Silent Hill: Townfall is Konami’s newest experiment in branching the horror recreation sequence out to new places. 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 which means discovering themes that evoke ‘Silent Hill,’ regardless of the transfer away from its dwelling 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 had been launched to their identify, we in fact made positive to play their earlier video games, Tales Untold and Commentary, and that actually clicked with us. We had been actually impressed with these video games, so we determined to observe via.”
Display screen Burn’s historical past with narrative-driven thrillers runs right through Silent Hill: Townfall, which adopts a first-person perspective to put 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 very best match for a recreation the place you need the participant to actually join to the atmosphere round you.” The primary-person view is additionally the perfect approach to combine Townfall’s most outstanding software, a pocket tv referred to as the CRTV that may tune into alerts as you discover.

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 know-how. “It offers you this sense that it is a bit actual, or a bit fragile, or it’d change off at any minute,” McKellan remarks. Utilizing the CRTV additionally offers 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 machine, a menace indicator, and a approach to assist remedy puzzles. Which means balancing “the correct quantity of data” it offers to the participant, McKellan notes. He says that at one level throughout growth, “all of the enemies had been on the identical channel,” but that the crew continued to experiment with how a lot you can entry without delay. “The one factor we made positive of is that the CRTV is by no means going to lie to you. It is one among your solely issues you possibly can actually belief.”
Townfall’s story is additionally “utterly ours,” McKellan confirms. He says Konami was “understanding with what we wished to do” and the way it might join to the broader sequence. “One of many unimaginable issues about Silent Hill is that it is experimental to some extent, and it is comfortable to change issues up from one recreation to the subsequent, to strive new issues.” Display screen Burn was given the liberty to lead the challenge, with Konami available to “assist steer something that is not fairly proper, or too related to one other recreation or one thing.”
With Display screen Burn’s deep roots in Scotland, McKellan says the quiet streets of St Amelia play off touchstones from the crew’s youth, although he admits the end result could 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 crew feels “a special sense of order from what different folks really feel” as they discover.
Simon’s story has 5 doable outcomes in complete, though there are simply three major endings to encounter in your first playthrough of Silent Hill Townfall, and so they’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. “In the event you play aggressively, when you choose up all of the objects, when 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 an enormous a part of promoting what the sport could be like for gamers.” He believes the vibe captured within the trailers is “one thing we had been actually eager to protect, and I believe we have hit the fitting tone.”
Extra reporting by Tom Hopkins for PCGamesN at Gamescom.
