Silent Hill: Townfall doesn't just borrow the Silent Hill name — it earns it. Glasgow studio Screen Burn has transplanted the series' core operating logic (guilt as architecture, fog as grammar, monsters as psychic externalisations) into a hyper-specific Scottish coastal setting, and the transplant takes. St Amelia, based on the fishing communities of the East Neuk of Fife, is a place where the horror feels locally grown: absent lairds, island poverty, an oil-drilling corporation that promised prosperity and delivered catastrophe. These are anxieties that have a specific postcode. The three-protagonist structure — Simon the guilt-ridden visitor, Zoe the eerily distant nurse, Richard the alpha-male energy CEO — works better than it should. Each character is racked with a different register of shame, and the game plays them against each other without letting any one thread dominate too long. Kezia Burrows' voice performance as Zoe is the standout: glassy, fractured, delivering exposition that feels like it's coming from somewhere slightly outside the story's timeline. The writing earns its ambiguity. The diegetic design commitment is total and mostly successful. Simon pulls out a physical map. He finds a telephone to save. He installs floppy disks and reads printed emails. The game never pauses; it never breaks the skin of the world to hand you information. The portable television — receiving scratchy signals from Zoe, tracking monster outlines in low-res static — is the single best new mechanic in the Silent Hill universe in twenty years. It's a found-footage horror object that also functions as a radar, which is exactly the kind of dual-purpose design elegance that separates good horror games from great ones. Visually, Townfall commits to bold contrast: blood-red moonlight flooding quaint sandstone streets, pitch-black interiors slashed open by harsh white torchlight. The reference points are REC and the camcorder sequences from The Descent — found-footage texture applied to third-person survival horror, which is a stranger and more productive combination than it sounds. The high-rise sequence, where you ascend and descend floors dodging the game's fastest enemies with a shotgun, is the centrepiece set-piece: Ballardian, brutal, and genuinely terrifying in the way only a game can be terrifying, because you're the one who has to keep going back in. The puzzle design is coherent until it isn't. For most of the game, the puzzles follow what the review calls 'serendipitous dream logic' — grounded in dated real-world technology but governed by the game's hallucinatory internal rules, so even getting stuck feels like part of the experience. Then, near the end, an esoteric puzzle about industrial symbols breaks the contract. It isn't horror-difficult; it's obtuse-difficult, which is a different and worse thing. It's the one moment where Townfall forgets that the friction is supposed to mean something. What's most surprising about Townfall is where its sympathies ultimately settle. Not with Simon, not with Zoe, not with Richard — but with the people of St Amelia. The memorial at the town's centre is the clearest image in the game, unobscured by fog, but we're never told exactly what happened to the people whose names it carries. That restraint is the game's real argument: some things should stay shrouded. The fate of St Amelia festers because the game refuses to drain it of mystery. That's not a failure of resolution; it's the whole point. At £44.99, Townfall is priced like a full release and plays like one. Screen Burn has delivered a debut that doesn't feel like a debut — it feels like a studio that has been thinking about horror, place, and guilt for a long time and finally got the resources to say something about it.