Push Square spent roughly 90 minutes with Silent Hill: Townfall on PS5 at Gamescom, exploring the fictional Scottish seaside town of St. Amelia ahead of the game’s confirmed launch on September 24. The outlet came away impressed by the first-person horror’s atmosphere and setting, but its Push Square preview also lands on a genuine reservation: the combat and enemy-detection systems still feel unresolved.

Here’s the context: Townfall drops players into St. Amelia, a misty seaside town modeled on mid-1990s Scotland, and the preview writer – a Scot himself – describes it as feeling ripped straight from memory. The primary source identifies the real-life inspiration as St. Monan, a fishing village in East Fife, and the level of detail extends to plastic charity-collection dogs outside corner shops, references to British BT phone boxes, and prepaid leccy electricity cards used to power a computer during one puzzle sequence.
The writer, who came to the series through the Silent Hill 2 remake and Silent Hill F, singles out this specificity as the thing that sets Townfall apart from prior entries. It’s the kind of granular, lived-in world-building that recalls the focused psychological unease found in games like the one covered in our Sinking City 2 review, where atmosphere does as much work as any monster.
Honestly, the visual presentation sounds like the preview’s other clear win. Townfall shifts to a first-person perspective with default cinematic black bars, and the writer calls it the best-looking Silent Hill game he’s played – worth noting that’s a previewer’s subjective read, not an independently verified technical benchmark. On base PS5, Performance mode reportedly ran smoothly, while Quality mode adds ray tracing but drops to 30 frames per second, a trade-off the writer didn’t find worthwhile.
The opening hour is deliberately quiet: protagonist Simon washes up on the docks with an IV injection and drip strapped to his arm, tasked with vague instructions to “make things right,” and left to explore an empty, foggy town with no markers or hand-holding. The preview praises the later psychological-horror sections, particularly a haunting red-light sequence, as a strong blend of series tradition with the new setting.
Where the preview pulls back is combat. A CRT monitor lets Simon tune into frequencies to detect enemies roaming St. Amelia – a mechanic the writer compares to the scanner in Alien Isolation’s tension-driven detection systems – but he found it finicky and often redundant once enemies were close enough to spot with the game’s peek mechanic. Stealth combat with a plank of wood proved genuinely difficult: the writer died to the very first enemy twice, citing hard-to-read attacks and a punishing damage curve.

What remains unclear is how these systems scale. The preview only ever encountered one enemy at a time, so whether the CRT monitor becomes essential once enemy density increases is untested. It’s also unknown how combat evolves past the opening hour, or how the full game balances stealth against direct confrontation – questions a 90-minute Gamescom session simply can’t answer.
What to watch: the confirmed next milestone is Townfall’s PS5 launch on September 24. Beyond that date, the systems worth scrutinizing are whether the CRT monitor earns its place as enemy counts rise, whether combat becomes more readable, and whether St. Amelia’s oppressive atmosphere holds up once players move past its quiet, exploratory opening.
Are readers more drawn to Townfall’s Scottish setting and first-person atmosphere, or does the preview’s combat hesitation give pause? With the PS5 launch now just weeks away, it’s worth deciding which side of that trade-off matters more before September 24 arrives.





















