{"id":40563,"date":"2024-11-27T18:02:24","date_gmt":"2024-11-27T09:02:24","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=40563"},"modified":"2024-11-27T18:02:43","modified_gmt":"2024-11-27T09:02:43","slug":"silent-hill-creator-keiichiro-toyama-made-a-prototype-for-an-aaa-siren-successor-while-at-sony-which-became-the-basis-for-slitterhead","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/news\/silent-hill-creator-keiichiro-toyama-made-a-prototype-for-an-aaa-siren-successor-while-at-sony-which-became-the-basis-for-slitterhead\/","title":{"rendered":"Silent Hill creator Keiichiro Toyama made a prototype for an \u201cAAA Siren successor\u201d while at Sony, which became the basis for Slitterhead\u00a0"},"content":{"rendered":"\n<p>Bokeh Game Studio released<strong> Slitterhead <\/strong>worldwide on<strong> <\/strong>November 8 for the PC (Steam), PS4\/PS5 and Xbox Series X\u2758S. It is the first major project of Silent Hill and Siren creator Keiichiro Toyama since his departure from Sony\u2019s Japan Studio in 2020. In a recent interview with <a href=\"https:\/\/news.denfaminicogamer.jp\/interview\/241127c\/4\" target=\"_blank\" rel=\"noreferrer noopener\">Denfaminicogamer<\/a>, the creator revealed some insights into the origin of his new indie studio\u2019s body-hopping, brain-sucking horror action game.&nbsp;<\/p>\n\n\n\n<p>\u201cSlitterhead was born out of the idea of <em>What if I were to make Siren 3<\/em>?\u201d Toyama told Denfaminicogamer. Apparently, while the creator was still at Sony Interactive Entertainment (SIE), the Siren series saw a revival in popularity, which prompted talks about making a successor. SIE wanted this title to be an AAA game, so Toyama conceptualized a big budget game that had a \u201cSiren-like concept.\u201d He explains that one of the ideas he came up with for this \u201cSiren 3\u201d led to the prototype for Slitterhead.\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1195\" height=\"670\" sizes=\"auto, (max-width: 1195px) 100vw, 1195px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/11\/20241127-40563-001.jpg\" alt=\"Slitterhead\" class=\"wp-image-40567\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/11\/20241127-40563-001.jpg 1195w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/11\/20241127-40563-001-380x213.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/11\/20241127-40563-001-768x431.jpg 768w\" \/><\/figure>\n\n\n\n<p>\u201cRecently, there are more and more games that are labelled \u2018horror,\u2019 but I personally think that the horror genre and AAA game development don&#8217;t go well together,\u201d Toyama admits. Working around this mismatch, he came up with the idea of making the stage of his Siren successor an open-world 90s Hong Kong. \u201cI thought that if I chose a place that I really felt like visiting and experiencing, there would surely be others who felt the same way.\u201d&nbsp;<\/p>\n\n\n\n<p>However, while Toyama was in the midst of conceptualizing the game, \u201cvarious circumstances\u201d led to his leaving SIE and going indie. As this meant his new project would no longer be a triple-A game, the creator had a lot to reconsider. Despite this change in circumstances, he ultimately decided against discarding the idea, and the rest of Bokeh Game Studio voted for developing it.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1341\" height=\"760\" sizes=\"auto, (max-width: 1341px) 100vw, 1341px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/11\/20241127-40563-002.jpg\" alt=\"Slitterhead\" class=\"wp-image-40568\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/11\/20241127-40563-002.jpg 1341w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/11\/20241127-40563-002-380x215.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/11\/20241127-40563-002-768x435.jpg 768w\" \/><\/figure>\n\n\n\n<p>The result was Slitterhead, a gritty indie game in which a formless spiritual lifeform navigates a neon-lit, <a href=\"https:\/\/automaton-media.com\/en\/news\/silent-hill-and-siren-director-keiichiro-toyama-explains-why-he-went-for-a-gritty-urban-cyberpunk-setting-in-upcoming-slitterhead\/\" target=\"_blank\" rel=\"noreferrer noopener\">fictionalized 1990s Hong Kong<\/a>. In a blend of horror and action, the game\u2019s <a href=\"https:\/\/automaton-media.com\/en\/news\/silent-hill-creator-says-his-new-title-slitterhead-is-a-modern-action-game-take-on-siren\/\" target=\"_blank\" rel=\"noreferrer noopener\">Siren-reminiscent mechanics<\/a> emphasize speed and fluidity, leveraging the protagonist\u2019s <a href=\"https:\/\/automaton-media.com\/en\/news\/silent-hill-creators-new-game-slitterhead-will-numb-your-ethics-with-its-possession-system\/\" target=\"_blank\" rel=\"noreferrer noopener\">ability to possess human bodies<\/a> to battle parasitic monsters. &nbsp;<\/p>\n\n\n\n<p>No longer being part of SIE meant that Toyama was able to make Slitterhead with a high age-rating (17+ in the US, 18+ in Japan) in mind from the start. \u201cThis would have been difficult to achieve during my time at SIE, so this time, I thought I\u2019d take on a daring challenge.\u201d&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1188\" height=\"671\" sizes=\"auto, (max-width: 1188px) 100vw, 1188px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/11\/20241127-40563-003.jpg\" alt=\"Slitterhead\" class=\"wp-image-40569\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/11\/20241127-40563-003.jpg 1188w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/11\/20241127-40563-003-380x215.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/11\/20241127-40563-003-768x434.jpg 768w\" \/><\/figure>\n\n\n\n<p>Slitterhead is available now for the PC (<a href=\"https:\/\/store.steampowered.com\/app\/2631250\/Slitterhead\/\" target=\"_blank\" rel=\"noreferrer noopener\">Steam<\/a>\/Epic Games Store), <a href=\"https:\/\/store.playstation.com\/en-us\/concept\/10009203\" target=\"_blank\" rel=\"noreferrer noopener\">PS5\/PS4<\/a> and <a href=\"https:\/\/www.xbox.com\/en-US\/games\/store\/slitterhead\/9pn5wngq6dc5\" target=\"_blank\" rel=\"noreferrer noopener\">Xbox Series X|S<\/a>.&nbsp;&nbsp;&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Silent Hill and Siren creator Keiichiro Toyama talks about the origins of his indie debut title Slitterhead, which he initially came up with while still at Sony.<\/p>\n","protected":false},"author":55,"featured_media":40566,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[64,3],"tags":[17],"class_list":["post-40563","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-news","tag-japan-related-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - 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