Konami and Screen Burn Interactive have announced nine first-person gameplay changes for Silent Hill: Townfall ahead of its September 24 launch on PlayStation 5. The shift makes Townfall the first full Silent Hill experience played through a first-person perspective, following short glimpses in Silent Hill 4: The Room and Silent Hill: The Short Message.
A Claustrophobic View and a Haptic CRTV
Silent Hill: Townfall, Konami’s upcoming first-person horror game, uses a claustrophobic first-person viewpoint that limits how much of the world players can see, forcing them to watch for threats from the side or behind. The game also runs in a 2.35:1 aspect ratio that is wider at the sides and shorter vertically. This cinematic look restricts vision and pushes players to listen for enemies. To see through the fog, players can use a handheld CRTV device tuned to different frequencies to reveal nearby enemy positions. Holding L1 raises the CRTV in front of the player while moving, and the DualSense controller gives a haptic pulse when a new enemy is near.
Combat, Stealth, and Motion Aiming
Monsters in Silent Hill: Townfall throw themselves at the player’s face, and the only melee defense is holding up a flimsy object to block. Players must react quickly to stop counterattacks. Stealth is a survival option. Pressing Circle lets players duck behind objects such as fences, signs, and parked cars. Holding R1 with the right analog stick lets them lean around corners or peek over cover. Running can lose an enemy by rounding a corner or ducking behind something. Players can hide inside cabinets, closets, and lockers and watch through a crack or the CRTV, but if an enemy sees them enter a hiding place it will pull them out. Aiming weapons with motion control is enabled in the settings menu. Tilting the DualSense controller lets players aim firearms or throw objects with extra precision, though shaking hands make it hard to hold the controller still.
Vulnerable Actions, Clues, and Simon’s Monologue
Many actions in Silent Hill: Townfall divide the player’s attention and leave them vulnerable. Opening doors, rifling through drawers, or reading emails on a computer exposes Simon to monsters. Using the map with Triangle holds it in front of his face and blocks his view. Searching the environment for clues means looking for notes left on desks or diagrams hidden in drawers while creatures stalk Simon. Simon’s inner life appears as text over the screen rather than spoken dialogue. Lines such as “I feel sick…” show an inner monologue and bring players closer to the character.
Silent Hill: Townfall launches on September 24 on PlayStation 5.




