Toyama Says Slitterhead is a ‘Bit Rough Around the Edges’ Like Silent Hill

Toyama Says Slitterhead is a 'Bit Rough Around the Edges' Like Silent Hill

As a gamer with over two decades of gaming under my belt, I can attest that the anticipation for new games from established creators is always palpable, especially when it comes to horror titles like Silent Hill. The original Silent Hill set a high bar for psychological horror and atmosphere, which still resonates in modern games today. So, with the release of Keiichiro Toyama’s latest project, Slitterhead, I find myself both excited and a bit apprehensive.


Regardless of the genre or scale, the bar for success in the video game industry continually rises with escalating fan expectations. Meeting these expectations is always crucial. To illustrate this point, consider the game series Silent Hill. After its 1999 debut and the acclaim garnered by the first two games, each subsequent release faced significant anticipation. The fourth installment, for instance, did not perform as well as its predecessors. What made the original stand out was its exploration of psychological horror and eerie atmosphere, elements that are now common in modern horror games. Notably, the creator of Silent Hill, Keiichiro Toyama, has produced games since then, but his last foray into the horror genre was with Siren: Blood Curse back in 2008.

Similar to how Silent Hill revolutionized the horror genre with its distinctive approach, Keiichiro Toyama’s latest creation, Slitterhead, is following suit. Instead of blending horror and action elements that are typical in modern horror games, Slitterhead draws inspiration from seinen manga like Parasyte and Tokyo Ghoul to create a unique mix. In this game, players will assume the role of a Hyoki, an amorphous entity devoid of memories, tasked with hunting and eliminating Slitterheads – creatures that feed on brains and steal memories. Recently, Game Rant had a chat with Bokeh Game Studio CEO Keiichiro Toyama and others about Slitterhead, and naturally, we asked what fans of his work on Silent Hill might anticipate from this new project.

Over the years, plenty of horror games have introduced action elements but few have attempted to treat the two equally. A fast pace can make scares harder to land, while a slow pace hurts action elements. For example, the Silent Hill 2 remake has more action than original, but it’s still classic horror at its core. It still feels like a horror game and not an action one. Slitterhead, on the other hand, is more of a balance between the two. Its story delivery follows a slower pace expected of horror games, while its gameplay is more action-oriented. It remains to be seen how that pairing lands, but fans of Silent Hill may still find similar things to love in Slitterhead.

Despite the weight of being Bokeh Game Studio’s inaugural release with notable figures involved, the team appears unfazed. Instead, they showcase their skills prominently and strive to create an atmosphere that nurtures their creativity – a testament to the anticipated excellence of “Slitterhead”. Furthermore, just as “Silent Hill” garnered its legendary status by challenging boundaries and maintaining an edgy feel, so too does Toyama promise a similar experience for “Slitterhead” fans.

Since the debut of “Silent Hill,” we’ve consistently strived for novelty and authenticity, sometimes embracing a raw, unpolished edge. This approach is echoed across all my creations, including “Slitterhead.

The essence of ‘Slitterhead’, encompassing its blend of horror and action, the relationship between Hyoki and Slitterhead, and its portrayal of a city struggling with tradition versus modernity, all revolve around the concept of balance. Yet, achieving balance is seldom smooth and often comes with rough edges. Whether this is the sole way to describe ‘Slitterhead’ is yet to be determined, but given its background, it appears unlikely that it follows a conventional path. Similar to ‘Silent Hill’, ‘Slitterhead’ prioritizes creativity, novelty, and talent over pushing boundaries. This new approach to game direction promises an exciting experience for fans, who can explore it themselves on November 8.

Read More

2024-11-01 20:04