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Silent Hill: Townfall Developers discuss the Scottish setting, retro technology, first-person combat

Silent Hill: Townfall Developers discuss the Scottish setting, retro technology, first-person combat

Silent Hill: Townfall Developers discuss the Scottish setting, retro technology, first-person combat https://ift.tt/axlvcfW

Launching September 24 on PlayStation 5, Silent Hill: Townfall marks the latest entry in the iconic psychological horror franchise. In this article, we bring you insights from Motoi Okamoto, producer for the Silent Hill series at Konami and Jon McKellan, writer and director at Scotland-based developer Screen Burn Interactive.  

Could you share why you chose Screen Burn as the development team for this title?

Motoi Okamoto: We were introduced to Screen Burn by Annapurna Interactive, who co-published the title with us. Annapurna has an incredible track record of success with narrative and art-driven indie games, so we fully trusted their taste. I had personally played Screen Burn’s previous titles Stories Untold and Observation, and both were fantastic, so I felt confident leaving the project in their hands.

When asking Jon to handle the narrative, were there any specific requirements or guidelines regarding what makes a game “Silent Hill?”

Okamoto: While Konami does have an internal “bible” or storyline guidelines, I believe the most crucial part of the process is for the developers and writers themselves to analyze the Silent Hill series and build their own bible. Handing over a thick manual from our end wouldn’t necessarily resonate with a team. That’s why we ask every development team we collaborate with to go through that personal discovery process.

What were your thoughts on setting the game in Scotland?

Jon McKellan: Scotland is where we grew up; it’s the environment most familiar and natural for us to depict. 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…”

Okamoto: Silent Hill frequently collaborates with development studios worldwide. Through these partnerships, we can blend diverse regional cultures and perspectives to deliver fresh, innovative horror experiences.

This title marks the first full-length Silent Hill game to adopt a first-person perspective. While Silent Hill: The Short Message (released in 2024) also used first-person viewpoint, it was a smaller standalone experience. Despite being developed by different teams, did that title influence Silent Hill: Townfall?

Okamoto: Beyond having different developers, the production timelines were completely different, so there was no direct exchange of technical know-how. The fact that both Silent Hill: Townfall and Silent Hill: The Short Message ended up in first-person was purely coincidental.

McKellan: Since there was no overlap, our team at Screen Burn was able to play Silent Hill: The Short Message with a completely fresh perspective. For Silent Hill: Townfall, a first-person viewpoint was an indispensable foundation for integrating the mechanics around the CRTV device. Honestly, the CRTV couldn’t work from any other perspective. While the first-person view brings many changes compared to traditional titles in the series, we took great care to maintain that distinct, atmospheric Silent Hill feel and presentation.

What was the motivation behind evolving the series’ iconic radio into the CRTV?

McKellan: The concept of changing the radio to the CRTV was there from the very start of development. In the earliest stages, it was a standard radio, but we set a challenge for ourselves: how could we make the radio an active tool rather than a passive one? By turning it into a visual device where you can watch video signals in addition to hearing audio, the possibilities exploded—from how we handle narrative presentation to how it integrates into gameplay, like stealth. Plus, as you might be able to tell from Screen Burn’s past games, figuring out how to manipulate slightly outdated analog technology is right up our alley.

Are there scenes that simply couldn’t exist without the CRTV?

McKellan: So much of the presentation and gameplay was designed around the premise of the CRTV. Rather than asking “Which scenes couldn’t exist without it?”, we approached development by asking, “How can we best leverage this device to its fullest potential in every moment?”

Could you tell us more about your meticulous, almost obsessive, dedication to recreating retro gadgets and environments? How do you feel that enhances the Silent Hill experience?

McKellan: Older analog tech and gadgets mean a lot to us, and we have a real fondness for them. Nostalgic elements like these are things that not just us, but players everywhere have touched and experienced, evoking a sense of familiarity. We deliberately designed moments that play against those nostalgic feelings. In a modern context, analog technology feels a bit unstable, unreliable, or hard to trust completely. We wanted to create a situation where players have to rely on this device to survive, even while feeling uneasy about relying on it too much.

As for our environmental design, we take pride in saying it borders on obsession. Believing that a place actually exists is what makes players truly care about it, and making players care is the most important thing of all.

Red and black are used very prominently in this game. What was the intention behind this color palette?

McKellan: Part of it is simply that they are a striking pair of colors, but as you progress through the game, players will discover that these two colors hold a deeply symbolic and vital significance for our protagonist, Simon.

The creatures in Silent Hill: Townfall feel tougher than in previous entries. Is the game balanced to favor stealth over combat?

McKellan: We’ve provided players with multiple options to handle encounters. Rather than forcing a single playstyle, we want players to experiment and discover which approach feels most effective or suitable for each situation as they fight to survive.

How did you approach the concept of multiple endings?

McKellan: The endings in Silent Hill: Townfall aren’t determined by a simple binary choice at the end. Instead, the culmination of the player’s actions throughout their playthrough dictates which ending they reach. We designed this freedom so that the ending feels genuinely earned based on the player’s unique journey.

Okamoto: All three main endings can be reached right from your first playthrough, whereas the secret ending becomes accessible after clearing the game once. It follows a structure similar to the original Silent Hill and Silent Hill 2, meaning players won’t be forced to replay the game two or three times just to see all primary endings.

Could you share how PS5 features like haptic feedback and adaptive triggers enhance the game’s presentation?

McKellan: Through the DualSense wireless controller’s adaptive triggers, players won’t just feel the weight of firearms—haptics allow you to literally feel the footsteps of certain approaching creatures right in your hands. Motion control (gyro) also enables intuitive aiming. Early in development, I was actually a bit skeptical about how well motion controls would fit, but once we implemented them in-game, it felt so natural that I couldn’t go back to traditional controls.

Using motion controls, you can also manipulate the map as if holding it directly in your hands. Additionally, certain puzzles require you to physically tilt the CRTV—mimicking the everyday motion of holding up a phone to search for a signal, which is another fun way we’ve integrated the motion controls.

As a producer, how do you feel about the DualSense controller’s adaptive triggers and haptic feedback?

Okamoto: The Silent Hill series has historically been praised for its visuals and sound, but with the PS5, being able to bring the sense of touch into the horror experience feels like a massive step forward.

3D Audio is another crucial element for modern horror. How have you used sound design to heighten the terror in Silent Hill: Townfall?

McKellan: Because Silent Hill: Townfall is played in first-person, your visual field of view is naturally restricted, making audio far more important. We intentionally created situations in which players must rely heavily on subtle noises and audio cues to perceive threats lurking beyond what their eyes can see.


Silent Hill: Townfall launches on PS5 September 24

Silent Hill: Townfall hands-on report

Silent Hill: Townfall hands-on report

Silent Hill: Townfall hands-on report https://ift.tt/ZgUSHvm

The line between supernatural horrors and the psychological struggles of characters is often blurred between Silent Hill games, but it might never have been as hazy as it is in Silent Hill: Townfall. I recently played about four hours of the first-person survival-horror game, in which protagonist Simon finds himself in a foggy Scottish town full of horrors, but seemingly can’t quite make out what’s real and what’s only in his mind.

My preview began at the start of Townfall, with Simon apparently responding to a letter asking him to return to the mysterious town of St. Amelia. One moment it appears Simon is drifting towards the dock aboard a boat. The next, he bursts out of the water and pulls himself ashore as if he’s just awoken there. The details of Simon’s arrival to St. Amelia seems intentionally ambiguous.

He sets off into St. Amelia, trying to find out what’s going on, but it seems to be abandoned. As you make your way down the city streets, he hears shouting and sees flashes, implying there’s a protest or a riot — only to discover the town square is empty of people.

Is Simon hallucinating, or are dark forces leading him on in St. Amelia? It’s impossible to say, especially after Simon answers a ringing pay phone and hears a cryptic voice pushing him to find a woman named Zoe. He’s suddenly transported into an underground structure hued in red light, which indicates it as part of Silent Hill’s twisted version of the real world, known as the Otherworld.

Exploring the structure leads Simon, impossibly, to an apartment, where you discover the hand-held TV that is Townfall’s most important item. Tuning signals on the TV provides hints about how to solve puzzles, and you’ll need it to access an elevator that somehow returns you to the streets of St. Amelia.

A foggy past

As writer and director Jon McKellen explained, the puzzles you’ll face in Townfall are also direct hints about the story. The signals you find on the CRTV are directly related to St. Amelia’s and Zoe’s pasts, providing clues about who she was and where she might have gone.

Visiting Zoe’s empty apartment reveals that she’s a nurse, leading to the clinic where she worked. A set of three scales sits in her office, each awaiting an object that was important to her — but which she felt symbolized her failures, which led her to disappear from her job.

In Zoe’s apartment, you find her ID badge, and in the nearby pharmacy, you can find a prescription Zoe ordered, but discover that she mistakenly called in the wrong dosage. When you make your way to the apartment of Zoe’s coworker, you collect her medical bag with a broken stethoscope inside, the symbol of her inability to truly hear her patients.

Zoe’s story is inextricably linked with that of the town, which seemed to have suffered some sort of medical outbreak, and with Simon, even though he doesn’t know who she is.

This town is full of monsters

Townfall is the first Silent Hill game in which you’ll fight creatures in first-person, and compared to other recent titles like Silent Hill 2 or Silent Hill f, the change in perspective makes for some harrowing moments. A third-person camera makes it a little more viable to potentially dodge attacks and move around enemies, but in first-person, your options narrow to facing the threat head-on, or making a run for it. That adds an intensity to every battle, especially since it can be easy for Simon to get overwhelmed.

While following in Zoe’s footsteps, Simon learns that St. Amelia isn’t completely empty. Marauding the streets are faceless, writhing creatures, wrapped in industrial straps and sporting axe blades for faces.

Luckily, you can sometimes find pieces of wood to use as clubs to defend yourself, although these aren’t plentiful. If a monster sees you and attacks, you can block its vicious charges and swings with your melee weapon by holding L2. The trick is then to strike back with R2 when you see an opening. But combat is fast and frenetic, and enemies don’t go down easily. What’s more, your makeshift club can only survive the onslaught for a couple of battles.

Combat in Townfall is only something to resort to if you have no other choice. A much better option is to avoid enemies altogether. Turning the CRTV to certain signals allows you to see monsters through walls and fog, and you can duck behind walls, cars, and fences gives you a chance to stay out of sight. Hold L1, and you can peek over or around objects to see what’s awaiting you.

If something does spot you and give chase, the town has small spaces like closets, sheds, and half-opened doors where you can duck in and hopefully hide yourself until the danger passes.

A later section of the preview, in which the Otherworld invades the streets, sends you through the yards and alleys of a neighborhood. Here, I faced a new type of creature, which fires vicious tentacles from its chest to attack at range, or can grab and overpower you almost instantly, especially if your health is low.

Luckily, I also had a new weapon: a revolver. It might be more of a liability than a real defense, though. The gun is powerful but incredibly loud, and while it was good for quickly killing enemies, it always made the situation worse by drawing more. It also reloads slowly when you hit Square as Simon presses each cartridge into the cylinder individually.

Stealth is, again, the best option here, and you can pick up small objects like bottles and bricks to throw as distractions, or use machines you come across, such as radios or TVs, to draw an enemy away so you can slip around them.

A PS5 Pro-enhanced experience

Townfall channels an uncanny realism in St. Amelia, thanks to making heavy use of the PS5’s features. Its visuals are enhanced by the PS5 Pro, and it leans on aspects of the DualSense controller to create a singular experience.

The game uses a 2.35:1 aspect ratio to create a cinematic experience, and sports both a 30FPS Quality setting and 60FPS Performance setting. The developers at Screen Burn visited and photographed real coastal towns in Scotland in order to recreate their look and feel, and Townfall uses PS5 Pro’s upgraded PSSR to create a town that looks incredibly realistic at high resolution. Ray tracing to create hauntingly beautiful environments, whether they’re full of fog in the regular world, or bathed in oppressive red light in the Otherworld.

Haptics feedback with the DualSense controller adds a lot of intensity to combat, from the smash of a wood plank against an enemy, to the blast of blocking a counter-attack. Townfall also makes use of the DualSense’s gyroscope for certain controls, making them feel more tactile. With motion controls enabled, when you use the CRTV to hunt for signals in radios or other devices, you’ll need to physically move and twist the controller to tune in.

You can also use motion controls with firearms, moving the whole controller to carefully adjust your aim and land headshots at key moments.

Though my time with Silent Hill: Townfall left me with plenty of questions and a lot of mysteries, its twisting psychological machinations captured exactly what I like about the series. Its emphasis on tough combat and stealth mechanics also give it plenty of ways to make you jump out of your seat. You can try to keep your cool when Silent Hill: Townfall launches on September 24 on PlayStation 5.

Flamecraft is coming to PS5 this year, demo available today

Flamecraft is coming to PS5 this year, demo available today

Flamecraft is coming to PS5 this year, demo available today https://ift.tt/9XqbhgB

Hi, PlayStation community! I’m Matt from Monster Couch, and I’m super excited to share that Flamecraft is coming to PlayStation 5 later this year. In the meantime, if you’re curious to see what awaits you in Flamecraft’s whimsical town, the demo is available today on PlayStation Store!

The demo lets you visit a selection of the town’s unique shops, meet some of the cheerful Artisan and Fancy Dragons you’ll encounter in the full game, play against bot opponents across three difficulty levels or gather up to five players for local multiplayer. To help you get started, we prepared a tutorial that will walk you through the basics of being a Flamekeeper. 

Flamecraft is coming to PS5 this year, demo available today

But what is Flamecraft really about? Let’s start from the beginning…

You keep the letter folded in your pocket, though the ink is smudged and the edges are gently singed. It serves as a reminder of who you were before coming to town and meeting such wonderful new friends.

“Welcome, Flamekeeper! We are delighted that you have agreed to make your way to our quaint little town on such short notice. The artisan dragons have been very excited to begin this grand project, but it has been quite difficult sorting out what that even is without a translator. They are eager to start immediately, and we are not sure what they intend to do with all this wood, stone, and sheep.” 

Now it is your time to burn bright.

Flamecraft is a cozy, turn-based strategy game where tiny Artisan Dragons and local shopkeepers work together in a whimsical shopping district full of magic. In Flamecraft, you become a Flamekeeper—one who’s skilled in the art of conversing with dragons. Your main task is to help the dragons find their perfect homes by placing them thoughtfully in shops, where they can work their magic and delight the townsfolk with their craft.

As a Flamekeeper, you’ll play dragon cards, manage resources, and build powerful combos with enchantments and Fancy Dragons, each with their own unique abilities. But remember that every dragon you place and every shop that appears in town becomes part of a shared engine that every Flamekeeper can use—that means your opponents, too. As the town grows, so do the possibilities, so strategize and plan your moves carefully to build your Reputation. 

Each turn, you’ll choose whether to visit a shop to gather resources or enchant it using magical artifacts. Enchanting a shop allows you to fire up all dragons working there, combining their powers into satisfying combos that reward careful planning. Along the way, you’ll also befriend extraordinary Fancy Dragons, whose unique abilities and special scoring opportunities can boost your strategy as you compete for the coveted title of Master of Flamecraft.

There are many paths to victory, whether you focus on chaining enchantments or making the most of Fancy Dragons. With a huge variety of Artisan Dragons, plenty of unique shops, and a different setup every game, every match is a chance to try something new.

Flamecraft has three ways to play: solo, locally with friends or bot opponents, or online with Flamekeepers from around the world.

Solo Mode lets you play at your own pace while completing achievements to unlock pieces of an original story, following the dragons and townsfolk as they work toward an ambitious shared dream: building a lighthouse whose beacon will guide Artisan Dragons from distant lands to a place they can finally call home.

If you’d rather play with others, you can set up a custom local game with friends, family, and bot opponents for up to five players sharing a single console, or try the Online multiplayer and choose between Short Matchmaking, Long Matchmaking, or Custom Online Games.

And if you feel there’s a lot to learn—fret not! The fully narrated interactive tutorial is voiced by Becca Scott, the beloved tabletop personality behind Good Time Society, who guides you through the game’s mechanics step by step while introducing you to the wonderful world of Flamecraft. A small reward even awaits those who complete it!

From the very beginning, our goal was to build a warm, cheerful, and wholesome game that’s welcoming to everyone. We wanted this enchanting world to feel alive, so we handcrafted a vibrant 3D town and filled it with beautifully animated shops and characters, lively dragons, a whimsical soundtrack, and countless little details that make it feel cozy and relaxing.

I’m incredibly proud of our team and everything they did to make Flamecraft feel so special.  If you enjoy cozy strategy games or maybe you need more whimsy in your life, check out what awaits you in the shopping district! Tiny dragons await! 

See you in town!

Share of the Week: Assassin’s Creed Black Flag Resynced

Share of the Week: Assassin’s Creed Black Flag Resynced

Share of the Week: Assassin’s Creed Black Flag Resynced https://ift.tt/0EJev8X

Last week, we asked you to share swashbuckling moments from Assassin’s Creed Black Flag Resynced #PSshare #PSBlog. Here are this week’s highlights:

kerplaaaah shares Edward swinging off the Jackdaw by rope

artenpixels_ shares the Jackdaw getting drawn into a waterspout tornado

_GenieCrazy_ shares Edward overlooking some ships with his cutlass drawn

gh_holy_mash Edward steering the Jackdaw away from a sunken ship

Photomode_Raro shares Edward cuddling an island cat

fbcarlos.vp shares Edward wading through alligator infested waters

Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme, or be inspired by other great games featuring Photo Mode. Want to be featured in the next Share of the Week?

THEME: Assassin’s Creed Black Flag Resynced – Jackdaw
SUBMIT BY: 11:59 PM PT on August 5, 2026 

For the next two weeks, hoist the sails and share shots aboard the Jackdaw in Assassin’s Creed Black Flag Resynced. Use #PSshare #PSBlog for a chance to be featured.

Marvel’s Wolverine: Story Trailer, new art, composer details, and more

Marvel’s Wolverine: Story Trailer, new art, composer details, and more

Marvel’s Wolverine: Story Trailer, new art, composer details, and more https://ift.tt/c6E18Fh

Today, we revealed tons of new story details about Marvel’s Wolverine at San Diego Comic-Con, including our exciting new Story Trailer! But we know that not everyone can make it to SDCC in person, so let’s catch you up on everything that went down during our panel.

Insomniac Games’ Creative Director Marcus Smith, Game Director Mike Daly, Sr. Project Director Jess-Reiner-Reed, and Narrative Director Walt Williams were joined by the game’s cast, Liam McIntyre (Logan/Wolverine) and Krizia Bajos (Jean Grey), and Eric Monacelli, Executive Producer on Marvel Games on stage. We dove deep into our game’s story and characters, and teased what’s to come for fans in September.

Get the full scoop! 

Marvel’s Wolverine: Story Trailer, new art, composer details, and more

The Story Trailer

To kick things off, we surprised fans with a brand-new Story Trailer during our panel. Our trailer sets the stage with an enraged Logan confronting Jean Grey in an abrupt moment of vulnerability. We also spotlight The Hand as one of our new enemy factions, alongside Deathstrike, one of our big bads.

New art featuring Logan vs. The Hand

Our team dropped brand new art from the game as well, which shows Logan going head-to-head with The Hand in their trademark red garb. Logan and The Hand share a history that players will uncover as they tear through the game’s story.

Marvel’s Wolverine x MARVEL Tōkon: Fighting Souls

We’re also thrilled to announce our collaboration with Arc System Works to bring Wolverine’s suit from MARVEL Tōkon: Fighting Souls to Marvel’s Wolverine, offering a unique, stylized look for Wolverine in our game which can be unlocked through game progression on Day 1.

Together with Arc System Works, we’re also excited to reveal that our Marvel’s Wolverine Battle Reborn suit will be available in the upcoming MARVEL Tōkon: Fighting Souls.

Best of all, it’ll be available free for all MARVEL Tōkon: Fighting Souls players starting September 1.

Composer details revealed

During the panel, it was revealed that award-winning composer David Fleming crafted the music behind Marvel’s Wolverine. Fleming delivers enormous impact to our story, with musical cues and swells that dynamically shift alongside Logan’s intense journey around the globe.

You can listen to a track from the game 

Full game soundtrack will be released on August 28, 2026.

Digital Prequel Comic available 

Fans can also get up to speed on the narrative events leading up to Marvel’s Wolverine main story by reading the prequel comic, written by Insomniac Games’ Narrative Director Walt Williams with beautiful art by Luke Ross and a stunning cover by Iban Coello. The prequel comic sets up Logan’s arduous relationship with members of Team X in a mission to protect mutant kind. 

It’s available starting today! The prequel comic is available as an exclusive SDCC giveaway, and you can read it online via Marvel Unlimited.

Marvel’s Wolverine available to pre-order now

Marvel’s Wolverine releases on September 15, 2026 for PlayStation 5 consoles. You can wishlist and pre-order the Standard and Digital Deluxe Edition via the PlayStation Store.

You can also pre-order the Standard Edition via PlayStation Direct.