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CRTV
August 20, 2026 at 02:32 AM
Initial version covering the CRTV's origins, tuning, threat detection, navigation role and cosmetics
The CRTV is a pocket television Simon carries through SILENT HILL: Townfall, used to tune into unstable analog signals. It is the game's replacement for the series' handheld radio, and Screen Burn has said it is the single device the rest of the design was built around.
The idea of swapping the radio for something else was there from the start of development. "In the earliest stages, it was a standard radio, but we set a challenge for ourselves: how could we make the radio an active tool rather than a passive one?" Jon McKellan has said. Turning it into a device you watch as well as listen to opened up narrative presentation and stealth at the same time.
The physical design came from a real object. In Screen Burn's studio tour, McKellan holds up a very small handheld television and says it inspired the CRTV. The studio's earlier work leaned on interactive retro interfaces and VHS-style aesthetics, and McKellan has described analog technology as his visual calling card.
There is a deliberate unease built into relying on it. "In a modern context, analog technology feels a bit unstable, unreliable, or hard to trust completely. We wanted to create a situation where players have to rely on this device to survive, even while feeling uneasy about relying on it too much."
The CRTV is raised into view and tuned in real time; the player scrolls through frequencies looking for a usable signal rather than picking one from a menu. On PlayStation 5 the tuning can be done with motion controls, twisting the device physically for better reception, and some puzzles require the CRTV to be tilted. See PS5 Features for the controller side of that.
Where the series radio warned passively through static, the CRTV is something you use. Tuning to certain signals lets Simon see creatures through walls and through fog, which turns it into the primary tool for reading a street before stepping into it. Used together with the peek system it is how most encounters get avoided rather than fought. The encounter side is covered on Combat and Stealth.
A tuned signal will often name or show the next place Simon needs to reach, and then leave him to find it. The player watches the footage, works out which building or street it depicts, and goes looking. In the gameplay trailer that loop plays out in the open: a signal resolves and the next chapter is Simon exploring the house it showed him. This is the CRTV's headline function in practice, and it is why the device and the map are the two things worth checking constantly.
Signals drifting around town also carry story fragments and clues. They relate directly to Zoe's past and to the island's, and some of them play as video recordings of events Simon does not remember. Store copy describes the effect as reliving past events and catching glimpses of everyday life in town. Narrative puzzles are built on top of these fragments rather than sitting apart from them.
In the build shown to press, Simon finds the CRTV in a bedroom during the prologue, after being pulled into an underground structure and led, impossibly, to an apartment. Tuning it there is what gets him back to the streets of St. Amelia.
Two cosmetics that change how the CRTV looks are offered with pre-orders.
Cosmetic | How it is obtained |
|---|---|
CRTV Style: Rusted | Pre-order bonus on every platform and edition. See Editions and Pre-Order Bonuses. |
CRTV Style: Beach Edition | Pre-order bonus, marked by Konami as a PlayStation 5 exclusive. |
How the signal footage was produced is a piece of art direction rather than a mechanic, and is covered on Art Direction and Presentation.