Showing posts with label Survival Horror. Show all posts
Showing posts with label Survival Horror. Show all posts

27 Sept 2026

REVIEW: Silent Hill: Townfall (2026 Video Game) - on PC



Review by Jon Donnis

Silent Hill: Townfall is an ambitious new chapter for the series, and for much of its running time it feels like a very confident one. Set on the fictional Scottish island of St. Amelia in 1996, it takes Silent Hill away from its traditional American surroundings and gives the series a distinctly British setting. It is a change that works remarkably well. Unfortunately, Townfall also makes some questionable decisions with its stealth and combat, and those weaknesses become increasingly difficult to ignore as the game progresses.

The first thing that stands out is just how well St. Amelia has been created. The fog, deserted streets, abandoned communities and forgotten corners give the island an oppressive sense of isolation, while the recreation of 1990s Britain is one of the game's strongest achievements. Estates and shopping centres in particular have a convincing period feel, making the setting feel tangible rather than simply designed as a generic horror backdrop.


Screen Burn has done an excellent job with the world itself. There is a constant feeling that something is not quite right, even when nothing particularly frightening is happening. Townfall understands the value of atmosphere and small details, allowing the environment to tell parts of its story without constantly pushing information in front of the player.

The decision to present the entire game from a first-person perspective also suits this approach. It makes exploration feel more immediate and places the player directly inside Simon Ordell's experience. The restricted visibility provided by the fog adds to that sense of vulnerability, while the close perspective makes strange noises and unexpected discoveries considerably more effective. 

Townfall's story takes a similarly measured approach. Rather than immediately explaining Simon's connection to St. Amelia, the game gradually exposes fragments of the past and allows the player to speculate about what they mean. That patience works in its favour. There is enough information to encourage theories, but enough uncertainty to keep the mystery alive.


The use of three character perspectives gives the narrative another dimension. Seeing events through different viewpoints makes the story more psychologically complicated than it might initially appear. Themes of loss, consequence and introspection sit naturally within the setting, and the multiple endings give the player's actions additional significance.

The CRTV is perhaps the game's most distinctive idea. The portable television acts as a modern reinterpretation of the series' familiar radio, allowing Simon to pick up unstable signals containing clues, fragments of conversations and glimpses of events. It is more than an alternative way of delivering exposition. It becomes part of exploration, puzzle solving and dealing with threats, giving Townfall a mechanic that feels genuinely connected to its story, even if it feels a bit like the nonsense they use on Most Haunted, or Ghost Hunters.

The puzzles are generally effective for the same reason. Many are rooted in the narrative and the environment rather than feeling like arbitrary challenges placed between sections of the game. Discovering the answer can therefore feel like piecing together another part of St. Amelia's history. A few later puzzles are less successful, however, with unclear solutions occasionally pushing the player towards trial and error instead of deduction.


Audio is another area where Townfall deserves considerable credit. Environmental sounds constantly keep the player alert, while the soundtrack by Pilotpriest dynamically responds to events and helps shape the mood. The combination of music, distant noises and the unsettling sounds of the environment creates some genuinely uncomfortable moments without relying exclusively on conventional jump scares.

Unfortunately, the game's biggest weakness is also one of its most prominent features. Stealth is central to a large portion of Townfall, but the mechanics are not reliable enough to support it. Enemies can sometimes detect or grab Simon despite what appears to be a successful attempt to remain hidden, leaving the player unsure whether they made a mistake or whether the detection system simply behaved unpredictably.

That problem becomes more noticeable because there is relatively little enemy variety. Once the initial novelty has worn off, several encounters begin to follow familiar patterns, and the emphasis on avoiding rather than confronting threats can make certain sections feel considerably longer than they need to be.


The situation is worse in some of the later areas, where enemies that cannot be killed force the player to concentrate almost entirely on finding a route past them. This can produce moments of genuine tension, but the effect does not last indefinitely. Eventually, hiding and waiting for an opening becomes an exercise in patience rather than fear.

The CRTV introduces another problem when Townfall occasionally places enemies into encounters where they cannot be detected through the device. While this can initially seem like a clever way of keeping the player uncertain, it can also feel as though the game's established rules have suddenly changed. The result is an encounter that feels unfair rather than frightening.

Combat does not provide a particularly satisfying alternative. The melee system can feel clumsy, while firearms do little to make confronting enemies especially enjoyable. There are situations where abandoning stealth and simply fighting becomes the less frustrating option, which is not ideal in a game so heavily built around avoiding danger.


These issues are particularly disappointing because Townfall's other systems are considerably more successful. The CRTV gives the game its own identity, the narrative has enough mystery to keep the player interested, and the setting is among the most convincing new environments the series has produced. The multiple perspectives also add something meaningful to the story rather than simply providing another gimmick.

There are also moments when the different elements come together beautifully. Exploring St. Amelia while listening to an unsettling soundtrack, discovering another fragment through the CRTV and gradually understanding what happened there captures the essence of psychological horror far better than some of the more action-focused encounters.

That contrast ultimately defines Townfall. The game is at its best when it slows down and allows its setting, story and atmosphere to do the work. It is at its weakest when it demands prolonged stealth sequences or awkward confrontations with enemies. The former can be genuinely memorable, while the latter can feel like obstacles standing between the player and the parts of the game that are considerably more interesting.


Despite those shortcomings, Townfall does succeed in reimagining Silent Hill without losing the qualities that have made the franchise distinctive. Scotland in 1996 proves to be a surprisingly effective setting, and the game's commitment to atmosphere, psychological storytelling and environmental detail gives it a strong identity of its own.

The problem is that the encounter design is not on the same level as the rest of the game. By the later stages, the stealth-heavy structure has become a slog, and some of the tension created so effectively earlier has been replaced by frustration. There is too much time spent waiting for enemies to move, searching for safe routes and dealing with systems that do not always behave consistently.


Silent Hill: Townfall is therefore a game of considerable strengths and some equally obvious weaknesses. The atmosphere is exceptional, the setting is superbly realised, the story is compelling, the CRTV is an inspired addition and the three perspectives give the narrative genuine depth. Unfortunately, the stealth and combat prevent those strengths from carrying the experience all the way through.

Townfall hits more often than it misses, but when it misses, it can miss badly. There is an excellent psychological horror experience here, buried beneath some frustrating encounter design and an increasingly tedious final stretch.

I score Silent Hill: Townfall a disappointing 6.5 out of 10.

Out Now


31 Jan 2026

REVIEW: UFOPHILIA (2026 Video Game) - on PC Steam

UFOPHILIA

Review by Jon Donnis

UFOPHILIA leans into the unnerving investigation type feeling from the very first mission. This first person psychological horror game casts you as an investigator whose obsession with UFO sightings has pushed them into the wild, chasing reports of close encounters and trying to prove, with cold hard evidence, that we are not alone. It is a simple hook, but an effective one.

Each mission begins quietly inside your cramped RV, which serves as both headquarters and safe haven. Screens flicker, equipment hums, and your tools are laid out like a ghost hunter's kit bag. Cameras, motion detectors, EMF readers, magnetic wave sensors and more sit ready to be deployed. From there you select a location tied to sightings, then step out into the dark with only your gear and your nerves for company. It is a strong setup that immediately sells the fantasy of being a lone field researcher rather than a typical horror game protagonist.


The structure is clear and methodical. First you pick the job, then you gather clues and identify what sort of alien might be present. After that you narrow down the spawn zone where it first appeared, before finally facing the thing itself and attempting to photograph it. That final step is where the tension spikes. The game constantly reminds you that this is not just a checklist. Each alien behaves differently and you must understand its quirks before getting close enough for proof. It turns the act of taking a photo into something that feels risky and oddly personal.

Where UFOPHILIA shines most is atmosphere. Missions are unpredictable, with randomised spawn zones and alien types, so you never feel entirely comfortable. One run might involve something curious and almost playful, another might feature something openly aggressive or even prone to abduction. The uncertainty keeps you alert. There are some genuinely sharp jump scares and a steady, lingering unease that follows you from start to finish. It is not constant screaming horror. It is the quieter kind, the sort that makes you hesitate before stepping into the next patch of darkness.


The investigative side is also handled well. There is a satisfying learning curve as the game gradually teaches you how to use each tool and how different bits of evidence fit together. You begin to think like an investigator, cross referencing phenomena back at the RV, trying to narrow down possibilities. Certain devices work better together, and discovering those little synergies feels rewarding. It gives the experience more depth than simply wandering about waiting for a monster to appear.

That said, the whole thing feels rough around the edges. The core ideas are solid, but the execution sometimes struggles to keep up. Movement and general gameplay can feel clunky, which chips away at the tension the game works so hard to build. Instead of feeling scared, you occasionally feel frustrated, and that is never ideal in a horror title.


Lighting is another sticking point. Dark scenes are not just moody, they are often so dark that basic navigation becomes a chore. You end up staring at the night vision screen on your camera just to see where you are going. That might be the intended design, but it is not especially enjoyable. What should be tense becomes fiddly, and the constant reliance on a tiny green display takes you out of the world. 

Then there are the aliens themselves. Despite nine unique types with different behaviours and weaknesses, they can come across as a bit bland. For a game built around discovering and documenting unknown lifeforms, they do not always feel as striking or memorable as they should. The concept promises the unknown, but the reality can feel oddly familiar.


Even so, there is potential here. The mission structure, the randomisation, the use of specialised tech and the uneasy tone all point towards something that could be genuinely special. Right now it feels like a project that needed more time in the oven. Another year of polish and refinement could easily turn it from a decent curiosity into a standout horror experience.

As it stands, UFOPHILIA is intriguing, tense in places and occasionally very effective, but also clearly unfinished. Worth a look for fans of slow burn investigative horror, just with tempered expectations. I score it 6 out of 10.

Out Now on Steam

26 Jan 2026

REVIEW: EBOLA VILLAGE (2026 Video Game) on Xbox

Review by Jon Donnis

EBOLA VILLAGE wears its influences proudly. This is a survival horror game rooted firmly in the traditions of the 1990s, where atmosphere matters more than spectacle and progress is earned through patience rather than guidance. Played from a first person view on Xbox, it places you in the shoes of Maria as she travels to a remote USSR village following a chilling emergency broadcast about a biological threat. What follows is a slow, oppressive descent into something deeply unsettling.



One of the game's greatest strengths is its refusal to hold the player's hand. There is no glowing waypoint, no clear signposting, and no linear route laid out for you. You are expected to explore carefully, search rooms thoroughly, manage your inventory and piece together where to go next through observation and logic. Doors stay locked until you earn the right to open them, and new paths only reveal themselves once you have truly engaged with the environment. It is refreshing, and for fans of classic survival horror, deeply satisfying.

The atmosphere does most of the heavy lifting, and it succeeds. The sound design is particularly effective, with creaking floorboards, distant thunder, and the oppressive silence inside abandoned buildings creating constant tension. Music is often absent altogether, which only heightens the unease. The setting of a bleak USSR village feels carefully considered, and the environments are detailed enough to sell the illusion without becoming distracting. The visuals are solid rather than spectacular, but they serve the mood well, which is what matters here.


Puzzles are another highlight. They are balanced and thoughtfully designed, calling back to the style of 90s horror games where solutions make sense once discovered, but rarely feel obvious at first glance. Progress requires attention to detail and an understanding of the story, encouraging players to follow the narrative closely rather than rushing ahead. Combat, when it happens, is brutal and direct, supported by a variety of weapons, realistic enemy physics, and a damage system that does not shy away from dismemberment. Boss encounters add variety and reinforce the sense of danger lurking throughout the village.

That said, EBOLA VILLAGE is not without its drawbacks. The most noticeable is its length. A full playthrough can be completed in roughly five hours, which may leave some players wanting more once the credits roll. There is also the issue of motion sickness. Extended play sessions triggered discomfort for me on several occasions, something players sensitive to this should be aware of before diving in.


Despite these issues, EBOLA VILLAGE left a strong impression. I was genuinely surprised by how effective it is at capturing the spirit of classic survival horror while presenting it through a modern first person perspective. The atmosphere is thick, the gameplay is confident, and the experience feels focused and deliberate from start to finish.

EBOLA VILLAGE is a very decent game with strong atmosphere, solid visuals, and engaging mechanics that respect the player's intelligence. I would score it a confident 8.5 out of 10.

Out Now on Xbox