Kinda Funny Gamescast: Video Game Podcast - Silent Hill: Townfall Review - Kinda Funny Gamescast
Episode Date: September 21, 2026Shape of Dreams is an action roguelite that blends hack-and-slash combat, MOBA-inspired team play, and strategic decision-making.========Shape of Dreams website: https://ppl.cm/FewDenjl?utm_source=gem...iniOne thing to pack, five ways to power! Get 10% Off @Ridge with code KINDAFUNNY at https://www.Ridge.com/KINDAFUNNY #RidgepodHead to factormeals.com/kindafunny50off and use code kindafunny50off to get 50 percent off and 1 free breakfast item per box for 1 year, while supplies last until 10/31/2026. Thank you for the support! Run of Show - 00:00:00 - Start00:04:00 - Silent Hill: Townfall Review00:29:13 - Ads00:32:10 - The Story00:43:08 - The Future of Silent Hill00:45:43 - SuperChats Learn more about your ad choices. Visit megaphone.fm/adchoices
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Shape of Dreams is now available on PlayStation, Xbox, Nintendo Switch 2, and Steam.
Journey into the Rapids to celebrate the first anniversary with new content and more fast-paced action.
If you want to get our shows ad-free and our exclusive shows, go to patreon.com slash kind of funny.
What is up, everybody, and welcome back to the Kind of Funny Games cast for Monday, September 21st, 2026.
I'm your host for a day, Roger Percorney, alongside Madeline Stanley.
Hi, Roger. How's it going?
It's going great. I miss you in studio, but I'm glad you're here virtually.
See you soon.
I miss you too.
Have you ever thought about just moving up here without a job, Madeline?
Yeah.
Because we're not all for it.
Have you ever thought about cutting a hole in the screen and having her back there?
Knock it out?
Only to reveal.
She's been to tall.
Remember when they sat behind the set and he would just be there talking.
It's great because I feel the need to look back.
Yes, yes, this is this.
Madeline.
And that person that's looking back.
Kurt Indovina from GameSpot. How you doing? Greetings and salutations. I'm happy to be here.
Happy to be with this guy next to this dude. Happier to be next to you. Oh.
Second high five in the morning with Roger. It was great. That's my goat right there. Wow,
lucky. I know. Do we want to do we have? No, we hugged. Oh,
I hurt my finger on his watch. Oh no. Not in review season. I got to play through the pain now.
And that voice you're hearing right there is Gregory James Miller. How you doing Greg? I'm good,
Roger. How are you? I'm doing great. I'm excited to hear about silent and
townfall.
Yeah.
But I have not played.
Oh, you haven't played?
I have not played it.
But you did the preview.
The preview.
You and I did the preview.
Yeah.
We crossed past at an airport and talked about life.
Yeah.
Honestly, yeah.
Son Hill.
Yeah.
Yeah.
Yeah.
Yeah.
You were, of course, one of the, you're a big Silent Hill fan.
Yes.
You've been all about Silent Hill.
Exactly.
Since what, the remake of two on the show.
So you were obviously penciled in to be reviewing this one, but top 100.
You're working.
Yeah.
Honestly, yes, we'll talk about that.
And also, we'll talk about that.
Oh.
I know, like, I know you've done this a million times.
You're professional.
You're unwavered.
You have the strongest mind of any Roger I've ever met.
But when you hear people like me and a Maddie and a Greg, you know, talk about the likes and dislikes of a thing.
Do you go into this, are you going to go into the fog?
Like how do you, how do you escape the banter of us when you go into?
In one ear out the other.
Cool.
Especially when Greg is a real host.
You know what I mean?
I'm not barely listening here.
Well, I'll be.
in your ear. I'll be in your text every single one.
Just telling me what not to like about this game.
But before we do that, let's tell
you a little bit about Kind of Funny
because if you're watching live, be a part of the show by
Super Chatting on YouTube.com slash
Kind of Funny games. Ask your questions.
We'll answer them. We'll let you know what
we think about the game. And remember,
we couldn't do this without our Patreon producers
over on Patreon.com slash Kind of Funny.
So thank you, Omega Buster, Delaney
the Somtwining, and Michael
Pesa Vento. That's a new one for me.
For now, let's begin with
topic of the show.
Silence.
Hill Townfall review.
Actually,
don't have the release date.
Is that this third?
24th.
Number 24th.
In a minute.
In a minute.
I think there's like a September 23rd thing.
Like,
yeah,
20th year time zone.
I think today it's a technically available.
I mean,
every game has a thing where you get.
How much money do you want to spend?
You'll get it.
$100.
And you get a rusted Sierra TV skin.
And you get a different skin for Simon,
a different outfit.
It's ridiculous.
I put them in it once.
And I was like,
All right, right back.
We're not putting it in this goofy as thing.
But a little bit about the game
before we continue.
It's developed by Screen Burn Interactive.
You might know them from 2019's observation.
Screenburn is a studio in Scotland.
About 30 developers.
Small.
Yeah, that's what they've said so far.
A small little team over there.
The game is published by Konami and Annapurna
in a joint venture.
Currently sitting at an 82 on Open Critica.
And then let me just read you,
the stream stream stream.
Stream cream, scream.
Steam description.
There you go,
Nailed.
Simon Oridel is called back to the island of St. Amelia to put things right,
encountering a town lying quiet beneath a heavy fog, seemingly abandoned, but not put,
put not, but not at rest.
Experienced entirely in first person, Simon must explore, evade, and survive using a limited
set of weapons and tools, including a CRT TV.
a pocket television used to tune into unstable signals.
Evasion is tense.
Combat is frenetic and, sorry,
while narrative-driven puzzles,
reveal a truth that refuses to stay submerged.
Roger taking us on a journey here with this.
Of course,
you were going into almost like slam poetry.
Yeah, like movements and like...
I forgot my laptop, so I'm just looking at this thing,
you know what I mean?
Our generation, we don't look at physical media.
You know what I mean?
It was last time I looked at it printed out.
What's wrong? No, I mean, that means, come on.
Yeah, come on. We were just saying before we went live, like, we're desperate to feel something in our hands.
That's why I print out. And it just makes, you know, you can smack it around and pretend like there's something on it, even though I know that's absolutely just gibberish.
Yeah, exactly.
And you just slam-poenaed your way through that entire description of the game.
No, I did not.
Correction. I did not review it.
Here's the big Silent Hill reveal. No, no, no, please. I was like...
He doesn't have a laptop. He doesn't know.
Yeah, that's what physical media gets you.
It gets you false information.
No, no, no.
It would make sense that I probably would have reviewed something like this,
but I actually chose to stay on the sidelines because I reviewed it.
Yeah.
So usually when I get in the thick of preview games,
which I tend to do more often,
I usually like, I've, you know, took a big chunk out of this game already,
and I want to let other folks be able to see it, like, from the start onward.
So I chose to sit back.
Mark Delaney did a review.
Mark Delaney gave it an 8 out of 10.
Also, shout out to Mark.
is that dude reviewed this
Soundhill Townfall and Control Reson
back to back
and got his reviews in early
and took vacation
Wow
Absolutely phenomenal
So anyways no
I did not make sense
He got a gun to his head
Bidler did the same thing
Where when Nidler reviewed resident
I was like he sent me one thing like two days
I'm starting this and he was done
I was like how did you finish him as like 40 minutes
Whereas one day where he did 5 p.m. to 2 a.m.
Like you're a cycleback
I got a good to vacation
Like, Mark Delaney has, like, several children.
Damn.
I'm like several.
Dad.
You don't see that off.
His kids play video games.
They're all, like, in a little video game commune together.
Daddy, I can't get Simon past this monster.
Too bad, kid.
Text Kurt.
You'll figure it out for you.
You, so you've beaten it.
I have finished it.
I did not do the same thing I did when I finished sound health F in which I got all five of those endings.
I love that game.
I love F so much.
I attempted to start up
Silent Hill Townfall for a new game plus
and about 30 minutes in
I was like, I think I'm good.
Yeah, okay, okay.
Greg, you finished the game?
I have finished the game.
Madeline, you finished the game?
I have finished the game.
Okay, let's start off with Madeline.
Actually, Madeline, I want to hear your quick thoughts
on Silent Hill Townfall and your review score.
Yeah, so I really liked Silent Hill Townfall.
I feel like the atmosphere is very cool.
I love the sort of
90s aesthetic.
I think it has a really interesting story that always kind of wanted me to keep moving forward.
The score is fantastic.
We'll talk about that more later.
I know.
The score haunted me like long after I put the controller down.
I felt like I could hear the music like existing in my own life.
And it has this warble, the warble.
It's just distorted enough to be creepy.
Yeah.
However, I do think some of the puzzles are like a little.
little obtuse. And I think some people are going to have a little bit trouble with the
stealth sections. I think they can get a little bit over long, overwrought sometimes.
It ended up taking me about 17 hours to finish this game, which I think is quite a bit longer
than a lot of people, because I was very committed to the stealth and not trying to combat any of the
enemies. So overall, I think the score, I was really waffling here between like a 7.5 and an 8. I think I'm
landing at a 7.5 here for Silent Hill Townfall.
Okay, okay.
In between great and good.
I love that.
Kurt, you're not part of Kind of Funny, but.
It's true.
I mean, you could be.
I mean, uh, Greg couldn't remember if I was or not this morning when I walked on the door.
I just feel like you've been here so many time.
Yeah.
And I've been here.
I think I've been in the studio once.
Sure.
Maybe twice.
Maybe once.
But I want to hear one, how long it took you.
Okay.
Where you played it.
And then your quick thoughts and your review score on the kind of
funny scale.
I'm a kind of funny scale.
It's not there if you need to read it.
Yeah, if you want to see it.
It's very different from most of the doors.
I need to get up.
I played, so I thought I played on the longer end as well, but I came out at about
15 and a half hours.
Okay.
I played it on PC and I actually played this game a few weeks ago.
So I've been sort of like desperate to talk to other people about it because I did not
have a good time with it.
Oh.
And I want to just, you know, preface this with, I preview this game alongside you.
And if you go and watch my preview at GameSpot, I was super high on it.
Like the three hours I played, I came away being like, this is the direction Silent Hill needs to go.
I still feel that way.
I ultimately think that Silent Hill Townfall does a lot of remarkable things.
But for a game that is 15 hours, I actually think it's too long.
And there's a certain point from the three hours.
I played during my preview, I don't think or feel that the game evolves much beyond what it gives you in those opening, like, four to five hours.
And it's from that point where I was like constantly wanting the expectations of the change, constantly wanting like the sort of like, as Maddie mentioned, these, these stealth sections, it gets laborious.
And to a certain degree, I felt like I started to see like the seams of that game, of that game's design, which is unfortunate because like the enemy AI and the way they interact and the way they interact and the way they.
look at you and like interact in the environment feels good.
But once you start to understand like the tricks of how you handle them, it just I started,
it became too predictable.
It came to like, we're doing this again.
We're in this room.
I'm seeing these dudes again.
So I, that isn't to say I didn't touch on the story.
I think the story is a really strong part of it.
I still think that the story answers too much in that first play through.
And the questions that.
leaves to be answered are not compelling enough for me to want to answer them.
And therefore, I kind of left on a six.
Even though there's a lot of things I love about it, I absolutely adore the soundtrack.
I think the world feels good.
It feels detailed.
I want to read like every damn thing on the walls of that place.
But ultimately it was like too much for there's, there's, it just didn't evolve enough.
So that's my take on the thing.
Six out of time.
Yeah.
Greg Miller.
I was sitting right behind you as you were playing this game.
Yeah.
So a lot of fucks and shits.
Yeah.
I'm excited to hear what you think of it.
And the ones you heard,
because we had a guest in the office too,
who afterwards was like,
hey, thanks for let me hang out today.
I hope whatever was happening in Silent Hill is good or bad.
Like the fucks and shits were the great kind of fucks and shits.
You want out of a horror game where it was,
I was definitely in the final third to fourth,
I think when the ones you're talking about most recently.
And it was still giving me the job.
Oh, fuck, get off me.
You know what I mean?
like they were attacking me or I almost fucked it up
but I did the thing wrong and yada yada yada so there's a lot
of that in there and Roger
when I tell you I'm
doing my best to remember those
Silent Hill Townfall does
I think like the almost PS2
classic thing of we're gonna give
you this game you're gonna have a lot of fun with and then
we will make the last hour such a
fucking nightmare that it's all you can taste
you have to text Kurt
I am I doing
I'm spending it when I was
it's like oh my god like so it's like
I was playing this game and throughout that last week when I was playing in here,
and people asked me out, I'm like, I feel like I'm a 7-5.
I feel like it's good.
I feel like there are moments that are great and then there are definitely the six
moments that are okay and there's this big cornucopia thing going on.
When I rolled credits on it, I was like, 6-5.
Fuck you, 6-5.
And I was like, I had to be like, well, no, we had a lot of fun up until this point.
Like, let's remember all the things.
So I'm settling on a 7, a flat 7, it's good.
I think it gets in its own way.
I think there's so much to enjoy here.
And it's going to be a particular game.
game, right? Like, I shocked
by review scores today in a good way.
We're like, oh man, eight's on IG and eight on game spot.
Okay, like, I was, like, when I was texting
Kurt and like, we weren't sharing scores, but I was
stuck on a puzzle and he's like, hey, I was, and I texted
Tam. And Tam's like, you're ahead of me, man. I don't even know,
but Kurt says there's an end game puzzle that's so bad.
I was like, fuck, I'm texting Kurt about it.
I'm venting. I'm like, this thing's going to be destroyed.
You did a good job not revealing how you felt about the game.
Yeah.
I think I, like, said something. And I was like,
well, he didn't reciprocate it.
So I'm going to like back off and not influence.
But I was like waiting and waiting and waiting because as I mentioned, I've been like desperate to talk about this game because I feel like I had already known what GameSpot score was going to be.
I had already read the review and I think Mark did a great job explaining his experience, defending his experience.
It just was one of those things.
This happens with the reviews where it's like, I don't know if we just had the same experience.
I just don't know if we play the same game in that way.
Totally fine.
And then yeah, same as you.
I like woke up this morning.
I was like, it would I, genuine.
I was like, oh, oh.
It's like, I think I'm washed.
Because like, maybe there's something wrong with me.
Well, no, because it has been like, I at last, this is a fun little moment where I opened my, I opened up the ROG yesterday because I played on PC as well.
And it was we were doing spin art at the table.
And like Ben has a little spin art machine.
Oh, yeah, yeah, right.
Like paint certain paintings or whatever.
And he saw me bust out.
He's like, Daddy, what are you doing?
And I went, well, Ben, there's a time honor tradition in my career that if someone helps you with a video game and then you can help someone with a video game during a review.
period, you do it. So right now I'm talking
to Jacob from Midmax who
put out on Blue Sky. Is anyone reviewing
a game that has a puzzles in it?
And I was like, hit me up and I was
so ready for it to be the same thing I had been stuck on
but it was a different thing he was stuck on. And it's that thing
of like, and when you asked me, you're like,
this is from Jacob Geller, can you figure this out? And I was like,
I don't even know what the hell he's talking about. Yeah, yeah. And I was
just one of those things of like, he just hasn't found
a note that I had. I was able to look
in my, you know, my save and be like,
here's the code you need. He's like, oh my God, thank you.
no money. It's like that kind of game and it's also that an interesting one of like criticism
and review scores right where the literal bad bite at the end of this meal that I have in this
game for everybody else will be a simple this is fucking obtuse. Go to the guide. What is it? Thank you
Don and you're on your way rather than what it was for me of 45 minutes of just banging on buttons.
Like what the fuck do you want me to do? I feel like Maddie does exactly like. Madeline I am so impressed that
you didn't text.
And not because she texted me and I had to be like,
I'm not playing this game.
Here's the thing.
So I texted Roger at the beginning of the day because there was one thing that I was
stuck on.
I figured out as soon as I texted him,
I just needed to ask the question,
right?
As soon as I asked the question,
I was like,
it clicked.
I got it.
Roger's like,
I don't even playing that game.
And I'm like,
it's okay.
As soon as I texted you,
I figured it out.
Later that night,
one o'clock in the morning,
I get to the last big puzzle of the game.
Yeah.
And I am in this room for over an hour,
clicking every fucking button in that room.
And I am like, I can't text anyone.
It's one o'clock in the fucking morning.
I can't look this up.
I don't know who to talk to.
And I think this is where I was thinking about
if I was playing this as a normal person
and I wasn't playing this for review
and I didn't have a time crunch.
And I was able to just like step away, come back.
I wouldn't be as frustrated with it.
I came back in the morning and I had my husband look at it.
I was like, you're looking at this.
fresh eyes like what do you see here there's something i'm missing and he's like well what if you
try this no it doesn't work he's like what if you try this no and then the third thing he's like
what if you try this it worked and i was like okay so do you feel like this was really hard
like i'm crazy or whatever and he's like no i think that's a little obtuse but i haven't been
bashing my head in it for an hour so i got i got a quick thing i'll make this i'll make this as quick
as possible yeah we're really we're trying to wrap his pocket
usually when I say that
that means I'm going to have to be escorted out
to your point Maddie
like I
I reviewed a little game called
Lorelai and the Laser Eyes
Oh I need to play that still
I gave the game a 9 out of 10 it was my game of the year
that year I absolutely loved it
That is easily
probably one of the hardest puzzle games I have ever played
And there are many times in which I was beating my head
against a wall but like the thing that Lorelike
and remind you I had
to mention that like I reviewed this game.
I didn't know anyone else who was playing it.
Wow. So my wife was the only
person who I was like, can we,
can you help me please make sense of this?
But like that game does such a
and I don't want to compare these games.
The point that I'm trying to make is like the really like
the idea like the way in which Laura like
communicates itself to me
I never felt like hoodwinked
or like tricked at the end. And like
I was able to like understand the game on its
terms and like figure out what it wanted
of me even if I was beating my head against the wall.
And it was one of those things playing Townfall
where it's like I was staring at this puzzle.
I'm assuming that probably the same as that puzzle
you were staring at Madeline.
And I was like, I don't know what you want from me.
Like I don't like I can't piece this together in such a way
that like and like to some degree I think I'm willing to say like
maybe there is a thematic purpose to that in like that the way this game unravels
in the end.
But even then it just didn't feel like it felt more like.
Every other puzzle up into this point I felt like I felt like I had the
aha moment or I had
the key that I needed to figure it out and put it
all together and see like Goonies you didn't brute force your way
through it and this was the one where like I was venting to Kurt on
step four of this fucking thing yeah which is as bad as step one two and three
and I entered in the thing I needed and then I was like well I just fucking got it
and I have no idea why like if somebody does call me it's like I can't be like oh
this is the thing that means the thing it's like no I just fucking it's stumbled into
this like a moron, like trying every combination
It was brute force.
It was brute force.
Like it's hitting your wits on and it's just like,
okay, we're just going to keep doing this I guess.
We're going to keep doing this, I guess, until it goes.
And it's kind of paired up with, we'll get on to the rest of the game, I swear.
It's paired up with like my least favorite enemy in the game, right?
Where every other enemy in the game, I feel like has logic of what they're doing,
why they're doing it this way.
And this dude.
I'm like, does he see me when I look through the thing?
Does he sense my flashlight?
Because you'll do something.
And it was like, what the fuck was that?
Like, no, no.
Why are you coming over?
What about going on over there?
Jesus Christ, get away.
I do feel like the enemies have like,
you are wearing a homing beacon,
and they know where you are at all the time.
When you go into a closet,
that is,
if you go into a closet,
they're like,
I heard that.
And that was,
and that was what I was referring to earlier
when you start to see the seams,
when it's like,
I knew at some point,
like,
the stealth loses its tension
when I know,
well,
there's an enemy in front of me,
I need to get there.
I know if I go into a closet,
the game's going to like,
trigger things up, the gear's going to turn,
and the enemy's going to run in, look for me,
and then leave the room in which then I have my thing.
And like that sense of tension,
the sense of thing that comes from like,
the unknown unpredictability is just like,
well, I now know how this game works.
Yeah, on the flip of it, like, you know,
somebody who likes a good stealth game,
you know, what else, Splinter Cell, Metal Gear,
how you doing?
Come on, bro.
Like, this isn't on par with those,
but I need to try to say imagination.
But I enjoy the, all right, cool.
The guy goes over there and he goes,
and then he goes down, you know what I'm like,
I know his route.
So I'm happy to, I could rush it right now, but something might go wrong.
So I'll wait here and let him come all the way around it and then I'll get on his tail and do whatever I need to do.
I like going every drawer.
And it's just, oh, it's more gau.
It's cool.
It could have been a thing.
Maybe the combination somebody needs.
Whatever, but like, I liked exhausting all of those options and stuff.
So it was like that speed, and that is so well done here, I think, in terms of just you are in a living nightmare.
And this is survival horror.
You are not there to fight these people.
You know what I mean?
Like, do not get into combat.
Like, I loved all that.
I think the game is gorgeous.
I think it's really beautiful.
It's like, it's phenomenal looking.
This is, this is take the comp with the way I'm trying to give it, right?
It's like, this is what I think the vision of the visuals of PT really was.
I'm like, you are in this dilapidated town, right?
You are in the seaside village.
You're in this clinic.
You're in whatever.
And it's like, damn, like, this is a weird call, I'm sure.
But like there's a, in the village, a computer store you eventually go into.
And then an office building you eventually go into.
And the sounds inside of those, you want to talk about Smiley Award categories.
Like, damn, this sounds, this feels like I'm inside.
the old, you know, computer store we used to go to an Aurora or, man, this feels like I'm in
an old office, just the footfall.
Even, even like there's, I talked about this in my preview, but it still stands true
after playing it.
The, the houses you go in and like the apartments you go in, like, feel so genuinely
lived in, like, to the smallest part of, like, there's like, there's like a scrape on
the wallpaper and something.
It's like means nothing.
There's no, there's no, there's no story context of it.
But like, seeing that in one room in one apartment and never seeing that repeated, just like,
it gives that eerieness of being.
like I'm in someone's house.
I'm in someone's place.
I'm looking through their things.
Like,
they accomplished that so well.
Yeah.
So many different directions.
We touched on so many different things there.
I really have all been really pent up.
Which I love.
No,
I know genuinely.
I think you brought up a great point,
Kurt,
of like when we did the preview,
the reason I actually didn't play the game
was in that three hours that we played,
I started to see those scenes, right?
Like I started to see kind of what the enemy variety was going to be.
I started to see what kind of type of stealth it is
and it just wasn't working for me.
When it comes to like the moment to moment gameplay, I guess Madeline, like, what was that for you?
What was that experience like for you?
Was that enjoyable or did it kind of maybe outstay it's welcome a little bit?
Yeah.
So for me, I really, I feel like we're sounding very negative and I think they're both more
negative than I am.
I do really like this game and I had a really good time playing it for like the first 12 hours
that I played.
And it was the end, it was towards the end because at the very beginning, I felt like the
atmosphere was amazing. I still was very scared the entire game. So I do want to be clear. Like,
I feel that this game builds tension incredibly and is very scary, which is something you want from
a horror game. The atmosphere is fantastic. The sound does a lot with that. The visuals do a lot with
that. I really like playing stealth. I think it builds the sort of tension because I did play
slower. I think if someone is a little bit faster, there is a stat actually I saw at the end of my game.
I spent over 35 minutes in a clock.
different closets throughout the game.
I'm pretty sure I did too.
Yeah.
And I don't think that counts the rooms where you can go in and lock yourself in.
Eight minutes.
Eight minutes hiding.
Crazy.
So yeah, 35 minutes for me.
So like count that towards my total playtime.
But I do think the first half of the game is extremely effective to me.
I think the first half works so well.
It's so scary, so tense.
I'm having so much fun.
And I even think the puzzles in the first half of the game are really strong.
There's a lot of puzzles in the first half that are extremely effective.
They are challenging enough that you don't feel like, oh, I'm the smartest person in the world.
But they're not so challenging that you're bringing your head against the wall texting your friends.
I love a good notepad game, right.
You know that.
So busting out the notepad to be like, all right, hold on.
Have you played Lorelei?
No, I never played.
Jesus Christ, it's like no pad the game.
Sounds hard.
All right, sorry.
You bust out your notepad to do this thing.
I was compliment.
Yeah, I agree with Madeline.
I think so many of these puzzles, I was like, oh, this is, what's weird is there's no real review guide on this one in terms of, like, don't say this.
There's a very specific thing.
I was actually really impressed by that.
Don't say it.
But it's like, I wish there was.
This is one of those games where, like, for me, the surprise and the where we go and the way things change.
And even the puzzles.
Like, I wasn't expecting the puzzles to be the way the puzzles were where I was like, oh, shit, I'm trying to combine this and do that.
Like, okay, this is interesting.
And I like the way it's merged into the gameplay we already have, but then here's the puzzle room I'm trying to solve.
Yeah.
Let's talk about the puzzles and the different ways they do it, right?
The CRTV is a huge deal when it comes to the actual combat and you're looking around and you're actually able to see where the enemies are.
It also plays into the puzzles.
A few times.
Okay, so how much?
Because in our preview, it was a few of the puzzles.
I think the preview probably showed the most, like, so to Madeline's point, like those opening few hours, like, I would say the opening six hours for me is like where the game is its absolute strongest and, like, utilizes things like the CRTV as like in the back.
way it can.
But like it's really, it's only just a few times.
It's just those, it's just a way to get you to look around the environment.
You know, like gives you small hands, small, you know, sort of things to like pay attention
to and look around.
But beyond that.
Was it using puzzles?
Because, I mean, obviously you're using it to see the enemies while you're hiding.
And then there's the ones of like, all right, get a new video.
So there's a puzzle near the opening when you first get the CRTV, which kind of shows
you like cryptic sort of glimpses of objects around the room that then review.
the numbers you need.
And it does it again at one point
when you're actually in the town.
But to that same regard,
I feel like it's almost not used enough in that way.
Like there was early in the game,
it's used to,
and this is in our preview,
where it showed like a cryptic scene in town.
And like that was your way of kind of knowing
like what alleyway you'd be sure to go down.
But I really don't feel like that was used more.
Like there are instances later in the game where they do say like where it shows you a cryptic image of like a corner of a building of some kind.
But it didn't really help me.
I just it was like that's a thing.
That's a place.
I'm,
it's the only place I really have to go.
So I'm going to go there.
It's not,
it didn't really guide me that much.
So again,
first six hours the game I think is like the best use case for it.
Otherwise it is just a,
you know,
enemy X-ray vision sort of thing.
Exactly.
I think it's just used for enemy detection for the most part.
puzzles then become, yeah, like the more intricate, almost resident evil, right?
The classic survival horror thing of you need this thing and this McGuffin and that
McGuffin to combine them to put them into this thing.
So to do that, you know, all these different codes and, you know, I mean, it kind of spirals
out in terms of everything you're doing.
But again, they put you in different scenarios that I wasn't expecting, you know, having,
for me, I didn't do the preview.
I had done the SGF behind closed doors and saw.
And those hands off.
No, hands off.
Yeah, it was just us running through the, I think honestly, right, or a little bit
before this, right, with the, actually, I think it was just here.
where you get the key card for the electricity.
And then having explained in Scotland,
this is how electricity works,
because we're all like,
we have no idea what you're talking about.
Anyways,
and so I saw that and that was where I was like,
damn, this seems like my kind of game.
And playing through, it was,
it is my kind of game.
Again, I'm giving it a seven good
just because of a little bit of the anger here.
And again,
the seams.
And I think, you know,
the repetition they use in certain things,
but again, I had a great time with it.
I didn't see where it was going.
I think, you know,
for people who might be like,
and if you don't like stealth or,
you know,
lowdown gameplay.
Understandable, but then there is a section later in the game where they kind of turn
it on its head.
And I was like, I think you don't like it.
Somebody here I was talking.
And I was like, I actually really enjoyed that.
Like, I thought that was a fun way.
Yeah.
Wait, I was like, what part?
The part when it, when you, oh, oh, secrets, everybody.
They're talking about secret.
Oh, no, that part's good.
Okay.
No, no, no, no.
I'm all for that part.
I know that part was a contention point.
This part that we're alluding to.
Yeah.
It was one of the lower points for game spots where you were Mark Delaney.
I thought that was awesome.
But I thought that was like.
fun. That was like this moment I was like waiting for when I started to feel like the wear of that game on me personally.
And I was like, I need something to like just like loosen up. Just like something a bit. And there is one section. It was like, hell yeah, that ruled. And then we went back. It was a good tension breaker without being too much of a tension break. Yeah. Like it let you get out of your sort of mode and introduce new things to bring some variety. It also created new tension. Right. It was like it like completely like gave a different sort of like context of how.
how you've been playing and then all of a sudden you're like,
you're like the odds are stacked differently,
but that doesn't mean it's any less terrifying
like what you're about the deal with.
So yeah, I love that part.
To be very vague.
It'd be very, very vague.
But again, we weren't told we couldn't talk about it.
I think we're all select.
We're in agreement.
We're all in collective agreement that it's like,
it's a good bit.
But we have a lot of other things to talk about.
We got the story.
We got the future of Silent Hill.
Where does this franchise go?
But before we do that,
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And we are back gamers.
Let's talk about the story.
Who wants to,
just generally, who wants to start?
Who wants to talk,
tell me about their experience with the narrative?
I was locked in the whole time.
Whole time.
Yeah,
whole time,
I thought,
again,
did a really great job of,
I think,
starting from a simpleish place,
right?
I've washed up on a beach.
Yeah.
What is going on?
I'm inside.
Who am I?
Yeah, exactly.
What am I doing here?
Direct quotes, by the way.
Exactly.
I lost right on the script.
I did write on the script.
But yeah.
The way it evolved, the...
What am I doing?
The way it evolved, the corners it took.
I wasn't expecting that.
By the end, I was like, man, we got to a great point.
And then it's like, you know, my thing says, well, I shouldn't probably say, but it's like,
one of this many endings done.
Curse what one you got?
Please, one of this many done.
And I was like, oh, cool.
And I was like, I think based on that fucking nightmare of a final puzzle, there's a way
to switch them right there.
Like, I think that must be the ending.
So I went back then and did that and got the same ending.
And I was like, I'm not replaying.
I will look at a wiki.
I think you did the same thing I probably did with the, but, but,
Hold on.
How do I see?
It doesn't matter.
I can't tell what ending.
I think it doesn't.
My eyes aren't strong enough.
Yeah,
it's very small.
Tiny text that you have on that device.
It's not a me.
What do you want to do?
I don't know.
I don't make the U.S.
I'm opening up.
This is Steam.
In Steam, they copied PlayStation.
They put achievements in there.
Oh, so I can show you what I got there.
Okay, good.
I'll take it out.
Yeah.
No, they have trophies.
Oh, you said.
And everybody's like,
that looks great, so we're going to make them achievements
because I didn't want to get sued by PlayStation.
Wow.
Kurt,
I touched on a little bit earlier
The
The positive take I have is
I've
I think I'm like you where I am
A late Silent Hill
Like I've been converted over the years
I had a really hard to give you such a horror guy
Well that doesn't mean what are you typecasting me
Yeah
What are you judging me?
Bro you look like Vincent Price
This is supposed to be bread and butter
I don't know
That's the one I got
That's a compliment
I think you've got
Yeah yeah I think you just
get that one as a first ending.
Because that's what I got.
That's what other people I know got. Anyways.
So, well, the thing is, like, I had
time playing SoundHill games when I was younger,
but, like, there's a lot of things that didn't click for me
at certain points in my life.
And I, like, just struggled to find, like,
my place where the series was.
That doesn't mean I didn't appreciate it for what it is
or what had done.
It wasn't until, honestly,
SoundHill 2 remake allowed me to kind of, like,
see that original game in a different context
that, like, made me suddenly start
to see the game that I think other people
saw all those years ago.
And then I, like, got really into it.
And then I went back and I played,
replayed some,
in my opinion,
still stand the same
about those original games,
except for Soundhill 4.
That game is good.
End a story.
I love that game.
You heard it here first.
Silent Hill 4 of the room.
It's playable on GOG.
Don't let anyone tell you,
like, you can't play that game these days.
Yes, you can.
I loved it.
And if he could do it, then anyone can.
If I can do it,
then you can get a walk through and do it to you.
Yeah, somebody in chat
I was like, you lost me there.
Well, that's fine.
Get lost in the fog, buddy old pal.
That's okay.
Where was it going on this?
Oh, so I've been converted.
I'm a big fan.
I'm a big fan now.
I absolutely love.
You're Johnny come lately.
Yeah, I love Silent Hill.
Now you're lost in the fog.
Now I am lost in the fog.
I love Silent Hill F.
I loved it so much.
And the, this is all important context.
I like the series better when Silent Hill
is not an action.
actual place. It is a vessel to be able to tell different stories and explore different themes.
And Soundhill F obviously was like really one of the first ones that uprooted and taken in Japan
and like did some of the best exploration of so many damn things I can talk about that game all day.
And so I really pleased to see that Konami was like, Screenburn clearly had a vision for this thing and
wanted to tell a story that only a Scottish developer could tell in this context.
Like from that standpoint, I think the story is just a cool story to be told in a game.
Like this sort of thing, it's not like the sort of typical sort of like grief and trauma things that we tend to explore often, but it does it in such a way that like, we just don't get to see.
Often commenting on corporate coercion and sort of like uprooting small roots and like the instability of like healthcare systems.
Like all those little things that are probably like people are like, oh, I don't want that in my games.
But like I think it does it very, very well.
that being said
I
wish
how do I put this
it
explained too much to me
and that's where I felt
like there was little wiggle room
in what I loved and appreciated
about Silent Hill 2
and Silent Hill F
and Silent Hill 4
where there was like
it explains stuff to me
but there was still enough
to like
make me feel like
I was almost second guessing
it where I was like
but is that what happened
and I think Silent Hill F
is like a masterpiece
in that where like
I've seen all five endings
of those games
and every single end
you question what you thought was happening every single time.
And that is the way I just like to engage with things.
I don't want to be spoon fed anything.
And not saying that like townfall does.
But it tells you a pretty clear narrative.
By the time it gets the end,
you basically know what's happening and anything else to really understand
like 100% what's going on after the fact will require other playthroughs.
And that's what I was referring to earlier.
It answered all the questions I needed to answer and left questions I didn't really care to answer myself.
Yeah.
My question is, all right, cool.
So how do I change the ending?
We are not on a new game plus when you run through.
How do I get one of these other endings?
But I'm not interested enough to spend another.
And granted, you go faster.
There's a achievement for getting through it in four hours, right?
Like speed running and what's going on.
And they actually,
you back to puzzle and be like, what the fuck?
I don't know.
Manila, have you done consecutive playthroughs yet?
No, I haven't.
I felt similarly to the way that you did,
which is that Silent Hill F was one I did want to go back to.
And I didn't end up finishing a second playthrough,
but I started one and got pretty far into it.
Because like you're saying,
I really agree with all.
your points, which is just like, that left me being like, oh, everything I thought I knew is maybe
different than I thought I knew. And I need to get more context here. Whereas in in townfall, I think
the story is really compelling and interesting, but I don't think it's extremely deep. I don't think,
I don't think it's very mysterious. I think it's pretty much what you kind of expect going into it.
And like halfway through, there's kind of, there's like a reveal at a certain point where I'm like,
yes, obviously. Like, this makes sense to what I know. I, I, I, I, I, I, I, I, I, I, I, I, I, I,
don't feel like I still think it's impactful to the story, but I'm not surprised. I'm just like,
yeah, okay, that makes sense here. I feel the same about the characters themselves where I wish I knew
more about Simon. I wish I knew more about the other two characters. I think that the performances are
really strong, but we don't get a lot of depth to them about why they're doing what they're doing
and what their motivations are and why we should, yeah, come back and see them again because I feel like
What is there is there.
And I don't know how much more there is,
even though I do think the story that they told was very effective.
Agreed.
Interesting.
You know, because I feel like at least, again,
only playing Silent Hill 2 remake and Silent Hill F,
like exactly what you're talking about,
Kurt of like,
to me, the DNA of these last two Silent Hill games
has been the idea of the game ends and you're still like,
what is this?
You know what I mean?
There is that big question.
So do you think that's like almost like a failing of a game like this
who's trying to bring Silent Hill
and trying to make a new.
new thing to be like, hey, here is just a narrative that is pretty straightforward. And of course,
you can replay it. We don't know what those other endings are. I mean, personally, no, I don't
think it's a failing. Like, I still think, like, screenburn is doing something cool and unique
that has not been done with Salon Hill before, even if that means telling a more, like, linear,
digestible story. Like, I think that's totally fine. I don't think having a mysterious,
archaic, thinky thing is, like, what you need to be a Salon Hill.
game by any means.
Just need fog.
You just need fog.
Just need fog.
And like, you know, something looks a little, like a little rusty.
Like, I don't know.
Like it's, yeah, I'm in the same boat where I don't think it's a failing of the game.
You know what I mean?
And I don't, I don't think any IP should be held to a standard where you can't experiment
and do something different with that.
I just think, yeah, it's like, you know, I love horror movies of all shapes and sizes, right?
And this is just a very, I think, direct one.
So again, to get to the end and be like, well, I'm like, all right, but I, like, I guess.
But, like, I don't.
And, like, that's the thing.
is like there's still questions still being asked, right?
It's like when it ended and I was like in our game spot Slack
with two other people who played it,
they themselves were like,
well, do you think this happened or do you think this happened?
And like, that's where I was like,
I got all the information I needed.
And like, and that's where I was like,
I know what happened.
I don't know what happens.
You know, like, like, and, you know,
afterwards, but like in terms of what I need
to be able to feel satisfied in terms of like
the thing it wanted me to learn.
And I think, I got it.
To combine points, right, for the gameplay loop it offers.
Yep.
If we were going through, and I don't need like traditional RPG leveling up, but if the
experience was leveling up where suddenly as I get deeper into it now with the TV, I can
short out enemies or scare them or mister, if you were giving me a reason to go back and
And that's one of the things sound hell aft us so well.
Right.
Hey, here's a reason to go back and replay the game and it'll be quicker or a different experience
or whatever this time around.
Go for it.
whereas I know this is still going to be me going room to room looking for things.
Interesting.
Interesting.
And you felt the same way, Madeline?
Yeah, I think it's not one that I want to replay.
I will say, like, I feel like we brought it up up top.
Like, I think this game is definitely for like, if you loved alien isolation, you're going to vibe with this game super well.
Obviously, some same team members, I think you mentioned.
I really liked alien isolation as well, but at the same time felt it was a little long.
So I think it's just like, I think this has a really good core cycle for a shorter experience.
So if you can get that 10 hour play through, I feel like that's ideal.
With the walkthrough, you'll probably have a great time.
Exactly.
Yeah, yeah, yeah.
When you hit that one wall and you're like, well, I'm at the button pressy a puzzle
that everyone keeps talking about.
Then, you know, you know, what the shit?
Does any of this?
Yeah, you don't have the text of any of us.
It's a cyclopedia to understand what these things.
And if you're playing a 10 hour playthrough,
I still don't know how much I would want to do a second play-through,
but like since I said mine was 17 hours,
I feel like I could have done a second play-through through there
if my first playthrough had been closer to the 10.
So I do feel like there's there is some good meat there.
I just feel like, yeah,
I just ended up getting a little bit longer,
a little bit spread too thin maybe for the amount of time played.
We didn't really talk much about the first person element of it.
Good.
Yeah, do you think that this is kind of,
of a direction that Silent Hill can take in the future?
Or what did you feel about the first person of it all?
I mean, just to say, I think it should be,
I don't think any series should limit itself to a point,
to a perspective.
I think it needs to favor the gameplay and design
in which I think Salient Hill Townfall
merited being in first person,
because from the very start,
I had spoken with the director when I previewed the game ages ago,
and one of the first decisions they made
when they started designing that game was the CRTV.
and that being a core part of like lifting this thing up to look at and you just can't do that with a third person perspective.
To have like a constant interruption of gameplay of this device that come, you know, to block everything else.
So to answer your question, I mean, I don't think any game developers should limit themselves to a sort of like all games going, all Resident Evil games going forward have to be first person.
I have to offer both third and first person Samhasaun Hill.
Like no, it's what's the story you're telling?
What's going to what gameplay is going to support that story and that experience?
that is when you decide.
So I don't,
I don't think we,
from this point on,
we should just automatically
be like,
every one of them should be first person.
I think,
yeah,
you know,
the lesson to take away
for Konami,
I hope, is the same
that we've seen with Capcom
of like,
cool, let's take Resident Evil
and you can have it
be third person,
you can have it be first person.
It can be in Silent Hill.
It can not be in Silent Hill.
We're like,
let's just take this IP
and experiment with it
and do cool stuff,
different stuff,
which I think matters so much.
I do need to call out
something that's been happening
on this show,
all right?
we've been wrong.
And kebabs
is losing their mind in the chat.
Yeah, I see this.
Cababs did go through in super chat to say,
I apologize,
but I can't let this go.
CRT stands for cathode
Ray tube.
So it's a CRT TV,
not CRTV.
Trust me,
when I previewed this game,
I knew that the comments
of my preview were going to
fucking lose their mind
over that because of someone
who owns a CRT TV
and once had a friend
who I was like,
I want to see our TV.
And they were like,
it's CRT TV, Kurt.
And then I learned it, but guess what?
I was say on their CRTV.
I wanted to ask them, like, you do knew.
Thinking up with screen burn kebabs.
Yeah, screenburned, like, and they're like all like,
we love analog.
So like, go.
That's how they said to do.
Yeah, they're like, we all am analog.
Oh, wait.
We film stuff and then put it on the CRTV.
I don't know why I turned to Dave Lynch.
Turning on, turning on the printers in this game,
it gave me a wave of nostalgia, like having to like,
boot up your printer and then having the floppy disc drop. Yeah. Oh yeah. Oh my god.
Corrupted disc that you have to like, oh, I just want to play Doom. God damn. Like, what are
doing? All are so old. Let's get into some super chats before we end the show. Actually, I'm gonna,
while I do read the super chats, I want you to think, what do you want the next? What do you
want the future of Silent Hill? Oh, well, I got that. You already know. Uh, sorry enough with
Jeff Bull Jr. says, Roger, did you watch the new Silent Hill movie? If not, please do. I'm sorry.
I did not, but I did see the clips of the, the, the,
the fake beard that you absolutely should watch it is it is it really bad i had a great time yeah yeah
i had a great time i love a bad movie kind of honor ironically like i was just sort of like i'm not
gonna say it's a good sound hill film it's not but i you know i i i watched that movie with my wife
i was laughing i was having a good time i was questioning it i was confused that's me with madame web
i love that uh dylan miller supertresses here's five bucks for the worst high five i've ever seen
since stepbrothers.
That's what we're here for.
Incredible.
Wow.
Mike like music
Supertides says,
Kurt,
your R.E.
Attachi
K sorting game.
You played with
Lucy and Nick
inspired my partner
and I to make
a D&D one shot
with the same case.
That's what we're talking about.
Thank you very much.
Yeah.
If you guys,
for those of you,
if I could plug it.
Please.
Lucy James and I
had a
show called Kurt and Lucy Gotts Covered.
And on that, for one episode, we had Leon Kennedy actor Nick Aposelita, in which we designed
basically a, a D&D light sort of experience for him where he was forced to, without knowing.
The first part of the game was like, all right, Nick, here's a case, here's an attache case,
labeled out like the RA4 case and was like, now get your inventory settled.
And we gave him like fish and grenades and guns.
And then the next part was like, all right, now buckle up
because we now have scenarios we're going to walk you through
and we create an entire gameplay system in which like,
he had the roll of the dice to be able to figure out what he was doing.
And I'm very, very proud of that.
So I appreciate what was their name?
Mike like music.
Mike like music.
Thanks for watching.
Thanks for watching that.
And shouting it out.
How do you feel now that Lucy abandoned you?
Well, I feel free.
I don't have the deal with her.
Yeah.
I don't have to smell her.
The amount of times you have to nod while she talks about.
Yeah.
Like, what the fuck?
Yeah.
Yeah.
Why there's somebody
uses that.
What is going on?
Yeah, no.
She speaks all sorts
of weird jimberish
and I'm just like,
go back and watch her
and listen you've got you cover
and you'll see me every moment
being like,
uh-huh.
Yeah, sure.
So, uh,
it's been great.
So long,
sucker.
Aaron Lime Superjad says,
would you say townfall
has higher highs and lower lows
than two remake and F?
I guess that's just for Curtin,
Madeline.
Higher highs,
Lower lows.
Than Silent Hell 2 remake?
NF.
NF.
I don't know if I understand it.
So like higher moments than Silent Hill F or lower?
Compare this game to the last few.
Okay.
Yeah, I'm also confused.
Madeline, go for it.
You take this one, Madeline.
I would say of the three,
I think Silent Hill F is my favorite.
I think it has the highest highs.
I think of the three for lowest lows.
I don't, I don't.
really feel like that works because I think the things I didn't like about each of the three are different.
So I think it's impossible to compare the lows. I think the highs, Sondon F is the high watermark for me.
And that's what I'll say about that. Yeah, I agree. I don't think it's, it's always hard to do,
it's always hard to compare games, but it's especially hard to compare games on a series when each,
when each game was developed by a totally different studio. Yeah. With a totally different time. Like,
one of them is straight of a remake. So it's like hard to be like, well, this is.
game had higher highs than that game, but it's pulling from something that came ages ago.
Um, but I mean, I'm gonna agree with Madeline.
Like, F has like some of the coolest shit I've seen in a game.
I gotta replay it.
And like, to this day, I like, wake up in a cold sweat and be like, ooh, that was cool.
That was sweet.
To me, let's just go back to bed.
I know.
Yeah, yeah.
Sorry, sorry, sorry.
I was just, you know, thinking about somebody doing something to their face.
I will say townful had one of the.
best jump scares I've experienced
this year.
There was
I went to a room and there was a
I went to a room and there was a
enemy that hadn't been in there that was like sitting
in the corner. And when I went to
do something, they like
popped out at me and I full on screamed
one of my loudest screams.
My neighbors heard that for sure.
They heard it. Yeah, I was pretty
I know exactly what you're talking about.
And that for me was not so much a scare moment, be like,
oh yeah. Now that's some good stuff.
Now yeah.
Finally like we got it.
The ones that you hear coming, the...
That was always like, fuck, fuck, fuck, fuck!
Those dudes, I hated those guys.
I liked them a lot.
QTE-E minds is what I call them.
Oh, you're a little loser.
I was like, and then I started
just swinging the ground, everything was like,
I don't have patience for this.
I'm just gonna enjoy yourself.
Getting those air ducts, remember?
Oh, I do remember those.
And the final super chat is also from Aaron Lyme.
He says, I heard from a friend who previewed that,
previewed with Roger that Konami hinted at having talks
with South American devs for Silent Hill.
Yeah, it was actually in that.
interview session. Yeah, it was
more, let's have a hint. It was more of like, oh, where do you
want to take this? Have you thought about South American
kind of locales? And then they specifically said, like, oh, we have
this specific book or novel that we were
pulling from when we were looking at these things. So,
yeah, it was really cool stuff. But
that is the great segue. Too,
what's the future of South? Where do we want this
franchise to go? Do we want to continue
down a yearly path? What are we feeling?
I want to be able to speak first.
Okay. Wow. So much
pressure. Thank you.
Where do I want Silent Hill to go?
I agree that I like Silent Hill as a concept as like an otherworldly sort of presence.
So I would love to see it.
I feel like this is such kind of a dirty word in gaming.
But like what it, what, and I forgot what I was going to say.
But not, yeah, not annualized, but sort of everyone gets their little, everyone gets their little shot at it in a different way.
And what does Silent Hill mean?
Yeah, for a different culture.
For South America.
culture. What does it look like there? What story can they tell there? I think that Silent Hill
means something different to different people experiencing different stories and the sort of trauma
that different generations, different genders, different socioeconomic levels, all experience
can be told in really interesting, unique ways. And whether that's first person, third person,
stealth, combat, I think you can really change it up and it be about the horror of having to
relitigate and relive your own trauma and what that looks like.
I'm skipping.
Yeah, I'm on the same page where I, you know, again,
is somebody who you talk about being a latecomber to Silent Hill or whatever,
but like, you know, you joining late.
For me, it's just I've never been able to get in.
As much as I love horror back in the day trying to play them on PlayStation.
It can be impenetrable in a lot of ways.
Yeah.
Silent Hill 2 remake.
I stumbled around that town and played for a while and Rajah,
I just, I don't fly with it.
F I downloaded and never got to because.
It's my comfort game.
Like, I was in a bad mood last week about two weeks ago,
and I was like, I'm just, you know what?
I just want to, I want to play Sond Hill Tee remake.
And I remember just, like, sinking in and be like,
you're a fucked up guy.
I play Minecraft.
That's pretty good.
Well, I've always considered certain horror games to be, like,
everybody always talks about, like, cozy games, and, like,
horror games are cozy to me.
They make me feel, oh, they tick my brain in a way that makes me feel smart.
Yeah, so in this, line with this conversation of what this one does so well,
again, to it, I think, overstaying it's welcome a bit, right?
It reminds me so much of all the indie horror games I play,
where I'm talking about layers of fear, right?
Or just jumping into these games
that are the first person walking simulator.
I know that the devs can't afford another character model.
So that's not what this game is.
You know what I mean?
And I like that experience.
And I worry about trying to chase that and cheapen the brand that way.
If you're just trying to crank them out and do it.
But if you have something to say like ScreenBurn did with this one,
like I think that's the future of Silent Hill.
Konami hopefully working with partners that are like,
no, we get horror and we think it fits in the,
what Silent Hill box is because of X, Y, and Z.
Yeah, well, I did not like this game,
or at least I, by the kind of funny,
you know, I gave it an okay, gave it a six.
I want to make it clear that I do think that
this still supports where I think the series needs to keep going,
and that is between Silent Hill 2 remake F and Townfall,
each one of them accomplished something vastly different.
Mechanically, narratively, thematically,
like they all were, they're not just repeating themselves.
When Team Silent was disbanded after Soundhill 4, and Konami took, interestingly enough,
a very similar approach they are now where they started giving Silent Hill to studios around
the world, British studio, I think there was a Polish studio that worked on one, I'm sorry
for being incorrect.
The difference between that then and now is that then those studios were just trying to tell
a Western horror story.
They were trying to tell a story rooted in American culture.
And because of that, they were just chasing a thing that only Team Silent could have done.
Now we're on the opposite end of the spectrum where Konami is giving these,
the Taiwanese studio for F with the Japanese writer and a Polish studio like Blueber for Sound Hill 2 remake.
And now the Scottish thing and not holding them to have to tell a silent hill story,
a story in Silent Hill.
So while I didn't love this game, I think this is like absolutely.
I said this in my preview and I stand by
like this is one of those like this is proof
of Silent Hills Renaissance moment
where it's like if Konami can just keep doing this
and give like permission
to these developers to feel comfortable to experiment
and tell stories that you otherwise wouldn't get
in horror games I'm all for it.
So like I say continue on this
whether it may be tarnished
by the annual release of Silent Hill games
like they want to do. I don't know
but like Capcom is knocked out of the park
with their ability to like
form teams that understand their
franchises and Resident Evil and keep it going.
And I think like there's room for people to be able to do the same thing with
Sound Hill, even if that means we get like a mainline remake, like the Sound Hill one remake
we're expected to get or, you know, to come like to allow other cultures to be like,
go with it, experiment.
Tell what story we wouldn't be able to tell.
And like the old, you know, American town with the diner is like, you know, like
that.
So I'm all for it.
Keep it going.
Don't let.
I'm sure Konami's going to be like, well, Kurtz gave it us.
Okay.
I'm kind of funny.
We can't do it anymore.
Like, no, let it rip.
Keep experimenting.
Yeah, exactly.
Yeah.
I love that.
Well, everybody, this has been a great review.
I'll give this review in 8.5.
Oh.
Only 8.5.
Yeah.
That's fine.
If Madeline would have come up.
On road,
a different story.
Before we end the show,
Madeline, where can everyone find you?
Yeah, you can find me at Twitch.
Dot TV slash MadExposure.
I also want to shout out the music once again.
Oh, we didn't even know.
We didn't talk about it,
but I have been following Pilot Freased
since he did a little short.
He's also a director and a writer.
He did a short in a holidays anthology movie called Father's Day is his section.
Watch it.
And then he made another movie called Come True that is very similar stylistically to this game.
It's like retro.
It's about this girl in a sleep study and she sees creepy things on the CRT TV.
It's very cool.
Pilot Priest did amazing.
The sound design in this game is amazing.
And also follow me at twitch.tv slash magic exposure.
Kurt, where can everyone find you?
I'm not actually on social media.
Oh, wow.
But I know where.
Yeah, I know.
But if you are so curious, I do have a YouTube channel that I don't post to, but it is at least a living.
It's a living, it's a living archive, a lot of what I do at GameSpot.
And I'm also one of those dudes who has a website where I post my comics and short stories that you can go to and read and enjoy.
If you like comics and fiction, you can go there and do that jazz.
And email me.
I don't know.
I don't use social media, but if you want like currentavina at gmail.com, hit me up.
say what's up
send me up
if you want to talk about
something else
just send him a fax
hey wow we're going to the site
there we go
we don't have to do all that
that's awesome
really good
you had a really good
comic I think it was
this one at the very top
this was great
thank you
that was when I bought
an Xbox to play
deadly premonition
incredible
well everybody
this has been
the kind of funny
games cast
where each and every
weekday
we get together
and talk about
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to get a daily exclusive show and
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Next after this is going to be Mike
playing through some of the
game of the year contenders
that he hasn't tried yet. So he's
starting off with Karen. Until next time.
No. Right? No.
You can't end the show
saying Karen. Karen. Karen. Karen.
Karen. I thought I killed it. I got to be
honest. I thought it was Karen. I'd give you a
9.5 out of townhouse thing.
Probably even that I sold what
of, you know, 9.5.
Oh, I appreciate that.
Well, it's been our pleasure
to serve you, everybody.
Bye-bye.
Thank you.
