Slitterhead’s Killer Hook Mostly Makes Up for Looping Repetition
Videogames are frequently about puppeteering little guys around, whether that means guiding Mario through an obstacle course of Koopas, doing your best to ensure your Pikmin don’t become Bulborb food, or even when staring down the sights in first-person experiences. But much of the time, games try to massage the strange relationship we have with our avatars, striving to make it feel like it’s you who is immersed in this world instead of a character you’re piloting from afar.
By contrast, Slitterhead, an action horror game made by many developers who worked on Silent Hill, Siren, and Gravity Rush, hyperfocuses on the perverse nature of this kind of control. It encourages you to treat human beings like bags of meat, using blood and bone as fuel in a war against brain-eating monsters right out of a B-movie, before flipping the script and making you reflect on your gory deeds. Basically, it’s the type of game people will lovingly think back on ten years from now when its many little annoyances and imperfections have faded from memory, as you only remember its interesting ideas, unique twists, and eye-catching violence.
Set inside Kowloon Walled City in the ‘90s, you play as a mysterious floating entity, eventually nicknamed a Hiyoki, who doesn’t remember who they are or where they came from. To physically interact with the world, they possess a host, taking control of human bodies to battle grotesque, shapeshifting creatures called Slitterheads. Much like The Thing or Parasyte, these foes can disguise themselves as humans, attacking victims before sucking out their gray matter and replacing them. When pressed, they metamorphize into their true form, bursting out of people’s skulls while sprouting insectoid limbs or tentacles; it’s pretty gross!

To combat them, you form weapons and projectiles from coagulated blood, jumping between a small roster of characters you’re attuned with and random passersby as you sacrifice these pawns in deadly scuffles. To be specific, you can go into “Possession Mode” at any time, where the spirit leaps from their current host to another, slowing down time while you pick your next target—there’s no cooldown, and your only limitation is that they need to be possession-compatible and in range. Jump between middle-aged dads collecting their groceries and youthful college students in between classes as their blood is hardened into maces and bombs. Beyond this, there are also special humans called Rarities who are particularly in tune with the Hiyoki, meaning they come equipped with sweet powers. If the standard people you possess mostly fare how you would expect from a random bystander trying to best flesh-tearing hellspawn, the Rarities play closer to standard monster vanquishing videogame heroes, each wielding enticing abilities.
There’s Julee with her blood claws and strong healing, Betty, a beefed-up brawler who can power through attacks, a teammate who can summon more civilians and mind-control them, and several guys with guns. Utilizing these powers is essential for victory but also just really damn fun, which is more than a little concerning given the carnage involved. Skills are bound to short cooldowns and cost either blood (your health), which can be absorbed right off the battlefield, or Spirit Power, which can be obtained through defensive movements. Both of these commodities are easy to come by, and because you can pick two rarities for each level and freely swap between them and your lesser minions, you’ll constantly be mixing and matching these maneuvers to set up satisfying combos. Use Alex’s Blood Well to pull a group together before throwing a bomb into the crowd, or activate Edo’s Burning Edge, which reduces his defenses but lets him shred through flesh, and then pop Julee’s healing ability to offset the incoming damage.

Outside of these skills, another central mechanic is this game’s version of parries, called deflecting, where you can negate all incoming damage by hitting the right stick in the direction of incoming strikes. Guarding without parrying lowers your weapon health, leaving you open when diminished completely, so using this technique is more of a requirement than a suggestion. The big thing is that if you deflect enough times in a short burst, it kicks off a satisfying slow-mo sequence (called Blood Time) where you can easily tear foes to ribbons. Together, these systems largely defy 1:1 comparisons to other games; sure, there are elements of spectacle fighters like Devil May Cry or Bayonetta, but there aren’t really substantive combos or aerial mobility, and while there’s a roll, things aren’t slow and deliberate enough to feel like a Souls-like. Instead, it has a unique, rancid flavor, where you hop between victims as you manipulate their flesh to hack, slash, and stab, all while pulling off stylish defensive sequences.
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