrative. The game subtly tracks player actions, influencing the hidden ending calculator and encouraging a meticulous approach to exploration.
The game's thematic resonance extends to its portrayal of cruelty, which, despite the 1996 setting, feels disturbingly contemporary. Paradoxically, Townfall also emerges as one of the more hopeful entries in the series. It balances its dark narrative and uncomfortable themes with a subtle, yet palpable, sense of light, maintaining its grim atmosphere without sacrificing its narrative integrity. This balance exemplifies the successful revival of Silent Hill, demonstrating that the series can explore new cultural perspectives and locations while retaining its core identity.
Townfall's success lies not only in its understanding of Silent Hill's origins but also in its demonstration of where the series can go. It stands as a testament to Screen Burn's ability to craft compelling horror experiences, earning its place among the franchise's most esteemed titles.
