Slitterheadis the debut title from developer Bokeh Game Studio, which was founded by Keiichiro Toyama, the creator of theSilent Hillseries. Blending fast-paced action with psychological horror elements, the game is set in the fictional town of Kowlong in the 1990s.Slitterhead’s core mechanic sees the protagonist, a spirit known as the Hyoki, able to jump between NPC bodies at will, but unable to stay in any one body indefinitely, which should make for some interesting possibilities.

Game Rant recently spoke with Bokeh Game Studio’s CEO Keiichiro Toyama, game director Junya Okura, and producer Kazunobu Sato about some ofSlitterhead’s unique gameplay mechanics. They discussed how the game’s combat works, and how it balances its action and horror elements.This interview has been edited for clarity and brevity.

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

Toyama:In addition to standard combat setups, we incorporate various dynamics such asspeedy chase sequences, stealth infiltrations, and escaping from captivity, making for a diverse range of gameplay experiences.

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Q: It’s been previously mentioned that every possessable NPC has a background. Could you discuss why that’s important toSlitterheadand provide some examples of NPC backgrounds in the game?

Toyama:It was important to ensure that the NPCs felt very natural in the environment. For instance, while the front of the brothel is glamorous, the back room features the sex workers casually wandering around in very relaxed attire.

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Q: In the combat trailer, there is this brief moment where you seem to be able to play as a dog, which the Internet immediately fell in love with. Can you tell us anything more about this dog? Can other animals be possessed and is there more than 1 dog?

Okura:In several areas,you can possess dogs, which allows you to track scents and access new developments or hidden elements.

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Q: Making NPCs endearing with backgrounds but knowing players may have to sacrifice them feels at odds. What does this element add to the story and gameplay of Slitterhead?

Toyama:While I think it is natural for the player to feel uneasy compared to Hyoki at first, there will be various gimmicks in the plot that will play on that.

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

Toyama:Adding toborrowing one’s sight in “Siren”, there was a system in “Siren 2” where you could also have control (to an extent) of another’s actions. This branched out into being completely able to use anybody.

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Q: What sets Rarities apart from other NPCs? Can you discuss their overarching role in the gameplay and story?

Toyama:In addition to the differences in basic abilities and skills, a major distinction is that the possessed character retains consciousness and can communicate during possession. This dynamic significantly impacts the narrative development, creating powerful twists in the story.

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

Toyama:The basic premise is that they are simply a compatible individual. However, as you progress through the story, I hope players will discover and understand this relationship more deeply.

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

Toyama:I perceive it as having a horror feel reminiscent ofJapanese adult comics (seinen manga). It blends elements of battles between supernatural abilities with horror, survival, and suspense.

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Q: How would you describe Slitterhead’s specific brand of horror? There seem to be some psychological elements. How do those fit in?

Toyama:While we’ve minimizedstraightforward scare tactics, I believe players will still feel the essence of horror within a narrative that evokes anxiety through its unfolding story.

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Q: The play style ofSlitterheadseems to be very fast-paced, whereas most horror games rely on slow pacing and gradually build up tension. How did you approach retaining horror elements at a faster pace?

Toyama:The action sequences are fast-paced from the beginning, but the story gradually accelerates as it unfolds.

Q: What do you thinkSlitterhead’s melee combat and overarching action gameplay bring to the table compared to its horror elements?

Toyama:The combat and action elements are designed to be accessible for those accustomed tomainstream action games. I hope to attract even those who might be hesitant about playing a horror game and would encourage them to give it a try.

Bokeh Game Studio’s Plans For the Future

Q: Bokeh Game Studio was formed in 2020, meaningSlitterheadis not just a new IP but also a studio debut title. How does it feel as a studio to be at this milestone?

Sato:From the outset, I knew that establishing a company and launching a new IP simultaneously would be very difficult. Nonetheless, we are able to launch thanks to the support of many people both inside and outside. I hope everyone enjoysSlitterhead, the culmination of everyone’s efforts.

Q: What were the studio’s goals when you founded it, and how do you feel you’ve progressed in them so far?

Sato:We don’t actually have a clear “goal.” Our aim is to continue working on games that everyone feels motivated and enjoyable, and I believe that is crucial for Bokeh Game Studio.

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

Sato:We’ll probably be having some drinks and talking about games(as always). It may be fun if we could share that time with everyone online.

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

Sato:The future is still undecided.Depending on the reaction toSlitterhead, we will consider adjustments, while also keeping an eye out for new interesting ideas across all kinds of platforms. One thing that won’t change is our commitment to creating games that can showcase the talents who worked onSlitterhead. We appreciate everyone’s support and attention!

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