Navigate The Industrial Zone's third visit in Slitterhead. This guide covers the core gameplay, possession mechanics, and story elements.
Walkthrough
- 1The game features a mission-based structure, alternating between dialogue and action segments.
- 2Core gameplay involves melee combat and utilizing a possession mechanic to switch between human bodies.
- 3Newly possessed characters gain a temporary buff, encouraging rapid body-switching during combat.
- 4Enemies include Slitterheads, which possess humans and consume brains, and large praying mantis-like creatures.
- 5Environments are described as samey and grimy urban levels.
- 6The game includes a sight-jacking mechanic, similar to Siren, to identify disguised Slitterheads, though a visual effect often makes it redundant.
- 7The story introduces a time loop element and later explores the idea of some Slitterheads coexisting with humanity, becoming increasingly convoluted.
- 8A plot element requires finding all optional characters (Rarities) with special abilities before the story progresses, despite their limited importance.
- 9Rarities are characters with upgradable superpowers that can be used during possession.
- 10The game attempts to incorporate horror elements through gore and the concept of body possession, but fails to be genuinely scary due to a lack of player investment in the human characters.
- 11Random citizens spawn in combat arenas to serve as possession fodder, even during boss fights.
Tips
- Constantly switch bodies during combat to utilize the possession buff and overwhelm enemies.
- The parry system can be difficult to master against multiple attackers; prioritize body-switching when overwhelmed.
- Pay attention to visual cues, but be aware that the sight-jacking mechanic might be less useful than the direct visual effect pointing to Slitterheads.
- Be prepared for a convoluted and potentially frustrating story, especially regarding the mandatory collection of optional characters.
- The game's environments can be repetitive, so focus on the core mechanics rather than exploration.
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