SNACK: 3-line summary
- Silent Hill: Townfall has detailed how exploration and combat work in its entirely first-person experience.
- Tuning the handheld CRTV reveals nearby enemy positions, while a DualSense pulse warns when a new enemy is near.
- You can block and counterattack with everyday objects or hide to survive—but enemies can pull you out if they see you enter a hiding place.
Silent Hill: Townfall puts you behind Simon Ordell’s eyes for the whole game—the first full Silent Hill experience presented entirely in first person, according to PlayStation Blog. Ahead of its September 24 launch on PlayStation 5, the new details explain how you can detect and avoid enemies you cannot immediately see.

Snackgirls react
Red: I want to try timing a block and counterattack with an enemy rushing straight at me. Though once it happens, I might start looking for somewhere to hide.
Nea: I’m curious about Simon’s inner monologue. I’d like to linger over his thoughts alongside the clues and gradually get to know the person behind them.
Find enemy positions on the CRTV, feel a warning in your hands
Simon carries a handheld CRTV that you can tune to different frequencies to see the positions of nearby enemies. Holding L1 raises it while you move, letting you watch its display and your surroundings together. A pulse in the DualSense controller also warns when a new enemy is near.
A hiding place only helps if you get there unseen
Melee combat involves raising everyday objects, such as pieces of wood, to block attacks and strike back. With monsters throwing themselves at your face, you need quick reactions to defend yourself and find an opening.
You can also crouch behind fences, signs, and parked cars to slip past enemies. Leaning around corners or peeking over cover lets you check their positions before moving.
During a chase, breaking an enemy’s line of sight by rounding a corner or ducking behind something can sometimes be enough to lose it. Cabinets, closets, and lockers offer hiding places, but an enemy that sees you enter will follow and pull you out. For firearms and thrown objects, optional motion controls let you tilt the DualSense to fine-tune your aim.
Reading a clue still leaves your back exposed
Townfall uses a 2.35:1 aspect ratio, giving you a view that is wider at the sides but shorter vertically. Threats can approach from beside or behind you, making their sounds important. Even checking the map obscures your view as Simon holds it in front of his face.
Searching desks for notes and drawers for diagrams keeps you in that same perspective. At certain moments, text appears on-screen to convey Simon’s inner monologue rather than having him speak aloud. Alongside the clues, you get a glimpse of how he responds to what he sees.
Source · Checked: September 21, 2026 KST