Slitterhead Review: The Bloody And The Bizarre

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Key art from Slitterhead shows a collage of all its principal characters, above the game's title in both English and kanji. At the center of the image, Alex walks down a street in his motorcycle helmet.

Bokeh Game Studios' Slitterhead is one of the strangest games I've ever played, for better or worse. The product of collaboration by several Silent Hill alumni, including series creator Keiichiro Toyama and composer Akira Yamaoka, Slitterhead is actually more of a spiritual successor to the Siren series. Difficult to categorize, it features elements of stealth games, detective games, action RPGs, and puzzle platformers, all wrapped up in a body horror bow.

Slitterhead follows an intangible spirit called a Hyoki (later nicknamed Night Owl by one of his allies). At the beginning of the game, he appears to remember nothing of his past, except that he can briefly inhabit the bodies of other living beings. On the shadowy, neon-lit streets of the Kowlong Slums, a blighted, impoverished neighborhood destined for destruction, Night Owl hears tell of a series of murders, purportedly perpetrated by vicious monsters nicknamed Slitterheads for their tendency to suck their victims' brains out of their heads with straw-like proboscides. It makes the total destruction of these foul creatures its mission.

Slitterhead

Platform(s) PC , PS5 , PS4 , Xbox Series X , Xbox Series S

Released November 8, 2024

Developer(s) Bokeh Game Studio

Publisher(s) Bokeh Game Studio

Night Owl then discovers the existence of powerful humans called Rarities, able to channel their willpower into blood-soaked spectral weapons, and to maintain some of their consciousness even as Night Owl possesses them. With their help, Night Owl seeks to discover the origin of the Slitterhead conspiracy, and end their reign of terror upon Kowlong, in a terrifying journey chock-full of innovative ideas that don't always coagulate into a cohesive whole.

Slitterhead Smackdown On The Streets Of Kowlong

Slitterhead's Combat Stuns

A group of civilians in their pajamas beating up a Slitterhead on a roof.

The majority of Slitterhead is arguably action-focused, with RPG-style combat. Players have access to simple combos, dodges, parries, and special abilities, each of which are unique to the Rarities they choose to bring along. Its terrifying twist on this, though, comes in the form of its core mechanic: possession. Both in and out of battle, Night Owl can transfer itself (and thus the player's control) into other bodies - either of fellow Rarities or of innocent bystanders. Human bodies are disposable in combat, as players must swap between them frequently to stymie the Slitterheads' strategies, often sacrificing one in order to gain an advantage with another.

Slitterhead logo

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The fights are admittedly difficult, and arguably a little clunky, but that seems to be by design. And it works: Slitterhead demands skill in exchange for satisfaction. You almost always need to take full advantage of every mechanic, especially possession, to win a fight. At times, it feels a little unbalanced in the enemy's favor, but you always have the tools to overcome even the hardest challenges.

Each Rarity's moveset is distinct enough that unlocking a new one always feels game-changing. Coming up with clever Rarity synergies, using one to lure an enemy while the other lines up a powerful strike from behind - this can be incredibly satisfying when you pull it off. To support these desperate battles, Slitterhead lays it on thick with grotesque creature designs and buckets of blood. It's all very well executed, but again, repetitive; there are only a handful of enemy types, most of which are variations on the same two or three themes.

Julee, a girl in a red hood, parkouring around the neon lights of Kowlong in Slitterhead.

Between battles, you need to use Night Owl's possession abilities to solve a series of puzzles. These vary in nature: you might have to impersonate a neighbor in order to get intel from a local gossip, control people around corners in order to sneak past guards, or perform possession parkour to get onto a distant rooftop.

These puzzles have a lot of potential, but they aren't as consistently challenging or interesting as they could be. There are some great set pieces, like when two of the Rarities find themselves in prison, and have to use Night Owl to jump between cells, or when they have to possess crane operators in order to create a path to a nearby roof. But by the midgame, these get repetitive, which takes a lot of the novelty out of the concept. There are seemingly endless chase sequences, and certain puzzles are reused almost note-for-note in multiple missions.

A Quiet Place character and keyart from Outlast

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Slitterhead also has a tendency to overexplain its puzzles through dialogue. I often encountered characters muttering things to themselves like, "Is there another route around?" while staring at a blatantly open door to a side corridor. At times, I felt like the tutorial had gone on too long, and I was just waiting for the game to let me loose and start trusting my instincts.

A Beautiful But Small Playground

Limited Time, Limited Space

Many games have attempted takes on Kowloon Walled City, but few have ever rendered it in such slick detail as Slitterhead. Its main streets are bathed in colorful lighting, as neon signs announce the availability of every manner of good and service. Its back alleys are dark and dingy, littered with piles of garbage and slouched-over smokers in their underwear. Behind closed doors, players will find lavish triad boardrooms, secret brothels, ornate cult chapels, and many other surprises. It's all perfectly scored by Yamaoka's music, which, while it doesn't reach Silent Hill 2 levels, is excellent in its own right.

What's there is rendered with obvious care and attention to detail, but it's also an incredibly small city. Slitterhead takes players through the same few maps over and over again, which, again, gets boring quickly. You do have the opportunity to explore different parts of the maps from time to time, but you're retreading the same areas so often that exploration becomes a chore.

Julee standing on a rooftop overlooking various neon signs in Slitterhead.

That'd be okay in a more linear game, but Slitterhead requires exploration in order to progress. At certain times, the story grinds to a halt, and you're required to discover another Rarity in a previous mission to unlock the next one.

The game tips you off as to where you might find them, but there's usually only a single phase of the mission during which it's possible to do so. If you try to leave the appointed mission area, the game will simply plop you back down at the last checkpoint. The missions are so strictly segmented, and the levels so labyrinthine, that it's entirely possible to progress too far to discover the required Rarity, at which point you have to start the mission all over again.

Lost In Time

Slitterhead's Narrative Choices Fall Flat

A clock displays midnight on October 29 in a screenshot from Slitterhead.

There is an in-universe reason for all this tedium: Slitterhead is secretly a time loop game. The entire thing takes place over three days, as Night Owl and his allies return to various places around the city in order to investigate pivotal events and prevent tragedies. Again, this concept has a lot of potential, but is underutilized. In effect, it often means replaying the same missions over and over, with barely noticeable variations. All that backtracking is never fun, and has little thematic impact until the final chapters of the game.

A series of eleventh-hour twists (which I won't spoil) suddenly make the time loop central to the story, and it genuinely becomes one of the scariest parts of the setting. This leads up to some earth-shattering revelations and the best boss fight in the game (even though you have to play through it twice). But after that, Slitterhead simply ends, just as it was starting to get good.

It's not an abrupt ending by any means; if anything, the game goes on about five hours too long. Rather, the issue is an overlong beginning. Having to run through pivotal events over and over again cheapens their impact, and the constant hopping between storylines deflates any and all tension. Slitterhead's final hours tie the plot together pretty well, but don't justify all the monotony that precedes them.

Final Thoughts & Review Score

6/10 - Good, Not Great

I can see the vision that Bokeh had for Slitterhead. It has a lot going for it: slick combat, monstrous creature designs, and the involvement of many of the artists who made Silent Hill the enduring classic it is today. But it's bogged down by a plodding story, repetitive gameplay, and hobbled exploration.

When it's good, it's really good, but it's hard to recommend wholeheatedly with all that confusion and tedium. Hardcore Siren fans who have been longing for another entry in the defunct franchise will certainly like it. Players with open minds and a lot of patience should certainly check it out. Slitterhead has a lot of great ideas: I just wish it was better at doling them out consistently.

slitterhead.jpg
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6/10

Slitterhead

Reviewed On PlayStation 5

Pros

  • Snappy, challenging combat
  • Great visuals (including creature design) & music
  • Possession mechanic is unique

Cons

  • Disjointed story
  • Lots of backtracking
  • Repetitive gameplay

A PlayStation 5 code for Slitterhead was provided to Screen Rant for the purpose of this review.

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