There’s a pervading school of thought in gaming that says good combat is an anathema to good horror. In other words, having a character that’s capable with a weapon automatically makes a game less scary. After all, horror is about being vulnerable, and we can’t feel vulnerable if we can slice our enemies into pieces. But I think games often mistake vulnerability for weakness, that a character must be physically weak for us to feel in danger. Weakness does result in vulnerability, but feeling vulnerable doesn’t have to stem from physical weakness. There’s a way to make combat fun while still making it tense and terrifying. Silent Hill: Downpour finds a solution that seems so obvious in retrospect I’m shocked no one has done it before: breakable weapons.