Silent Hill Townfall: How The New Survival Horror Changes the Series and Moves
Silent Hill: Townfall is set to launch on Sept. 24 and it takes the series somewhere it’s never gone before: Scotland. Set in the fictional town of St. Amelia in 1996, the game is also the first full-length Silent Hill…

Silent Hill: Townfall is set to launch on Sept. 24 and it takes the series somewhere it’s never gone before: Scotland. Set in the fictional town of St. Amelia in 1996, the game is also the first full-length Silent Hill title played entirely from a first-person perspective.
More importantly, Townfall continues a change that became increasingly apparent with Silent Hill f: Konami is treating Silent Hill less as a single geographical location and more as a framework for telling different psychological horror stories.
How Is Silent Hill: Townfall Different From Previous Games?
The most obvious change is the setting. Townfall takes place in St. Amelia, a remote Scottish island community, rather than the eponymous Maine town. Developer Jon McKellan, from Screen Burn, explained that the team chose Scotland because it’s where the developers grew up and an environment they know well.“To create a meticulous, persuasive setting, we felt it was essential to build a world we knew inside and out. That’s why we chose Scotland. On top of that, Scotland is naturally a very foggy region, making it a perfect fit for Silent Hill. There were times when we’d take photos outside and think, “We’re literally standing in Silent Hill right now…”
Townfall also changes the perspective. Previous major entries have predominantly used third-person viewpoints, but Townfall is the first full-length Silent Hill game played entirely in first person. McKellan said the perspective was an “indispensable foundation” for the game’s CRTV mechanic, with the device designed to be raised into view and actively used while exploring.
The CRTV replaces the familiar radio as an important tool. Rather than simply warning players about nearby threats, it can pick up visual signals, reveal parts of the story, and help with puzzles and navigation. McKellan said the idea was to make the radio an “active tool rather than a passive one,” eventually turning it into a visual device capable of showing video signals.
Plus, with a more restricted field of view Townfall puts greater emphasis on sound and environmental clues. Combat is similarly designed around knowing when to fight and when to evade, as the first-person view puts players closer to danger than before.
Silent Hill Isn’t Just One Town Anymore
Townfall’s move to Scotland follows Silent Hill f’s decision to leave the traditional setting behind. Konami described Silent Hill f as the franchise’s “first-ever Japanese setting,” placing its story in the fictional 1960s mountain town of Ebisugaoka. That change was presented as more than simply putting Silent Hill in a different country. In Konami’s announcement, the noted Japanese writer behind Silent Hill f, Ryukishi07, said:“To me, the SILENT HILL series is more than just a collection of stories, it’s a medium; an amazing, phenomenal way of exploring and experiencing a person’s heart and mind.”
Townfall continues that philosophy. When asked about its Scottish setting, producer Motoi Okamoto explained that Konami “frequently collaborates with development studios worldwide,” when working on a Silent Hill game.
“Through these partnerships, we can blend diverse regional cultures and perspectives to deliver fresh, innovative horror experiences.”
Taken together, Silent Hill f and Townfall show that the series’ identity is becoming less dependent on returning to the same fog-covered American town. The setting can change, the period can change, and even the perspective can change, while the series retains its focus on psychological horror.
Silent Hill: Townfall will be released on Sept. 24 on PS5 and PC. It’s developed by Screen Burn (formerly No Code) and published by Konami and Annapurna Interactive.