The Inventive Slitterhead Is Shaping Up to Be a Gruesome Hell of a Time
Slitterhead isn’t at all what I expected, and that’s a good thing. Developer Bokeh Studio, a group consisting of some of the developers behind the Silent Hill, Siren, and Gravity Rush series, amidst other projects, has chosen body horror and grittiness to paint the world of its first game. Instead of a slow-paced survival horror experience, the brush has a blunt force to it, introducing itself as a third-person action game with a plethora of promising, gruesome twists.
During a hands-on demo at Summer Game Fest 2024, I was able to play Slitterhead for about an hour. My time with it was split into two, starting at the very beginning of the game and then jumping to a later point in the story. Things kicked off controlling a being without physical form, as well as, of course, amnesia. Controlling it as a floating entity, I commandeered the body of a stray dog to make my first steps into the fictional 1990s city of Kowlong.
This isn’t Stray, however, and it’s rather in line with the main mechanic of Watch Dogs Legion, where you’re able to take control of most NPCs you come across. In Slitterhead, this is done by pressing L1, which freezes time and gives you the chance to aim at a different host. The camera then zip zaps toward it, and you’re living and breathing as somebody else. Until they inevitably get brutally massacred by the namesake creatures.
Slitterheads are parasites of sorts that inhabit the citizens of Kowlong in disguise. Until you have the misfortune of encountering one of them up close, that is. In a similar fashion to the teaser trailer, I witness the first appearance of these monsters in a dark alleyway, as a woman’s neck opens up like a flower to uncover a terrifying pile of flesh coming from inside the body. She quickly begins a chase, which forces me to quickly chain-possess between multiple NPCs right before they get sliced up in two. This sequence is also an indicator of another design pillar of the experience: most of the people you control are deliberately expected to die.
In an interview with IGN, Bokeh Studio’s CEO and creator Keiichiro Toyama said that he made a point about this design decision in the game’s proposal, writing that “the human body is weak and should be disposed of as you fight.” Despite that expectation, the characters you control tend to have different feels to them based on their age and circumstance. An old person can barely jog, for example, while a younger NPC moves faster. These subtle differences are more noticeable during combat, but overall, controlling a regular citizen feels like puppeteering a slow and weak body.
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