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Silent Hill: Townfall review - an often inspired, if slightly lumbering trek into the fog

📰 Edwin Evans-Thirlwell 👤 Edwin Evans-Thirlwell 🕒 2026-09-21 16:26:38
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Screen Burn工作室开发的《寂静岭:镇落》基于Konami的Silent Hill IP,但过度依赖潜行机制,被评价为非该团队最佳作品。
游戏通过授权Silent Hill的平行现实设定与怪物隐喻,探索地方文化叙事,但存在被IP框架束缚的风险。
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Once a fictional town in Maine, Silent Hill has broken containment and become a transferable oral history mechanism, offered to videogame developers worldwide as a way of investigating, even celebrating local culture. I'm still in two minds about whether this licensing outreach project, begun with
Silent Hill f
, is more inspired than it is vampiric. I picture Konami's invitation being pushed under the door of potential collaborators like Mary's letter to James in Silent Hill 2: "in our restless dreams, we see that town... let's touch base there sometime,
expand our concepts further
."
There's opportunity and peril for any studio who answers the letter: opportunity, because Silent Hill is an uncommonly rich way of thinking about the past, with its parallel realities, monster metaphors, and woozy grounding in both mysticism and psychoanalysis. And peril, because licenses have a way of engulfing licensees, forcing them into a straitjacket of tropes: fog, sirens, antagonists with geometric heads. Thankfully,
Silent Hill: Townfall
's creators Screen Burn (previously No Code) haven't gotten lost in the murk, though I don't think Townfall is their finest creation, not least because it's overreliant on stealth. Like the makers of Silent Hill f, they've taken what they need from Silent Hill to tell a story of their own.
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