The Silent Hill franchise has long been synonymous with psychological horror, foggy atmospheres, and deeply personal narratives that explore human trauma. Now, after years of anticipation and several new entries breathing life back into the dormant series, Silent Hill: Townfall emerges as a promising addition that could redefine what fans expect from the iconic horror franchise. Following an extensive three-hour hands-on preview, it’s becoming increasingly clear that developer Screen Burn has crafted something special—a first-person horror experience that captures the essence of what made Silent Hill legendary while pushing the series in bold new directions.
The decision to adopt a first-person perspective immediately evokes memories of P.T., the infamous playable teaser for the cancelled Silent Hills project that Hideo Kojima and Guillermo del Toro were developing before its unfortunate cancellation in 2015. That demo left an indelible mark on the horror gaming landscape, inspiring countless imitators and demonstrating the terrifying potential of first-person horror. Townfall appears to channel that same energy, creating an intimate connection between player and environment that third-person perspectives simply cannot achieve. Every shadow feels closer, every sound more immediate, and every horror more viscerally threatening when experienced through Simon Ordell’s eyes.
A Scottish Setting Rooted in Studio Heritage
Screen Burn, formerly known as NoCode, brings impressive credentials to this project. The Scottish development studio previously created Observation, the critically acclaimed space-thriller that demonstrated their mastery of atmospheric tension and unconventional storytelling. More significantly, director Jon McKellan worked on Alien: Isolation and directed its DLC content—a lineage that becomes immediately apparent in Townfall’s approach to survival horror. The emphasis on stealth over combat, the feeling of vulnerability against overwhelming threats, and the meticulous attention to environmental detail all echo that landmark survival horror title while feeling distinctly Silent Hill in execution.
Townfall’s setting of St. Amelia represents something deeply personal for the development team. Set in the 1990s, this fictional seaside town closely mirrors the coastal communities of Scotland where Screen Burn is based. These real-world inspirations bring an authenticity to the environment that feels lived-in and historically grounded. Scottish port towns are naturally prone to fog and maritime atmosphere, making them perfect candidates for Silent Hill’s signature aesthetic. However, the supernatural fog that descends upon St. Amelia intensifies far beyond natural weather patterns as players uncover the horrifying truth: a disease and mutation has ravaged the close-knit community, transforming its residents into monstrous creatures that now stalk the abandoned streets.
Innovative Gameplay Through the CRTV Device
Central to Townfall’s gameplay innovation is the CRTV, a radio device that serves multiple crucial functions throughout the experience. Every Silent Hill game has incorporated radios as key items—traditionally warning players of approaching monsters through static interference—but Townfall expands this concept dramatically. The CRTV functions as a navigation tool, showing disconnected clips of buildings and alleyways that guide players toward their objectives. Rather than relying on conventional waypoint markers or minimaps, this system forces players to genuinely observe and understand their environment, creating a deeper connection to St. Amelia’s cobblestone streets and narrow passages.
The puzzle design leveraging the CRTV represents perhaps Townfall’s most impressive achievement. In one memorable pharmacy sequence, players must determine a four-number combination lock code by interpreting a series of seemingly unrelated video clips showing closeups of various objects within the building. Each clip and object corresponds to a number, and through careful observation and logical deduction—without explicit explanation or hand-holding—players piece together the solution. This approach demonstrates a remarkable trust in player intelligence that modern games often lack. Director McKellan emphasized that puzzles are designed to be narrative elements themselves, with clues and solutions revealing character information and town history organically.
The CRTV also revolutionizes how players approach stealth encounters. Enemies appear as radio signals that must be manually tuned to mark them on the device, allowing players to track their positions even through walls. Once marked, players can cycle through detected enemies to monitor patrol patterns from safety before making calculated movements. This system elegantly addresses the trial-and-error frustration that often plagues stealth-focused games while maintaining genuine tension and challenge.
Combat as Last Resort and Narrative Depth
Combat in Townfall exists as a deliberate last resort rather than a primary gameplay pillar. Simon Ordell is portrayed as an ordinary person thrust into extraordinary circumstances—an American mysteriously washed ashore in Scotland with an IV still attached to his hand, searching for a nurse named Zoe Ellis who seems to share an inexplicable connection with him. His limited arsenal of wooden planks and a loud revolver with scarce ammunition reinforces his vulnerability. First-person melee combat presents inherent design challenges, and while Townfall’s implementation isn’t flawless—attacks lack optimal responsiveness and enemy tells can be difficult to read—the game wisely de-emphasizes these encounters. Numerous closets and sheds throughout town provide hiding spots, meaning getting caught doesn’t necessarily result in combat.
The narrative threads woven throughout the experience suggest something far deeper than typical horror fare. Abandoned protest signs calling out an organization called the CEG hint at corporate interests overwhelming this small community, leading to the catastrophic events that mutated its people. Through emails, notes, and environmental storytelling, players gradually piece together Zoe Ellis’s mental breakdown, her guilt over perceived failures to save her colleagues and community, and her relationships with the townsfolk. These motifs of trauma, guilt, and psychological horror represent the thematic foundation that distinguished classic Silent Hill titles from their contemporaries.
Silent Hill: Townfall continues the franchise’s recent evolution into an anthology series where different global perspectives tell unique stories unified by consistent themes and horror aesthetics. The Silent Hill 2 remake masterfully modernized a beloved classic, while Silent Hill f explores the struggles of womanhood in 1960s Japan. Townfall’s Scottish setting and corporate horror themes add another distinctive voice to this expanding universe. When the sky turns deep red and mutated creatures emerge en masse, transforming navigation into a desperate maze of bobbing, weaving, and distraction creation, the intensity reaches exhausting heights—but the satisfying kind that great horror delivers. Silent Hill: Townfall launches September 24 for PlayStation 5 and PC, and based on this preview, it may be exactly the fresh direction this legendary franchise needs.
Expert Opinion: Screen Burn’s pedigree with atmospheric horror and their innovative CRTV mechanics suggest Townfall could establish a new template for first-person entries in the Silent Hill franchise. The emphasis on environmental puzzle-solving over combat addresses long-standing criticisms of the series while honoring its psychological roots. If the full release maintains the quality demonstrated in this preview, Townfall may prove that Silent Hill’s future lies not in recreating past glories, but in empowering diverse studios to explore the franchise’s themes through their unique cultural lenses.
