Silent Hill: Townfall review - an often inspired, if slightly lumbering trek into the fog
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 geome
UPVOTERS
Community appreciation
See who found this content valuable and showed their support.
No upvotes yet.
Be the first to show your appreciation for this content.
TOPICS
Explore the same topics
Discover more content from the topics this post is mapped to.
Keep browsing
Explore more from this topic
Dive into the full feed of curated posts covering Competitive Gaming & Tournaments.
Discussion
Begin the discussion
Begin something meaningful by sharing your ideas.