{"id":25664,"date":"2026-07-30T15:00:00","date_gmt":"2026-07-30T13:00:00","guid":{"rendered":"https:\/\/consoleland.sk\/?p=25664"},"modified":"2026-07-30T18:15:49","modified_gmt":"2026-07-30T16:15:49","slug":"silent-hill-townfall-vyvojari-diskutuju-o-skotskom-prostredi-retro","status":"publish","type":"post","link":"https:\/\/consoleland.sk\/?p=25664","title":{"rendered":"Silent Hill: Townfall V\u00fdvoj\u00e1ri diskutuj\u00fa o \u0161k\u00f3tskom prostred\u00ed, retro\u2026"},"content":{"rendered":"<div><img decoding=\"async\" src=\"https:\/\/live.staticflickr.com\/65535\/55426789530_e1f92a0f12_k.jpg\" style=\"width: 100%\" \/><\/p>\n<div>\n<p class=\"\">Spustenie 24. septembra na PlayStation 5, <a href=\"https:\/\/www.playstation.com\/games\/silent-hill-townfall\/\">Silent Hill: Townfall<\/a> ozna\u010duje najnov\u0161\u00ed z\u00e1znam v ikonickej s\u00e9rii psychologick\u00fdch hororov. V tomto \u010dl\u00e1nku v\u00e1m prin\u00e1\u0161ame postrehy od Motoia Okamota, producenta s\u00e9rie Silent Hill v Konami a Jona McKellana, spisovate\u013ea a re\u017eis\u00e9ra \u0161k\u00f3tskeho v\u00fdvoj\u00e1ra Screen Burn Interactive.\u00a0\u00a0<\/p>\n<p class=\"\"><strong>Mohli by ste sa podeli\u0165 o to, pre\u010do ste si vybrali Screen Burn ako v\u00fdvojov\u00fd t\u00edm pre tento titul?<\/strong><\/p>\n<p class=\"\"><strong>Motoi Okamoto:<\/strong> S Screen Burn n\u00e1s zozn\u00e1mila Annapurna Interactive, ktor\u00e1 s nami titul vydala. Annapurna m\u00e1 za sebou neuverite\u013en\u00e9 \u00faspechy s narat\u00edvnymi a umeleck\u00fdmi nez\u00e1visl\u00fdmi hrami, tak\u017ee sme plne d\u00f4verovali ich vkusu. Osobne som hral predch\u00e1dzaj\u00face tituly Screen Burn Stories Untold a Observation a oba boli fantastick\u00e9, tak\u017ee som mal istotu, \u017ee projekt nech\u00e1m v ich ruk\u00e1ch.<\/p>\n<p><a href=\"https:\/\/live.staticflickr.com\/65535\/55426789530_e1f92a0f12_k.jpg\" target=\"_blank\"><img decoding=\"async\" src=\"https:\/\/live.staticflickr.com\/65535\/55426789530_e1f92a0f12_k.jpg\" alt=\"\" style=\"max-width: 100%\"><\/a><\/p>\n<p class=\"\">\n<p class=\"\"><strong>Ke\u010f som po\u017eiadal Jona, aby spracoval pr\u00edbeh, existovali nejak\u00e9 konkr\u00e9tne po\u017eiadavky alebo pokyny t\u00fdkaj\u00face sa toho, \u010do rob\u00ed hru \u201eSilent Hill?\u201c<\/strong><\/p>\n<p class=\"\"><strong>Okamoto:<\/strong> Aj ke\u010f Konami m\u00e1 intern\u00fa \u201ebibliu\u201c alebo pokyny pre dej, som presved\u010den\u00fd, \u017ee najd\u00f4le\u017eitej\u0161ou s\u00fa\u010das\u0165ou procesu je, aby samotn\u00ed v\u00fdvoj\u00e1ri a spisovatelia analyzovali s\u00e9riu Silent Hill a vytvorili si vlastn\u00fa bibliu. Odovzdanie hrub\u00e9ho manu\u00e1lu z na\u0161ej strany by nemuselo nutne rezonova\u0165 v t\u00edme. Preto \u017eiadame ka\u017ed\u00fd v\u00fdvojov\u00fd t\u00edm, s ktor\u00fdm spolupracujeme, aby pre\u0161iel t\u00fdmto osobn\u00fdm objavovac\u00edm procesom.<\/p>\n<p class=\"\"><strong>Ak\u00fd bol v\u00e1\u0161 n\u00e1zor na nastavenie hry v \u0160k\u00f3tsku?<\/strong><\/p>\n<p class=\"\"><strong>Jon McKellan:<\/strong> \u0160k\u00f3tsko je miesto, kde sme vyr\u00e1stli; je to prostredie, ktor\u00e9 je pre n\u00e1s najzn\u00e1mej\u0161ie a najprirodzenej\u0161ie. Na vytvorenie prec\u00edzneho a presved\u010div\u00e9ho prostredia sme c\u00edtili, \u017ee je nevyhnutn\u00e9 vybudova\u0165 svet, ktor\u00fd sme poznali zvn\u00fatra aj zvonka. Preto sme si vybrali \u0160k\u00f3tsko. Navy\u0161e, \u0160k\u00f3tsko je prirodzene ve\u013emi hmlist\u00e1 oblas\u0165, v\u010faka \u010domu sa perfektne hod\u00ed do Silent Hill. Boli \u010dasy, ke\u010f sme fotografovali vonku a mysleli si: \u201ePr\u00e1ve teraz doslova stoj\u00edme v Silent Hill&#8230;\u201c<\/p>\n<p><a href=\"https:\/\/live.staticflickr.com\/65535\/55425420942_268a7db5be_k.jpg\" target=\"_blank\"><img decoding=\"async\" src=\"https:\/\/live.staticflickr.com\/65535\/55425420942_268a7db5be_k.jpg\" alt=\"\" style=\"max-width: 100%\"><\/a><\/p>\n<p class=\"\">\n<p class=\"\"><strong>Okamoto:<\/strong> Silent Hill \u010dasto spolupracuje s v\u00fdvojov\u00fdmi \u0161t\u00fadiami po celom svete. Prostredn\u00edctvom t\u00fdchto partnerstiev m\u00f4\u017eeme sp\u00e1ja\u0165 r\u00f4znorod\u00e9 region\u00e1lne kult\u00fary a perspekt\u00edvy, aby sme poskytli \u010derstv\u00e9, inovat\u00edvne hororov\u00e9 z\u00e1\u017eitky.<\/p>\n<p><a href=\"https:\/\/live.staticflickr.com\/65535\/55426789525_da9cf54805_k.jpg\" target=\"_blank\"><img decoding=\"async\" src=\"https:\/\/live.staticflickr.com\/65535\/55426789525_da9cf54805_k.jpg\" alt=\"\" style=\"max-width: 100%\"><\/a><\/p>\n<p class=\"\">\n<p class=\"\"><strong>Tento titul predstavuje prv\u00fa celove\u010dern\u00fa hru Silent Hill, ktor\u00e1 vyu\u017e\u00edva poh\u013ead z poh\u013eadu prvej osoby. Aj ke\u010f Silent Hill: The Short Message (vydan\u00fd v roku 2024) pou\u017e\u00edval aj poh\u013ead prvej osoby, i\u0161lo o men\u0161\u00ed samostatn\u00fd z\u00e1\u017eitok. Napriek tomu, \u017ee bol vyvinut\u00fd r\u00f4znymi t\u00edmami, ovplyvnil tento titul Silent Hill: Townfall?<\/strong><\/p>\n<p class=\"\"><strong>Okamoto:<\/strong> Okrem toho, \u017ee sme mali r\u00f4znych v\u00fdvoj\u00e1rov, boli \u010dasov\u00e9 harmonogramy v\u00fdroby \u00faplne odli\u0161n\u00e9, tak\u017ee nedo\u0161lo k priamej v\u00fdmene technick\u00e9ho know-how. To, \u017ee Silent Hill: Townfall aj Silent Hill: The Short Message skon\u010dili v prvej osobe, bola \u010disto n\u00e1hodn\u00e1.<\/p>\n<p class=\"\"><strong>McKellan:<\/strong> Ke\u010f\u017ee nedo\u0161lo k \u017eiadnemu prekr\u00fdvaniu, n\u00e1\u0161 t\u00edm na Screen Burn mohol hra\u0165 Silent Hill: The Short Message s \u00faplne nov\u00fdm poh\u013eadom. Pre Silent Hill: Townfall bol poh\u013ead z poh\u013eadu prvej osoby nevyhnutn\u00fdm z\u00e1kladom pre integr\u00e1ciu mechaniky okolo zariadenia CRTV. \u00daprimne povedan\u00e9, CRTV nemohla fungova\u0165 z inej perspekt\u00edvy. Zatia\u013e \u010do poh\u013ead z prvej osoby prin\u00e1\u0161a ve\u013ea zmien v porovnan\u00ed s tradi\u010dn\u00fdmi titulmi v s\u00e9rii, dali sme si ve\u013ek\u00fd pozor, aby sme zachovali ten v\u00fdrazn\u00fd, atmosf\u00e9rick\u00fd pocit a prezent\u00e1ciu Silent Hill.<\/p>\n<p><a href=\"https:\/\/live.staticflickr.com\/65535\/55425420952_1dc270924d_k.jpg\" target=\"_blank\"><img decoding=\"async\" src=\"https:\/\/live.staticflickr.com\/65535\/55425420952_1dc270924d_k.jpg\" alt=\"\" style=\"max-width: 100%\"><\/a><\/p>\n<p class=\"\">\n<p class=\"\"><strong>Ak\u00e1 bola motiv\u00e1cia v\u00fdvoja ikonick\u00e9ho r\u00e1dia seri\u00e1lu na CRTV?<\/strong><\/p>\n<p class=\"\"><strong>McKellan:<\/strong>,Koncept zmeny r\u00e1dia na CRTV tu bol od sam\u00e9ho za\u010diatku v\u00fdvoja. V prv\u00fdch f\u00e1zach to bolo \u0161tandardn\u00e9 r\u00e1dio, ale postavili sme si v\u00fdzvu: ako by sme mohli z r\u00e1dia urobi\u0165 akt\u00edvny n\u00e1stroj a nie pas\u00edvny? Premenen\u00edm na vizu\u00e1lne zariadenie, kde m\u00f4\u017eete okrem po\u010d\u00favania zvuku sledova\u0165 aj video sign\u00e1ly, sa mo\u017enosti rozr\u00e1stli \u2013 od sp\u00f4sobu, ak\u00fdm zvl\u00e1dame narat\u00edvnu prezent\u00e1ciu, a\u017e po jej integr\u00e1ciu do hry, napr\u00edklad stealth. Navy\u0161e, ako ste mohli vedie\u0165 z predch\u00e1dzaj\u00facich hier Screen Burn, pr\u00eds\u0165 na to, ako manipulova\u0165 s mierne zastaranou anal\u00f3govou technol\u00f3giou, je v na\u0161ej uli\u010dke.<\/p>\n<p class=\"\"><strong>Existuj\u00fa sc\u00e9ny, ktor\u00e9 by bez CRTV jednoducho nemohli existova\u0165?<\/strong><\/p>\n<p class=\"\"><strong>McKellan:<\/strong> Ve\u013ek\u00e1 \u010das\u0165 prezent\u00e1cie a hrate\u013enosti bola navrhnut\u00e1 na z\u00e1klade predpokladu CRTV. Namiesto ot\u00e1zky \u201eKtor\u00e9 sc\u00e9ny by bez nej nemohli existova\u0165?\u201c sme prist\u00fapili k v\u00fdvoju ot\u00e1zkou: \u201eAko m\u00f4\u017eeme v ka\u017edom okamihu najlep\u0161ie vyu\u017ei\u0165 jeho maxim\u00e1lny potenci\u00e1l?\u201c<\/p>\n<p><a href=\"https:\/\/live.staticflickr.com\/65535\/55426519633_589c30be47_k.jpg\" target=\"_blank\"><img decoding=\"async\" src=\"https:\/\/live.staticflickr.com\/65535\/55426519633_589c30be47_k.jpg\" alt=\"\" style=\"max-width: 100%\"><\/a><\/p>\n<p class=\"\">\n<p class=\"\"><strong>Mohli by ste n\u00e1m poveda\u0165 viac o va\u0161ej prec\u00edznej, takmer obsedantnej oddanosti vytv\u00e1raniu retro zariaden\u00ed a prostred\u00ed? Ako to pod\u013ea v\u00e1s umoc\u0148uje z\u00e1\u017eitok zo Silent Hill?<\/strong><\/p>\n<p class=\"\"><strong>McKellan:<\/strong> Star\u0161ie anal\u00f3gov\u00e9 technol\u00f3gie a pr\u00edstroje pre n\u00e1s znamenaj\u00fa ve\u013ea a m\u00e1me ich naozaj radi. Nostalgick\u00e9 prvky, ako s\u00fa tieto, s\u00fa veci, ktor\u00fdch sme sa dotkli a za\u017eili nielen my, ale aj hr\u00e1\u010di v\u0161ade, \u010do vyvol\u00e1va pocit zn\u00e1mosti. Z\u00e1merne sme navrhli momenty, ktor\u00e9 hraj\u00fa proti t\u00fdmto nostalgick\u00fdm pocitom. V modernom kontexte sa anal\u00f3gov\u00e1 technol\u00f3gia jav\u00ed ako trochu nestabiln\u00e1, nespo\u013eahliv\u00e1 alebo \u0165a\u017eko d\u00f4veryhodn\u00e1. Chceli sme vytvori\u0165 situ\u00e1ciu, v ktorej sa hr\u00e1\u010di musia spolieha\u0165 na toto zariadenie, aby pre\u017eili, aj ke\u010f sa nec\u00edtia dobre, ke\u010f sa na\u0148 pr\u00edli\u0161 spoliehaj\u00fa.<\/p>\n<p class=\"\">\u010co sa t\u00fdka n\u00e1\u0161ho environment\u00e1lneho dizajnu, sme hrd\u00ed na to, \u017ee hovor\u00edme, \u017ee hrani\u010d\u00ed s posadnutos\u0165ou. Viera, \u017ee miesto skuto\u010dne existuje, je to, \u010do d\u00e1va hr\u00e1\u010dom na \u0148om skuto\u010dne z\u00e1le\u017ea\u0165, a to, aby sa hr\u00e1\u010di zauj\u00edmali, je zo v\u0161etk\u00e9ho najd\u00f4le\u017eitej\u0161ie.<\/p>\n<p class=\"\"><strong>\u010cerven\u00e1 a \u010dierna sa v tejto hre pou\u017e\u00edvaj\u00fa ve\u013emi v\u00fdrazne. Ak\u00fd bol z\u00e1mer za touto farebnou paletou?<\/strong><\/p>\n<p class=\"\"><strong>McKellan:<\/strong> S\u00fa\u010das\u0165ou toho je jednoducho to, \u017ee ide o n\u00e1padn\u00fd p\u00e1r farieb, ale ako budete postupova\u0165 hrou, hr\u00e1\u010di zistia, \u017ee tieto dve farby maj\u00fa pre n\u00e1\u0161ho protagonistu Simona hlbok\u00fd symbolick\u00fd a \u017eivotne d\u00f4le\u017eit\u00fd v\u00fdznam.<\/p>\n<p><a href=\"https:\/\/live.staticflickr.com\/65535\/55426789510_fe8b04dd99_k.jpg\" target=\"_blank\"><img decoding=\"async\" src=\"https:\/\/live.staticflickr.com\/65535\/55426789510_fe8b04dd99_k.jpg\" alt=\"\" style=\"max-width: 100%\"><\/a><\/p>\n<p class=\"\">\n<p class=\"\"><strong>Bytosti v Silent Hill: Townfall sa c\u00edtia tvrd\u0161ie ako v predch\u00e1dzaj\u00facich pr\u00edspevkoch. Je hra vyv\u00e1\u017een\u00e1 a uprednost\u0148uje stealth pred bojom?<\/strong><\/p>\n<p class=\"\"><strong>McKellan:<\/strong> Hr\u00e1\u010dom sme poskytli viacero mo\u017enost\u00ed, ako zvl\u00e1dnu\u0165 stretnutia. Namiesto toho, aby sme n\u00fatili jedin\u00fd hern\u00fd \u0161t\u00fdl, chceme, aby hr\u00e1\u010di experimentovali a zistili, ktor\u00fd pr\u00edstup je najefekt\u00edvnej\u0161\u00ed alebo najvhodnej\u0161\u00ed pre ka\u017ed\u00fa situ\u00e1ciu, ke\u010f bojuj\u00fa o pre\u017eitie.<\/p>\n<p class=\"\"><strong>Ako ste sa dostali ku konceptu viacer\u00fdch koncov?<\/strong><\/p>\n<p class=\"\"><strong>McKellan:<\/strong> Konce v Silent Hill: Townfall nie s\u00fa ur\u010den\u00e9 jednoduchou bin\u00e1rnou vo\u013ebou na konci. Namiesto toho vyvrcholenie hr\u00e1\u010dov\u00fdch akci\u00ed po\u010das ich hrania ur\u010duje, ak\u00fd koniec dosiahne. T\u00fato slobodu sme navrhli tak, aby bol koniec skuto\u010dne zaroben\u00fd na z\u00e1klade jedine\u010dnej cesty hr\u00e1\u010da.<\/p>\n<p class=\"\"><strong>Okamoto:<\/strong> V\u0161etky tri hlavn\u00e9 konce m\u00f4\u017eete dosiahnu\u0165 hne\u010f pri prvom hran\u00ed, zatia\u013e \u010do tajn\u00fd koniec sa spr\u00edstupn\u00ed po vymazan\u00ed hry raz. M\u00e1 \u0161trukt\u00faru podobn\u00fa p\u00f4vodn\u00fdm Silent Hill a Silent Hill 2, \u010do znamen\u00e1, \u017ee hr\u00e1\u010di nebud\u00fa n\u00faten\u00ed hra\u0165 hru dvakr\u00e1t alebo trikr\u00e1t, aby videli v\u0161etky prim\u00e1rne konce.<\/p>\n<p><a href=\"https:\/\/live.staticflickr.com\/65535\/55426390676_c4a411ec20_k.jpg\" target=\"_blank\"><img decoding=\"async\" src=\"https:\/\/live.staticflickr.com\/65535\/55426390676_c4a411ec20_k.jpg\" alt=\"\" style=\"max-width: 100%\"><\/a><\/p>\n<p class=\"\">\n<p class=\"\"><strong>Mohli by ste sa podeli\u0165 o to, ako funkcie PS5, ako je haptick\u00e1 sp\u00e4tn\u00e1 v\u00e4zba a adapt\u00edvne sp\u00fa\u0161\u0165a\u010de, zlep\u0161uj\u00fa prezent\u00e1ciu hry?<\/strong><\/p>\n<p class=\"\"><strong>McKellan:<\/strong>,V\u010faka adapt\u00edvnym sp\u00fa\u0161\u0165a\u010dom bezdr\u00f4tov\u00e9ho ovl\u00e1da\u010da DualSense hr\u00e1\u010di nepoc\u00edtia len v\u00e1hu streln\u00fdch zbran\u00ed \u2013 haptika v\u00e1m umo\u017en\u00ed doslova c\u00edti\u0165 kroky ur\u010dit\u00fdch pribli\u017euj\u00facich sa tvorov priamo vo va\u0161ich ruk\u00e1ch. Pohybov\u00e9 ovl\u00e1danie (gyroskop) tie\u017e umo\u017e\u0148uje intuit\u00edvne mierenie. Na za\u010diatku v\u00fdvoja som bol v skuto\u010dnosti trochu skeptick\u00fd, pokia\u013e ide o to, ako dobre zapadn\u00fa ovl\u00e1dacie prvky, ale ke\u010f sme ich implementovali do hry, bolo to tak\u00e9 prirodzen\u00e9, \u017ee som sa nemohol vr\u00e1ti\u0165 k tradi\u010dn\u00fdm ovl\u00e1dac\u00edm prvkom.<\/p>\n<p class=\"\">Pomocou pohybov\u00e9ho ovl\u00e1dania m\u00f4\u017eete tie\u017e manipulova\u0165 s mapou, akoby ste ju dr\u017eali priamo v ruk\u00e1ch. Niektor\u00e9 h\u00e1danky navy\u0161e vy\u017eaduj\u00fa, aby ste CRTV fyzicky naklonili \u2013 napodob\u0148uj\u00fac tak ka\u017edodenn\u00fd pohyb dr\u017eania telef\u00f3nu pri h\u013eadan\u00ed sign\u00e1lu, \u010do je \u010fal\u0161\u00ed z\u00e1bavn\u00fd sp\u00f4sob, ak\u00fdm sme integrovali ovl\u00e1dacie prvky pohybu.<\/p>\n<p class=\"\"><strong>Ako si ako v\u00fdrobca mysl\u00edte o adapt\u00edvnych sp\u00fa\u0161\u0165a\u010doch a haptickej sp\u00e4tnej v\u00e4zbe ovl\u00e1da\u010da DualSense?<\/strong><\/p>\n<p class=\"\"><strong>Okamoto:<\/strong> S\u00e9ria Silent Hill bola historicky chv\u00e1len\u00e1 pre svoj vizu\u00e1l a zvuk, ale s PS5 je schopnos\u0165 vnies\u0165 pocit dotyku do hororov\u00e9ho z\u00e1\u017eitku ako obrovsk\u00fd krok vpred.<\/p>\n<p><a href=\"https:\/\/live.staticflickr.com\/65535\/55426519668_9ecbf341d6_k.jpg\" target=\"_blank\"><img decoding=\"async\" src=\"https:\/\/live.staticflickr.com\/65535\/55426519668_9ecbf341d6_k.jpg\" alt=\"\" style=\"max-width: 100%\"><\/a><\/p>\n<p class=\"\">\n<p class=\"\"><strong>3D Audio je \u010fal\u0161\u00edm k\u013e\u00fa\u010dov\u00fdm prvkom pre modern\u00fd horor. Ako ste pou\u017eili zvukov\u00fd dizajn na zv\u00fd\u0161enie teroru v Silent Hill: Townfall?<\/strong><\/p>\n<p class=\"\"><strong>McKellan:<\/strong> Ke\u010f\u017ee sa Silent Hill: Townfall hr\u00e1 v prvej osobe, va\u0161e zorn\u00e9 pole je prirodzene obmedzen\u00e9, v\u010faka \u010domu je zvuk ove\u013ea d\u00f4le\u017eitej\u0161\u00ed. Z\u00e1merne sme vytvorili situ\u00e1cie, v ktor\u00fdch sa hr\u00e1\u010di musia vo ve\u013ekej miere spolieha\u0165 na jemn\u00e9 zvuky a zvukov\u00e9 sign\u00e1ly, aby vn\u00edmali hrozby \u010d\u00edhaj\u00face mimo toho, \u010do ich o\u010di m\u00f4\u017eu vidie\u0165.<\/p>\n<hr class=\"ps-block-separator has-alpha-channel-opacity\" \/>\n<p class=\"\"><a href=\"https:\/\/www.playstation.com\/games\/silent-hill-townfall\/\">Silent Hill: Townfall vych\u00e1dza na PS5 24. septembra<\/a>.\u00a0<\/p>\n<\/div>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Spustenie 24. septembra na PlayStation 5, Silent Hill: Townfall ozna\u010duje najnov\u0161\u00ed z\u00e1znam v ikonickej s\u00e9rii psychologick\u00fdch hororov. V tomto \u010dl\u00e1nku v\u00e1m prin\u00e1\u0161ame postrehy od Motoia Okamota, producenta s\u00e9rie Silent Hill v Konami a Jona McKellana, spisovate\u013ea a re\u017eis\u00e9ra \u0161k\u00f3tskeho v\u00fdvoj\u00e1ra&hellip;<\/p>\n","protected":false},"author":0,"featured_media":25665,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_monsterinsights_skip_tracking":false,"footnotes":""},"categories":[59,1],"tags":[],"class_list":["post-25664","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-mint-rss","category-nezaradene"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v24.1 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Silent Hill: Townfall V\u00fdvoj\u00e1ri diskutuj\u00fa o \u0161k\u00f3tskom prostred\u00ed, retro\u2026 - consoleland.sk<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/consoleland.sk\/?p=25664\" \/>\n<meta property=\"og:locale\" content=\"sk_SK\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Silent Hill: Townfall V\u00fdvoj\u00e1ri diskutuj\u00fa o \u0161k\u00f3tskom prostred\u00ed, retro\u2026 - consoleland.sk\" \/>\n<meta property=\"og:description\" content=\"Spustenie 24. septembra na PlayStation 5, Silent Hill: Townfall ozna\u010duje najnov\u0161\u00ed z\u00e1znam v ikonickej s\u00e9rii psychologick\u00fdch hororov. 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