Grotesque monsters swarming the screen and staring at the player: the Insectmares from Mary Skelter Finale [Bestiary – Mechanic]

Mary Skelter Finale is the end of the trilogy of dark Japanese dungeon-crawlers. Following for the last time the fight of the Blood Maidens against the immortal Nightmares to escape the living Jail, Finale is a huge game dense in new mechanics. And this time, the escape to the surface will hide even more dangers.

While the immortal Nightmares are still there, ready to chase the party around the mazes till they can be finally defeated (and you can check more about previous Nightmares in this analysis The Nightmares of Mary Skelter: fairytale characters reborn as twisted immortal stalkers), there are far more dangers, including a deranged and sadistic group of bloodthirsty girls: the Massacre Pink (or Genocide Pink in Japan). However, there is also a smaller but even more peculiar enemy waiting to surprise the party while exploring the Jail: the Insectmares.

This new danger comes from swarming enemies that can surprise the party during any battle, literally enveloping and crawling not only on the character but on the screen itself. Like under a sort of living negative effect, when a character gets swarmed by Insectmares, they receive several maluses. These range from the obvious bothering of having the screen almost entirely occupied by crawling creatures, to the impossibility of using any skill, attacking, or even trying to escape. Moreover, Insectmares also work as general malus, lowering, for example, defence or accuracy. And, as an untreatable plague, it is also quite difficult to get rid of Insectmares, which will continue to crawl on the affected character even when the battle ends. In fact, the only way of removing the Insectmares is by using blood, and a huge amount of it, coming or from the enemies critically killed, or by throwing essential blood packs.

The Insectmares are a new level of immune defense of the living Jail. If Nightmares can be the equivalent of macrophages or lymphocytes, actually hunting down external pathogens, Insectmares are more similar to antibodies, enveloping the external elements thus facilitating their destruction. In fact, the Insectmares are linked to the “angry” level of the Jail. Because if you fight or escape too many battles, or are chased by a Nightmare, without satisfying the Jail needs, such as Sleep or Hunger (yes, the dungeons here have feelings, you can read more here: Mary Skelter Nightmares: When the dungeon is a colossal living creature with its own needs), then the Jail will get angry. The higher the fury of the Jail, the higher the probability of being swarmed by Insectmares. This can happen at any moment: when in battle, exploring, and even when running away from a Nightmare. And the fact that this living and permanent negative status can appear in any battle, even bosses, regardless of their specific skills and powers, adds an additional level of anxiety and complexity through the game.

An additional details about the Insectmares lies in their name. While the English translation relies on their general insect-like aesthetics, together with their swarming behaviour, the original Japanese name is Babymare. This creepy name opens a new world of interpretation, somehow implying that they are a juvenile or larva stage of a Nightmare, their “baby” form.

Talking about their appearance, Insectmares are in general colorful beings, usually animal-based, but sometimes they can be more humanoid. However, while advancing in the game, they tend to get more grotesque, resembling animal-carcasses or disgusting anthropomorphic mutations. And yes, the fact that these creatures are literally crawling on you is quite disturbing.

Let’s have now a more detailed look at some of the Insectmares ready to crawl on you in Mary Skelter Finale. Since they lack a name, I simply created an unofficial one based on their appearance.

Stuffed Cows

The colorful cows cover the entire screen, appearing more like silly animations than disturbing beings. Worth to specify that these Insectmares are involved in the first tower of the game, associated with gold and judgment. As previously said, the Insectmares tend to get more and more disturbing in later towers, so, in the beginning, simply accept to be swarmed by silly and colorful cows. But wait, by closely looking, those cows have completely insane expressions, and their bodies look like stitched together. Well, maybe even in the beginning, Insectmares can be creepy.

Humanoid Bees

From one of the first dungeons, these Insectmares really fit their name. In fact, they appear as humanoid bees, with big red lights behind, colorful wings, a dangerous sting, and a set of peculiar humanoid features. The face is completely human, with a dumb-looking expression, pale void eyes, and a disgusting long tongue. They are in general more silly-looking than other Insectmares, but since they are in one of the first colorful dungeons, they still fit in the overall atmosphere.

Carcass Penguins

The penguins are grotesque and disgusting Insectmares, with beaks full of pointed teeth and feral expressions. Their bodies are already decomposing, appearing as decaying carcasses, with the ribs gorily erupting from their chest. At first glimpse, they could look like crows, but at a closer look, they are in fact penguins. This is supported by their appearance in one of the first towers, a cold and frozen environment. The simple idea of being surrounded and swarmed by a flock of these repulsive creatures is sufficient to send a chill down the spine. These Insectmares really break the rule, appearing as terrifying and grotesque beings in one of the first towers.

Eye Moths

The Eye Moths are the common Insectmares in a tower associated with blood and beauty, where gorgeous mirrors are scattered around, and blood is pumping from the ceiling. The moths are of a colorful ruby, to connect them with the blood-related topic of the tower, with a pair of gigantic eyes on their wings. They are quite graceful in appearance, and far less grotesque than the other Insectmares. However, when almost completely swarming the screen, having those giant eyes staring directly at the player creates a really uneasy feeling, almost breaking the fourth wall in a really unsettling way.

Three-headed Horses

The creepy climax of a Saturday-morning cartoon that went terribly wrong, these three-headed horses are probably the most disturbing Insectmares. The horses appear in the circus/carnival tower, a place of deadly games and disturbing beings. And their are really fitting there. The frontal face has a disturbing and insane smile, while the skin of its cheeks grotesquely melt with the other heads. And if you closely look at, the right head has its eyes almost melted inside the other skin. There is not a detail that it is not truly disturbing in this design, including the exposed ribcage with the heart beating inside. One of these creatures is already disturbing enough, but these small guys attack in a swarming and grotesque pack. You cannot unsee those terrifying faces staring directly at you through the screen.

Straw Dolls

One of the last Insectmares, these dolls are truly disturbing beings with nothing remotely cute or animal-based in their design. They live in a tower that looks like an hospital, full of living flesh and hanging ropes, so it is not a surprise that their appearance is so grotesque. The face is the most grotesque detail, composed of hard skin stitched together with red strings, even going inside a porcine nose. The mouth and eyes are completely filled with nails, an extreme and disturbing correlation with straw dolls stabbed with nails in black magic rituals. The limbs and body are simply straw bands roped together. The Straw Dolls are pure nightmare fuel, and simply seeing their stitched faces full of nails staring at you so close on the screen is already a gigantic malus on its own.

Not only Nemesis and Mr X: immortal stalkers and chasing enemies in turn-based JRPGs

Being chased by an enemy almost impossible to defeat, relying on hiding or running away as the only chance of surviving, is one of the most extreme feelings in survival-horror games. And if famous pursuers such as Nemesis or Mr. X from early Resident Evil games, or Pyramid Head from Silent Hill 2, are the most iconic examples, other games such as Clock Tower made escaping an immortal stalker the core element of their gameplay (and you can read more here: https://surrealandcreepy.wordpress.com/2021/04/10/best-indie-games-similar-to-clock-tower/). However, pure horror games are not the only example where immortal stalkers are present. And sometimes, you can even experience this anxiety in very unexpected genres.

It is the case of turn-based JRPG, a genre usually associated with slow and static games, which instead surprisingly show several examples of immortal pursuers. As expected, several of these creatures come from Atlus games, the developer of the most known horror-themed JRPGs such as Persona and Shin Megami Tensei. On the other side, it is also true that some similar enemies can also be found in less horror-themed JRPGs such as Final Fantasy. Because I think everybody remembers the robot spider from the beginning of FF8. Moreover, this is especially true for more recent horror JRPGs, especially Idea Factory games, and even more fitting for dungeon-crawlers. Probably because of the mazes to explore, or the first-person view, dungeon-crawlers have a huge selection of immortal stalkers, chasing you till an unexpected dead end. And if instant death once trapped is not that different from any survival-horror games, being stuck in an almost impossible-to-win turn-based battle has a completely different taste. And if you find difficult to imagine that, try to think about the pressure of selecting the best move hoping to survive, while the creature annihilates at each turn a different character, or about attempting to escape the battle but failing each time. Moreover, random battles and turns create a denser atmosphere, because you don’t know how many different attacks the creature could do, or when it could appear. Another very interesting concept is that, while in pure horror games there is always a scheduled encounter to kill the immortal stalkers, in JRPGs this could be instead level-based. So maybe 50 levels later, when you are strong enough, you can come back to the stalker that was terrifying you early on to finally kill it.

So what will be on this list? I selected examples of immortal stalkers from different JRPGs, especially if horror-themed, and all with turn-based battles. If not, there would not be much different from pure horror games. The selected creatures should be also almost impossible to defeat, especially when met for the first time, and able to quickly annihilate the party. They should also be active stalkers, or appearing only when connected to rare or unwanted events or mechanics, in fact acting as a negative reward.

Mary Skelter – The Nightmares

Mary Skekter is a trilogy of dark dungeon-crawlers where everything is horror-themed. Not only the games are set inside a colossal living being but also blood is a central element in the gameplay (more info here: Mary Skelter Nightmares: When the dungeon is a colossal living creature with its own needs). But what truly shines as pure horror gameplay are the Nightmares, the immortal stalkers at the core of the experience. Every dungeon has its Nightmare patrolling around, disturbing creatures that are, at the beginning, impossible to kill. They will randomly appear when the player explores the dungeon, accompanied by creepy sounds and a white aura. If they spot the party, the only chance of surviving is to run away as far as possible till the chase is over. The worst thing? The map will be disabled during the chase, so you can easily finish trapped in a dead end. In battle, each Nightmare has an external shell that can be destroyed to briefly stun them, facilitating the escape. However, if random battles happen during the chase, the nightmare will join the fight, creating a very challenging situation. A Nightmare can only be truly defeated after losing the immortality, which will happen by destroying a core at the end of its dungeon. Moreover, the Nightmares are also seriously creepy and disturbing in appearance, linked to the theme of each dungeon and the background of the main heroine there, thus incorporating twisted fairytale elements in their grotesque design. If you are curious about more details, I also wrote a long analysis about the Nightmares, which you can check here: The Nightmares of Mary Skelter: fairytale characters reborn as twisted immortal stalkers.

Undernauts Labyrinth of Yomi – Luci

Undernauts is another dungeon-crawler JRPG, set in 1979 Tokyo where a mysterious structure appeared in the middle of the city. Full of dangers but also resources, soon mining companies start to explore this huge dungeon to unveil its secrets. Developed by Experience Inc, Undernauts is somehow connected to their main series Stranger of the Sword City. However, Undernauts is much more horror, violent, and disturbing than their other RPGs. Let’s just say that the first scene inside the game sees you as the only survivor of your mining expedition, which was was devoured by a kid with a giant leech-like arm. And you survived, only because the child was too full to eat you. While wandering around the dungeons, you will soon meet again that “sweet” cannibal child that spared you. Her name is Luci, an immortal child with a giant leech-like arm, which follows the orders of a mysterious man from a radio around her neck. While exploring the dungeons, you could randomly hear a radio massage of the mysterious man sending the girl to devour the party. After the message, whichever random or stationary battle in the dungeon, will be instead against Luci. So the only way to surely avoid this fight is to quickly run back to the main camp before a battle starts… and this is pretty stressful while exploring. During the fight, the little girls seems so weak and yet so disturbing. But she has the bad habit of attacking the rear row, usually quickly killing your magician or healer, thus making your life pretty miserable even if you succeed in repelling her. Yes, I didn’t use the word “killing” because Luci is immortal and, after behind defeated, she will just stand up and run away, after saying some very sad lines about failure and loneliness. But she will surely come back another time, trying to devour you. Moreover, Luci will also appear in some mandatory boss battles, together with other minions and the ability of massively healing, making such fights even more difficult. Without doubts, Luci is one of the most scary and disturbing stalkers on this list.

Persona – The Reapers

Persona started as a spin-off of Shin Megami Tensei, and now is more famous than the original series. Mixing real life and dark supernatural events, since Persona 3, the saga allows the exploration of huge dungeons while investing in your daily life. And also starting with Persona 3, the Reaper appeared to torment the main party. Especially in Persona 3, the Reaper is a pure horror stalker, integrated since the beginning of the game into the mechanics. If you explore for too long in a dungeon, depending on its size, the Reaper could appear on the floor to hunt you down. Since characters with levels below 70 have practically zero chances of defeating it, finding the exit as fast as possible is the only way to avoid death. Meeting the Reaper means starting an impossible battle, where the party will be annihilated in a couple of turns. The good side is that an end-game party can instead defeat the Reaper, unlocking very rare rewards. The Reaper is also present in Persona 4, but this time it acts only as a secret super boss, which can be faced only during a second playthrough after opening a mysterious chest. In Persona 5 the Reaper is back to stalk the party inside the dungeons, very similarly to Persona 3. When the Reaper appears, accompanied by the sound of rattling chains, the other party members will try to warn you about its danger, and how running away is the only option. Again, the battle is almost impossible to win due to the Reaper’s high defence and instant killing spells.

Etrian Odyssey – FOEs

A JRPG saga that truly integrated challenging battles against almost impossible foes is the dungeon-crawler Etrian Odyssey, published by Atlus. In almost every game of the saga, strong enemies called by the acronym FOE wander around the dungeons. They are always challenging enemies, usually very difficult to beat during the first visit, so it is always a recommended strategy to avoid these fights. However, Etrian Odyssey also integrated very interesting and variegated behaviours for the FOEs. In general, red FOEs work as relentless stalkers, charging at the player if in their sight. For example, the Freed Savage (Etrian Odyssey III) is a grotesque being caged behind gates but, once freed, the creature will quickly run toward the player to attack it. Other similar examples involved FOEs acting in pairs. For example, the Cruel Slayer (Etrian Odyssey IV) is a relentless robot hound almost impossible to outrun, but it will only start to track the players if they are spotted before by a wandering sentinel called the Cold Watchman. However, FOEs also exhibit more complex, hunting, and disturbing behaviours, creating challenging predators to avoid. A deadly example is the Vampire Tree (Etrian Odyssey III), an invisible FOE with a very horror-predatory behaviour. The tough monster will get visible only if close to you while you are in battle, slowly advancing at each turn of the fight. If you are too slow in the random fight, the FOE will join the battle. And having a tough boss with high defence, and a lethal poison that will both damage the characters and cure the monster, is not an easy challenge. Talking about erratic patterns, the disturbing Taurus Demon (Etrian Odyssey V) doesn’t directly charge the player, but once they line up with the monster, the FOE will start to mirror their movements, even if they are very far away. And since the creature is a deadly physical attacker, avoiding it is a necessity. Another deadly and peculiar FOE from Etrian Odyssey V is the Mounting Horror. The monster doesn’t move from its position, but will instead generate clones as strong as it to hunt the player, and the only way to survive is to find and kill the real monster. But the top spot for the scariest and most peculiar FOE from Etrian Odyssey goes to the Death Wall (Etrian Odyssey 2 Untold). Imagine being trapped in a twisted labyrinth typical of dungeon-crawler games, trying to find your way out. At some point, maybe you start to see that a wall was never there. What is happening? This is simply Death Wall, a FOE that mimics a normal dungeon wall… which will move only if you are not watching it. And once you are trapped in a dead-end hallway, you are forced to face it. And this is a battle where you cannot escape, and the Death Wall will literally try to crush all the party with strong physical AOE attacks.

The Lost Child Nyarlathotep

Another dungeon-crawler to add to the many on the list, Lost Child is a spin-off of El Shaddai, an action game involving Catholic mythology and angelic wars. Sharing many similarities with Shin Megami Tensei, in The Lost Child, the main character can trap demons and fallen angels to fight in the party. And the design of the enemies is very original and interesting, as you can see here for some demons: The most unusual Demons from the Japanese dungeon-crawler The Lost Child. However, angels and demons are not the only enemies, since the main bosses are Lovecraftian creatures, including Cthulhu. And Nyarlathotep from the bonus dungeon R’lyeh Road is an immortal stalker that deserves to be in this article. R’lyeh Road is a gigantic bonus dungeon of 100 floors, which can be faced at any point during the game. Each floor has only one exit, and a switch to open it. And the big twist is the presence of Nyarlathotep, which will manifest on every floor once the door is open. Nyarlathotep does not physically face the party but, as a sort of alien parasite, will take control of normal enemies, appearing behind them like a sort of puppeteer, enhancing them to a boss-level threat. The other unique feature is that Nyarlathotep will physically appear on the map, charging toward the player, one step at a time. By planning your moves and using big rooms to your advantage, it is fact possible to avoid Nyarlathotep and escape to the next floor. So how it is possible to truly defeat Nyarlathotep? You can discover the answer only on the 100th floor of R’lyeh Road, making Nyarlathotep one of the most relentless stalkers on the list.

Mother 3 – Ultimate Chimera

Earthbound saga is a cult game not only in Japan, but also worldwide, one of the weirdest RPG ever developed that influenced recent RPGs such as Undertale or Omori. Between funny and disturbing moments, the party will face different creatures, each requiring very peculiar strategies to be defeated. And in Mother 3, there is also an immortal stalker: the Ultimate Chimera. This creature, created inside a lab, looks like a fluffy pink monster with a pair of small wings. But behind this innocent-looking monster lies a deadly enemy. Once it sets free, the monster will roam the lab attacking NPCs and chasing the player. The terrible surprise is that, instead of starting a normal battle, meeting the Chimera means an instant Game Over. There is no hope in fighting the creature, so running away is the only alternative. Luckily, the ultimate Chimera can be deactivated by a button on its back… but only temporary since the party will meet the monster again during the game.

Death end re;Quest 2 – Dark Shadow

The sequel of one of the most horror and disturbing JRPG from recent years is even more insane and terrifying. Hopping between a cursed virtual reality and a town hiding a cult, Death end re;Quest 2 shows a set of really grotesque enemies (that you can check here: The most creepy and disturbing enemies and bosses of Death end re;Quest 2). But random enemies are not the only threat, since another entity could appear anywhere to hunt the party: the Dark Shadow. This cryptic creature appears together with some distortions in any point inside a dungeon. The towering shadow creature advances slowly toward the player, but a mere wrong turn inside a dead-end hallway… and it is Game Over. Because as with the Ultimate Chimera in Mother 3, simply touching the Dark Shadow means a sudden death. Moreover, sometimes the game will position the Dark Shadow in impossible points, where gimmicks like finding hidden suspended paths are the the only way to avoid the creature.

Shadow Hearts – Fox Face

Shadow Hearts is the first (or the second, if we consider Koudelka) entry of a dark saga of JRPGs released for PS2. Mixing European history with demons and eldritch abomination, the game knew how to assemble RPG mechanics with horror elements. And an immortal stalker could not miss this setting. Shadow Hearts involved a very peculiar mechanic around the Malice, a dark and malevolent energy released from death. The more the main character kills enemies in battle, the more Malice is accumulated. Till the breaking point, where the UI becomes red and the Graveyard opens its door. At this point, the Fox Face can appear instead of any random encountered. At first, the creature is not very intimidating, merely a human with a fox mask. However, this adversary represents the protagonist’s fears, and can be challenged only in a 1-on-1 combat, where death is the most possible outcome since the enemy has many dirty moves. The player can lower Malice and avoid Fox Face by going to the Graveyard, to then speak to mysterious floating masks demons and participate in their fighting arena. This is a perfect example of a terrifying stalker very well integrated into the game, so deadly and scary because the main character must face it alone.

Fear & Hunger – Crow Mauler and Greater Blight

Fear & Hunger is probably the darkest RPG ever made, set in a world so grim and sick that will make you often chill. Featuring a combat based on mutilations, where several negative effects are permanent, including death, and lacking any experience coming from combat, avoiding enemies is the standard in this game (and for more you can check the different articles I wrote here: https://darkrpgs.home.blog/category/videogames/fear-hunger/). But some enemies are even more specifically design to act as terrifying Stalkers. The most fitting example is the Greater Blight, a gigantic creature roaming the empty wasteland of the Void, a secret end-game area. While wandering around, sometime a message saying that something is following you will appear. Ignore the message, and soon enough more intimidating ones will appear. If you find a hole in the ground on time, you can hide there till the creature loses your scent. Otherwise, be ready for a tough battle. The Greater Blight looks like a gigantic T-rex missing the eyes, a deadly foe that can slaughter the entire party in a couple of turns. However, a strong and lucky party can still defeat the creature, which will only escape to prepare for another chase. And the player will gain nothing from this deadly battles, except probably for dead characters and mortal wounds. Another infamous enemy is the Crow Mauler, probably the most hated boss in the entire game. In the beginning, Fear & Hunger has only one save point, an old and forgotten bed inside a jail. However, saving in the game is also dangerous, since you have a 50% chances of facing the Crow Mauler. And an underprepared party will also surely die there, because the tough creature has even one-shot attacks. But if you want to freely save the game, soon or later you must defeat this creature. And if this was not enough, the end-game dungeon has trapdoors scattered around. If you fall inside them, you will finish in a basement… chased by a two-headed Crow Mauler, an enemy almost impossible to defeat. Anyway, if you are curious to know more about the Crow Mauler, I wrote an analysis here: When it is impossible to Save: surviving all the mutilations of the Crow Mauler in Fear & Hunger [Boss Battle].

Shin Megami Tensei – Jailer and Dante

Shin Megami Tensei saga doesn’t need introduction, since it is probably the most famous and longevous dark JRPG around. Moreover, the monsters based on mythologies around the world, created by Kazuma Kaneko, are still now an example in monster designing. And surprisingly, some of them also worked as immortal stalkers. An example is the Jailer from Digital Devil Saga (also known as the Buddhist demon Kumbhanda), a deviant creature in charge of a prison. The jail is also a factory where humans are converted into canned food, the Jailer’s favourite. And yes, if you didn’t know, cannibalism is a central theme in Digital Devil Saga (and you can read more about it here: Digital Devil saga: A cannibal JRPG — Surreal and Creepy). During the first battle against the Jailer, you will realise of a drastic anomaly: the boss has an attack able to paralyse everybody with a 100% success rate, quickly ending the battle. Later on, the prison becomes its hunting ground, where the main character should physically escape from the Jailer and its traps, while finding a way to trick it into losing its powers. If the Jailer is a pure horror stalker, another enemy is an even more emblematic hunter in Shin Megami Tensei. Just this time, it is an enemy that you would never expect. “Featuring Dante from the Devil May Cry Series” became quite a meme for SMT 3 Nocturne, and the legendary demon hunter from Capcom’s games truly appears in one of the bonus dungeons. Dante will literally stalk the player while exploring a complex maze, shooting them if they are far but still in his range, or starting a deadly battle when reaching them. In the last case, Dante will immediately kill the weaker demon in the party with his sword. And if the main character is the lowest-level one… well, time for an instant Game Over.

Persona Q – FOEs

Persona Q is a spin of the main series released for 3DS, with a gameplay more similar to Etrian Odyssey than the regular Persona. The similarities are so many that, even in this case, while exploring the dungeons, you can meet deadly FOEs. As well as for Etrian Odyssey, FOEs have different behaviours, and, in general, it is often recommended to avoid them. Moreover, due to the darkest nature of Persona setting, the FOEs are even more disturbing. For example, the Beast of Lust is a sort of small Cherub seated on top of a bondage horse, creating a very disturbing enemy that follows the player if they are directly watching the creature. So no eye contact, no pain. In the next dungeon, the Evil Spirit Club, the party must face creepy clusters of dolls, the Lovely Dolls, which share some similarity with Junji Ito’s Tomie. They are stationary, but tends to surprisingly teleport toward the player causing a jump-scare. Luckily, the light can repel those dolls granting safe passages. And if the Loving Dolls are not enough, the ancient version, the Old Doll, will actively chase the party and can even block some doors to create smaller hunting grounds. Other FOEs, such as the Festival Dudes, act as super tough side battles. They are a group of 4 monstrous and coloured muscled guys bringing around a shrine, which move in a fixed pattern around the dungeon. However, even if they are extremely strong, they can be defeated by selecting specific characters for a very unusual party. To conclude, the Reaper from previous Persona games is also there to hunt and terrify the party in the last dungeons.

When your average JRPG protagonist becomes a grotesque monster: how Ripper Jack in Mary Skelter 2 works [Mechanics]

The first Mary Skelter was a pleasant surprise, a really dark dungeon-crawler JRPGs, where fairytale-inspired characters are imprisoned in a living environment, forced to fight by using blood. And if this was not horror enough, the gameplay is also influenced by this gigantic living ecosystem (as you can read in a previous article here: Mary Skelter Nightmares: When the dungeon is a colossal living creature with its own needs), while immortal monsters stalk the group like a proper survival horror (and here an analysis about these Nightmares: The Nightmares of Mary Skelter: fairytale characters reborn as twisted immortal stalkers). However, the sequel was released in the west only on Nintendo Switch. Luckily, it recently became available also on STEAM, so more people can try it.

Mary Skelter 2 is really difficult to describe without spoilers. Because for almost the entire game, the player who previously played the first game has no idea of what is happening. In fact, Mary Skelter 2 is altogether a prequel, a sequel, and a remake. And why some things are the same, some will drastically change. This is especially true for Jack, the only male protagonist.

In the first title, Jack was the classical “good boy who cares for a complicated girl” inside a harem of female characters. However, his function was unique and essential, since by managing the use of his blood, the player could avoid the girls to fall into a deadly frenzy. It was an interesting balance: shoot too much of Jack’s blood and he will go KO, but by being too strict you risk that your party will self-annihilate in a bloody frenzy.

Even in Mary Skelter 2, Jack is essentially the same… but very briefly. In fact, Jack will suddenly transform into a Nightmare, a gigantic, obtuse, and grotesque creature barely able to talk. This insane twist will not only affect the story, but will also reflect on the gameplay. Nightmare Jack can only communicate with Otsuu, the new protagonist princess, and will share two turns with her.

The monstrous new protagonist act quite differently from his previous self. But he can still shoot blood to momentarily reduce the frenzy of the party. However, this time instead of affecting his body, the action will have a toll on his mental health. This time, Nightmare Jack has a bar representing his mental health, which will deteriorate the more actions he will take. Of course, there are ways to regain sanity, for example by walking around the dungeons without using his powers. Moreover, Jack can also relax on his own by spending an action to take a Deep Breath, reducing in this way his level of stress. But what will happen when Jack’s mental health completely deteriorates? He will truly become a rage-full Nightmare, attacking indiscriminately both enemies and allies. And yes, he is far more dangerous than any other party member in frenzy.

Luckily, Otsuu has also ways of calming Ripper Jack (a familiar name for his nightmarish version), and can in fact talk to him by using “Counseling,” an action to calm him down. The other girls can also try to Embrace him, hoping to calm him as well. But often, only a single turn of Ripper Jack could wipe out your party. Moreover, if Jack loses control three times in the same battle, there is no way to turn back. It is Game Over.

While hopping between sanity and deadly frenzy, Jack has also other interesting actions. While outside battles, he can use a power that in the first game was of Alice, allowing the player to create a Save Point everywhere, at cost of Jack’s sanity. While in battle, Jack can use a very special power: Nightmare Zone. This attack can change the course of a battle by completely inhabiting the enemy for one turn. But of course, such power will have a drastic effect on Jack’s sanity.

The sudden change of the good-boy Jack into his nightmarish counterpart strongly marks what Mary Skelter 2 is trying to achieve: a huge change inside the comfort of your pre-built knowledge. Everything is similar to the previous game, but there are also huge differences in the plot. What is happening in Mary Skelter 2? This question will need a lot of time to receive an answer. Nightmare Jack is a really peculiar protagonist for a JRPG, not only for his grotesque appearance but especially for his intrinsic danger. Managing the mental health of this character to help the party survive, while avoiding the appearance of Ripper Jack, is an interesting and unique horror mechanic. This is also reflected in the exploration, because if Jack’s sanity is already low, creating a Save Point could lead to your annihilation in the next fight.

Like the previous entry, Mary Skelter 2 offers a unique combination of dungeon crawling and horror, plus some interesting new mechanics, and a twisted plot that is quite difficult to figure out till the very end.

Eat dragon meat or give birth to a dragon: the nefarious destiny of the Witches in Dragon Star Varnir [Mechanic]

Dragon Star Varnir is a JRPG developed by the partnership of Compile Heart and Idea Factory. In the game, Visual Novel sections alternate with dungeons exploration, moral choices, and turn-based battles. The battles are especially unique since everyone can fly, dividing the battlefield into 3 different levels. While this adds tactical decisions during normal fights, it is even more important during boss fights, because some dragons are so big that the different body parts occupy all the levels. However, there is an even more interesting and unique mechanic, very well integrated into the lore and the world-building of the game that I will describe in the following article.

The world of Dragon Star Varnir is a grim and dangerous place. Dragons roam around, challenging the bravest knights and warriors to control their population, and then there are witches, women with powerful abilities forced on feeding on dragons. In this world where everyone is at war with everyone, there are even darker secrets involved in the dichotomy between witches and dragons. In fact, witches constantly fight the biological impulse of giving birth to a dragon. Sadly, the harsh truth is that every dragon was before a witch that was unable to control this horrible event. Dragons are some kind of embryo or parasite living inside witches’ bodies, a mysterious process that will need a lot of effort for the player to be discovered, so I will minimise spoilers. A witch can control the development of the dragon by eating dragon meat or drinking their blood, a procedure that every witch finds extremely repulsive and disgusting. But when your life is at stake, and the alternative is having your body ripped by a dragon, there is not much to question about. Witches hunt dragons in order to feed on them, delaying their transformation that will generate a new dragon. Somehow, this is an extreme form of cannibalism.

If a witch refuse to feed on dragons for a long time, she will start to starve, quickly triggering the maturation of the dragon inside her. And the ending is not only sad, but extremely painful and violent. After the pain will get uncontrollable, the dragon will emerge from the witch’s body, ripping it apart in an explosion of blood. The newborn dragon will get immediately aggressive and feral, losing any humanity that the witch could have, usually attacking the other witches that before were friends.

The interesting novelty is that this constant struggle between feeding on dragons or giving birth to one is also integrated into the gameplay. This feature will not directly affect party members, since they are adult and veteran witches, which will consume dragon meat on their own. But for the young and inexperienced “Little Sisters,” this is a very delicate issue. These young witches are still fighting against the repulsive need of eating dragon meat, a disgusting practice that will keep them alive. These little sisters are waiting at home while the adult witches hunt food, but every meal is a battle for them. In the beginning, this struggle will be only part of dramatic cutscenes, but then, it will become part of the gameplay.

The Little Sisters need a constant flow of dragon meat or blood in order to retain their humanity and survive. Each sister will have an icon associated with her level of happiness, and the player should take care of it. Because if the face becomes angry, there is a clear chance that the poor little sister will run away to give birth to a dragon. Maintaining stable the mental sanity of the sisters by giving them dragon meat is essential to achieve the best endings. However, the process is very challenging and complicated, and very few details are actually explained inside the game. Because if dragon meat can be obtained by killing any enemy around the world, the timing can become quite a challenge due to a hidden internal clock. Wander, explore, or fight too much in a dungeon, and the next time you will go back home one of the sisters could be on the verge of going insane, because their happiness will constantly decrease with time.

The game should be a good balance of collecting meat and advancing the story, while remembering to leave the dungeon if too much time passed, so the dragon meat can be delivered to the sisters. And there is also another problem related to another metric, because if you “overfeed” the sisters, they will also go insane. After all, who wants to be force-feeded dragon meat if not strictly necessary to survive? Fail to correctly care for the little sisters, and they will run away to give birth to a dragon. Each sister will run to a different area and will transform into a specific dragon, which will roam in that region as a hidden boss fight. So, by failing the quest of the Little Sisters, the best endings will be locked away, but it will be possible to face secret bosses.

The constant dread of playing the game while being worried about the sisters, plus the balance between farming meat and experience knowing that each minute spent in a dungeon could send the sisters mad, transform a common JRPG game into a complex fight for survival. This is a truly interesting and unique mechanic that not only moves Dragon Star Varnir toward more survival-horror atmospheres, but is also well-integrated inside the dark and grim world that was created for the game.

Death end re;Quest 2 and Ao Oni: when a horror JRPG and an indie survival-horror collaborate

It is nice to see when two different worlds collide together in the video game format. It happened several times, especially for big companies, for example hunting a Final Fantasy’s Behemoth inside Monster Hunter World. However, what is not so common is a collaboration between a big company and an obscure indie title, especially if they are from far away worlds such as JRPGs and survival-horrors. But this is exactly what happened between Death end Request 2 and Ao Oni.

Death end Request 2 is a JRPG with a strong horror component and a creepy set of creatures. If you follow the blog, the game should be already familiar since I wrote different articles about it, including a review where you can find more complete information: Death end re;Quest 2 Review: mysterious Visual Novel by day, horror JRPG by night. On the contrary, Ao Oni is a Japanese game survival-horror, a freeware and obscure title that got quite popular around 2007. The game is a RPGmaker-style horror game, with a great focus on hiding and surviving a creepy stalker. The game got quite a following in Japan, even getting manga, anime, and live-action movie adaptation. The real protagonist of the game is the enemy, the actual Ao Oni, a gigantic blue ogre with a peculiar face and altered proportions. The creature got iconic, an example of Japanese indie horror games, with a look not so intimidating, but for sure somehow disturbing.

How the collaboration between Death end Request 2 and Ao Oni take shape? During the first playthrough of the game, the player will see nothing related to the Ao Oni. Anyway, horror elements will be not missing from the experience, from gory and tragic bad endings to multiple grotesque enemies (more info here: The most creepy and disturbing enemies and bosses of Death end re;Quest 2). After reaching the good ending, in Death end Request 2 it will be possible to continue in a NG+, keeping the experience and the equipment, while accessing new contents, story branches, and a new ending. It is during the NG+ that the Ao Oni will become a more present element.

In the first area of the game, an old telephone will allow the player to access new contents. The first one is a mini-game, and it is the most horror-shaped experience featuring the Ao Oni. In this short but intense mini-game, the main character needs to run fast inside a city area while avoiding different Ao Oni jumping out from nowhere. The creatures are of different sizes, from small Ao Oni to more human-sized ones. They will also jump out from the most unexpected places, including cars and water elements.

The stressful event is a fast and crazy run against the deadly blue humanoids: trial and error is the only way to survive and conquer this mini-game. Only by learning the positions of every sudden appearance of the Ao Oni, the player will have a concrete possibility of surviving. Avoiding the many blue creatures while running is not the only way of surviving because scattered around the map there are suspicious closets that can be used as temporary hiding places. Of course, this is not a completely safe solution, since the Oni can still discover you while hiding. This mini-game is an easy and different addition to the main game, and it really tries to encode the horror atmosphere of Ao Oni, with frenetic chases and breathless hiding.

There is also another surprise involving the Ao Oni in Death end request 2. Moreover, during NG+, starting from the third Act, it will be possible to visit a challenging bonus dungeon: the Pain Area. This place is a hellish maze with dozens of tough and mandatory battles, including unique and interesting bosses. But the true surprise hides on the fifth and last floor of this dungeon, where the ultimate boss fight against the Ao Oni itself will take place. The blue ogre is the toughest battle in the entire game, the secret hidden boss typical of JRPGs, which usually needs the best equipment and high-level characters. The Ao Oni is a super boss for a reason: it has an insane amount of HPs, the highest in the game, with >6 million, plus maximised attack and defence. The creature is indeed an extremely dangerous foe able to use many tricks, including almost every possible negative effect, and a complex combo of energy attacks executed as fast karate moves.

Watching the giant blue creature rendered in 3D graphic, performing deadly attacks while the group of heroines throws it around the stage, is a unique and bizarre experience. A collaboration between indie games and a big production is always a welcomed experience, especially if horror elements find a new home inside JRPGs.

The most creepy and disturbing enemies and bosses of Death end re;Quest 2

Death end re;Quest 2 is a proper horror JRPG, with an interesting battle system, disturbing scenes, and creepy monsters (for more info check my complete review: Death end re;Quest 2 Review: mysterious Visual Novel by day, horror JRPG by night). I personally find the design of the monsters as a jump forward for the saga. The first Death end re;Quest had enemies almost entirely modelled around insect anatomies, probably to convey the concept of computer bugs in a metaphoric way.

The creatures roaming the streets of Le Choara, the town where Death end re;Quest 2 is set, are disturbing and twisted beings that will be perfectly integrated even if moved inside a classic survival horror game. From obese creatures imbued of an unknown energy, to laughing dolls missing the eyes: the level of horror elements inside the design is always of great visual impact. The connection with horror games is so strong that even the Ao Oni, the famous immortal monster of a Japanese indie game, will make the appearance as super boss.

Worth to specify that creatures showing a twisted insect morphology are also present in the sequel, but this time other concepts are far more common in the monster designs. Doll-like enemies are a major part of the pool of deranged foes, both bosses and common enemies. More than common dolls, straw or rag dolls are more present, providing an additional level of creepiness with the stitches covering their bodies, or the organic secrets hidden below the fabric. Symbolism hidden behind the design is also quite common, especially for bosses, with complex designs enriched in elements underlying a complex story, such for example twisted and jealous love.

The battles are interesting puzzle-like challenges, where each enemy can be thrown around the battlefield, to crash against barriers, or to be intercepted by other party members. The size of the enemies also affects this throwing mechanic, so forget about launching colossal bosses around the arena. Each monster is also associated with one of the three elements, star, moon, and sun, and will receive damages accordingly.

In the following article, I will describe the most creepy and disturbing creatures of the game, from bosses to common enemies. The article is practically spoiler-free, so feel ti jump inside without much worry.

Laughing Mary

A sort of doll, or a small girl with something really wrong, dressed in elaborated and ancient clothes. She always comes running, with the arms open as if she is ready for a hug. While standing-still, Mary happily moves and performs pirouettes. This apparently sweet girl is a terrifying creature since she is missing any facial features, with the exception of a cartoonish and big smile that looks like stitched on a sack. Laughing Mary acts as the boss in Chapter 2, becoming soon after a regular enemy, changing colors of clothes and also of skin, such as Metal Mary, a version with dark and metal skin.

Killer Filler

The disturbing creature looks like a nightmare born from Tim Burton’s mind. The body is an amorphous mass covered in a torn green piece of cloth, like a sort of grotesque dining table. A grinning face comes out from the front, a dark clown with heavy makeup and reversed anatomical traits, with the grinning smile in the place where the eyes should be. From a hole in the middle of its body, right below the fabric, insect-like appendices turn out like a mass of teeming organic scythes. Killer Filler moves and attacks on the four legs, like a feral predator. It is not a super dangerous foe, but some of the most evolved variants can be quite troublesome if not quickly eliminated.

Evil Vigor/Gigas

This disgusting and obese obscenity would not be a surprise if seeing wandering in Silent Hill. The monster is the first boss of the game, before becoming a regular enemy with many variants. The chubby and pale body is covered in veins, while a sort of liquid energy is flowing inside its massive neck. Other variants, called Gigas, have their middle part of the bodies completely exposed till the bones, as if the glowing energy corroded their flesh, or exploded shredding their bodies. The fatty creatures usually attack in couples: they hit strong and, due to their weights, are quite difficult to throw.

Blood Butterfly

An upgraded version of Laughing Mary, but this time the doll-like creature is mixed with a butterfly, creating an abomination that looks like a sweet fairy. The creepy stitched smile is still there, but this time the creature has also the eyes, similar to the ones of a fly. The monster is very fragile but hard to hit, it is also quite bothering since can heal or power-up other enemies, and even flee the battle if too damaged. The Blood Butterfly variant is one of the last battles in the game, an enemy that is better to not underestimate.

Dias

A huge dragon without a face, the creature is a secondary boss inside the game. If its body is clearly resembling a dragon or a similar beast, what is happening where the head should be is a really interesting and peculiar detail. The upper-body is covered in a combination of black goo and crystal shards, creating a sort of glitchy effect on the creature, as if it was an incomplete or still in developing being. The head is a long worm-like appendix, amorphous and missing any anatomy, just a long and disgusting mass of blackness. The incomplete creature is a strong enemy that works as a hidden boss for some Side Quests, but it will get a common enemy in the last hidden dungeon during NG+.

Mother Fearest

The boss of Chapter 5 is a true nightmare, not only for its design but also for its strength. Just by looking at it, the boss sends symbolic vibes of whatever could be wrong in a mother-child relationship. The abomination is a towering and obese creature, with the purple skin terraced by fatty rolls or falling breasts. The legs are especially disgusting, composed of lumps of red flesh fused together. Like souls trapped inside a living material, disturbing faces are emerging from below the skin of the legs. The twisted mother is wearing a cuff similar to the ones used for babies, and she is wielding a massive club that also looks like a baby rattle, strong details amplifying the twisted mother-child dualism. The boss is one of the toughest battles in the game. Its attacks are quite dangerous and can easily kill a character in one turn. Moreover, the boss has a massive amount of HP, and it is even able to completely heal itself with just one action, creating a long and exhausting battle.

Succubus

The boss of Chapter 4 has one of the most complex and symbolic designs in the game. At first glance, the creature looks like a cute fairy, with a delicate body and colorful butterfly wings. However, at a closer look, all the creepy details emerge. The face is partially blindfolded, while the body has multiple arms, similar to the ones of a mannequin. Another head is positioned in the belly, even bigger than the actual one. Every detail in the design screams about a painful love, one not corresponded, from the eye blindfolded to the two independent heads. Everything is fitting with the events of Chapter 4, but I would avoid spoilers. The most creepy details are the legs, twisted like a rope to form a single appendix. If you still have doubts about how this design is a symbolism of twisted love, this particular choice for the legs is clearly inspired by the tragic end of two lovers in Junji Ito’s masterpiece Uzumaki.

Kidnapper

The boss of Chapter 3 is a disgusting and strong being. The creature is described as an old man practically naked, with a mouth opening in its belly. When discovered, the monster was ready to eat two children with fork and spoon, like if they were a proper meal. The obese creature has a dumb and void expression on its face, with intimidating and gigantic proportions of the body. The boss wields a scythe and is able to use it quite deadly. The battle is, in fact, the toughest one until that point, not only for the amount of HP of the boss, but even more for its ability to heal almost completely and to kill a character with a single swing of its scythe.

Skinshank

The boss of Chapter 7 is bigger than expected, a colossal being that looks like a nightmarish version of a Shrek character, or an inhabitant of Halloween town in Nightmare Before Christmas. The monster is a sort of humanoid sack, a rag doll with stitches all around its body. However, the creature is well-dressed, with a hat, a wig, gloves, and boots, providing even more cartoonish vibes. But the creepiest detail is what lies below its artificial skin. A mass of raw and amorphous flesh is revealing where the cloth is not falling apart, a layer of grotesque skin covered with eyes. Something monstrous is clearly living under that fake fairytale appearance. The boss is wielding a giant anchor as a weapon, a deadly mace used to crush the opponents. The battle is a long fight of eroding strategy. The boss not only is hitting hard, but has also an obscene amount of HP. The boss is even able to use a defensive pose, counter-attacking all the player actions in a deadly and accurate way.

???

The real name of the boss will hint heavy spoilers on the game’s plot, so I decided to leave it blank. The titanic abomination sends strong Lovecraftian vibes in any detail, especially in the face. A grotesque puzzle of eyes and teeth, the creature is a terrifying nightmare, including long hair composed of a sort of yellow tentacles. The hands are even bigger than the rest of the body, totally out of proportions, gigantic and intimidating from the long fingers to the claws at the end. The monster killed a multitude of humans during a rampage, this explains while the hands and the mouth are covered in blood. The boss doesn’t have much health, compared to previous encounters, but sadly this is its only flaw. Its claws will kill any character with one single attack, transforming every turn in a desperate struggle to increase defence or gain immunity.

Death end re;Quest 2 Review: mysterious Visual Novel by day, horror JRPG by night

Death end re;Quest 2 is classified as a horror JRPG for a reason, and it does everything to support the definition. The general atmosphere is oppressive and tragic, a world where every person could experience a brutal death or an unfair fate. Every story and background is not for the faint of heart, usually involving abuses and tragedies. This is the story of a girl with a traumatic past, searching for her sister in an orphanage for girls only. This story is not a common drama but something deeper and more twisted, set in a mysterious town with a secret. People at school and also at the town are involved in the mysterious religion of “El Strain,” so it will be very clear since the beginning that the small town is hiding a secret, and the curfew at midnight is only a part of it. Obscure religions and alternate realities will meet cyberpunk themes connected with the first Death end Request, creating a complex atmosphere for one of the few and rare Japanese horror RPGs. However, knowledge of the first game is not essential to enjoy the sequel (in fact, I still didn’t have the chance to play the prequel).

Gore and blood are also quite present, especially in the cutscenes, both in anime and 3D events. Special examples are the Bad Endings, graphic and violent Game Over scenes that are associated with bad decisions during the events, even if it is often text-only violence. This in not unfair as could sound, and discovering all these violent endings will soon become more interesting than avoiding them. The darkness of the writing it is not a surprise knowing that Makoto Kedouin, writer for the survival-horror series Corpse Party, was involved in Death end Request 2. Worth to notice that several secondary characters are disturbed or plainly psychotic, behind their friendly facade, with cases of bullying and toxic friendships.

The game shows two souls, perfectly divided both for aesthetic and gameplay. During the day, Death end Request 2 is mainly a Visual Novel (VN). The player can explore the school and the town to interact with several secondary characters and discover new events. Some of the dialogues will add background to secondary and main characters, providing also small clues to enrich the complex lore of the town. Other events are just plainly comedic and light-hearted, useful to break for a moment the dense and dramatic atmosphere of the game. The wall of text is not as thick and aggressive as other productions, plus players that want to jump directly into the action can easily skip the daily events, of course losing layers of information about the game. From an artistic point of view, the VN sections are also well realised and rich in detail. Characters have nice animated portraits and are able to show many different expressions. The dialogues are also almost entirely dubbed in English and Japanese, providing an additional level of immersion and quality.

During the night, the gameplay will switch toward horror JRPG. The player will explore the town, a creepy and eerie place of twisted architectures, where disturbing monsters roam in the streets. During these moments, there is of course space for exploration, collecting items and discovering secret paths by hacking cameras or using character-specific skills. Monsters are visible on the map and can be avoided or attacked to gain an advantage. The battles are where the gameplay truly shines for originality. Each battle is a sort of kinetic puzzle. The characters can freely move around to decide the best position and angle to execute the actions. The battlefield is full of glowing spheres, assembled in complex patterns, which provides a bonus if touched or by throwing an enemy on them, from healing to a boost in attack or defense. The ideal strategy is to attack and throw the enemies around the battlefield, deciding the best direction to maximise the number of glowing symbols touched by the enemy. But this is not everything: the knock-back function opens a world of possibilities. Enemies can be smashed on each other, threw against energetic barriers, or in the direction of an ally, which will perform a counter-attack launching the enemy even more further away.

Even if this mechanic is already deep enough, each character has also its peculiar way of attacking and throwing, plus a complex set of skills to use and unlock. In a single turn, each character can execute a combination of 3 skills and actions, and some combinations will even unlock extra skills! The game also offers a good level of personalisation: favourite skills can be arranged in groups, while weapons and accessory can be changed from the menu to improve each character. Weapons also change in appearance during battles, and trust me, having the main character fighting with a hatched or a chainsaw is really rewarding. Battles are unique and deep, but it is also true that sometime even the most standard battle will need time to be completed. This can add some tedious moments in long explorations, but luckily the escape action is there to help. The maps are also quite linear, but the variegated selection of creepy adversaries and the many rewards scattered around every corner are keeping high the attention. Moreover, the game does not require excessive grinding, it offers a fair but not to be underestimated level of challenge, but levelling up is quite easy and the results quite fruitful. Boss battles can be especially tough, with some enemies able to destroy a character with a single attack. Good planning and a bit of luck will be crucial for these tough encounters. Some of the bosses can be really long and a bit unfair battles, not only for the one-hit-kill, but also because they have millions of HP and they are even able to heal at full life with one action. Be prepared for a difficulty spike after the first chapters.

The enemies are disturbing and creepy beings, far more characterised and interesting than the ones of a standard JRPG. Clearly, the team pointed toward a horror atmosphere in every artistic direction, and the monsters are not an exception (if you are looking for the most creepy monsters, have a look here: The most creepy and disturbing enemies and bosses of Death end re;Quest 2). Sometimes you will even forget that you are not wandering the streets of Silent Hill. Bosses are especially disturbing both for design and name: fighting a mass of tentacles and fangs called “No Face” has clearly a different effect, or “Laughing Mary,” a doll without a face. Moreover, I am not here to spoil the game but for fans of indie Japanese horror games, if the name Ao Oni sounds you familiar, you will be glad and surprised to know that it has a collaboration with Death end Request 2 (and if you are really curious you can find more info on this here: Death end re;Quest 2 and Ao Oni: when a horror JRPG and an indie survival-horror collaborate).

But the horror doesn’t end here. While wandering in the city at night, sometimes the player will be ambushed by the Dark Shadow, a tall and disturbing creature with the only aim of annihilating the party. Since the first encounter with the creature, it is very clear that the only option is to run away as fast as possible. Because being caught by the Shadow means an instant game over. This small detail provides an even stronger horror profile to Death end Request 2, a deadly and immortal stalker that will instantly slaughter the entire party. Idea Factory/Compile Heart already explored a similar idea with the Nightmares of Mary Skelter, with really good results (here my article about: The Nightmares of Mary Skelter: fairytale characters reborn as twisted immortal stalkers).

As fans of slasher movies should know, horror and sexual themes are often two sides of the same coin. Death end Request 2 is not very different, often jumping into subtle sexual dialogues between the protagonists. Of course, the setting of a school for only girls is already hinting to the majority of light sexual elements and jokes associated. Also while fighting, the girls will enter is an overpowered Glitch mode, changing into more revealing outfits. Again, nothing too much aggressive about it, just a bit of skin revealed.

With very few pure horror JRPG around, and even less available outside of Japan and for PC, Death end Request 2 is a game to really take into consideration. If you want and classic JRPG but with a unique and interesting battle system and a mature and horror atmosphere, Death end Request 2 will be a game to try.

The review is based on the STEAM version, for which I received a key from Idea Factory International.

The Nightmares of Mary Skelter: fairytale characters reborn as twisted immortal stalkers

Mary Skelter Nightmares is an innovative dungeon-crawler in which female characters from fairytales fight to escape from a huge living prison, using the blood of the enemies as a weapon (for more info check my full review: Mary Skelter Nightmares Review: an innovative dungeon-crawler where fairytales are drenched in blood).

If common enemies are sometimes lacking innovation and personality in their design, the Nightmares are a completely different story. Creepy and disturbing enemies, Nightmares are almost immortal foes limited to one for each dungeon. In the beginning, there is no way to permanently defeat a Nightmare, and their appearing transforms the game in a survival-horror. The best way to survive a Nightmare is by running away, escaping the immortal stalker before being captured. The chase will not end up in an immediate Game Over and there will be still the chance to stun the monster and escape, even if the chances of dying are quite high. The Nightmares are the equivalent of immortal Stalker in survival-horror games, such as Nemesis or Mr X for Resident Evil, but this time inside a JRPG.

However, at the very end of each dungeon, it is finally possible to defeat a Nightmare. The battle is always divided into two steps. First, the external armor of each Nightmare, comprised of different parts, needs to be destroyed. The items themselves are very interesting, revealing information on the Nightmare’s background. After that, the monster will lightly change shape, starting the real fight.

As previously explained, Mary Skelter is connected to fairytales, since the main characters are all based on fables, from Cinderella to Rapunzel. Each dungeon/chapter of the game is focused on the background or the struggle of one specific character, morphing the world around according to that fairytale. The Nightmares are also gears of this mechanism, showing complex symbolism and a multitude of details related to a specific fairytale.

In the following article, I will analyse the Nightmares of Mary Skelter. Except for the first Nightmare, for which a nice concept art is available, the other images are compacted into slideshow sand, by clicking on the arrows, it will be possible to see both the forms, with and without the armor.

City Streets Nightmare – Alice in Wonderland

MarySkelter-4

The first Nightmare to face during the game has a really creepy and grotesque design. A nice piece of concept art is available for this monster, showing both forms of the creature. The Nightmare is clearly female, judging by the breast, and it is regally dressed, with jewels and even a cape. The most distinguishable element is the neckpiece covering the head and almost half of the body. The humanoid creature has goose- or duck-like morphological elements integrated into the design, especially arms and legs. The bird motifs go even further, with the white and spherical head resembling an egg. The most evident armor is the one around the neck that, after being destroyed, will reveal a sort of organic tissue covered with eyes. The expression on the face will also become more feral and aggressive, probably since the creature is wounded. Since the first chapter is based on Alice, this monster is a clear symbol of the Queen of Hearts of Alice in Wonderland. The elaborated clothes and the female body are already a sign, and the make-up on the face, clearly resembling the one on cards, confirms this connection. The bird-like morphological elements are probably associated with flamingo, the bird used by Alice to play against the Queen.

 

Graveyard Nightmare – Sleeping Beauty

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At first glance, the Nightmare guarding the Graveyard is almost silly or parodic, instead of being creepy. However, the creature still shows some interesting details, especially after breaking the armor. The humanoid creature has insect-like elements integrated into the design, with 5 pairs of limbs. While the armor is intact, the creature is wearing regal white clothes, including an apron, leggings, gloves, and boots. A huge hammer is fused in its right arm, integrating a lethal weapon in the body of the creature. The face is quite bizarre, with a long nose and gigantic purple lips. After the clothes and the hammer are destroyed, the creature will reveal its true form. The body is wounded and decayed, partially due to the tough battle, with even bones exposed. However, the skeletal feet were probably always there, hidden by the boots, defining its connection with the Graveyard and the land of the dead. In place of the hammer, now destroyed, there is a sharp needle. This spindle is a reference to Sleeping Beauty, one of the party characters and the main victim of a spindle in her story. A huge vertical mouth crosses all its body, previously covered by the apron. The mouth, now wide open, reveals a yellow eye deep inside it. Together, the mouth and the eye could reveal a far more grotesque truth, in which another entity, or the real body of the creature, is hiding inside the flesh of the Nightmare.

 

Downtown Nightmare – Cinderella

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One of my favorite designs for a complex and innovative monster. I already deeply analysed its design and possible meaning in another article, available here: Monster of the Week: Downtown Nightmare (Mary Skelter) — Surreal and Creepy. However, in that article, I didn’t mention its symbolism with fairytales. The creature is wearing a giant shoe, so then connection with Cinderella is quite clear. But this is only the beginning since the creature is a complex archive of references. While its armor is still functional, the monster has a giant round head, similar to a pumpkin, probably the one used to build Cinderella’s chariot. The face is also part of the armor, since the real form of the creature is a sort of fleshy leg full of eyes. Interestingly, the face is called “Masquerade Makeup” as a reference to Cinderella’s preparation before going to the party at the castle. The crown of rats is also a reference to Cinderella, in this case to the mice that helped her with the clothes. The creature has a really disturbing design, both with and without the armor, with the long purple tongue as the main weapon shared by both forms.

 

Temple Nightmare – Tale of the Bamboo Cutter

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This Nightmare defies the rules imposed for all the others. It will not appear often to chase the party and, when will be the time to battle it, the monster will grow to titanic proportions. The fight revolves around gimmicks and tricks, plus avoiding in real-time the area attacks. The main body of the creature is a gigantic spherical mass, fleshy and venous. On the monster’s face, there is only a huge mouth with big pink lips. The eyes are on top of long and flexible tentacles, appendices similar to snail’s eyes. The external skin on the face can be destroyed, revealing a smaller inner mass made of muscles. In its second form, the Nightmare is far more disturbing, with now a grin on the face made only of teeth and missing the lips. The creature is a representation of the moon, the homeland of Princess Kaguya in the Tale of the Bamboo Cutter. At a closer look, the eyes also resemble bamboo sticks, another connection to this old Japanese tale.

 

Dormitory Nightmare – Hansel and Gretel

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This Nightmare is strongly associated with gluttony and food excesses. The obese monster lives in a place completely drenched in sweet things and candies, a sticky ecosystem where the sugar looks like an organic substance. The fairytale reference this time is directly explained by the game since this Nightmare, smarter than the average, is none other than Hansel. In the beginning, the creature is covered in an armor made of sweets, layers and layers of glucose, strawberries, and cookies. Even its helm is called Delicious Burka since is composed of a giant cookie. Abducted children, such as Gretel, feed on the sweets coming out of its external layer. Yes, we agree this sounds really disturbing. Hansel is not only aggressive, but also smarter than any other Nightmare, making it a dangerous opponent. After its sweet armor is destroyed, a pale and obese body is revealed. A horrible mass of chubby flesh and muscles, terribly wrong and grotesque in every detail. The anatomy of the face is completely twisted but even more disturbing is the circular mouth opening in its belly.

 

Waterside Nightmare – Rapunzel

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This Nightmare has already a really interesting design with the armor still on, but after the secret beneath is shell will be revealed, its concept will become even more peculiar. The creature has a black metal body, an impenetrable and strong shell able to protect its inner body. Movement and attacks are both executed by a pair of highly-movable claw-like legs, still encrusted by the blood of the victims. In the middle of the armor, a gray humanoid figure lies protected by a bell-like shield. Judging by its color and the lifeless appearance, the humanoid creature could be a statue or an automaton. If you think that the humanoid figure is the one controlling the armor, you will have a surprise after breaking the legs and the main shield. Smaller versions of the humanoid figure, a sort of gray homunculi, are hiding in the armor, both under the shield and in each leg. The figures look like angelic cherubs, highlighting the possible connection between this figure and religious art. The homunculi are probably the ones responsible for moving the metallic claws since they are hiding exactly at the juncture-points. What it looked like a single entity is instead a sort of colony, or a hive, composed by small and mysterious lifeless creatures. The Nightmare is the living representation of Rapunzel’s tower, a huge and impenetrable object. This is even more supported by the long locks of blonde hair falling on the legs.

 

Station Grounds Nightmare – Little Red Riding Hood

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This is truly a Nightmare in every shade of the word. A wolf with a red hood is, of course, a direct connection with Red Riding Hood, without many twists. However, this design is probably one of the sickest and disturbing versions of the Big Bad Wolf ever created in a videogame. The creature is an alien puzzle of flesh, with scars and sewing along all its body, especially in the paws. The eyes are also sewed together, forming like small mouths. The Nightmare is missing a proper external armor, and the scars along the body have the function of a protective shell. The name of one piece of the armor is completely nightmare-inducing: “Grammy’s Stomach.” A twisted and grinning face is fused with the flesh, a parasitic structure existing under the layers of skin of the wolf. But if the name already spoils the nature of that face, after removing the armor all the gory and disturbing details will be released. Tissue, scars, and seams will break, revealing raw flesh and what it is hidden beneath. Grammy’s face will now be visible, the distorted and grotesque face of the old woman that once was Riding Hood’s grandmother, now living as a sort of symbiotic parasite in the body of the wold. The eyes are now open, but the most disturbing secret is hidden in the mouth. A green and psychotic head is buried inside the mouth of the creature, a disturbing horror detail that will surprise and terrify the players. If the grandmother is the face on the back, for exclusion this is the hunter, maybe trying to escape from the stomach now that the mouth is open, or existing as a parasite inside the throat of the monster. What a disturbing and brilliant twist on fairytales.

 

Tower Nightmare – Jack and the Beanstalk

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The Tower Nightmare is not alone, but it is instead a couple of almost-identical creatures defending the last dungeon of the game. This is one of the most aggressive Nightmares, a fast and restless predator, which will appear with far more insistence than all the others. The monster is a proper knight, wearing metal armor and wielding a sword. The armor is covered in vines and small flowers or seeds, connecting the creature with naturalistic symbolism. The sword is the most creepy detail of an otherwise not so complex concept. A sort of saw-blade, the weapon is entirely composed of bones and skulls, somehow sewed together. The breakable armor is composed only of two elements, but the curtain of strong vines hiding its face is surely the most central. After breaking the armor elements, the Nightmare will reveal a huge and disgusting mouth, covering almost all its body. The Nightmare is probably connected to the story of Jack and the Beanstalk, since not only it is defending a Tower, but the strong vines integrating into the design are a powerful visual reference to the giant beanstalk.

 

Underground Nightmare – Rats of Hamelin

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Secret boss post-ending, this is the toughest Nightmare in the game. Living in a gigantic underground maze, the creature is as mysterious as dangerous. Even if for behavior and the appearance this is head to toe a Nightmare, it is officially called “Nightmare?” to particularize its ambiguous nature. The Nightmare is a titanic adversary completely enveloped in a sort of white exoskeleton. The main torso is also the head of the creature, or better the helm of the armor. Breaking the protection will reveal a similar secret to the Waterside Nightmare. Inside the armor, three mysterious humanoid creatures with dark skin are piloting the armor, like if the interior was the cabin of a Mech. The main hidden figure is playing the flute, one of the most dangerous weapons, able to make the entire party fall asleep. The flute and the appearances of the hidden creatures could be a connection to rats, and specifically to the tale of the Rats of Hamelin.

Mary Skelter Nightmares: When the dungeon is a colossal living creature with its own needs

There are worst things than wandering through the dark and cold corridors of a dungeon. If you think that a claustrophobic and repetitive space made of moistly walls and empty silences was the most terrifying and standard environment for a dungeon-crawler, now you will change idea. Because if the dungeon was instead a colossal living creature, the situation will be far worse. This is exactly the main idea for the setting of Mary Skelter.

While you wander through the dreadful but colorful dungeons, you may forget that you are instead inside the body of a colossal eldritch entity called the Jail. As the name suggests, for the few survivors it is impossible to leave the body of this creature, and they are doomed to endure terrible torture inside this organic prison. The Jail is able to mimic things that assimilated, explaining the peculiar and variegated environments. The creature also possesses a sort of immune system, but of course instead of macrophages and lymphocytes, there are monsters called Marchens, and the immortal abominations known as Nightmares (have a look at one of them here: Monster of the Week: Downtown Nightmare (Mary Skelter) — Surreal and Creepy). Sometimes by watching at the variegate and interesting dungeon setting, the player could forget to be inside a living creature, but the game will find ways to remember it. For example, it is quite common to find healthy flesh pulsing out of the walls, just a small fraction of a gigantic living organism. Sometimes, huge eyes will open on the walls, following the party in a creepy and disturbing way. Also the main objective of the party is quite straightforward: to search and to destroy the Jail’s hearts in each different layer.

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The really interesting thing is that being inside a living organism is not simply a storytelling trick to make everything more interesting, but it is directly integrated into the gameplay. As every living organism, the Jail has needs, both physical and psychological. If the player satisfies one of the needs, it will be possible to access to a specific wheel which allow to win a random reward. If some prices are bonus in battle, more experience or less enemy encounters, other bonuses are more rooted in the setting of the game. For example, one of the most interesting reward is the possibility to morph the Jail body itself, unlocking secret areas or creating complete new floors. To fully explore each level of the Jail will be not only necessary to satisfy its needs multiple times, but also putting extra care while unlocking the “random” rewards. The concept of satisfying the biological needs of a giant monster in order to control its own growth, to explore new floors of the dungeon, is a really innovative concept.

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Which are the biological needs of the Jail and how the player can satisfy them? Of course the primary necessity of any living being is the hunger, and the fundamental need of feeding. The Jail in this sense is not different from any animal and, even as a colossal abomination, it still needs food. The Jail will feed on the fluids of the creatures roaming inside of it, absorbing and digesting the blood that is splattered on the walls of the dungeons. How can the player satisfy this need? In each battle if an enemy is killed in a critical way, it will splat pink blood on the walls of the Jail. By critically kill many enemies, the dungeons will turn in a pinkish slaughterhouse, and the Jail will satisfy its hunger. Other than feeding the Jail, the blood will stain on the walls of the dungeon for the entire game. So yes, practically speaking, a player could turn the Jail into a pinkish hell.

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Another primary need of any animal is sleeping. Also the Jail, an eldritch monstrosity, sometimes needs to peacefully sleep. Only when the Jail is sleeping, the player can take advantage of this situation to satisfy this need. In some specific moments, the Jail will simply fall asleep. This is the only time when the player can fill the sleep bar. Just walking in silence is enough to keep the Jail in its peaceful sleep, increasing the sleep bar towards the bonus. Fighting will of course negate any satisfaction, since a battle is of course very noisy and will bother the Jail’s sleep. However, if the player is able to defeat the enemies without taking damages, this will provide anyway a step toward satisfying this need. For sure a quick and deadly battle is less noisy than a long one.

The third need is more complex and, well, a more delicate topic. Because apparently even for a gigantic eldritch abomination, the third physiological need is the libido. Japanese RPGs will never stop to be a surprise. Anyway, also this need can be satisfied by the player in order to take control of the Jail, its growth, and the relative bonuses. Before being traumatized by what the main characters should do the satisfy the libido of this huge abomination, let’s take a big breath because the solution is not as disturbing as could look. Scattered around the dungeon there are innocent looking heart symbols. Those are called “Emotion Points”, and are the quickest way to increase the Jail’s libido. If you forget for a second the name and the bland appearance of these symbols, the main idea is anyway that the characters are looking for “very sensible points to increase the libido from the inside of a huge organism”. Yes, now everything is really more disturbing.

If hunting for “Libido Points” inside a colossal being is not your daily meal, there is another more direct and less subtle way to satisfy the Jail’s libido. The main party is composed by only good looking girls, often with very few clothes on. If this alone could be enough to increase libido, they also have a more interesting secret. They are not human, but something called Blood Maiden, a class of warrior related to blood. Their true power arises when they get covered in blood. But when they are extremely drenched in blood, they could become corrupted, going into a dangerous frenzy. So what could be the most efficient way to clean the blood from their skin? Of course by licking each other. Japan, what a wonderful land for dark RPGs. This action is however not shown to the hungry player’s eyes, but, apparently, the Jail is instead enjoying the spectacle, since its libido will increase.

Mary Skelter is a dark JRPG with a really unique setting. Not only the player is wandering literally inside the “final boss” for all the adventure, but the player is also directly integrated in its ecosystem, trying to play with the Jail’s needs to control its growth. This is really a unique concept with a huge potential, and a very innovative way to connect the gameplay with the setting. For more info you can also check my review: Mary Skelter Nightmares Review: an innovative dungeon-crawler where fairytales are drenched in blood.

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Monster of the Week: Downtown Nightmare (Mary Skelter) — Surreal and Creepy

Origin: Mary Skelter Nightmares (PC, VITA) Appearance: The creature is defined as a nightmare by name and especially by design. In the first form, the monster provides the most nightmarish appearance. The giant round face is watching directly to the player, with big, swollen and red eyes. A long and sticky tongue comes out from a creepy […]

via Monster of the Week: Downtown Nightmare (Mary Skelter) — Surreal and Creepy