Slitterhead Devs Explain How Possession Works, Discuss the Overall Gameplay Direction

Slitterhead Devs Explain How Possession Works, Discuss the Overall Gameplay Direction

As a seasoned gamer with a keen eye for the unique and innovative, I find myself intrigued by Bokeh Game Studio’s debut title, Slitterhead. The blend of fast-paced action gameplay with psychological horror elements is not something we encounter every day. It’s like watching a well-choreographed dance between fear and adrenaline, where the rhythm shifts from slow, tense beats to rapid, heart-pumping movements.


The game named “Slitterhead” is the first release from Bokeh Game Studio, established by Keiichiro Toyama, renowned for creating the “Silent Hill” series. This intriguing title combines swift action with chilling psychological horror elements and is set in a fictional 1990s town named Kowlong. The unique gameplay of “Slitterhead” revolves around the protagonist, a spirit called Hyoki, who can switch between NPC characters at will but cannot remain in any one character permanently, creating exciting scenarios.

In a recent conversation with Game Rant, executives from Bokeh Game Studio – CEO Keiichiro Toyama, game director Junya Okura, and producer Kazunobu Sato – shared insights into the distinctive gaming mechanics of their upcoming title, Slitterhead. They delved into the intricacies of the game’s combat system and the careful balance between its action and horror aspects. For clarity and conciseness, this interview has been condensed.

Slitterhead Devs Talk Key Gameplay Mechanics

How Slitterhead’s Possession Mechanic Works

Q: Can you describe how the possession mechanic works and how it drives various gameplay scenarios?

Toyama: Apart from traditional battle scenarios, we also add different elements like high-speed chases, secretive sneak missions, and daring escape attempts. This results in a broad spectrum of gaming adventures.

Slitterhead Devs Explain How Possession Works, Discuss the Overall Gameplay Direction

Question: Previously, it was noted that every Non-Player Character (NPC) in the game has a backstory. Can you explain why this detail is significant for Slitterhead and give a few instances of NPC backstories within the game?

Toyama: Making sure the NPCs appeared completely at ease within their surroundings was crucial. For example, although the entrance to the brothel looks luxurious, the interior has the sex workers strolling casually about in comfortable clothing.

A: In the combat trailer, there’s a quick scene that suggests you can control a character who appears to be a dog. The internet community seems to really appreciate this feature. Could you share any additional details about this dog character? Are other animals also playable in the game, and is there more than one dog character?

Okura: In certain locations, it’s permissible to own dogs that can help you detect scents and uncover recent advancements or concealed details.

How NPCs Add to Slitterhead’s Story and Gameplay

A: How does creating emotionally engaging Non-Player Characters (NPCs) in Slitterhead, while potentially requiring players to lose them, contribute to the narrative and gameplay experience?

Toyama: Initially, players might find themselves uncomfortable compared to Hyoki, but throughout the storyline, you’ll encounter several surprises and twists that capitalize on this feeling.

Q: How is Slitterhead’s Possession mechanic an evolution of Siren’s sightjacking?

As an avid fan, I can’t help but share my excitement about the unique features in both “Siren” and “Siren 2”. In “Siren”, I was captivated by the ability to borrow someone else’s vision. This concept was truly fascinating! However, what really took it up a notch for me in “Siren 2” was the addition of a control system that allowed me, to some extent, to influence another character’s actions. This feature made me feel like I could almost fully take control over anyone in the game. What an incredible gaming experience!

Question: How does Rarities differ from other non-player characters? Could you elaborate on their main function in gameplay and narrative development?

Toyama: Beyond just varying skill sets, what sets this scenario apart is that the occupied character remains aware and able to converse. This aspect greatly influences the plot’s evolution, introducing compelling surprises throughout the tale.

Q: How is it that these Rarities are “attuned” to the Hyoki?

As a captivated reader, I can’t help but express my anticipation for the characters in this narrative. Initially, they may seem just right for each other, but as we delve deeper into the tale, I eagerly look forward to uncovering the intricacies of their bond, gaining a profound understanding of their unique relationship.

Slitterhead’s Unique Approach to Horror

Q: Overall, how would you say Slitterhead balances its action and horror elements?

Toyama: To me, it seems to evoke a chilling atmosphere similar to mature Japanese comic books (seinen manga). It combines aspects of combat involving supernatural powers with horror, survival, and tension.

A: What kind of terror does Slitterhead represent, and are there any psychological aspects involved? Could you explain how these psychological elements contribute to the overall horror?

In Toyama’s words: Although we’ve avoided using direct frightening methods, I am confident that players will experience a sense of horror as they engage with a tale that generates unease through its suspenseful and intriguing plot development.

Slitterhead Devs Explain How Possession Works, Discuss the Overall Gameplay Direction

A: In the gameplay of Slitterhead, it appears to move quite swiftly compared to other horror games that typically employ a slower tempo and incrementally increase tension. Can you explain how you managed to preserve the horror aspects while maintaining a quicker tempo?

Toyama: The initial action scenes move quickly, but the narrative gains speed over time as it progresses.

How would you compare the close-quarter battles and overall gameplay style of Slitterhead to its horror aspects?

Toyama: We’ve crafted the fighting and action aspects to be approachable for people familiar with typical action games. I aim to draw in players who may initially be wary of horror games, inviting them to step out of their comfort zone and experience it firsthand.

Bokeh Game Studio’s Plans For the Future

Slitterhead Devs Explain How Possession Works, Discuss the Overall Gameplay Direction

What’s the sensation for Bokeh Game Studio, having formed in 2020, as they release Slitterhead, which is both their first intellectual property (IP) and debut title? How do they feel about reaching this significant moment in their studio’s history?

Initially, I was aware that starting a company and introducing a new intellectual property at the same time would be extremely challenging. Yet, with the help of numerous individuals, both internally and externally, we’ve managed to pull it off. I truly hope everyone finds joy in Slitterhead, a result of everyone’s hard work.

Question: What objectives did the studio have at its inception when you established it, and in your opinion, how far have you managed to achieve those objectives up until now?

At Bokeh Game Studio, our focus isn’t so much on having a specific “goal,” but rather on consistently creating games that engage and entertain players, which I firmly believe is essential to our studio.

Q: Can you discuss what your plans are on launch day? How will you be celebrating?

Sato is suggesting that they might enjoy a virtual gathering, where they discuss games over drinks, much like their usual hangouts. This could potentially make for an entertaining experience for everyone participating online.

Q: What’s the current plan for Bokeh Game Studio for Slitterhead and beyond?

In the coming days, the outcome of “Slitterhead” will determine our next steps. We’ll be open to making modifications based on its reception, as well as exploring fresh concepts for various mediums. Regardless of what happens, our dedication to highlighting the skills of those involved in “Slitterhead” remains unwavering. Thank you for your support and interest!

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2024-10-31 16:26