Silent Hill: Townfall Reimagines Franchise in 1990s Scotland, Praised for Subverting Expectations

Townfall follows Simon Ordell, an American who washes ashore in the 1990s Scottish town of St. Amelia, with an IV bag attached to his wrist, as he searches for a nurse named Zoe Ellis.
The CRTV feature is central to the gameplay, functioning as a handheld TV and FM/AM radio that integrates puzzle-solving, combat cues, and storytelling to heighten immersion.
Townfall relocates Silent Hill to a 1990s Scottish coastal setting—reflecting the developer's background in Scotland—and centers its horror around industrialization and a local energy-industry backdrop in St. Amelia.
The game's direction embraces subversion of fan expectations: director Jon McKellan and team argue there are 'different Silent Hills for different people' and that Townfall will 'massively subvert' traditional series tropes.
Screen Burn Interactive, formerly NoCode, brings Townfall to life; the studio is known for Observation and Stories Untold and carries a lineage to Alien Isolation, underscoring a background in tense, first-person sci-fi horror.
Silent Hill: Townfall is shaping up to be one of the most ambitious entries in Konami's long-running horror franchise. Developed by Screen Burn Interactive — the Glasgow studio formerly known as No Code — the game moves the series away from its iconic American town and drops players into St. Amelia, a fictional Scottish coastal town, in 1996. IGN called it 'a perfect fit for the series' style of horror.'
Early hands-on previews from multiple outlets ran between two and three hours of gameplay. The verdict is strongly positive. Fangoria said the game is 'set to reclaim its position as the most disturbing series in survival horror.' Director Jon McKellan and his team say Townfall will 'massively subvert' what fans expect from Silent Hill.
Players take the role of Simon Ordell, an American who washes ashore in St. Amelia with an IV bag still attached to his wrist. He is searching for a nurse named Zoe Ellis. The year is 1996. The town's horror is tied to a local energy industry — think industrial decay and corporate rot rather than the foggy American suburbs of the original games. Gaming Trend noted that the Scottish setting reflects Screen Burn's own roots in Glasgow.
The shift in setting is not just cosmetic. McKellan and his team built the town around themes of industrialization and societal collapse. The energy-industry backdrop gives St. Amelia a distinct, grimy texture. But Why Tho described the game as 'deadly, dreary and dank' — and meant it as a compliment.
The standout feature in Townfall is the CRTV — a handheld device that works as both a TV and an FM/AM radio. It is not just a gadget. The CRTV drives puzzle-solving, gives combat cues, and pushes the story forward. It keeps the player tuned into the world at all times. Game Rant said the first-person gameplay experience uses the tool to heighten immersion and tension in ways the series has not tried before.
The first-person view is a big departure for Silent Hill. Most past games used a third-person camera. Here, everything is seen through Simon's eyes. That choice makes the CRTV feel personal and urgent. When static crackles or an image flickers, the threat feels immediate. But Why Tho pointed to the new aspect ratio as another way the game breaks with tradition.
Screen Burn Interactive was previously called No Code. The Glasgow studio made Observation and Stories Untold. Key team members also carry a lineage back to Alien: Isolation, one of the most praised first-person horror games ever made. Gaming Trend highlighted that background as a reason to trust the studio with one of horror gaming's most beloved franchises.
Konami has leaned on outside studios to keep Silent Hill alive. Townfall is part of that strategy. Entrusting an independent team with the series is a risk. But Screen Burn's track record in tense, atmospheric, first-person horror makes them a strong fit. Game Rant described the preview as leaving them 'anxious to see more.'
McKellan has been direct about the game's goals. He argues there are 'different Silent Hills for different people.' Townfall is not trying to recreate the original trilogy. It is trying to find a new lane. IGN reported that the team sees the move to Scotland and the first-person view as deliberate tools to shake up what a Silent Hill game can be.
Previews note that echoes of past Silent Hill titles are still present — the fog, the dread, the psychological weight. But the delivery is fresh. Fangoria praised the 'terrifying new enemies' that pushed back hard against players in hands-on sessions. The overall tone across all early coverage points to Townfall as a potential turning point for the franchise.
Publishers
14
Articles
8
Reach
22