Silent Hill Townfall faucets again into analog horror, however its tech is “by no means going to deceive you”

Rishab

7 September, 2026


Silent Hill: Townfall is Konami’s newest experiment in branching the horror game sequence out to new areas. After Silent Hill f took us to ’60s rural Japan, Townfall zips throughout the globe to its extra fashionable 1996 setting: the Scottish village of St. Amelia. This time, it is the Glasgow-based Display screen Burn who’re taking cost, and meaning discovering themes that evoke ‘Silent Hill,’ regardless of the transfer away from its house territory. At Gamescom, we requested Author and Artistic Director Jon McKellan of Display screen Burn and Konami Producer Motoi Okamoto about Townfall’s use of analog horror, and the place its journey will lead.

Okamoto reveals (by way of translator) that the partnership with Display screen Burn got here as the results of conversations between himself, Konami US, and writer Annapurna Interactive. “After we have been launched to their title, we after all made certain to play their earlier video games, Tales Untold and Statement, and that basically clicked with us. We have been actually impressed with these video games, so we determined to comply with by means of.”

Display screen Burn’s historical past with narrative-driven thrillers runs during Silent Hill: Townfall, which adopts a first-person perspective to place you proper within the thick of what protagonist Simon Ordell sees and hears. It is a new format for Silent Hill, and McKellan says this was the pitch proper from the beginning: “We felt that was going to be the perfect match for a recreation the place you need the participant to actually connect with the surroundings round you.” The primary-person view can be the perfect option to combine Townfall’s most outstanding software, a pocket tv referred to as the CRTV that may tune into alerts as you discover.

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Silent Hill Townfall - A figure appears on the screen of Simon's handheld CRTV.

The CRTV, to me, is what makes Townfall really feel so instantly Silent Hill in nature, much more so than wandering the streets of a foggy, seemingly deserted city. It evokes that terrifying radio static, the sense of menace, and of a reliance on unstable, fundamental expertise. “It offers you this sense that it’s kind of actual, or a bit fragile, or it would change off at any minute,” McKellan remarks. Utilizing the CRTV additionally gives a “pure texture, a tactile really feel” that helps to promote the immersion of being on this planet, he explains.

The CRTV will allow you to catch glimpses of the previous, performing as a storytelling gadget, a menace indicator, and a method to assist resolve puzzles. Which means balancing “the correct quantity of knowledge” it gives to the participant, McKellan notes. He says that at one level throughout improvement, “all of the enemies have been on the identical channel,” however that the staff continued to experiment with how a lot you can entry directly. “The one factor we made certain of is that the CRTV is rarely going to deceive you. It is certainly one of your solely issues you possibly can actually belief.”

Townfall’s story can be “utterly ours,” McKellan confirms. He says Konami was “understanding with what we wished to do” and the way it may connect with the broader sequence. “One of many unimaginable issues about Silent Hill is that it’s experimental to some extent, and it is completely satisfied to alter issues up from one recreation to the subsequent, to strive new issues.” Display screen Burn was given the liberty to guide the venture, with Konami readily available to “assist steer something that is not fairly proper, or too just like one other recreation or one thing.”

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With Display screen Burn’s deep roots in Scotland, McKellan says the quiet streets of St Amelia play off touchstones from the staff’s youth, although he admits the outcome will be extra unsettling to others. “If it feels nostalgic and acquainted to us, it is actually bizarre for all of the gamers.” He thinks the staff feels “a distinct sense of order from what different individuals really feel” as they discover.

Simon’s story has 5 attainable outcomes in whole, though there are simply three predominant endings to come across in your first playthrough of Silent Hill Townfall, they usually’re primarily based on the way you play. “You are by no means actually doing a ‘select A or B, Google them to get the ending,'” McKellan explains. “If you happen to play aggressively, in case you choose up all of the objects, in case you’re investigating – a great deal of totally different play metrics transfer the needle,” he notes.

Silent Hill: Townfall releases on Thursday September 24, priced at $49.99 / £44.98 on Steam. In closing, Okamoto remarks that “the tone was actually a giant a part of promoting what the sport could be like for gamers.” He believes the vibe captured within the trailers is “one thing we have been actually eager to protect, and I feel we have hit the correct tone.”

Extra reporting by Tom Hopkins for PCGamesN at Gamescom.



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