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One of the more interesting elements of Silent Hill: Townfall is its departure from series convention. It’s the first full Silent Hill in first-person, yes, but it also takes place in Scotland, being the second game in the franchise to go beyond US shores after Silent Hill f.

I played Silent Hill: Townfall for about three hours during a press event in LA this July, and even had some time to chat with Jon McKellan, lead writer and director of Townfall, and Motoi Okamoto, lead Silent Hill producer since 2019. Both of these men play critical roles in not just the success of Silent Hill: Townfall, but the broader Silent Hill franchise as well. For his part, McKellan needs to usher Townfall into the greater SH lineup while living up to immeasurable expectations, whereas Okamoto has been the steward of the series’ ongoing renaissance, which kicked off with the excellent Silent Hill 2 remake in 2024. As such, I was interested in learning more about how they feel Silent Hill: Townfall slots in to Silent Hill as a franchise, and how it compares to the IP’s other, most beloved entries.

It’s almost cliché to say at this point—the game has been so seminal and foundational that you can see its DNA in just about every modern horror release—but Silent Hill: Townfall reminds me quite a bit of Silent Hill 2. It’s not totally aping that game’s style, but it’s got similar vibes: Townfall‘s protagonist is searching for a mysterious woman in a once-charming vacation town, there are numerous suggestions of severe past trauma, and intimate relationships are ostensibly more central than cult activity. And of course, it’s almost impossible to not think of the ill-fated P.T. when analyzing Silent Hill: Townfall‘s first-person perspective.

According to Okamoto, while the Silent Hill 2 comparisons aren’t unfounded, Townfall has a specific narrative layer that sets it apart from its predecessors.

There are definitely many ways that Silent Hill: Townfall is similar to Silent Hill 2. But I think the one thing that makes Townfall stand out is that it has its own take on social commentary: it’s a game that explores the perspective of an individual, but also society at large, and the impact of corporations.

This corporate-social struggle was hinted at several times during my Silent Hill: Townfall preview, although it’s hard to speak on many specifics at this point. What’s clear is that St. Ameila, the fictional town where Townfall takes place, has suffered greatly at the hands of C.E.G., a shadowy energy company. The figurative debris from C.E.G.’s relationship with St. Ameila is obvious thanks to Silent Hill: Townfall‘s great environmental storytelling, and Okamoto’s comments about the role of corporations and “society at large” in the game only reaffirm the intended significance of this corp-centric conflict. This is admittedly quite a new direction for a series that is usually more concerned with the psychology of a particular character or group of characters.

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This article originally appeared on GameRant and is republished here with permission.

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