Silent Hill: Townfall review – shame and suffering on the Scottish coast | Games - GoGoSpoiler

Silent Hill: Townfall review – shame and suffering on the Scottish coast | Games


Much of *Silent Hill: Townfall* is experienced from a defensive crouch, hiding behind objects that will spark instant recognition for anyone who grew up in 1990s Britain. The vehicles mimic boxy retro hatchbacks, and telephone box logos narrowly skirt around copyright infringements. For millennials, this aesthetic delivers a potent wave of deja vu, turning exploration into a walk through childhood anxieties. Simon, the unassuming and nervous protagonist, frequently peeks around corners to spot the grotesque figures hunting him before shrinking back out of sight with a nervous twitch of the controller. In these moments, it is easy to picture him curling into a ball, desperate to vanish entirely from the nightmare surrounding him.

The eerie backdrop of St Amelia draws heavy inspiration from the coastal fishing villages of Scotland’s East Neuk. The atmosphere is uniquely oppressive, shaped by themes of rural poverty, corporate oil drilling, and absent landlords. Monstrous creatures shamble down narrow streets lined with sandstone cottages and festive bunting. While this iconic horror franchise has relocated to a Scottish setting, the core identity of Silent Hill remains entirely intact—weather included. St Amelia is choked by a supernatural mist, its population decimated following a mysterious local tragedy. The art direction is so rich you can practically smell the salty sea air mixing with the damp, rainy fog.

Developed by Glasgow-based Screen Burn, the game embraces a gritty, grimy visual style built on stark contrasts of deep shadows, harsh light, and striking silhouettes. The decaying town is periodically illuminated by an eerie red moonlight, while pitch-black interiors are cut through by the sharp beam of a flashlight. This moody aesthetic evokes found-footage horror cinema, recalling films like *Rec* or the claustrophobic cave-diving sequences of *The Descent*. Early on, Simon acquires a portable television imbued with strange abilities—it intercepts cryptic audio messages from a nurse named Zoe and displays the crude, low-resolution outlines of nearby threats.

Gameplay unfolds at a deliberate, absorbing pace. Simon navigates the town by stealth, evading twisted adversaries or occasionally fighting back with a heavy pipe. Gaining entry to certain buildings requires a grim ritual: slicing open a fleshy, pulsating doorway with a scalpel as fresh blood spills forth. As the journey progresses, Simon’s underlying motivation comes into focus: profound guilt. Yet he is not alone in carrying this psychological burden. Zoe, voiced with a chilling detachment by Kezia Burrows, wrestles with her own demons, alongside a third playable perspective—Richard, the aggressive CEO of the energy corporation that promised the island a prosperous future.

The immersion is powerful enough to warp perception, making hours slip by unnoticed just like time itself within St Amelia. One standout sequence plays out inside a brutalist high-rise building. Armed with a shotgun and dodging the game’s fastest, most aggressive hunters, navigating the floors feels like starring in a nightmarish, surreal homage to the film *The Raid*. Clearing out ruined office spaces and ruined computer terminals creates a lingering sense of dread that turns ordinary corporate architecture into a trap.

Shrouded in fog … Silent Hill: Townfall. Photograph: Screen Burn Interactive

Every mechanical choice—whether scavenging resources, ducking behind obstacles, or sprinting for survival—pulls players deeper into the world. The design relies heavily on diegetic elements to maintain immersion. Checking the map requires Simon to physically pull it out in real-time without pausing the action, while saving progress demands finding a functional telephone, picking up the receiver, and manually dialing a number.

Puzzles follow a similar logic, requiring players to sort through emails, load floppy disks, and inspect scraps of paper for security codes. Rooted in outdated, tangible technology, these challenges still adhere to a surreal dream logic where even moments of confusion feel appropriate for the psychological claustrophobia of the setting. That said, the illusion occasionally falters; an overly obscure late-game puzzle involving industrial symbols disrupts the flow, trading atmospheric horror for frustrating trial-and-error.

skip past newsletter promotion


Minor design stumbles aside, *Townfall* remains a sharp, focused narrative centered less on standard psychosexual shocks and more on deep psychosocial dread. Surprisingly, the game’s true empathy lies not with Simon, Zoe, or Richard, but with the ordinary citizens of St Amelia. Their central town memorial stands clear of the fog, though the exact tragedy that befell them is never fully explained. By leaving their ultimate fate open to interpretation, *Townfall* trusts the imagination to fill in the blanks—proving itself to be a true successor to the Silent Hill legacy.



Reference