Learn how to achieve the good ending in Slitterhead by understanding the 'Bad Ending' conditions and the impact of civilian deaths on your playthrough. Avoid common pitfalls.
Walkthrough
- 1The game begins with a straightforward premise: Slitterheads are monsters that possess humans and eat brains, and you must counter them by possessing humans yourself and fighting.
- 2A time loop element is introduced to explain mission repetition, which is initially acceptable.
- 3The plot then becomes increasingly erratic, introducing the idea that some Slitterheads are good and wish to coexist with humanity, only to backtrack and reveal they were pretending.
- 4This is followed by a confusing shift where the player might be the "bad guys," leading to a parallel universe segment and a plane crash where everyone dies, resulting in a "bad ending."
- 5The story centers around "Rarities," characters with special upgradable superpowers that are required for missions.
- 6The plot halts progress until all optional characters are found, despite many having little importance to the main story. This is a significant design flaw that halts progression.
- 7The game is described as having a "bad ending" where the plot devolves into chaos, culminating in a plane crash and the death of all characters. To avoid this, players must navigate the convoluted plot and potentially find all optional characters.
Tips
- The core gameplay involves melee hack-and-slash combat and a possession mechanic. Rapidly switching bodies is key, as newly possessed characters have a buff.
- Enemy attacks can stun-lock you, so mastering the parry system is important, though often difficult with multiple attackers.
- Identifying disguised Slitterheads can be done through sight-jacking (borrowed from Siren), but the repetitive environments and a prominent visual effect pointing to the Slitterhead make this mechanic less crucial.
- The game's horror elements are weak; it's more gory than scary. The conceptual horror of possession is undermined by the lack of player investment in the generic human characters.
- The mission structure involves alternating between text-heavy conversations and repetitive tasks in similar urban environments, suggesting an effort to extend playtime with limited content.
- The game evokes a PS2-era experimental spirit but also carries over janky design, a strange dialogue system with grunting sounds, and poor visual quality.
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