Reading: Silent Hill Townfall turns first-person horror into a hunted, fragile chase

Silent Hill Townfall turns first-person horror into a hunted, fragile chase

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Silent Hill: Townfall has pushed the series into a place it had only touched before: full first-person horror. In the game, Simon Ordell moves through St. Amelia in 1996, peering through cramped rooms and ruined corridors while monsters stalk him from the fog.

That shift is why the game is drawing attention now. It is the third Silent Hill game in as many years, a run that has helped turn Konami’s renewed efforts with the series into something fans can actually measure, not just hope for. The first-person view changes everything about how Townfall plays, from the way Simon checks corners to the way danger closes in when the screen is narrowed by a peeking mechanic that makes him feel exposed and desperate.

The game’s strongest moments come from that viewpoint. Its claustrophobic interiors are packed with details that reward inspection, and Simon’s era-appropriate portable television lets him track monsters through static in a way that feels both clever and unnerving. The result is a version of Silent Hill that leans hard into watching, listening and waiting, rather than rushing in.

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But Townfall does not always hold that threat together. Combat is heavily discouraged, guns seem to come with perhaps the fewest bullets of any Silent Hill game that uses them, and melee weapons wear out quickly. That leaves stealth at the center of the experience, yet the reviewer struggled to understand what set enemies off and reloaded saves often because detection felt inconsistent. One invincible monster can end Simon’s run instantly if it catches him, which turns parts of the game from tense to irritating.

That unevenness matters because the new perspective is supposed to sharpen fear, not blunt it. Silent Hill has already experimented with first-person ideas in Silent Hill 4: The Room, P.T. and 2024’s The Short Message, but Townfall is the first time the series has fully committed to the view. For now, it feels like the clearest sign that Konami is still searching for the right shape of Silent Hill — and that Simon is the one paying the price when the experiment works less cleanly than it should.

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