Silent Hill: Townfall Developers discuss the Scottish setting, retro technology, first-person combat
Silent Hill: Townfall, launching September 24 on PS5, introduces first-person combat and a Scottish setting, developed by Screen Burn Interactive with CRTV technology replacing the iconic radio.
The useful question is what changes for users, developers or buyers, and whether the announcement stays industry context or becomes something people can actually use.
Silent Hill: Townfall, the latest entry in the psychological horror franchise, launches on PlayStation 5 on September 24. The game is set on a remote Scottish island shrouded in fog and silence, developed by Scotland-based Screen Burn Interactive. Producer Motoi Okamoto of Konami highlighted the studio’s prior work, including *Stories Untold* and *Observation*, as key factors in their selection. Annapurna Interactive co-publishes the title, leveraging their experience with narrative-driven indie games.
The Scottish setting was chosen by Screen Burn Interactive due to its familiarity and natural foggy atmosphere, which aligns with Silent Hill’s eerie aesthetic. Okamoto noted that Silent Hill frequently collaborates with international studios to blend regional perspectives, ensuring fresh horror experiences. This marks the franchise’s first full-length first-person title, though *Silent Hill: The Short Message* (2024) also used the perspective in a smaller standalone release.
The CRTV device replaces the series’ iconic radio, evolving it from a passive tool into an active gameplay element. Writer-director Jon McKellan explained that the visual and audio capabilities of the CRTV expanded narrative and stealth mechanics. The device’s retro analog design was intentional, evoking nostalgia while introducing instability, forcing players to rely on it despite their unease. The team’s meticulous recreation of analog technology and environments aims to immerse players in a believable world.
The game features a first-person perspective essential to integrating the CRTV mechanics, with multiple playstyles—including stealth and combat—available to players. McKellan emphasized experimentation, allowing players to adapt their approach to encounters. The color palette of red and black holds symbolic significance for the protagonist, Simon, while the creatures are designed to be more challenging. Multiple endings are included, offering varied outcomes based on player choices and actions.