The Slit-mouthed Woman (or Kuchisake-onna) is probably one of the most famous Japanese urban legends. The creature is pretty old and part of the variegated supernatural Japan background as much as any other Yokai or Onryo. The most official source for the Slit-mouthed woman is a newspaper article in Gifu prefecture dated back in 1979. Then, more articles about the creature started to spread, almost causing panic across Japan. Other references connect the Slit-mouthed Woman with the victims of horrible crimes back in feudal Japan, making her a proper Yokai.
Regardless of her origin, the story and the appearance are pretty much the same. The Woman looks normal, the only peculiar element is a mask covering her mouth, often a surgical one. In Japan, face masks were always very common, long before the advent of COVID-19. However, there was probably a time back then when it was still not so common to see people around wearing it, thus creating this urban legend. After the mask is removed, the Slit-mouthed Woman will show her terrifying face, with a big and carved mouth, often depicted as full of pointed teeth. The creature always carries with her a blade, such as a knife or scissors, which she uses to kill or disfigure her victims. When encountering a victim, the Slit-mouthed Woman will ask if she is pretty. If the victim agrees with her, she will carve the victim’s mouth to create the same disfigured smile. Instead, if the victim answers negatively, the Slit-mouthed Woman will simply slice the victim’s throat. Possible ways to escape from this terrible fate include giving a more generic and neutral answer. The Slit-mouthed Woman can also be driven away by showing her a distraction, such as throwing candies or money on the ground.
The Slit-mouthed Woman appears as the first case in the horror-adventure World of Horror. The game has an interesting 1-bit art-style and features deadly mysteries to solve and disturbing creatures to defeat (you can have a glimpse of the bestiary here: The most disturbing eldritch creatures from the bestiary of World of Horror). World of Horror takes huge inspiration from Japanese folklore and horror mangaka such as Junji Ito or Kazuo Umezu. It then comes without surprise that creatures from Japanese urban legends are also widely present in this game. In fact, the Slit-mouthed Woman is the first boss encountered during the tutorial. The mystery is set inside a school where brutal murders are happening, caused by a woman wielding a pair of scissors. The Scissor Woman here is more of an eldritch curse, a being materializing from dense smoke to massacre people, to then disappear to curse another place. To stop the Slit-mouthed Woman, it is necessary to find the correct elements of a ritual and to draw the perfect glyphs on the blackboard. By doing this, the player can face a normal version of the Slit-mouthed Woman, a very simple battle in a usually complex game. The Scissor Woman will take shape from black smoke as a tall woman wearing a raincoat and wielding a pair of scissors. The creepy detail? Her head is composed of three different heads, lined up vertically and connected by a continuous twisted and grin smile. However, the interesting detail is that this is only one of the four different versions of this boss.
For example, if the player fails to perform the ritual, a more eldritch version of the Slit-mouthed Woman will manifest. And this will be a tougher battle. The Horror Slit-mouthed Woman is a far more difficult enemy, the true eldritch essence of this monster not weakened by the ritual, with more attack power and HPs. Her face is more twisted and evil, even far less human, with void eyes or even multiple eyeballs in her faces. Defeating this strengthened version will award a special weapon, her Cursed Scissors, the second most powerful weapon in the game but with the downside of having a small probability with every attack of fastening the coming of eldritch gods. Defeating the Horror Scissor Woman also unlocks the Ending B. Both versions of the Scissor Woman can also permanently disfigure the main character by carving her characteristic creepy smile on their face.
The third version of the Scissor Woman is very peculiar to face because it is completely related to another case. This mystery is a long investigation involving mermaids, creatures from the depths, and the mad school janitor. During the final face-off with the janitor, one of the options to survive without fighting the boss is to burn down the school. Yes, a very drastic option that will damage the main character but also opens a new possibility. In fact, if you then have available the Scissor Woman’s case and you play it after burning down the school, the game will remember this event. While exploring the ruins of the school, you will face the Burned Scissor Woman, a modified version of the Horror one with fewer HPs but even higher damage. Her design is similar to the Horror one, but in this case, her skin looks almost melted.
The last version of the Scissor Woman can only be challenged when selecting Timeline B upon creating a custom scenario. Timeline B is a more difficult playthrough, and it will often open to new boss battles in previous cases. Regarding the Scissor Woman, by playing Timeline B you can face the Ghost Scissor Woman. This is by far the most challenging and eldritch design. Losing any human appearance, the Scissor Woman is now only a towering pile of heads, twisted and grotesque, spiraling around in a mix of grin smiles and eyes opening inside the hairs. Every face will be maddening whispering “Am I beautiful?” with different tonalities. This time, the Scissor Woman is not a tangible being but a Spirit. In this case, a proper battle is impossible, and the player should find the correct combination of Bows and Claps to complete the ritual and exorcize the Ghost Scissor Woman. Failing the ritual unlocks Ending D, which implies that the ethereal form of the Scissor Woman can possess and control other people, marked by the creepy smile.
Shattered Heaven is a deck-building RPG set in a grimdark world where God was murdered, and now humanity is paying the price for this sin. Humans live only till 40 years old and cannot reproduce if not by winning a brutal trial. Every 10 years, each tribe sends a Vestal and two Guardians to join this brutal trial, under the suspicious eye of a reborn Divine Child. The lore and the world are truly amazing, well-thought-out, and original in every detail, including the disturbing enemies. In the following article, I will analyze the setting and the creatures inside Naraka, the first dungeon of the game.
Cintamanya is the jewel of Sentia, one of the four tribes, a city made of gems and paintings. Sentians are obsessed with preserving memories and history, for this reason, they build the colossal Chantry. This palace is a special place where each room is dedicated to preserving a memory or an event. However, Cintamanya has a problem: it is built around a gigantic hole called Naraka. The abyss is inhabited by malevolent undead creatures, which are luckily trapped in there. But something else is resting at the bottom of Naraka, something far more malevolent. The Divine Child sent all the Vestals and the Guardians to discover the secret of Naraka, but none of them returned. And it was because of Eris, the most powerful Vestals of Sentia.
Naraka is a deep abyss, with colorful alien flowers scattered around, created from the powerful illusions of Eris’ powers. A gigantic building, the False Cathedral, protected by illusions, is the only human-built structure inside Naraka. The undead creatures are here reborn and morphed into twisted beings mixing flora and fauna. Animal or insect anatomy here mixes with tree elements, such as branches or leaves. Porcelain faces are also another common element inside Naraka, but this could be in fact an alien element since porcelain is often associated with the extinct Gods. The inhabitants of Naraka all have Latin names characterizing them, and the place shows other classic connections, especially since Naraka is also the name of Hindu Hell.
Discover in the following analysis the peculiar creatures inhabiting Naraka, and the story of her creator, Eris the Betrayer.
Clamoris
Clamoris is a truly disturbing enemy. She looks like a human female, a sort of holy vestal dressed in an elaborate vest, an extra pair of arms… and with their face in her hands. In fact, under the hood covering the head lies nothing, a void hole full of shadows where the face should be. The real face in their hand has a void or sorrowful expression, an emblem of Naraka’s atmosphere, a place of death and fake blossom. Moreover, the face is imprisoned inside a bird cage, another symbol of the dramatic situation inside Naraka. This shade of her past self, Clamoris in Latin means noise. Coming from the name, her main form of attack is Deafening Scream. The head will disturbingly scream, with an insane and terrified expression, damaging the entire party.
Sanies
Insect traits are a common feature between some of the creatures inside Naraka, including the bosses. Sanies (meaning something like “pus” or “poison”) is a mantis-like creature that strikes using its blade arms, with a powerful single-target attack called Lacerate. Sanies exhibits a long tail, more similar to a lizard or a dragon than an insect, while the face is a hollow porcelain mask. As previously specified, in the world of Shattered Heaven, porcelain is a connection with the murdered Gods, something that works like a spreading disease, infecting and sending creatures crazy. However, the most peculiar detail of this creature is the three swords in its thorax, a crude reminder that the creatures inside Naraka were once humans killed in battle.
Young Silva
Regardless of the innocent name, Young Silva is a grotesque abomination. The creature’s base is clearly a deer, an animal symbol of forests, but where something got really wrong. While the lower half is “normal,” the creature separates where the neck should be into an unidentifiable and amorphous abomination. A set of fleshy tendons connect the main body to a grotesque mass of fused pawns, like an aberrant bouquet of fur and hooves. The creature has few HPs but with a very high shield, and it can inflict heavy damage on multiple characters with its Innocent Whisper. The creature is clearly a symbol of nightmarish wildlife, where the initial idea was to imitate a peaceful and beautiful deer, but the final result turned into pure horror.
Incubi
Rarer creatures strongly connected with the floral theme of Naraka, Incubi are translated as “Nightmares.” A mix of wood and mud, Incubi appear half-fused with the ground in a sort of brown puddle. The upper half of their bodies is more solid, creating a tree-like architecture. The most creepy detail is surely their faces constantly hidden behind shadows, with only the shape of three eyes visible. Incubi are strong and deadly foes, able to attack the entire party by moving their liquid arms underground. Their attacks will also fill the deck with cursed Hexes cards, making not only that battle, but the entire dungeon notably more difficult.
Oblitus
This creature is another merging point between flora and fauna. In fact, it exhibits a four-legged anatomy, with flowers and branches emerging from its face and back. Interestingly, porcelain is also visible as a mask on the creature, and the branches look like they are trying to destroy the limitations of this mask. The Oblitus is extremely skinned and the body looks almost ill, but it should not be underestimated. Oblitus can shield and power up with the Chant of Naraka, and have an extremely powerful single-target attack.
Aurum
The apex predator of Naraka, the Aurum is a powerful creature able to support all the others, and showing an incredible design. Aurum means “Golden” in Latin, and the name is reflected in the royal design. Aurum has a golden crown, a cape, and paraments, as if it was the royalty inside Naraka. The porcelain head, so common in Naraka’s inhabitants, this time exhibits multiple faces. Tree-like elements are incorporated into the main body of the creature, which consists of a twisted root spiraling around and forming what looks like the staircase of a palace. Aurum is a dangerous foe with a lot of HPs and shield points, able to power up and protect the other enemies. Its most powerful single-target attack is called Golden Blight. There is also a stronger variant called Vox Aurum, the “Golden Voice.”
Sigurd, The Lost Guardian
Sigurd is the first boss inside the depths of Naraka. Eris’ last knight still alive, he is a dramatic and romantic figure, on the edge of death but still focusing on saving his queen. This tragic knight is also the last element keeping Naraka’s illusion alive, and shielding the False Cathedral where Eris hides. When in battle, Sigurd appears as a knight wearing ancient-looking armor and a cape. A green liquid, looking like leaves, comes out from every joint of the armor, such as if was hollow inside. Instead of attacking with a sword, the knight uses a pair of dented claws. The battle against Sigurd is long and challenging, and the boss uses very powerful attacks. Inner Shadow generates a clone of himself, and while using Patient Predator he attacks with the claws. Doomed to Prevail is a special attack that will damage the party like an aura, while Chosen of the Lady, is the most powerful attack, which needs 3 turns to charge.
Eris, The Betrayer
Eris the Betrayer is the main boss of Naraka. She has a very complex story and is a main character in the twisted plot of Shattered Heaven. Even before becoming a Vestal, Eris developed strong powers, and her chant was otherworldly charming for people. When the rumors about a voice whispering to people inside Naraka became stronger, the Divine Child sent all the Guardians and Vestals to explore the mysterious pit. But nobody returned from that expedition. The Vestal, Eris, discovered something inside Naraka, a voice, but also an ancient sarcophagus. Whatever truly happened, Eris gained the power to shape illusions and control the undead creatures of Naraka. She shaped Naraka into this weird ecosystem, hidden behind illusions, and created a new heaven for her and her knights. She became a god and a queen in this illusionary world. The other Vestals were murdered, and all the Guardians became Eris’ protectors, keeping part of the illusion alive with their lives. And of course, the official creed up on the surface didn’t like this, and they are trying since then to murder Eris and her Knights. When in battle, Eris will mutate from an innocent-looking girl with deer horns to a disturbing arachnid abomination. Her lower body looks like an armored insect, with blades as limbs, showing intricated designs and a dress typical of a queen. An intricated crown made of horns decorates her head, erupting from her eyes and blindfolding her. Moreover, when using the special attack, Immolation, her upper body detaches into strings of fleshy tendons, creating a very disturbing scene. Other attacks, such as Chant of the Void, Innuendo of Sorrow, and Melody of Despair, are projectiles that look like made of Eris’ blood. As you probably noticed, all her attacks are based on songs and melodies, a probable memento of her chanting abilities and power from before being corrupted. Oh, and during the battle, Eris uses her illusions to create a huge plot twist.
The two main bosses are also available in video format, if you want to check their moves and cutscenes. Be aware of SPOILERS especially in Eris video (marked in the timeline):
Toymaker is a huge surprise and one of the most original and involving RPGmaker JRPGs. Set in a dark world scourged by a neverending winter, Toymaker uses a very peculiar inspiration for this world: Christmas. Not the Christmas typical of soft drinks commercials, but pagan Christmas rites and figures coming from North Europe. And for how bizarre this could sound, if you didn’t play the game, you have no idea of how good this combination is. For example, Gods are born from fear of the elements, frost is a disease infecting bodies and transforming them into spawns of a hive mind, and darkness empties people like void husks. And of course, there is the aforementioned Toymaker, the Santa Klaus of this world, a secluded God kidnapping children and placing their souls inside dolls.
Toymaker is an amazing journey in a world full of lore, following a story with many twists, and offering challenging battles and bosses. In the second article of “Grimdark Worlds,” we will discover the complexity of Toymaker’s world, with a special focus on the dark and mysterious Gods.
In the beginning it was Winter, Frost, and Nightmares
The world is shaped around very uncommon elements: Frost, Snow, Spirit, and Roots. Before these, all the elements were born from Light and Darkness, the Primal Elements. These primordial elements are so intense that can send people crazy. For example, darkness is an engulfing and nightmarish element that can create immortal undead enemies from corpses, or husks. In some places, the darkness is so dense and thick that can control minds, causing hallucinations and insane fear. The other derivative elements shaped this primordial and harsh world, creating their own ecosystem of creatures and altering the minds and bodies of other living creatures in contact with them. Every element is ruled by an ancient creature. In this case, Lussi is the ancient God controlling darkness, a fearful witch born from nightmares.
In Toymaker, Frost is not simply an effect of cold, but a sort of disease, infecting people and spreading. Frost creates zombies covered in ice, broken puppets of the Winter Gods. Frost covers everything and kills every life, and the only way to fight it back is through an insane control of fire. The Frostcrater is the God controlling Frost, an isolated entity spreading this disease. Some women become cold witches, bound to the Frostcrafter but not mutated. They have strong powers and are usually cast away from their community, always fighting for their mind to keep the Frostcrafter away. Gnomes are especially victims of the Frost, but also Root creatures follow the same destiny, easily becoming Frost Spawns. Frost Spawns are strong and colossal beings, often keeping the shape of the creature they devoured, with increased size or more worm-like bodies. They are also often characterized by a beard made of icicles.
Snow is the emblem of Winter and is different from Frost. It is more related to the wind and storms, debilitating people affected by it. Snow is also a synonym of Winter in Toymaker’s world, the embodiment of this harsh ecosystem. Of course, the God born from the fear of the winter is the Toymaker itself. Snow creatures are amorphous masses of melted snow, usually gigantic beings without a clear anatomy. They are more blobs of half-melted snow than discernable creatures.
Root is the everchanging element, moving underground, causing rot and decay in living beings. The roots live secluded and hidden in their underground world, a series of twisted tunnels connecting everything, engulfed in wood and darkness. A sheltered world that wants to remain hidden. The God associated with Roots is an old and forgotten being called the Hidden. Root creatures are thin beings and masses of roots, often taking a humanoid shape or, other times, just appearing as twisted and amorphous masses. However, some of the root beings are instead gigantic and creepy creatures, similar to a more twisted version of trolls.
Spirit is the sparkle of life, the energy composing souls, a warm and green vibrant fire. The element embraces lost souls, which travel around in the winter nights, often possessing inanimate objects or attacking living beings. Spirit is a complex element that can alter the minds of other people, making them savage and bloodthirsty. The Spirit creatures are twisted souls made of fire, yellow or green entities flying around the map very quickly with twisted faces painted on them. Other times, Spirit creatures can control dolls or other puppets, creating even creepier beings. It is not clear who is the God associated with Spirit, since Lussi is clearly darkness. It could be the mysterious Straw Goat, who is only hinted at in the Prologue.
The Faces Behind Fears: The Old Gods
In the beginning, there was only frost, winter, and nightmares. Then, people started to imagine faces in the snow, trying to give meaning to the people killed by the elements. How could a disembodied element like Frost exterminate a village? Surely something more powerful was behind it. They were not simply accidental deaths or natural disasters, “somebody” was responsible for them. After enough people believed in those faces behind the elements, the Toymaker, Frostcrafter, and Lussi were born. Each of them embodies those deadly forces. Gods are also based and shaped around Pagan figures related to Christmas rites in North Europe.
The Frostcrafter was alone in the mountains, isolated in its realm of ice and silence. One day, the Gnomes got too close to the mountain, awakening the slumbering God and spreading Frost as a disease. The Frostcrafter is a true servant of the Toymaker, using Frost to brainwash gnomes thus providing the workforce for the Toymaker’s Workshop. The Frostcrafter kills everything it touches, unable to understand life but still craving for it. For this reason, it uses Frost to create and twist living beings, but only to achieve mockery of life through ice and snow. For that, it now wants only to stay alone. The Frostcrater is a colossal giant made of ice, with a very disturbing and ghostly expression on its face. During the battle, the giant is a tough opponent with a lot of life, which uses strong frost-based attacks.
Lussi is a bad dream and a scary whisper that became real, feeding on fear. Lussi reigns over darkness, engulfing entire land in it, and swimming through shadows as if it was water. Born from nightmares, Lussi is a witch who rules over fear, a real boogeyman of everything unknown. In her realm, dead things are alive. She keeps dead things close to her, so she can care for them. Her servants are rotten Husks, rotten things reanimated by darkness, immortal beings serving their mother without being able to control their bodies. Lussi feeds on fear and can imprison people in worlds of deep trauma inside their minds. Lussi appears as a female humanoid, dressed in white, crowned with candles, and crying darkness from the eyes. During the battle, Lussi casts strong spells and can create duplicates of herself. Lussi is based on different characters from North European folklore, especially from the Norse witch with the same name hunting during the longest night of the year, but also Saint Lucia for the crown of candles.
The Straw Goat is very enigmatic, only mentioned in the main game and instead the central figure in the Prologue. The colossal humanoid creature, hidden beneath fur and a hood, was once a servant of the Toymaker, roaming the hills without bothering humans. At some point, something broke, and the Straw Goat got imprisoned by the Toymaker in a cage inside the Field of Candles. During the imprisonment, or maybe even before that, the Straw Goat became completely mad, to the point that now madness is a key element to describe this God. The Straw Goat seems to create a bond with human children, selecting a chosen one. In the past, it was worshipped by humans, especially Skalds and Hornhunters. The Straw Goat is a typical figure that marks the beginning of Christmas in North Europe, but the Yule Goat is also a far creepier figure usually wandering around towns and demanding gifts.
The Hidden, also called the Broodmother, is the God ruling and spreading Roots. As the name suggests, this God decided to hide from humanity, finding a secluded place to be forgotten inside a coffin. It is still possible to find old statues from when the God was worshipped in the depths of the tunnels, surrounded by roots and darkness. The Hidden has strong telepathic powers, can attract people, and create illusions. In Toymaker’s world, The Hidden act as the secret superboss. Fighting the Broodmother is an extremely challenging battle since the creature has multiple tentacles, each of them capable of using strong abilities and independently attacking.
The Toymaker is the supreme God of this land and Winter personification, followed by the other Gods and feared by every creature. In the past, people built machines and made sacrifices for him. Then, he cast everyone out and closed its gates. It now lives alone in the mountain, surrounded by dolls and souls. The Toymaker kidnaps especially children, and then it traps their spirits into dolls. According to the Toymaker, exchanging bodies with its dolls is a special gift and an honor. The Toymaker still lives in his Workshop on the top of a mountain, surrounded by disturbing dolls moved by children’s souls, existing till people fear and believe in him.
Surviving the Harsh World: Races and Tribes
Humans try to survive in this harsh world by living in primitive societies. The Herders are a tribe mainly living of goats, in peace with nature and trying to survive by avoiding dangers. They have tendencies to be nomadic, and they prefer to flee to better locations than facing dangers. The Hornhunters are instead a tribe focused on hunting and killing other animals. Bloodthirsty and tribal, they ferociously hunted especially the Reindeers, creating a bloody feud. It is said that they left Reindeers’ skeletons to mark their territories. And it is also said that those skeletons were screaming in pain even after death. The Hornhunters became mysteriously extinct after a bloody massacre. The Skalds are like outsiders, worshipping nature, and studying forbidden lore and knowledge. The Skalds are a mysterious tribe, often considered the guilty behind the changing of the Toymaker.
The Gnomes were the first servants of the Toymaker, helping it in its Workshop by building dolls and puppets. When they abandoned the Toymaker in its madness, the Frostcrafter forced them to work again there. In fact, Gnomes are in a constant fight against the Frostcrafter, and many of them were turned into Frost Spawns. From this fight, two main factions developed. One is the Candlelights, gnomes obsessed with fire, burning everything to fight frost. They live surrounded by bonfires and cast away the ones starting to turn… or burn them. The other faction is embracing Frost, learning spells from it, and thinking that serving the cold is the only way to learn how to survive. Even if the weak ones will turn into Frost Spawns.
The Reindeers are strong anthropomorphic creatures that once served the Toymaker, as well as the Gnomes. But while the Gnomes built dolls to welcome the children’s souls, the Reindeers assembled traps to lure and ensnare them. They live in an almost barbaric society, strong and brave fighters, where honor is everything for them. When they lose honor, they also lose the horns. The Reindeers were in a huge war with the Hornhunters, humans hunting them down. At that time, some Reindeers became Maneater, literally feeding on humans as revenge for this bloody hunt. Now they live isolated in a walled wood village. Even if the Hornhunters are no longer a menace, their lands are scourged by Lussi and her darkness. Some of them became husks while trying to fight the witch, while the others now live in the village tormented by nightmares.
An Ancient World: Iconic Places
The world is a primitive and harsh land, shaped by perpetual snow, tall mountains, and forgotten ruins. Glyphs and runes are everywhere, but people have forgotten about their true meaning. The Ruins of Hare Temple is an example of this, a place of pyramid and monolithic structure completely forgotten and covered in snow. Skald legends say that the Hare was a creature close to the Toymaker, and, regardless of whatever happened between them, the Toymaker still wants to keep the ruins intact. The Hidden Temple is the most secluded place where The Hidden is resting outside the world. To access the place, as revealed in the Prologue, five knockings are necessary to open the door. This is also reflected in the gameplay, where the player needs to press five times on the locked place on the map to unlock it.
The Field of Candles is a forbidden place to humans, an unexplorable land filled with souls and green fires. Legends say that the Straw Goat is caged in these lands. The territories engulfed by Lussi’s darkness are swamps empty of life, where only immortal husks roam. While venturing into these lands, the player will have their own heart portrayed on the map. Too many encounters with the ghastly beings, and something bad will happen. However, the Toymaker’s Workshop is surely the most emblematic place in this land. Built on top of the tallest mountain, the Workshop is a gigantic wooden house filled with Toymaker’s statues. The empty halls, deprived of life, are now hosting only the disturbing dolls created by the Toymaker.
Castlevania and Metroid created their own genre, which is getting a second youth with indie games: metroidvania. These games have in common a 2D aesthetic, a huge map to explore with interconnected elements, many secrets and hidden areas to discover using different abilities, backtracking, and in general a huge focus on exploration. Usually, metroidvania games have a wide bestiary, with many standard enemies, and gigantic bosses to defeat. RPG elements are also quite common, including statistics, levels, and dozens of different equipment.
Surely, both the founding fathers of the genre have their amount of horror elements. Metroid features grotesque aliens and an overall lonely and oppressive atmosphere. Castlevania is also not second in this, with one of the most inspiring dark fantasy/gothic settings, and with a bestiary full of the most disturbing creatures (and you can check them here: Most dark, scary and creepy bosses from Castlevania saga). However, with the new flow of indie metroidvania, the genre got even more refreshed with novel dark, horror, or mature atmospheres.
In the following article, I will describe some of the darkest or horror metroidvania games. I will include only proper metroidvania, with a 2D art-style, a huge interconnected world, and multiple abilities or RPG features needed to explore.
I will focus on metroidvania with dark, horror, or in general a mature atmosphere. It could be for the oppressive or depressing environment, for the brutal combat and the violent gameplay, or for the disturbing elements: whichever is the cause, these games are more mature-oriented than the average metroidvania. Moreover, for each of them, I will analyse the world-building, the bestiary and the bosses, and why the atmosphere is considered dark or horror. The article will be constantly updated, so new fitting games will be included once released.
Vigil: the Longest Night
Details: Vigil was a surprise last year, and one of the best examples of metroidvania directly infused with horror elements. Vigil is a great homage to the legendary Bloodborne, sharing with it the dark themes and the oppressive atmosphere. Vigil is a pure metroidvania with strong RPG elements, including a deep level system, skills, and different playstyles. From fast daggers to the complexity of the bow, the player has the power of shaping the gameplay. The exploration is a focal point, with a giant interconnected world full of secrets to discover, including alternative bosses, hidden eldritch realms, and dozens of different armors and equipment. This is where the game gets even more interesting, because every item not only is very original and interesting to use, but also well characterised in terms of lore.
World: From dense and deadly woods, to haunted mines and a ship graveyard inhabited by deep-sea eldritch terrors, the world of Vigil is a huge and twisted net touching common dark fantasy tropes. Secrets are everywhere, and backtracking is crucial to find the most hidden places and battles, and secondary characters have different quests to fulfill. Moreover, the same world will be visited under three different “conditions” (avoiding spoilers) and many areas will change according to this, with new enemies, items, and bosses. And to conclude, how to forget about the secret eldritch realms accessible only while playing special ocarina on an altar in the depths of a crypt?
Dark/Horror: The horror in Vigil is a very strong element. Secondary characters will face horrible consequences, death and disease are everywhere, and grotesque experiments on innocent people are only the tip of the iceberg. Moreover, secondary quests could end up really traumatically, and not every character should be trusted. Church and religion are also a twisted trope present in Vigil, painting an ever more dark but believable fantasy world.
Bestiary: The grotesque enemies are pure nightmare-inducing, and masterfully portrayed with a gorgeous art style. Every area has several new enemies, with very interesting designs and behaviors. For example, the ship graveyard is full of complex deep-sea creatures, including a sort of snail-woman and an aggressive mass of tentacles. The bosses have also a nightmarish and original design. I challenge you to meet the Broodmother and her spawn without being heavily disturbed (and you can know more about her in my article: Monster of the Week: The Brood Mother and her progeny (Vigil)).
Knifeboy
Details: An unexpected surprise for a crazy metroidvania based on indie comics, set in an insane sci-fi world full of charm and personality. The art-style is very detailed and interesting, especially the enemies’ design and some locations. It could be raw sometimes, but it is full of passion and able to paint a unique world full of colors and details. The combat side is not incredibly deep, with very standard combos and easy but really interesting boss fights. Platform sections are quite challenging, but never tiring, thanks to really well-planned checkpoints. Of course, as a one-man game, there are some bugs that can be a bit bothering. However, the experience is so original and interesting, that I kept playing regarding the bugs. The world, the dozens of characters, the crazy bosses, and the many secrets are too interesting to stop playing.
World: The game is based on a quite big open world, with a lot of secrets and places to explore. A day/night cycle allows different layers of exploration, with some places opening only at a specific time, and different monsters or collectibles only available at night, for example. Each new area is a completely novel and bizarre environment, from a DJ club, to a sort of pseudo-gothic asylum, and an arena managed by a group of pig-butchers on stilts. The game is a crazy tornado of surprises and pulp references, with secondary quests allowing to access a UFO or to see the true face of Santa Claus. Also, the game is a proper metroidvania, since new upgrades will allow the player to explore new areas.
Dark/Horror: Knifeboy cannot be defined as a horror game under any category, but it surely meets the requirement to be in this article for the high level of violence and the grotesque and twisted characters/enemies. Knifeboy is like an indie comic book targeted to a mature audience, a game that is not afraid to show enemies cut in half and some nudity here and there.
Bestiary: This game knows how to create original enemies and bosses. If common enemies like a sort of colorful humanoid bat that looks like a Mexican painting under LSD are already interesting, including sort of pig-like creatures walking on stilts, the bosses have an especially great design. They are difficult to describe using words, just imagine the most gigantic, colorful, complex, and bizarre abomination, and probably you will not be even close to what you will face in Knifeboy.
Blasphemous
Details: Blasphemous is probably one of the most well-known games in this article, a huge metroidvania with strong horror elements inspired by Catholicism. The game is challenging and full of surprises, with an amazing world to explore and many tough fights. Blasphemous has also incredible pixel art, able to convey the brutality of the fighting system in every red pixel. If you are looking for a challenging, brutal, and horror metroidvania, Blasphemous should be your first choice.
World: Custodia is a dark and cruel world shaped by the Miracle, a sort of unknown force that molds the bodies of true believers in horrible ways. The world is beautifully interconnected, using really original and haunted places. From the cold peaks in which is hiding a monastery of nuns that self-burn their bodies, to the rooftop of a gothic cathedral inhabited by twisted angelic beings: Blasphemous knows how to create a complex world using religious references. The secondary characters are an integrated part of this world, insane being touched by the Miracle, forced for example to be constantly whipped by an invisible force, or to be forever imprisoned half-fused in an olive tree.
Dark/Horror: Blasphemous is probably the most horror and brutal metroidvania that is out. Every detail is pure horror and nightmare-inducing, especially how religion is twisted in favor of horror. Moreover, the fighting is brutal, with gory executions when enemies are at low health.
Bestiary: Every single enemy is a grotesque combination of religion, Spanish folklore (the developers are from there), and pure horror. Seriously, every single enemy, from the most common soldier to the most gigantic boss, could be on the cover of a metal album. The religious elements combine with the creatures in very original ways, including a boss inspired by the “Pietà” of Michelangelo, or others with Church architectures inserted in their design (more info here: Catholic Art and Architecture in the twisted world of Blasphemous: how religious iconography can build nightmares). Plus, the bosses are simply great, especially the giant skeleton of a cardinal lifted by giant hands, and the disturbing Exposito, which can only be described as a sort of gigantic baby Jesus that will literally rip the main character in half (which also have an analysis here: Monster of the Week: Exposito, Scion of Abjuration (Blasphemous)).
DemoniacaEverlasting Night
Details: Heavily inspired by Castlevania Symphony of the Night, Demoniaca is a metroidvania combining horror elements, light adult contents (brief sex and nudity), and a combat system typical of fighting games based on combos. The RPG elements are many and well-integrated, including many different items and random drops. However, since here on Dark RPGs you can already find a complete review of Demoniaca, I will just leave here the link for more details: Demoniaca Everlasting Night Review: a dark and mature beat ’em up metroidvania.
World: As mainly inspired by Castlevania, Demoniaca is entirely set in a gigantic castle. There are of course different sections, for example the library or a hall full of mirrors. The exploration is rewarded not only for secrets but also for hidden merchants and moves. A great feature is the special mini-bosses marked on the map, but almost impossible to defeat without coming back much later at a higher level. Some characters are quite original and brilliant, such as Boxman, a mysterious man teaching powerful techniques hiding his face inside a box.
Dark/Horror: Demoniaca is a violent game, especially in the pixel art cutscenes and for some brutal elements in the background. The game has also mild adult content, including brief sexual scenes that appear like random illusions, or nudity, especially involving secondary bosses, or for example, a character seating on a throne while surrounded by half-naked slaves.
Bestiary: Part of the bestiary is not very original and inspired. For example, there are too many variants of skeletons, and some creatures are really too similar to iconic enemies from Doom. However, there are some interesting surprises, especially in the library section and in the second half of the game, with creepy murderous nurse dolls wielding massive syringes or hack-saws. Another brilliant example is a gruesome spiked-skeleton with inserted body-parts that is able to inflict the negative status “thorne,” transforming the main character into a sort of Hellraiser-ish version of herself.
Dark Light
Details: The strongest point of Dark Light is its sci-fi horror atmosphere, a sort of 2D Dead Space, which is something not very common for a metroidvania. Dark Light has also major influences from Dark Souls, especially the level up system, based on converting fragments collecting during exploration in credits. But of course, if death arrives before the conversion, the fragments will be forever lost. The gameplay is very classic, but involving several pieces of equipment, including a firearm, a melee weapon, grenades, and a drone. New items are randomly dropped while exploring, or directly as loot from defeated enemies. Every weapon has a different moveset, from heavy hammers to light plasma swords, and this is also true for firearms, each with different bullets and firing mode. Slashing through hordes of mutants with such weapons is a pleasure.
World: Earth is now a rotten wasteland, a harsh landscape roamed by deadly creatures. The atmosphere is always oppressive, and the exploration extremely cautious. The map is complex and variegated, including citadels made of flesh and sci-fi churches. There are several paths and secret areas to uncover, usually using keys collected in other zones, and hidden bosses to discover. Dark Light also include mutually exclusive factions to join, with their respective quests. The player can even decide to attack members of every faction, killing their leaders, and unlocking several endings including all these possibilities. The backgrounds are gorgeous and haunting, able to paint a horror sci-fi world, with a gigantic robotic hand emerging from the ground, or a titanic cybernetic skull, just to mention some examples.
Dark/Horror: The atmosphere is dense and oppressive, the combat is brutal, and dying is a common occurrence. Enemies will ambush from dark places, and, several times, a double-tap will be necessary to check if an enemy is truly dead. The silence is a constant threat to your psychological health while exploring the wasteland, the equivalent of exploring the silent ship in Dead Space.
Bestiary: In Dark Light, you can expect a series of quite classic but always interesting examples of horror sci-fi creatures. Invisible mutants, deadly parasites, grotesque zombies with huge chainsaws, or chaos warriors in full armor and with a Gatling gun: if you can name a creature-trope from horror-scifi, it is probably in the game. The game of course offers deadly boss battles, including many secret ones, from colossal buther robots and sentinel to more demonic dragons and sci-fi witches.
Salt and Sanctuary
Details: One of the first examples of recent dark metroidvania, Salt and Sanctuary tried to be the first 2D Souls-like. And the experiment succeeded with really good results. The combat is stamina-based, tough and challenging, while the RPG elements are deep and satisfying. The dark world of Salt and Sanctuary is open to any gameplay, with hundreds of weapons, items, and enchantments to collect. The game is also highly-replayable, including a NG+, multiple endings, and branch-based secondary quests with more than one outcome.
World: The world is entirely contained in a huge island collecting castaways from many shipwrecks. The island is a mysterious and ethereal place, a sort of limbo or border between life and death. Salt is the main element comprising the creatures living on the island, a sort of “soul,” but also the main currency to level up in the game. Moreover, the island is a very variegated environment, with cursed forests, colossal pyramids, hidden lakes, and amoral alchemic labs. The world is a twisted maze of areas very well connected, especially vertically. There are also many hidden elements, including bosses, locations, and even obscure guilds to join.
Dark/Horror: The game has a lonely, dark and oppressive atmosphere, a constant tale of silent areas and suffering. In this sort of limbo, there is no space for anything funny or light-hearted, but only for speechless sufferance and existential doubts. The backgrounds, especially of the bosses, retrieved through the bestiary or item descriptions in proper Souls-like formula, will also add drama and horror to the already heavy atmosphere.
Bestiary: From the half of the game, every monster will be incredibly original, dark, and disturbing. From murderous dolls to living cages waiting to imprison the player to be their new son, every new enemy is an unexpected and challenging surprise. The bosses are especially disturbing, imbued with madness or extreme loneliness. A terrifying example is the skinless, a giant alchemic abomination without skin, or a metal “tree” made of tortured bodies that need to be destroyed to defeat the boss. But my favourite example is probably the Queen of Smiles, a deranged and grinning maniac with a psychotic background, which loves blades and decorating her room with corpses.
Minoria
Details: Minoria is the spiritual sequel of Momodora, with a different art-style and the same developers behind it. As the famous Momodra before, Minoria is a proper metroidvania, just on a slightly smaller scale. The game features interesting RPG elements, including levels, and different pieces of equipment to create the best strategy for every situation. The art-style is gorgeous, and it is perfectly fitting for telling a fairytale. But be aware, behind the fable-like facade, Minoria hides a more dark core, touching important topics from religion to coexisting with nature. Minoria is also full of secrets, including a hidden boss after a set of deadly challenges, NG+, and multiple endings. But what I really liked is that, if the player is able to defeat a boss without receiving damage, a secret item will be unlocked, and this is different for every boss.
World: Minoria is almost completely set in dark and labyrinthine corridors, from the majestic beauty of a cathedral to the inner depths of a torture dungeon. A forest can also be accessed later on, creating a more complex world, but still embraced in a decadent and sad-inducing atmosphere. There are also hidden chambers with a lot of interesting details and furniture scattered around. Plus, the player can retrieve diary pages that will unveil even more the dark lore of Minoria.
Dark/Horror: Even if the fairytale art-style could make you think otherwise, psychologically speaking, Minoria is probably the darkest game on this list. Gray morality is at the core of the experience, including delicate topics such as being brainwashed by religion. Several elements will make you feel unexpectedly uneasy, including bosses begging for their life, or random prisoners asking to be killed to ease their sufferance. Gore is also present in the background, including corpses and walls drenched in blood. The atmosphere is so interesting that I also wrote a complete article about it, here is the link if you want to read more about: The gray machinery of the Inquisition behind the cute facade of Minoria [Review and Analysis].
Bestiary: The number of creatures is not as wide as other titles, and the regular enemies far too common, but bosses and sub-bosses have interesting designs, with complex and inspired battles. The main enemies are usually witches or ancient nature forces. The witches tend to have different shapes, for example a gigantic and sexy succubus. Force of nature can also become particularly interesting, such as a giant slug-plant woman.
Grime
Details: Grime is an unconventional metroidvania with a gorgeous graphic, tough and challenging combat with elements from Souls-like, and a quite unique setting and protagonist. The main character is in fact a silent humanoid black-hole, born from a complex cataclysmic phenomenon. The creature will finish purposeless on a mysterious rock world, where heavy creatures will satisfy its craving for “mass.” Grime has everything a RPG can desire: multiple weapons associated with different scaling skills, stats to upgrade with enough experience, and unique abilities to unlock by hunting and devouring specific prey.
World: The world is a joy for the eyes, a surreal land that looks like a desert alien world from a Dalí painting. Light elements, gigantic statues, and primitive art and paintings are all part of this living world inhabited by cryptic creatures and ruled by mysterious principles. The inhabitants of this surreal land are tribal rock creatures, often obsessed with the perfect proportions, since they have abnormally big heads, or with chosen ones able to “carve” the rock. Every encounter is cryptic and hermetic, part of a world that is as difficult to understand as fascinating to discover.
Dark/Horror: Grime is not a horror game by definition, nor it is violent or scary. However, the game is entirely enriched in an uneasy and unpleasant atmosphere related to the fact that the protagonist is basically an embodied law of destruction. Because being a humanoid black hole is not just aesthetic in Grime. Devouring every enemy is a base skill in the game to evolve and become stronger, by completely absorbing the mass of the enemies inside the black hole. The inhabitants will be fascinated and terrified by your presence, some will even worship and offer sacrifices, while the black hole will explore the planet and purposelessly devouring everything. Some scenes before the boss fights are also highlighting this uneasy feeling of “am I the bad guy?” as it was beautifully executed before in Nier. For example, the Whispering Mothers are two fleshy being made of a plant, sort of dancing flowers with a mouth in between. They are somehow teaching art to the stone creatures and, when the protagonist will approach, one of the rock people will run to the Mothers asking for help, in a twisted and reversed heart-breaking scene.
Bestiary: The world is full of dangerous and feral foes, almost all of them made of solid rock or tentacle-like plants. In this hostile world, any enemy should be underestimated. Some rock people use primitive weapons of stone and bones, while other beings are ferocious and aggressive masses of teeth and claws. Other creatures are like incomplete or broken statues, almost static beings that fly around attacking like drills, or will stealthily throw spears while hidden as normal art pieces. The bosses are gigantic and complex beings, where chaotic organic life meets the lifeless stone. An example of this is Amalgam, a grotesque creature with multiple arms and eyes, firstly hidden inside the gigantic head of a statue like a sort of alien hermit crab.
Angel’s Gear
Details: The game is a short metroidvania with an insanely twisted setting. Biomechanical grotesque beings are behind every corner, and the Giger-inspired art style helps to portray this nightmarish world. The main character has a gun with limited ammo to fight the enemies and a weak melee attack. It is also possible to stomp enemies to their bloody deaths, an essential move to recover ammo. The gun can also switch to different projectiles and power up, which can be found while exploring the map. Interestingly, later on, the main character can acquire an angelic and demonic form, together with new movesets. The main hub inside the world also welcomes secondary characters, including some really weird a creepy beings. Even in its short length (around 3h), Angel’s Gear provides good exploration and many boss battles.
World: The world is a twisted and complex reality. Before everything, two factions were in a bloody war for supremacy, while demonic and angelic entities known as Id and Superego were also part of this complex scenario. Then, somewhere else, a biomechanical entity known as The Gear consumed and twisted the entire universe into complex beings. The Gear dreamed of expanding into other universes, and planted its seed into the moon, which hatched into a scary nuclear dragon. This is when the war was over, and lifeforms got twisted into grotesque beings by The Gear. The player will explore this dark sci-fi world, fighting against grotesque beings while trying to stop The Gear, exploring from the depths of the world (full of grotesque sexual imageries) to the high angelic world.
Dark/Horror: A world at war where every living being got twisted into grotesque biomechanical monsters: What more you can ask for a horror start? Everything here is corrupted and disturbing, not only the enemies but also secondary characters, and even backgrounds. The general atmosphere of hopelessness imbues the setting, not a surprise for a world swallowed by an artificial machine. Gore and violence are everywhere, including enemy executions, and the brutal instant-deaths against bosses. Being devoured alive by colossal abominations will be a very common end.
Bestiary: The enemies are quite variegated and always grotesque and disturbing. You can see everything, from angelic larvae shooting rituals from afar to running zombies that can devour the player instantly. Bosses are gigantic and deformed abominations, from brood mothers screaming and trying to decapitate the player to motionless fetus-like creatures controlling chainsaws and flamethrowers. Secondary characters also fall into this disturbing imagery, including a sort of small girl with many robotic arms, a bare-breasted goddess of war constantly executing a weak creature, and a very disturbing and peculiar blacksmith.
Video Section
The official Dark RPGs YouTube channel, Surreal and Creepy Games, now also hosts a video including nine dark and horror metroidvania. Part of them is included in the article, but the video also shows other examples. Interestingly, for each metroidvania, the video depicts a representative boss battle. So have a look at it if you want to see some of these games in action:
If by looking at the images you are thinking that this is another random game made using RPGmaker and with a corny plot, well, I hope you will change idea because this is a really dark and original RPG with incredible writing. The best thing about the Pale City is definitively the world-building, which has an insane amount of lore. The gameplay is pretty standard but satisfying. Often you will fight alone against multiple opponents, and a good strategy and balance will be necessary to survive.
This is truly the essence of a grim world, where babies are born crawling out of tunnels to then finish in an indifferent city hoping that somebody will adopt them. Of course, the few ones that can crawl out alive. Gods are dumb or insensitive beings far from humans, living isolated or eternally digging tunnels. Then, you have a huge variety of weird cults, totally insane characters, and every possible mischievous act. This is not a game for the faints of heart, because some moments could go really dark.
The Platform and the Dark Sea
The world is a sad and grim place, a land lacking any kind of hope or wishes. Only the Platform exists, a tall structure surrounded by a deadly black sea. Dumb gods and hideous creatures dig and crawl inside the Platform, creating tunnels and chambers in the entrails of this gigantic structure. On top of the platform, a giant town is the only place inhabited by living things. A crawling hive of chaos and criminality, always expanding on top of the Platform. But there is even a stronger binding between the Platform and humanity. In fact, the Platform is composed of living matter, precisely, the bodies of all the humans dying that are absorbed inside the structure, improving its growth. Moreover, if dead bodies composed the Platform, some theories claim that humanity’s blood created the dark sea beneath. And this is not all, because humans are also born inside the Platform. Hidden in the secluded depth of the Platform, a room called The Womb is where all humans are born as babies. The poor infants must dig their way out of the tunnels, avoiding starvation and other beasts. Only the babies that come out alive from the tunnels can join the society up in the city. Of course, only if they find somebody kind enough to adopt them. And in this world of violence and selfishness, this is not a trivial task.
The Three Gods
This grimdark world has three main gods, and all of them couldn’t mind less about humanity. Melchior is the most human god, a sort of old wizard who lives in a huge tower. The god went silent long ago, refusing to speak again to humanity, except for a few chosen ones, and living hidden in his tower. Wretched people surround the tower in the hope that the god will speak again. But their wait became a trap for their mind, and all the worshippers went insane. Or well, another possibility is that the god itself radiates a sort of madness, and this is why he decided to isolate himself. Moragar the Ravenous is a god that hides inside the Platform, a gigantic and dumb creature constantly digging tunnels. It doesn’t mind any living beings and shows no other value. The god only knows how to dig inside the Platform, expanding the colossal maze inside of it, as a gigantic mouth devouring millennia of dead bodies. The last god is more cryptic and mysterious, a sort of living darkness, Balthier the Dark, spreading inside the tunnels. Balthier’s core is a sentient being existing through darkness, while the monsters crawling beneath the ground are its immune system, killing everything inside. Once it rested enough, the darkness of its body spread inside the tunnels, never going out. The Pit is a huge opening where, from the surface, people can have a glimpse of the darkness beneath. This works as a lure for madmen and wretched humans, who worship its presence and suicide by jumping inside the darkness.
The Inhabitants
The City is inhabited mainly by humans, but other beings also exist. Demons live hidden in dark places, including an entire society inside a well. Magic exists, and so are humans powerful enough to rip people apart with a gesture, or living in symbiosis with a skin parasite. A race of powerful Reptilians once walked the land, and who knows if they are still there. There are also other beings existing in parallel realities, such as the Gatewalkers summoned by mages.
Cults, Factions, and Peculiar Places
The city is full of weird places and mischievous or bizarre associations. While some of them are described only in a few lines, probably just hidden in a room of the gigantic main tavern, others are instead very well described, providing several quests and moral choices. In the first category fall the Silent Speakers, a group of people always in silence but constantly speaking with their minds. The Ones Which Stand In The Dark are instead a mysterious group of people hiding in a room constantly engulfed in darkness. They believe that darkness creates equality in people, afterall, we are all the same in complete darkness.
The Cult of Life is probably the biggest and most characterized faction… and also the most disturbing. Their people dress in red and live together in a huge building, like a proper sect. But the most peculiar element is their unnatural health and life span. Some of them claim to be immortal or with eternal youth. How did they achieve that? By eating the bodies of the infants that were unable to crawl out of the tunnels. As cannibal scavengers, their members patrol the tunnels to retrieve the dead babies before they are absorbed by the Platform. Only then, they prepare their famous stew, stealing life from life itself. They are not intrinsically evil, claiming to do a necessary task without hurting anybody… or at least this is what they believe. The main character will also face this horrible dilemma at the end of the game. Will you join this grotesque cult to drastically improve health?
The Infirmary is a peculiar place without much content related. There are no quests or big events associated with it, but it offers very peculiar vibes. The Infirmary exists to monitor people who survived a spirit possession. Usually, the survivors are left barely human, almost as empty husks, existing only for sleeping or staring at the void. Be aware, that the Infirmary is not there for healing people, but only for observing and monitoring, trying to learn the most from the patients. Because the patients are observed for 500 days… and then sentient to death.
The Chain House is a very peculiar building associated with a long quest. The structure is a prison for just one person: a giant and muscular man. But the guard of the prison is also only one, so what is happening here? Long ago, the two had a feud over something… that both parties don’t remember. To punish the giant… for something, the other used all his money to build a magical prison. The colossus is now forced to live in chains, in his dirt, and eating rats. Why all this hate? The main character can decide the side in this feud, even by freeing the giant from his magic prison. Of course, the first action of the giant after regaining his freedom is to brutally kill the other man. Apparently, only death could solve this futile rivalry.
Gris is a sorrowful city of mysteries and broken lives. In this city, four people struggle against their lives and past, paralyzed by fear and regret. Meanwhile, a magician studies their journey as a part of a cryptic theater play, while collecting tarots when they face the manifestations of their traumas. This is only the beginning of Frail Hearts, a hybrid JRPG, and adventure with a great setting.
In Frail Hearts Versicorae Domlion, the player independently plays each storyline, deciding which character will reach the end of their road. While playing the story of a specific character, they will not be available during the flights, but you will use instead all the other characters. The battles are challenging and turn-based, with puzzle-like elements. In fact, understanding the correct strategy is the key to win each battle. Moreover, the characters can level up by using the Lust collected from previous battles, useful to improve skills or characteristics. However, Frail Hearts is a linear experience inside each chapter, where every battle is a boss battle (for a total of 22 enemies).
The art-style is full of personality and details, and this is especially true for the monsters. The abominations are a festival of details, going from demons to ancient Egypt-inspired creatures, reaching being so complex that is challenging to understand what they are. The main characters will face huge and tough abominations, especially at the end of their journey, where the boss will take shape from their fears and sorrows. Every monster is also associated with a cryptic tarot deck, which provides information on their symbolism.
In the following article, you can check the four bosses at the end of each journey, including their analysis and symbolism. The description of the tarot card obtained after defeating each boss is reported in italics at the beginning of each description.
Memento Mori
Finally, the silent blade descends on the World in ruins. Nobody can be saved… goodbye. Nobody can save me… farewell. Nobody saved me…
Death pure and simple. Memento Mori is a terrifying being made of different bodies merged together, with a dragon-like appearance. The body is clearly separated in half, with a side completely skeletal and dead, a symbol of its connection with death like a proper god of the underworld. The boss also shows other peculiar features, for example, the centipede-like neck, a creature often associated with evil and death in Japanese folklore. However, the most disturbing detail is the living half of the face, which is in fact the one of a dog. The family dog of the protagonist.
The creature can attack both with the piercing tail and the main body, inflicting a huge amount of damage. But the highest threat of this boss is its Mephitic Breath, able to debilitate even the entire party with poisonous effects. The battle against Memento Mori is a huge skill check and a race against time. Will you kill it fast enough before the poison will do the same to the party?
Memento Mori is the final boss of Anne’s route. The girl is a skilled student from the local university, with a brilliant mind focused on science. However, Anne doesn’t have much outside of her studies, only her family and dog. But this is not enough for her, and quickly, her life becomes an oppressive trap. Too much care morphs into a prison, and Anne is trapped in there. Memento Mori in Latin is to “remember that you will die,” a constant paranoia of dying without achieving anything. And Anne’s paranoia takes the shape of her twisted dog and family, since the creature appears after her doppelganger family spoke to her. The boss is extremely disturbing, especially the way it asks Anne to bring it out for a walk, as if the monster still is her dog.
Lailah
Alone, from their first wailing, those babies do cry the loss of their mother. The hour of eternal sleep comes, forever extinguishing the light in the eyes of the innocent.
Lailah is probably the most challenging boss before the endgame. The flying demon has female features, with a pair of giant wings… and missing her lower half. Similar to the Philippine female demon also missing her lower half, the Manananngal, the boss is also keen to devour infants. Lailah is bold, and her face shows a sort of peaceful smile. The creature has a baby in her arms, an infant, held by the hands of this grotesque mother and connected to her body through a purple umbilical cord. However, in the middle of the battle, Lailah devours the baby, changing her appearance into a more feral form. Her peaceful smile will morph into a grin, while horns and an evil halo will appear on her head.
Lailah is a dangerous enemy, which can constantly fascinate the characters and send them to sleep, possibly doing some combos and unfair killings. She will wake up the sleepers with deadly Nightmares, inflicting heavy damage to the entire party. Especially after devouring the baby, Lailah can constantly fascinate the entire party, transforming every ally into a dangerous new threat.
Lailah is the final boss of Catherine’s route, a nun who will discover the horrible secrets hidden beneath her church. A grotesque secret made of carnivorous demons and children offered in sacrifice. Catherine’s journey will test her faith, and Lailah is the final trial between her faith and her new self-assuredness. Because Lailah represents a sort of reverted version of Holy Mary, a demon cuddling an infant. The connection is even more evident because, to access Lailah’s lair, the player must use a statue of Baby Jesus on Holy Mary to unlock the secret door.
Ben-Nut-Shu
Three are the personalities of one god, long lost in the eternal emptiness of an ephemeral existence. Which is their real face? Is it really that of a vengeful spirit?
The appearance of this boss is truly fascinating. Borne as a sort of forgotten Egyptian god, the figure is composed of three main targets. And at least two separate entities. The main body is a gigantic old man, a hooded god wearing pharaoh-like paraments and sigils, a terrifying monstrosity radiating power. The god has two giant arms, with incredibly narrow and long fingers, with the skin covered in ancient glyphs and chained at their wrists. The god is imprisoned in this dungeon lurking for freedom. The last entity is more simple but not less effective: a bird trying to fly toward freedom.
This boss is an easy battle, once you figure out how to defeat it. It is more a puzzle than a proper fight, but a very satisfying and well-implemented one. While the long arms will strike the party with attacks, the main body will only attack the bird, trying to sacrifice it. On the other hand, the bird will help the party by healing them. However, if you use multiple-targets attacks or directly target the bird, you will lose. So what is happening in this fight? Because the main body cannot be damaged, and destroying the arms is not enough to win. Only in this fight, each character has the Offering ability, which can slightly heal. Only by using Offering on the bird for long enough, the bird will run free. Subsequently, the main body will suicide.
This boss is the final enemy on Arthur’s route, an archaeologist who was adopted and mysteriously lost his father. While the Egyptian inspiration of the boss highlights the main profession of Arthur and his father, always wandering in tombs and ancient temples, the trinity of personalities of the god represents their family. The bird is an emblem of freedom, dreams, and hope, but also an unhealthy obsession for work or family, something that is necessary to let go to be free.
Gabriel
Farewell. Farewell to you, who I loved but didn’t know how to love. Farewell, heaven. Farewell, stars. Farewell, Fiore.
Gabriel is a tragic boss and a very tough opponent. The main body is a weak and harmless heart, which can be destroyed with a couple of attacks. However, the heart will soon shield behind a gigantic humanoid crow, a very aggressive and disturbing being. A human face, sleepy or sorrowful, is buried into the neck of the creature, swallowed by the black feathers. The creature resembles a distorted angel, not only because of the majestic wings but also for the huge halo on his head.
The battle is more challenging than could appear, and a lot depends on luck and raw attack power. The heart will immediately shield by creating multiple targets: the crow’s main body and its pair of wings. All the targets hit quite hard and can easily kill a party member in a single turn. Luckily, they have very few HPs, so it will be easy to expose the heart. The main problem? At every heart’s turn, the crow will generate again, bringing the exact same problems as the battle before. So, even if the heart is very weak, if you finish the crow with very few or no turns before the heart, the challenging battle will start again.
Gabriel is a tragic boss borne by an unspoken love story. He is the final boss of Michael’s route, a gangster with feelings for his best friend. However, both of them never spoke about their feelings… till it was too late. The heart shielding behind a ferocious beast is a clear symbolism of these hidden feelings, of burying the love under a mountain of appearance and toxic masculinity. So to truly reach the heart, it is necessary to defeat the monsters hiding and protecting that fragile and intimate feeling.
If you want to check the complete battles against these bosses, the following video in the Surreal and Creepy YouTube channel will satisfy your curiosity:
Appearance: The Obelisk is a cryptic and disturbing being, hidden in the silent depth of an abandoned shopping mall. After passing through lifeless mannequins, the Obelisk will be there, standing in the middle of the basement. The creature is a sort of massive tower made of clothes, specifically white man shirts, melted together in this structure. The Obelisk is a towering object, not clear if it is a living being or an investigable object. However, after interacting with it, the player can decide to attack the creature. But is this a wise decision?
Background: The Irrational Obelisk is a mysterious being breaking the conventional rules of the game. Hidden in the depth of an abandoned mall, surrounded by motionless creepy mannequins, the Obelisk apparently serves no purpose. It doesn’t provide a quest, dialogue, or any form of interaction. The player can indeed try to talk with the Obelisk, asking about its meaning, but the Obelisk will never reply. However, it can be attacked. But even the battle is a complete mystery. The Obelisk attacks only by draining your mind, bringing the characters on the edge of insanity, without having a direct way of harming them. And interestingly, by doing this, the Obelisk can inflict every phobia in the game. Strangely enough, the party can damage the Obelisk with anything, but it doesn’t show a direct weakness or susceptibility to status effects. The problem? The Obelisk doesn’t seem to die, no matter how many turns you attack it, or how close you are to becoming insane. It will simply stand there draining your mind. However, rumors say that the Obelisk can be killed, but with the insane amount of HPs (probably 999,999 HP), it will probably take hours. And who knows if the reward is truly worthy.
The Irrational Obelisk is the representation of how insane some quests can be, and how sometimes a battle is simply pointless. Fear & Hunger already deconstructed the genre before, for example with the Human Hydra (check more in my analysis HERE). But, while in that case, it was more related to the quest-effort/reward dichotomy, in this case, is more battle-effort/reward. And as the name suggested, the Obelisk is an irrational battle, so why even try to fight this being? Regarding the influences of the creature, in a recent interview here with the developer, Miro, he clearly stated how the Obelisk was influenced by a piece of modern art that he once saw in Finland. Moreover, the creator has an “irrational phobia for buttoned shirts”, and this being is clearly the embodiment of such fear. Here is the link to the interview, in case you didn’t check it: The darkest secrets of Fear & Hunger 2 Termina: second interview with the creator Miro Haverinen. Outside of RPG rules, the Irrational Obelisk is also a monolith to the irrational phobias, which drive away your sanity no matter how long you fight them. No matter how irrational, huge, or cryptic the phobias are, fighting against them is always a colossal effort.
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.
Fear & Hunger doesn’t go soft in terms of enemies and bosses, providing a set of disturbing and grotesque creatures, including challenging boss battles against gigantic abominations able to wipe out the entire party in a festival of mutilations. In fact, this is the second entry for Fear & Hunger in Boss Battle, previously featuring the relentless Crow Mauler: When it is impossible to Save: surviving all the mutilations of the Crow Mauler in Fear & Hunger [Boss Battle].
Fear & Hunger has a complex Pantheon of gods, specifically divided into Old and New. While the New Gods are humans ascended to divinity, the Old Ones are ancient twisted and macabre beings, mysterious creatures born at the beginning of time. Usually, the Old Gods are described and portrayed in books scattered around the dark dungeons, manuscripts probably wrote by cultists trying to assign a physical form to their deities, even if this is often far from the God’s true form. At least 5 Old Gods are described in the books, starting with Alllmer, a sort of twisted revisited version of Jesus Christ, to the hermetic Moon God, which has a relevant role in the sequel of Fear & Hunger. However, two Old Gods appear as hidden boss battles in the original game, offering brutal and challenging fights.
Gro-goroth is also known as the God of Destruction, a dangerous and malevolent entity connected with death and carnages. The Old God lies beneath the most difficult dungeon of the game, deep inside the mouth of a gigantic monster, after passing deadly traps and monsters. Moreover, Gro-goroth can be faced only by going for the Ending B, meaning that a party member, the Girl, should be dead (if you want an idea of all the horrible things that can happen to this party member, check my article: Fear & Hunger: the many ways to permanently sacrifice the Girl [Evil Quests]). Gro-goroth will emerge from the darkness below a platform entirely made of dead bodies, ready to fight the party after an existentialist conversation. Only the upper half of the gigantic creature is visible, a muscled torso made of twisted flesh, grotesque organs, wings, and gigantic stone-like claws. Gro-goroth is a visual cacophony of flesh, even having a mouth opening in the middle of its chest, or sort of beak-like elements decorating its neck. The face somehow keeps a sparkle of humanity, a pale mask similar to a marble statue.
As expected from an end-game boss fight, the enemy is a devastating force of destruction. The gigantic god has multiple attacks, caused by different limbs and organs. The sharp claws are its main weapon, able to inflict tremendous damage, including the bleeding effect. Taking this into account, cutting-off the claws is a vital strategy to facilitate the fight. But this is not all, multiple eyes can emerge from the flesh of its body, creating additional enemies. The eyes will cry out a scorching liquid on top of the party, causing moderate damage and the burning effect. Up to 5 eyes can open in its body and, even if they have few HP, not taking action against them could cause a swarming of damages and effects in each turn.
If this is not enough, Gro-goroth also knows powerful spells, such as Burning Gaze or the mysterious Whisper of Gro-goroth. The second enchantment is particularly peculiar: it will mark a party member with a countdown and, when it will reach 0, that character will instantly die. After all, Gro-goroth is the god of death and destruction for a reason.
If you want to look at the complete challenging battle against Gro-goroth, you can check the video in the Surreal and Creepy YouTube channel:
The second Old God was added to the game in one of the last updates. While going for ending C, the player will now reach an empty and dark wasteland, a sort of abyss out of time and space. In this extreme environment, the main character should find again the other party members while avoiding deadly and dangerous hunting creatures. But it is on a stone bridge suspended above a green light that the party will face Sylvian, the god of sex and fertility. If Gro-goroth was very similar to the images inside the unholy manuscripts, Sylvian is drastically different. The books portray her as a humanoid goddess with the body covered in breasts, a fitting representation for the god of fertility.
Sylvian is honoured with orgies from her followers, worshipped as carnal and universal love. However, Sylvian’s love for mankind got twisted during the ages, becoming a sick parody of sex, passion, and love. For example, people marrying in honour of Sylvian will be blessed with an abominable marriage, meaning that their bodies will be fused together in a grotesque mass of flesh. This is also reflected in the true form of Sylvian: a grotesque mass of green flesh and tentacles surrounding a half-exposed ribcage, with pointed breasts and a shark-like head.
The boss battle is probably the most difficult in the entire game. The god has an insane amount of HP and it can use some really dirty tricks. Each tentacle attacks individually causing different negative effects, such as stun or bleeding, but the bigger ones are the true danger, especially if they grab party members, basically trapping them in a suffocating hug. Sylvian can also strike the mind of the characters, complicating the life of spell-casters. Color of the Unknown is the most dangerous between these attacks since it will damage the minds of the entire party.
However, the most disturbing move is related to a sort of tumorigenic mass that will grow at each turn from the ribcage of the god. The attack is very similar to the one of another creature, Uterus (you can read about this monster here: Monster of the Week: Uterus (Fear & Hunger)), just this time it is even more dangerous. If not defeated on time, the mass will transform each turn into a more humanoid figure. The fully developed creature will add an extra layer of difficulty in the battle, with the possibility of completely murdering a character with one attack.
While other Old Gods are present in the game, such as the dead body of Alllmer, only Gro-goroth and Sylvian can be challenged and defeated in battle.
However, as expected from images and Demo, the Moon God, Rher, plays a central role in the sequel Fear & Hunger 2 Termina. The Moon God is very mysterious, hidden in plain sight from humanity and with ambiguous plans. It is also addressed as the Trickster God, described as jealous and incredibly resentful of humanity. On the other hand, in contraposition, Rher is also considered the God of Truth. In fact, people exposed to its “moonlight” mutate into their true selves… of course meaning mutating into grotesque and insane abominations. While common people go into a shared mutating path while “moonscorched,” as if this is a sort of supernatural disease, special people evolve into more dangerous and personalized monstrosities, often keeping a sparkle of their intellect.
Several creatures and characters from the previous title, specifically the disturbing Pocketcat and the Lady of the Moon (which you can read more about here: The Pocketcat of Fear & Hunger: what RPG merchant could be more disturbing than one exchanging items for children? [Evil Characters]) are servants of this mysterious Old God. They are obsessed with children, especially to kidnap them, probably not only to despise humankind but also to remove gifted people from the equation. In Termina, Per’kele is the emissary of Rher, in charge of organizing the Termina festival to select the surviving candidate and admit them to his tower.
As for the two previous Gods before, it is also possible to fight Rher in Termina. To face the God, the player should look for ending B, meaning to become the only candidate reaching the tower alive but still not considered worthy of the Rher’s attention. After defeating Per’kele, he will reveal that the god left this reality, leaving only a trace behind it. And still, as if pulled from a chain, a gigantic smiling moon will drop from the sky to crush the unworthy player. And this is where the battle against Rher begins.
Rher appears as a creepy gigantic face with holes as eyes and a skeleton-like mouth, surrounded by two rings full of eyes. The God is an insanely difficult battle, especially since the player must kill all the other potential party members to face it. So basically you can only fight it alone, or maximum with an evil goat, weak ghouls, and summons. And if this was not enough, Rher has a tremendous range of attacks. Its base attack, Moonscorched, is a column of light falling from the sky, a single-target high-damage attack. Two hits from this attack are enough to kill any character. Lunar Storm materializes a meteor shower from the sky, heavily damaging the entire party. Dreamscape is probably the most visually striking attack. Rher will briefly summon a warrior made of light, which will slash one target. The attack is not as damaging as Moomscorched, but this is not a relief since Dreamscape has a high chance of severing limbs.
However, the most complex side of the battle comes from the eyes surrounding Rher. The eyes attack after Rher using multiple times the All Seeing Eyes ability. In the beginning, these attacks look like a minor concern, only slightly damaging the Mind. But there is a powerful downside to this. When Mind reaches 0 against Rher, each turn there is a 50% chance of simply dying because your Mind cannot manage Rher’s vision. First, you will become blind. Then, you will only see indescribable horrors. In the end, the brain will simply melt.
So while avoiding powerful attacks, without a party, the player must also kill as many eyes as possible while managing their health and Mind to avoid instant death. This is what you call a secret super boss battle against an Old God.
If you want to see the complete battle against Rher, with a powerful set up, have a look at the following video on the Surreal and Creepy channel [Rher’s battle at 8:38]: