Pixels in Orbit
newsSeptember 17, 20263 min read
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Silent Hill: Townfall Breaks Down Its PS5 Features

Screen Burn Interactive has detailed how the first first-person Silent Hill uses PS5 hardware: motion controls tune the CRTV handheld, adaptive triggers are weighted per weapon, and ray tracing carries the Otherworld. Out September 24.

Silent Hill: Townfall Breaks Down Its PS5 Features

Silent Hill: Townfall is a week out, and Screen Burn Interactive has spent the run-up to launch explaining exactly how the game leans on PlayStation 5 hardware. The short version: this is the first Silent Hill built in first person, and almost every one of the console's party tricks has been pointed at making that perspective feel uncomfortably close.

Townfall arrives on September 24, published by Annapurna Interactive with Konami's Motoi Okamoto attached as series producer. It casts you as Simon, who drifts ashore on the island town of St. Amelia intending to put things right, and instead finds a place emptied out and a past that will not stay buried.

The CRTV is the centrepiece

The device Simon carries — a battered handheld television the game calls the CRTV — is the hook the whole feature list is built around. On PS5 it is tuned with motion controls: you physically tilt the DualSense to fine-tune the signal, hunting for the frequency that shows you what the naked eye cannot. The same motion input steadies firearms, which keeps the two systems speaking the same language rather than sitting in separate menus.

It is a neat inversion of the series' old radio static. Instead of a warning noise you get a picture — a second, contradictory view of the street you are standing in. That is a mechanic that only really lands in first person, which is presumably why Screen Burn went there in the first place.

A corridor bathed in red as St. Amelia shifts into the Otherworld in Silent Hill: Townfall
A corridor bathed in red as St. Amelia shifts into the Otherworld in Silent Hill: Townfall

Haptics, triggers and the Otherworld

The DualSense work splits across the two things Townfall asks you to do most: swing and flee. Haptic feedback is mapped to the weight of every weapon swing, trigger pull and heavy footstep, while the adaptive triggers are weighted differently per weapon, so a firearm and an improvised melee tool do not resolve into the same squeeze.

Ray-traced lighting does the heavy lifting on atmosphere. Flashlight beams, alarm lights and the transitions into the Otherworld all react to the geometry around them, which matters in a game that spends so much of its time in fog and in the dark. Tempest 3D audio handles the rest — the developers have been blunt that the sound of the environments and their inhabitants is what sells the place as real.

Tension over jump scares

Screen Burn has been consistent about tone: Townfall aims at escalating uncertainty rather than a metronome of jump scares. The structure reflects that, alternating tense evasion, occasional explosive confrontations and puzzles that gradually surface what actually happened on St. Amelia.

Simon, the protagonist of Silent Hill: Townfall, in a cutscene
Simon, the protagonist of Silent Hill: Townfall, in a cutscene

Simon is not alone in it either. Zoe and Richard are both central to the narrative, and the recent cast reveal made clear the game is carrying a real performance budget rather than leaning entirely on ambience.

Silent Hill: Townfall launches September 24 on PS5 and PC. It is the second Silent Hill project to land inside a year following Silent Hill f, and on paper it is the more experimental of the two — a first-person entry from a new studio, with a gadget at its centre doing something the series has not tried before.

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