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Learn About the Game Sift Heads 3

Vinnie, Kiro and Shorty are back in what might be the chunkiest episode of Sift Heads so far. The story picks up right after the dust settles in the last installment, and these three hitmen find themselves holed up in a safehouse that feels part penthouse lounge, part shooting range. You wander around the lobby, listen to the local radio feed crackle with news on cartel movements, and get the option to dive into new gigs whenever you’re ready. It’s a neat framing device that makes you feel like you’re actually part of their crew, just hanging out until the next contract drops.

When you finally choose a mission, things kick off in classic side-scrolling shooter fashion—but with a few twists. Sometimes you’re perched on a rooftop, scanning for targets with that satisfying sniper scope, and other times you’re sneaking through warehouses and cargo holds, taking out guards one at a time. A few levels even throw in puzzle elements, like cutting power or hacking computers, which gives the usual run-and-gun a welcome breather. Along the way you rack up cash, and that means you can upgrade weapons, buy armor or snag a new toy for Vinnie or the others.

What really makes this chapter stand out is how it all flows together—from those little animated cut-ins when you enter a room, to the smooth blend between stealth and straight-up firefights. The art style stays true to that slightly gritty but cartoonish vibe, and each character’s banter keeps things feeling more like a buddy movie than a chore. All told, it’s one of those installments you can breeze through in an afternoon, but you’ll probably find yourself replaying a few missions just to top the leaderboards—or simply because it’s a blast to headshot every unsuspecting guard you can.