Silent Hill Townfall Uses CRTV Signals to Guide Gunplay

An 18-minute look at Silent Hill: Townfall shows off gunplay, radio mechanics, and a familiar sense of dread.

News by Mymunah Tasnim on  Aug 21, 2026

If you've been waiting for a real look at how Silent Hill: Townfall plays, you finally got one, and it dropped later than expected. While a handful of other previews went live first, an insider eventually shared roughly 18 minutes of gameplay, and it's worth walking through everything shown, because there's a lot to unpack.

Overall, the footage leaves a strong impression, and it looks like Silent Hill: Townfall is shaping up to be exactly the kind of experience longtime fans have been hoping for. One thing worth noting right away is that Silent Hill: Townfall releases on the same day as Control: Resonant, which puts you in the awkward position of choosing between two games you're genuinely excited for.

Silent Hill Townfall protagonist Simon holds CRTV

A tough release-date clash isn't the only detail worth breaking down.

Both titles have been building hype for a while, so having them land on the same date feels like a cruel joke, especially since you'll likely want to play both the moment they're available. It's the kind of scheduling conflict that makes an already busy release calendar even harder to plan around.

As for the footage itself, you get confirmation of a lot of details that were only teased before. You already knew you'd be tuning the CRTV—a handheld pocket television that acts as this game's radio—and handling a firearm, but seeing it in motion changes things.

Simon, the protagonist, isn't a trained shooter, so when you aim and pull the trigger, the shot doesn't always land where you expect. This happens a couple of times during the demo, and it's noticeable enough that you'll catch yourself pausing to double-check whether he was actually aiming where the bullet ended up. He wasn't.

The very first time he picks up the gun, he fires two shots, and the second one looks lined up for a clean headshot, only for the bullet to catch the enemy in the shoulder instead. Beyond the shooting, you also get a sense of how movement and traversal work.

Movement and traversal reveal new physicality beyond just imprecise shooting.

There's a moment where you lean sideways around a corner to peek at an enemy, and later on, you see a different animation where Simon stretches up on his toes to look over a fence at something moving nearby. These little touches suggest a level of physicality that wasn't obvious from the short clips and trailers released before this.

Now you're seeing every stage of what Silent Hill: Townfall is trying to deliver, aside from anything resembling a boss fight or major cutscene, which barely shows up here, appearing maybe once across the entire presentation. For the most part, the footage focuses on exploration.

Silent Hill Townfall player holds handheld CRTV

You get to see what the map looks like, along with the alternate dimension, which is soaked in red and hard to make sense of visually. Then there's the normal version of the town, which gives you a baseline to compare against. It's a clear contrast, and it reinforces the idea that Silent Hill: Townfall wants you constantly aware of which version of reality you're currently walking through.

Puzzle solving gets introduced too, though not fully explained. Early on, you come across an organ transplant box that requires two separate codes, and the demo never actually shows it getting opened. It's the kind of moment that gets set up and then abandoned as the footage jumps to something else, which is a little frustrating but understandable for a preview.

Puzzle solving gets teased too, though the demo leaves threads unresolved.

Later, there's a breaker box that needs a power card, similar to swiping a credit card. Eventually, that card turns up in a register elsewhere, but the gameplay never goes back to actually using it at the breaker box. These loose threads hint at how interconnected the environments in Silent Hill: Townfall might end up being.

Combat gets a decent amount of screen time as well, and it goes beyond just aiming a gun. You get a look at melee combat using a wooden plank, which functions as your basic close-quarters weapon. Enemies in this section don't feel overly tanky, which could go either way depending on what you're looking for.

A gun takes about two to three shots to put an enemy down, while the plank requires a bit more effort, which feels like a reasonable trade-off between the two approaches. That balance raises a bigger question about how often you'll be shooting throughout the full game.

If gunfights are rare, then occasional missed shots barely matter. But if you end up in situations with multiple enemies back to back, and your bullets keep landing in the wrong spot, that inconsistency could get old fast, and it's the one part of Silent Hill: Townfall's combat that leaves a bit of uncertainty.

Silent Hill Townfall protagonist aims at monster

Combat balance raises real questions about how the full game handles it.

The footage doesn't clarify how frequently combat happens, though it does hint that enemy encounters are spaced out rather than constant, at least early on. Later sections ramp up the tension with more frequent encounters, alternating between empty stretches and areas where an enemy is waiting around the next corner.

There's also a sequence where the player deliberately engages an enemy that could have easily been avoided, seemingly just to demonstrate how melee combat functions. It's a reasonable choice for a preview, even if it means the encounter feels a little staged rather than organic.

On the topic of melee combat, the plank fighting draws obvious comparisons to Silent Hill 2, particularly its remake. If you stripped away the first-person perspective, it would feel right at home in that game. Historically, Silent Hill hasn't been known for standout action mechanics, and that's not really the appeal of the series anyway. Even recent entries with more distinct combat systems haven't reinvented what the franchise is about.

What Silent Hill: Townfall offers instead feels functional: blocking, absorbing hits, striking back when the opening presents itself. Nothing revolutionary, but nothing broken either. It takes a formula that's already been refined and adapts it into a first-person structure, which feels less like a downgrade and more like a fresh coat of paint on something familiar.

Later footage shows encounters ramping up rather than staying spaced out.

The CRTV mechanic might be the most interesting addition shown so far. You already knew tuning this pocket TV device would be part of the experience, but now you actually get to watch it happen. It looks simple, with color-coded bars that guide you toward useful signals.

That simplicity is reassuring, since a Silent Hill game is bound to introduce plenty of complicated puzzles elsewhere, so having an accessible tuning system feels like a deliberate balance rather than an oversight. There's also a layer of environmental interaction tied to the CRTV.

Silent Hill Townfall monster swings large weapon

At one point, you use the device to detect an enemy on the other side of a wall, and there are two indicator icons, both a similar shade of red or orange, and there are two indicator icons, both a similar shade of red or orange. Choosing the wrong one means you can't see through the wall, while the correct one reveals what's on the other side. It's a minor point, but it brings another level of design to the game.

Puzzle solving through the CRTV signal scenes has its own charm as well. Near the beginning of the demo, players will be introduced to a rather mysterious sequence of pictures, which include such things as a balcony, an alleyway, and stairs.

The CRTV device might be the demo's most promising new mechanic.

They have to figure out the connections between the mentioned locations in order to get through to the unlocked door. It is a typical Silent Hill approach to move forward in the game, giving players only minimal directions in combination with disturbing pictures and some more information about the lore that players will not completely understand yet.

However, as the video continues, it becomes clear that the pace has been increased, which results in faster enemy confrontations and a scene of running with some time limits between two points without facing any danger. It is the same formula, but it is done in such an engaging way that it does not become boring for the viewer at all. What is also worth mentioning is the quality of audio in the video.

Overall, this preview accomplishes exactly what it needed to. It touches on combat, introduces puzzle mechanics, shows off exploration across both versions of the town, and gives you a sense of pacing without revealing too much of the story. Silent Hill: Townfall doesn't necessarily need to win anyone over at this point, since anticipation was already high, but this gameplay reel reinforces that the pieces are coming together.

Between the radio mechanics, the environmental puzzles, and the first-person combat adjustments, Silent Hill: Townfall looks like it's building on what fans love about the franchise while trying a few new things along the way, and it leaves you counting down the days until release.

Mymunah Tasnim

Editor, NoobFeed

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