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The 'Bad Ending' and Civilian Deaths — Slitterhead Walkthrough
Slitterhead

The 'Bad Ending' and Civilian Deaths — Slitterhead Walkthrough

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.

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The 'Bad Ending' and Civilian Deaths — Slitterhead Walkthrough

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
  1. 1
    The 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.
  2. 2
    A time loop element is introduced to explain mission repetition, which is initially acceptable.
  3. 3
    The 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.
  4. 4
    This 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."
  5. 5
    The story centers around "Rarities," characters with special upgradable superpowers that are required for missions.
  6. 6
    The 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.
  7. 7
    The 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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