Main game
3.42 average rating based on 19 ratings
14th Game Completed in 2024
Whew boy, Slitterhead. This game.
This game is deeply unsettling, profoundly fucked-up, and it's just wonderful. It's a modern game that clearly had budget limitations. It feels like a PS2 game in its core design. It's janky, a lot of its mechanics are half-baked, and there's nothing else like it.
So lemme start with the surface level stuff. The titular Slitterheads are some of the absolute best monster designs, both in visual design and concept. To understand what the fuck they even are is the mystery that really pushes the game forward, and everything about them is deeply unsettling, uncomfortable, and upsetting. They pose as humans, they murder people and eat their brains, they hijack bodies to predate upon others, and their true forms are these hulking monstrosities with tentacles and scythe arms and these almost fractal assemblies of slimy flesh and bone.
The game has a really weird pace though, and how the story is told is quite unusual. I concede, this one took a fewer hours to really get me invested. At first, the mission structure feels cheap and arbitrary, but as you dig into the story, you'll begin to understand why things …
14th Game Completed in 2024
Whew boy, Slitterhead. This game.
This game is deeply unsettling, profoundly fucked-up, and it's just wonderful. It's a modern game that clearly had budget limitations. It feels like a PS2 game in its core design. It's janky, a lot of its mechanics are half-baked, and there's nothing else like it.
So lemme start with the surface level stuff. The titular Slitterheads are some of the absolute best monster designs, both in visual design and concept. To understand what the fuck they even are is the mystery that really pushes the game forward, and everything about them is deeply unsettling, uncomfortable, and upsetting. They pose as humans, they murder people and eat their brains, they hijack bodies to predate upon others, and their true forms are these hulking monstrosities with tentacles and scythe arms and these almost fractal assemblies of slimy flesh and bone.
The game has a really weird pace though, and how the story is told is quite unusual. I concede, this one took a fewer hours to really get me invested. At first, the mission structure feels cheap and arbitrary, but as you dig into the story, you'll begin to understand why things are the way they are. Quite early on, you'll hit a point where the stakes change, and you're just like, "Oh shit, that's what's happening here?" Yes, sirree. And when you see what it's going for, strap the fuck in and get ready for a ride.
You're gonna be exploring some seriously dark territory in this game. It's set in the dirty, crowded slums of what I presume to be Hong Kong, and deals heavily in the worlds of sex work, unregistered migrant communities, and homelessness. But it's not about those things. It uses human misery as a backdrop to tell a story that's deeply psychological, and a worthy successor to stuff like the game's creators previous works, Silent Hill and Siren. Thing is though, Slitterhead has a certain layer of maturity and clear-headedness matched only by SIlent Hill 2 in my opinion. There's a lot of layers to what's going on in this world, and I found myself constantly asking moral and philosophical questions. How far is going to far? When does our purpose conflict with our place in the world? What do I think of other people - the collateral damage; do I use them for my benefit, or do I protect them? To be very vague and not get into spoiler territory, I really feel that at Slitterhead's core is an analysis and deconstruction of the cycle of anger and abuse. It uses a lot of really aggressive visual metaphor to get there, and the story taken at face value is still great on its own merit, but the best games for me always have that extra je ne sais quois operating in the background, and that's absolutely true here too.
The gameplay is kind of a similar bag too. I saw a lot of reviews before launch basically saying, "The gameplay sucks, but the game is weird as hell." I think the gameplay is a lot like the plot - there's a lot interesting happening here, but it's beneath the surface. The combat system is very unorthodox, using a very Souls-like approached with blocking and parrying, but with a lot of really interesting skills that change up gameplay a lot. Once you figure out how to use different characters and skills together and develop a play style, it really kinda comes together and feels great to play. It's not quite as "hard for the sake of hard" as Souls-like might suggest, but it does put up a stiff challenge and I had a lot of what felt like cheap deaths. But I didn't really care, either - I played probably 80% of the game on Normal before having to drop the difficulty, but I kept pressing on with a curiosity about what this game had to say or what came next in the plot.
If I do have a criticism though, I found the chase sequences to be overused and kind of annoying. Once or twice would have been cool, but when it happens the 5th, and 7th, and 12th time... It gets annoying. The boss fights are wonderful, but the path to them can be tedious sometimes. It's also a little annoying to have to revisit old levels to gather things you may have missed that are required to proceed, but this only happened a couple of times for me.
The scale of this game is... Interesting. I'm confident it had a bizarre development path. Interestingly, the title screen has a 2021 copyright date, which leads me to believe this game was actually finished a few years ago, and then held back for the sake of polish... And it shows. On a technical level, this game looks and runs AMAZING. Like the actual quality of the assets and geometry seems low, and it has a lot of parts that show the budget was tight, but it still manages to feel like it's running perfectly, to the point you don't notice it. What did kinda bother me, though, was the lack of voice acting. It's there, used VERY sparingly in a few key cutscenes, but it's mostly text only with lots of "Hmm"s and "Oh"s in lieu of recorded dialogue. This is one where I think voiced dialogue throughout the action segments would have been preferred, though I do kinda like the style they went with for the "Talk" segments where your disembodied spirit player character interacts with the people you control in combat.
Down to brass tacks though, this is extremely effective horror absolutely drowning in inspired ideas, and I'm frankly shocked this game even exists. This is the kind of thing nobody dares publish, because it's just too fucking weird. And like... Yeah. That's this game in a nutshell. It's weird, it's disgusting, it's repulsive, but it's done with a certain maturity and poetry that elevates the subject matter from compelling horror to a sort of reflective commentary on the human condition. Somehow. But it's inspired. It's smart. It's the kind of special game I love to see, and I really connected deeply with this one. It's janky as hell, it's gonna take a while to grow on you, but it's worth the ride.
AND AS A FINAL NOTE. A few games journalists gave this game 3/10 review scores... I can absolutely, without a doubt, guarantee you that anyone who gave it a score that low did not finish the game. They did not take the time to "get" what the story and mechanics were going for, got frustrated, and assumed it was cheap crap. It's not. It's on a budget, for sure, but man... This ain't 3/10. Give your head a shake.
Outdated graphics, weird structure, no voice acting, repetitive missions and a bizarre plot. And yet, this game rules. It's like Forbidden Siren for the Devil May Cry audience.
You can read my full review in spanish here.

In conclusion...

I don't get people, the market, or even reviews.
This game was set up as "the bad game that freaks love", and while I am a freak and love it... The game is just good? Like it's not even janky, it's well made and interesting, and freaky. A body horror action romp. It was never set up to be a revolution of horror, or the new bombastic franchise... But people still find it to be rough?
Are voices really that important to people? Most games I play don't have voices, I find they have a higher chance of worsening the narrative than improving it tbh, but it seems they are important enough to others that the perspective on this game is shifted completely. I saw it as it is, mostly an indie game with, tbh, very good looking graphics, that focused on other things instead of making the characters realistic and movie-like.
I might be an out of touch old fart! Edo best character, but I really like the design and concept behind everyone in the cast.
I really wish this and Kunitsu did better so more games like them could come out, but it seems it's just gonna be …
I don't get people, the market, or even reviews.
This game was set up as "the bad game that freaks love", and while I am a freak and love it... The game is just good? Like it's not even janky, it's well made and interesting, and freaky. A body horror action romp. It was never set up to be a revolution of horror, or the new bombastic franchise... But people still find it to be rough?
Are voices really that important to people? Most games I play don't have voices, I find they have a higher chance of worsening the narrative than improving it tbh, but it seems they are important enough to others that the perspective on this game is shifted completely. I saw it as it is, mostly an indie game with, tbh, very good looking graphics, that focused on other things instead of making the characters realistic and movie-like.
I might be an out of touch old fart! Edo best character, but I really like the design and concept behind everyone in the cast.
I really wish this and Kunitsu did better so more games like them could come out, but it seems it's just gonna be another year of gacha gaas and battle royales.
Slitterhead is a wild ride, to be sure. It's a game that ends up going so far off the rails of reality that it evades any attempt at a succinct description because of the sheer amount of foundational context the game sets up in its early hours. So I guess I'll just call it "a nightmarish bodysnatcher horror tale where you're the one snatching bodies" and leave it at that. This game is more concerned with exploring the morality of its characters than the carnage unfolding around them though.

The combat pulls heavily from Soulslikes but it's mindful about how it does so; it never feels like it's mindlessly copying the staples of the genre. I really appreciated how unique it felt to play and this is what kept me motivated to keep going even when the plot seemed kind of disjointed and lacking any solid ground to stand on early on.
As you do battle with the many freakish monstrosities that get in your way you'll become accustomed to hopping between bodies constantly to make the best use of your characters' special hemomancy abilities. My favorite character combo ended up being Blake and Tri, which allowed me to pump …
Slitterhead is a wild ride, to be sure. It's a game that ends up going so far off the rails of reality that it evades any attempt at a succinct description because of the sheer amount of foundational context the game sets up in its early hours. So I guess I'll just call it "a nightmarish bodysnatcher horror tale where you're the one snatching bodies" and leave it at that. This game is more concerned with exploring the morality of its characters than the carnage unfolding around them though.

The combat pulls heavily from Soulslikes but it's mindful about how it does so; it never feels like it's mindlessly copying the staples of the genre. I really appreciated how unique it felt to play and this is what kept me motivated to keep going even when the plot seemed kind of disjointed and lacking any solid ground to stand on early on.
As you do battle with the many freakish monstrosities that get in your way you'll become accustomed to hopping between bodies constantly to make the best use of your characters' special hemomancy abilities. My favorite character combo ended up being Blake and Tri, which allowed me to pump out damage while providing support via my own blood sentry guns. There's a lot of potential to create your own strategy with the varied playstyles they all offer.

Slitterhead uses an old school mission structure to tell its story. I can see how this type of approach worked for what the writing wanted to accomplish, but I'd be lying if I said I liked this aspect. It made it difficult for me to feel immersed in the city environment and by the end of the game I was struggling to care about the collateral damage of each violent confrontation, despite the game insisting that I should. Thankfully, I knew from other reviews I'd read that I should try to keep civilian casualties to a minimum as I played, and as a result I didn't have to go replay any levels and fix it. Fun fact,
The visuals are stylish and cool as hell, with neon street signs and lamps cutting through the darkness of the crowded city of Kowloon. The visual effects during combat feel well integrated and fairly intuitively communicate their effects on appearance alone. The character models are more hit and miss. The playable characters look great! There's a nice mix of body types and the models all seem reasonably high quality. The NPCs on the other hand remind me a lot of the ones from Lightning Returns: Final Fantasy XIII. I loved that game, but those were hideous over 10 years ago. I'm not sure what happened here.

Slitterhead features some full voice acting in its more important cutscenes, but outside of that typically goes the route of having each character mumble a few "uhms" and "ahhs" that play over whatever they can be loosely applied to. I don't typically mind this in games, but the utilization of these vocal clips here often undermined the gravity/tone of scenes they were used in. I'd have preferred silence to having to listen to the weird mumbling.
I think my final major criticism of the game is that there are a ton of sequences where you're chasing down an enemy to eventually corner and fight them. These ruin the pacing surround the fights themselves and bloat the game's playtime by... probably several hours in total. They really suck and I think the game would have been vastly improved with at least half of them cut out entirely.
Slitterhead feels a little rough around the edges but I have to respect how unique it is and that it feels very cerebral in how it tries to dig into the motivations of its cast to make a statement about human nature on a larger scale. It's worth a look as long as you have the patience to see it through to the end.

Banger OST by Yamaoka. Unfortunately, the game gets repetitive very fast, and I suspect I'm not even close to done. Re-doing missions is some shit I hate to do.
I was intrigued to see the new horror game from the director of Silent Hill 2. That idea sounded more exciting to me than playing a remake of the game he built his reputation. The game looked rough, but it also looked strange in an exciting way. I had to play it. The game is indeed rough but unique and impressive.
The biggest red flag was it being an action game because I heard combat was the weakest part of the Silent Hill series. Turns out, this is a surprisingly good action game. In fact, the combat is the best part. It's a unique possession-based combat system with special abilities and directional parrying. There are a cast of characters I can recruit across the game called Rarities who have support and attack-based abilities unique to them. I can select two to bring into each mission with me. When combat happens, the game creates a walled arena and spawns civilians into the fight. I can bounce between them and the Rarities to take down enemies. The civilians are weaker than Rarities, but are good at drawing aggro away to allow room for my companions to heal or charge up attacks. Civilians …
I was intrigued to see the new horror game from the director of Silent Hill 2. That idea sounded more exciting to me than playing a remake of the game he built his reputation. The game looked rough, but it also looked strange in an exciting way. I had to play it. The game is indeed rough but unique and impressive.
The biggest red flag was it being an action game because I heard combat was the weakest part of the Silent Hill series. Turns out, this is a surprisingly good action game. In fact, the combat is the best part. It's a unique possession-based combat system with special abilities and directional parrying. There are a cast of characters I can recruit across the game called Rarities who have support and attack-based abilities unique to them. I can select two to bring into each mission with me. When combat happens, the game creates a walled arena and spawns civilians into the fight. I can bounce between them and the Rarities to take down enemies. The civilians are weaker than Rarities, but are good at drawing aggro away to allow room for my companions to heal or charge up attacks. Civilians get a temporary buff to their health and attack within the first 15 seconds or so of possession encouraging constantly switching between people. It took a while to get used to, but when I got it down, it was satisfying, intense, and deep enough to plan out strategies of attack making use of different Rarity combinations. I love seeing successful, fresh approaches to combat.
Between combat encounters, there are chase and stealth sequences. The stealth is never too involved and never gets frustrating thankfully. The chases are a little more fun involving blood grappling hooks and jumping between rooftops both physically and spiritually between bodies.
The story is decent. It's enough to keep me invested, and it takes some unexpected turns helping to keep things interesting. It's about a spirit nicknamed "Night Owl" who appears in the city Kowlong. This city has seen a recent string of murders where the victims had their brains eaten. Night Owl knows creatures called "Slitterheads" are responsible. They change their appearance to look like people, and they need human brains to live. He is here to kill them, but he has no memory of who or what he is. He joins up with an aspiring actor and convenience store worker named Julee to fight them and later with a doctor named Alex who already has a history with these creatures. Night Owl starts to question his mission when he learns about Slitterheads living among humans without causing them harm. It's a gory horror mystery reminiscent of the anime Parasyte that came close to being a dud, but had some surprises up its sleeve. The cast of Rarities is diverse with a homeless former boxer, Muslim housecleaner, sex worker, high school student, and so on. New conversations pop up between Night Owl and these characters after each mission where I could learn more about them.
Thanks to its uniqueness and much better than expected combat, it is a standout game in 2024.
Slitterhead is great because missions are pretty short so it was easy to drop in and out. Now I want something that keeps me on my toes and has compelling mechanics and that doesn’t require long sessions. It’s not as if I don’t have time for long sessions, I just feel like I need something short or easy to jump on and out of so I can ramp up to playing something much bigger. But I can’t figure out what that could be.
Ugh this game did my head in. Now everything I try to play feels dull and uninteresting. I can’t get the same dopamine hit I was getting from this game from anything else I try playing. It’s like Kunitsu-Gami all over again.
For what is overall a pretty enjoyable game, it’s kind of disappointing that it ends with two very dull back to back fights against
The fact that the game limits the use of certain abilities in key fights is kind of a bad design decision. To be clear I’m not talking about when enemies apply a debuff, I mean when certain abilities like Julee’s mass heal HoT and Betty’s Indomitable are locked off during certain fights so that you can’t use them. Key example, when I was playing as
It feels like the term jank get's used a bit loosely from time to time, and that when people say that certain games are janky, what they really mean is unfamiliar or uncomfortable. I know that the importance of QoL elements is a common discourse and that some people's focus on that discourse has increased over the last decade or so, but sometimes sacrificing certain QoL elements, or establishing certain types of friction can enable novel and enjoyable game experiences.
However, I do wish there was some granularity to the V.O. settings. I love that people in the city speak Cantonese, and I just wish Night Owl and Julee did as well.
The best video games teach us about ourselves. That's something I really believe. But I just have to go into "self-therapy" mode a little bit because of something that happened this morning.
One of the main themes of Slitterhead, without going too deep into spoilers, is wrath. And specially, that switch in your brain that gives over to rage and anger instead of reason and compromise. One of the endings in Digimon Survive hit a similar note for me, in a different way, and it left me feeling devastated for weeks afterward.
But anyway. We got nuked with snow overnight. Over 80cm in the last two days, and I was unable to get out of my parking lot for work this morning. We're under a lot of pressure to get a number of projects done before Christmas, because all these contractors wanted to delay delay delay until the last possible minute.
There was ice under the snow. I saw the snow clearing company here, no plows on their trucks, guys just hanging out in their trucks. I got mad. I flipped them off, I cursed as I tried to dig my car out, I sent an angry letter to the …
The best video games teach us about ourselves. That's something I really believe. But I just have to go into "self-therapy" mode a little bit because of something that happened this morning.
One of the main themes of Slitterhead, without going too deep into spoilers, is wrath. And specially, that switch in your brain that gives over to rage and anger instead of reason and compromise. One of the endings in Digimon Survive hit a similar note for me, in a different way, and it left me feeling devastated for weeks afterward.
But anyway. We got nuked with snow overnight. Over 80cm in the last two days, and I was unable to get out of my parking lot for work this morning. We're under a lot of pressure to get a number of projects done before Christmas, because all these contractors wanted to delay delay delay until the last possible minute.
There was ice under the snow. I saw the snow clearing company here, no plows on their trucks, guys just hanging out in their trucks. I got mad. I flipped them off, I cursed as I tried to dig my car out, I sent an angry letter to the building manager. It's their fault I'm late. It's their fault. My friend comes down to dump his garbage, we start venting to each other.
But then the manager, guy around my age, comes to talk to us. Maybe a few years older, reminds me of my cousins. In the calmest voice I could ever imagine for a built, blue-collar dude, he asks, "Is there a problem? How can I help." I explain why I'm upset, how the building company keeps cheaping out, my friend - being the guy who has to argue literally everything, no matter how annoying it is when he does - starts analyzing their business and recommending ways to avoid this situation... And the snow clearing boss is just like, "It's been a really hard couple days for us and I've been through a lot in my life, and I know this sucks but we're doing our best," before explaining that my work truck has the wrong tires, that they're pulling someone out of a ditch, that they're running on coffee and fumes.
I was the asshole. I was wrong. I didn't have all the information.
I was the problem Slitterhead is confronting.
And instead of shriveling up inside myself and playing sad puppy and being upset with myself for being the worst possible creature on the planet, like I usually do... I owned it. Because pouting about it is just running from the problem. I apologized to the guy. I told him I was the asshole. I unsent the email to the building manager. I accepted that I was wrong, and I have a chance to do better in future. I can break the cycle. Passing my anger to him, or to anyone else, doesn't fix the problem. It perpetuates the anger.
That's what this game is about. And boy, did I even need it...
Listen, if y'all told me there existed a game halfway between David Cronenberg and public access television, where you fight giant penis monsters and rotting skeletal sea creatures, playing as a sex worker and a housekeeper using their own blood as weapons...
I'd tell you you're full of shit.
And yet, here we are. The most aggressively esoteric, disgusting, and bat shit insane PS2 game released in 2024.
I'll do a full review when I actually finish it (I think I'm close?), but it's so weird playing a game that's so polished while also feeling so budget. It's wild, man. They cut out a lot of the fluff you'd expect from a modern game to make sure this fever dream vision happened the way they wanted. Gods bless these mad lads.
What even is this freaking game? It's so weird and esoteric.
I think I love it.
This is what happens when you have just enough industry cred to get a game greenlit, but not enough to fund it. It's so low budget in some ways but polished in most of the ways that matter.
Days after finishing it, I'm still obsessed with this game so I wrote an article analyzing the lore and themes of Slitterhead
It's in spanish, but internet translators are your friends. You can find it here.

If you have different interpretations of the plot, let me know.
Protip for those playing it.
Try to minimize civilian casualties as much as you can. It will save you a headache later.
Just an FYI for folks, this one is actually getting a physical release, and it's pretty sick! Xseed is publishing, and it's not a full-priced released (special edition is $60USD and $80CDN).
