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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Zeroing in on one, the screen turns red and a darker outline of the creature can be seen through any object. You can keep tabs on a zoomie foe with an axe head running back and forth as you slink through the neighboring alleyway. A maze of gardens and sheds behind blocks of flats could spell doom with one wrong turn, unless I fiddle that dial enough to get an early look at the crouched shapes of enemies writhing on the ground.
Even with the guidance, enemies in Silent Hill: Townfall patrol enough around relatively tight spaces that I still have to put effort into avoiding detection. Sometimes I can use the cover mechanic to anchor myself to the spot and peek around corners, abandoned three-door cars, or the waist-high stone wall of a bungalow front garden. Holding down while peeking allows Simon to flatten himself even further. All the while, I'm clutching my CRTV to add a clearer silhouette to supplement the edge of the enemy I can otherwise barely see. It's the kind of tension I've not felt since Alien: Isolation, where I'm likewise moments away from death at any time.
Often, that can also mean tracking their movements until they look like they're about to double-back, then quickly dipping into the half-open door of a nearby house to 'hide', able to peer through only a small slit with my normal vision.
It's hard to outrun enemies, but Townfall's St Amelia is so full of hiding places that you can usually take a corner and find a spot to duck into. Early on, a monster chases me and continues just beyond where I'm cowered in the dark, instead knocking its head repeatedly on a nearby locked gate, the clanging constantly making me afraid it's about to turn its attention to the doors I'm right behind (make no mistake, they can pull you out if they see you). I soon learn there's an achievement – Isolating Experience – for staying in one hiding spot for at least 60 seconds.
سەرچاوەی فەرمی بە زمانی ئینگلیزی: https://www.gamesradar.com/games/silent-hill/horror-game-hiding-is-my-personal-nightmare-but-silent-hill-townfalls-crtv-vision-gives-me-just-enough-confidence-to-fight-back/