The game

Is Silent Hill: Townfall in first person?

Yes, the whole game. Steam says it is experienced entirely in first person, and Steam and the PlayStation Store both call it the first full-length Silent Hill game shown that way.

2.35 : 116 : 9, for comparison
How to read it: the solid bar is the game’s stated picture shape and the dashed outline is a 16:9 frame of the same width, so the empty band above and below is what “shorter vertically” looks like. How the picture is fitted to a given screen is not stated. Original diagram for this site.
First-person view of a hand holding a small handheld television showing a house, on a foggy street.
First-person view: a hand holds a small handheld television that shows a house, on a foggy street. Screenshot from the game's Steam store page. Owned by Screen Burn, KONAMI and Annapurna Interactive.

The official wording

Steam

Experienced entirely in first person

From Steam store data (appdetails)

PlayStation Store

first time a full-length SILENT HILL game is presented in a first-person perspective

From PlayStation Store (US)

Full-length is the qualifier. Motoi Okamoto, the Konami producer, notes that The Short Message also used first person but was a smaller standalone experience. Said in PlayStation.Blog: the developers on the Scottish setting How that sits with the series is on the mainline page.

What first person changes on screen

A wider, shorter frame

The game uses a 2.35:1 aspect ratio: wider at the sides, shorter vertically, a cinematic look that also makes your vision feel restricted. Said in PlayStation.Blog: 9 ways first person changes the formula

Less of the world in view

You see only what Simon sees, so threats can come from the side or behind. McKellan says the narrow field of view makes audio more important, and that some moments are built so you must rely on subtle sounds to sense what you cannot see. Said in PlayStation.Blog: 9 ways first person changes the formula · Said in PlayStation.Blog: the developers on the Scottish setting

Thoughts as text

Simon’s inner thoughts sometimes appear as text over the screen instead of being spoken aloud. Said in PlayStation.Blog: 9 ways first person changes the formula

A screen you hold up

McKellan calls first person an indispensable foundation for the CRTV mechanics and says the device could not work from any other perspective. How it plays is on the CRTV page. Said in PlayStation.Blog: the developers on the Scottish setting

1231 Simon’s thoughts appear as text, not speech2 The handheld television is raised with L1 on PS53 Sides and behind stay out of view
How to read it: the frame is the game’s 2.35:1 shape and each number is one thing the sources say shares it. Where each sits inside the frame is a placeholder, because no source says. Original schematic for this site, not a screenshot.

The schematic puts steps 2 to 4 on one frame: the text layer, the raised device and the parts of the world you cannot see. It is deliberately not a screenshot, since the sources describe these things but never say where on screen they sit.

Comfort options

The PlayStation Store lists a Visual Comfort tag, described as playing without camera movements and effects that might cause visual discomfort. Steam lists a Camera Comfort category. Listed on PlayStation Store (US) · Listed on Steam store page

Not found: what either option switches off, or whether the first-person view can be changed. No source describes another perspective. What would change this: a settings walkthrough from the studio or the platform holders.

Where to see it, and where it fits

PlayStation.Blog’s February post announced first-person gameplay in a new trailer, and the official videos are gathered on the trailer page. Announced in PlayStation.Blog: first-person gameplay in a new trailer The place the game is set, Scotland in 1996, is covered on the setting page. PlayStation.Blog’s hands-on report calls it the first Silent Hill game in which you fight creatures in first person; what that fighting looks like is on the combat page. Said in PlayStation.Blog: hands-on report