Slitterhead’s Map Structure Was Originally More “Open” Says Bokeh Game Studio’s CEO

Slitterhead's Map Structure Was Originally More "Open" Says Bokeh Game Studio's CEO

As a seasoned gamer with over two decades under my belt, I can confidently say that the upcoming title “Slitterhead” has caught my attention like a moth to a flame. The game, spearheaded by none other than Keiichiro Toyama, the mastermind behind the iconic “Silent Hill” series, is shaping up to be a chilling masterpiece.


Slitterhead is an upcoming action-survival horror game from Bokeh Game Studios that has recently been generating a lot of buzz due to its promised terrifying gaming experience. The game’s narrative follows a linear structure, and it was initially unveiled at the 2021 Game Awards. It is set in Kowlong during the 1990s, where humans are inexplicably being slaughtered by creatures known as Slitterheads.

The lead role in the highly anticipated project is being spearheaded by Keiichiro Toyama, who gained fame for creating the Silent Hill series. As the CEO of Bokeh Game Studios, he recently shared insights about the creation of Slitterheads with Game Rant. During this conversation, Toyama disclosed that the initial concept for the game was designed to offer an open-map, non-linear narrative structure. However, due to certain reasons, changes were made and Toyama explained why this shift was necessary to enhance the overall gaming experience.

How Slitterhead’s Mission Structure Changed

As a devoted fan, I can’t help but notice the evolution that takes place in the creation of any game, and Slitterhead is no exception. One of the most significant transformations occurred in the mission structure of this intriguing title. Toyama himself, during an enlightening conversation with Game Rant, shed light on these changes, explaining they were primarily aimed at enhancing the game’s rhythm and pace.

As a gamer, I initially imagined an expansive, free-roaming map design. However, we opted for a mission-focused layout instead, which I think streamlined the game’s progression and provided a more manageable flow.

In other words, although the game follows a linear progression, its creators have allowed for some flexibility when designing levels. They’ve had room to shape the missions as they see fit. Moreover, Toyama pointed out that non-player characters (NPCs) are crucial elements within the game.

NPCs Won’t Be Easy to Ignore

In the thrilling narrative of Slitterhead, the main character is a unique being referred to as the Hyoki. This figure plays a crucial role in interacting with Non-Player Characters (NPCs) within the game. Although not all NPCs are essential for the success of every mission, certain ones enable the Hyoki to traverse between them. Furthermore, some human characters in the game possess special abilities that the Hyoki can harness to facilitate mission completion. Exploring this pivotal aspect of Slitterhead, Toyama Game Rant comments, “we had to assign them substantial relevance in terms of level design. I think it presented a considerable challenge when launching the game on numerous platforms.

A Slow Burn With Intense Action

In the process of developing Slitterhead, Toyama aimed to steer clear of the jump scare game design that has become commonplace in the horror genre, potentially overwhelming it. Consequently, while the game will feature high-speed and thrilling action at times, the true horror elements will lean towards psychological terror and anxiety-building scenarios. All told, this approach should make Slitterhead one of the most intense horror games to be released this year. It’s set for a release in early November.

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2024-11-01 20:38