
"Silent Hill Townfall": two protagonists, zombies, and lots of sneaking
"Silent Hill: Townfall" returns to its horror roots, focusing on a mix of puzzle-solving and stealth sequences in a fog-covered town. Protagonist Simon does not remain alone there for long.
After the first trailers and hands-on sessions, I was certain: In "Silent Hill: Townfall" I would take on the role of Simon, sneaking through the fog in the coastal town of St. Amelia.
To avoid spoilers, I will keep this text as vague as possible – if you want to go into the game completely blind, you should come back after the credits. What I didn't know until my review version: That's only half the truth!
In addition to Simon, I step into the role of another person to experience the events of the town from her perspective.
Simon says: Zoe, where are you?
At the beginning of the game, I wake up as Simon on the outskirts of the town and explore the area around the harbor. St. Amelia is already completely shrouded in the eponymous fog and seems deserted. Posters inform that supplies are running low, residents are being evacuated, and medical care is facing major problems.

A doctor's visit would certainly be helpful for Simon, as a cannula and a tube for infusions are attached to the back of his hand. The amnesia-stricken protagonist takes it in stride, just like the events in the town. Long-legged shadow creatures moving through the fog and monsters that knock him down with a few blows are accepted without question. So, I also accept his complacency and dive into the adventure.
Simon is supposed to look for the nurse Zoe to learn more about the occurrences in St. Amelia. To do this, I follow clues and puzzle my way through the town to track her down. No sooner have I found her than "Silent Hill: Townfall" completely shifts, and I step into the role of Zoe.

Throughout the entire playtime, I automatically switch between the protagonists at predetermined points in the story. Both story arcs head toward each other but do not run in parallel. Events that I experience with Zoe have long since happened for Simon and provide valuable clues for the further course of the game.
Protagonist #1 – Simon
Simon lacks memories, but not strength. He grabs boards or pipes lying around and uses them to fight the monsters. The combat mechanics are limited to simple striking and blocking. Since items wear out in combat, this is not a permanent solution. Later, I get a firearm, which is extremely effective but also very loud and draws other enemies' attention to me. Not to mention the scarcity of ammunition in the game.
Simon is no superhero with skin of steel. A few hits are enough to force him to the ground. I avoid active confrontation with enemies as much as possible. "Silent Hill: Townfall" relies on a stealth system. Items like bricks and bottles can be used for distraction, typical for the genre, and numerous cupboards serve as hiding spots.
The mostly zombie-like enemies are sensitive to noise and rush forward immediately if I run or appear in their field of vision. A rumble of thunder serves as an acoustic signal that I have been discovered and am being pursued. If I am fast enough to disappear into a closet, the enemies lose interest in Simon within a few seconds. At first, I dismissed this system as "dumb AI," but over time, it turns out that I wouldn't have a chance otherwise.
Protagonist #2: Zoe
Shortly after I step into the role of Zoe, I find out that she is a nurse in St. Amelia. She has witnessed the catastrophe, whatever it may be, from the beginning. It quickly becomes clear that Zoe has a connection to Simon, which I will not describe in more detail for spoiler reasons.

Zoe plays differently than Simon. She cannot use weapons and must sneak through the town very quietly. In a hospital, this mechanic is taken to the extreme. To find necessary items, I have to search every room in the clinic and avoid the enemies. Analyzing the enemy movement patterns and sneaking past them is fun in the first three rooms. After half a ward with countless rooms, it becomes tedious work and unnecessarily drags out the game.
My playtime as a nurse not only opens up a new perspective but also completely new gameplay aspects. Fitting for her profession, I later find myself in an operating room, for example, and have to treat a patient under the guidance of a doctor on the phone. Evaluating X-rays, measuring blood oxygen levels, and even intubating are part of the game.
Back to the Roots
"Silent Hill: Townfall" returns to the roots of the series with its game mechanics and, in addition to sneaking, puts the focus on puzzling. Both characters are almost permanently faced with tasks that must be solved by combining clues. The puzzles are diverse: sometimes videos have to be analyzed and number combinations found. In other places, I place objects on a scale or combine information to administer a blood transfusion.
There are no quest markers or exact instructions. I have to find out for myself where to get the next clues or required items. To do this, I read documents lying around, look closely at the furnishings in the houses, and dial phone numbers that I find in different places in St. Amelia throughout the game. This reinforces the feeling of being left to my own devices.

Both characters are equipped with a portable device that helps with solving puzzles and detecting enemies. Simon has a CRTV (a kind of pocket TV) that reports the presence of creatures via static. On the small screen, you can read within a certain radius where they are located. Using it requires a little getting used to before it becomes a faithful companion.
The small device also receives video recordings that are sent to Simon. Some sequences must first be calibrated using the gyro controls of the PS5's DualSense controller. Using motion control, I first find the required signal and then adjust the colors to play the finished video. This requires a delicate touch and literally wakes me up after I have been sneaking around tables for hours.
The controller's motion control is used again and again. Zoe has to insert a tube into the throat of her patient during intubation and align the instruments. This is also done by moving the PS5 controller.
Unlike Simon, she does not have a portable video player, but a pager. Through the small device, she receives instructions as well as hints about where enemies are located via flashing dots on the edge of the screen. This vague information makes it particularly difficult for the defenseless nurse to move through the town.

For a long time, I don't understand what is going on in St. Amelia. Some clues are so clear that I think they are a feint and discard my investigations, only to be surprised by the next absurdity. "Silent Hill: Townfall" knows how to fill a deserted town with content without many dialogues. This is not only due to the story itself but also to the way it is told. Two protagonists whose stories converge, a dense atmosphere, and many areas that invite exploration result in a coherent picture. The fantastic soundscape also contributes to this: creaking wood, good voice acting, and an unsettling background sound that causes goosebumps.
Although "Silent Hill: Townfall" looks fantastic at first glance, the technical condition is disappointing at second glance. Even in quality mode on PlayStation 5, textures regularly load late, which significantly dampens the immersion for me. I don't just want to complain about the graphics: the fog in the town looks surprisingly real, and the many details in the accessible houses are second to none. It's a pity that "Townfall" cannot maintain this level throughout.
"Silent Hill: Townfall" will be released on September 24, 2026, for PS5 and PC. I received it for this review as a review copy for PlayStation 5.
In a nutshell
This is how "Silent Hill" should be
Pro
- two protagonists with intertwined stories provide variety
- Back to the roots with stealth and little combat
- dense atmosphere despite the deserted city
- harmonious sound image
- detailed graphics and many accessible buildings
- unusual game ideas again and again
Contra
- texture popping
- Camera sometimes placed unnecessarily
- some puzzles feel like trial and error
- Combat is very rudimentary
I didn’t have a Game Boy or a Super Nintendo as a child, and only joined the world of gaming at 15. I’ve been trying to make up for lost time ever since. But looking at the ever-growing number of game releases each year, it seems the entire industry is conspiring against me.
Which films, shows, books, games or board games are genuinely great? Recommendations from our personal experience.
Show all












