Otsuu and The Little Mermaid are members of a group called Dawn, active within Jail – a living prison that sustains itself on the people it imprisons. This prison emerged several years ago after the city around it collapsed. Now, bizarre entities known as Marchen and Nightmare wander its hallways. Otsuu and her team strive to endure these frightful beings.
During a mission, they successfully rescue Alice and a young man named Jack. But when they return to base, Alice becomes deranged and begins assaulting people nearby. She hits Jack, who was trying to shield Otsuu and The Little Mermaid, causing them to fall into an abyss. Otsuu awakens to discover Jack teetering on the edge of death…
Introduction
At the outset, I want to emphasize that I always use original voices in foreign media. This case is no exception. Whenever I mention the voices and characters, I am referring to the original Japanese voices, not the poor English dubbing. The first thing I did right after starting the game was to go into the options and change something that should have been set by default.
Mary Skelter 2 – Audiovisual Design
Visuals
I’m surprised by how good everything looks. The interface is quite simple, yet aesthetic. Thanks to the Orochi 4 engine, all locations are rendered in 3D. This might seem obvious, but many dungeon crawlers don’t operate this way. The design is rather minimalist, yet at the same time quite pleasing to the eye. The resolution of the heroines’ sprites can be a bit jarring. but only when playing on a monitor and watching the gameplay up close. I didn’t notice this on the OLED Switch screen or on a 65-inch TV when playing from about five meters away. Interestingly, other illustrations in the game have really good resolution.
A positive aspect is that the title runs at 60 frames per second on the Nintendo Switch without any modifications in CFW.
Audio
Original Japanese cast is phenomenal. The dialogue directors clearly knew who to hire for each role. The level of voice acting significantly enhances the overall experience. There are a plethora of dialogues from the everyday lives of the heroines (especially between chapters). Everything is voiced, which personally took me by surprise in a very positive way. And the names in the cast are simply outstanding. Among others, there’s Uesaka Sumire (Alice), Imai Asami (Cinderella), Takahashi Rie (Oyayubi-hime/Thumbelina), Numakura Manami (Hikari), Oozawa Ari (Rapunzel), Igarashi Hiromi (Kaguya-hime), Tanezaki Atsumi (Gretel), Suzaki Aya (Little Mermaid/Ningyo-hime), Kouno Marika (Shirayuki-hime/Snow White), and Ookubo Rumi (Akazukin/Red Riding Hood). It’s truly exceptional..
It’s irritating, however, that the game asks every time it’s launched whether to use the original or the bootleg dubbed version. What’s the point?
The soundtrack is also noteworthy. From the fantastic and highly stimulating battle themes, through ambient-minimalist arrangements heard in the dungeons, to the idyllic melodies during everyday life scenes of the heroines. I will definitely be returning to it.
Mary Skelter 2 – Translation and Censorship
Fortunately, Mary Skelter 2 is not a game that has been significantly impaired by Western translators. Unlike, for example, games from the Neptunia universe by the same developer. It’s definitely not the best translation I’ve seen. It has a few shortcomings (which I will discuss in a moment), but it avoids the inclusion of unfunny memes, political correctness, and other common localization tactics.
My main complaint is the decision to omit Japanese honorific suffixes, which really impaired the dialogues and characterizations in this game (fortunately, the entire game is voiced, so I could at least hear them, but that’s not a justifying argument). This led to the creation of some strange nicknames, and many aspects lost their sense and original nuance. I don’t understand why words like ‘pronto’ were added. They made no sense (as nothing similar existed in the original) and had no etymological justification (the character who used them had no Italian heritage). On the other hand, terms like ‘tsundere’ were retained, and most of the dialogues were well-translated. So, overall, it was quite bearable, considering the abysmal level of translations for most Japanese games.
Of course, there was also censorship. However, it’s worth noting that the Nintendo Switch version is the only one without censorship. The PC version received a patch after a few years (which, nonetheless, doesn’t fully remove the censorship). Meanwhile, the PlayStation 4 version, predictably, has censorship with no possibility of removal. What does it involve? Mainly a mini-game (which is quite important in the context of gameplay), where we have to cleanse the heroines’ bodies of impurities. This mechanic is rather crucial, especially at the highest difficulty level.
Mary Skelter 2 – Plot and Characters
Introduction
I’ve previously engaged with dungeon crawlers and other games from Compile Heart, like Genkai Tokki Moero Crystal, Cross Edge, and Record of Agarest War. Most of them I found enjoyable, but I didn’t consider them to be outstanding titles (though Record of Agarest War will receive a full review in the future as it truly deserves it). They were simply pleasant.
Many people believe that creating traditional dungeon crawlers in modern times is the height of laziness and a cash grab. However, Mary Skelter 2 convinces me that those using such arguments are simply mistaken.
Let’s start with the issue of numbering. Mary Skelter 2 is not the first title in this series (as the numbering itself suggests). However, when creating the sequel, the developers themselves decided that one should start with the second part. After completing it, you also get the opportunity to play a slightly modified version of the first part (mainly to fill in some plot gaps). This game is available from the main menu as an integral part of the content. It is, of course, also on the cartridge for the Nintendo Switch version. The finale of the story is Mary Skelter Finale (which I will surely write about in the future).
A Quick Overview of Mary Skelter 2’s Plot and Setting
The gameplay structure is seemingly simple. You enter a new location, traverse dungeons, solving puzzles and engaging in turn-based battles. The battles are random. However, tougher enemies blocking the way, or key locations for the story, are marked both on the map (if it’s revealed) and visually.
At the end of each location, we fight with a Nightmare (more on Nightmares later). The Liberated District serves as the hub and the cohesive element of the game. Most of the story events, interactions between characters, and everyday life scenes take place there. I will describe in more detail what exactly can be done there below.
Story Outline
Mary Skelter 2 features fairytale heroines from around the world. Here we find the Little Mermaid (Ningyo-hime) from Andersen’s Fairy Tales, Cinderella, whose first version was told in ancient Greece, Rapunzel from the Brothers Grimm’s Fairy Tales, Princess Kaguya (Kaguya-hime) from the Japanese folk tale Taketori Monogatari, and many others.
Otsuu and The Little Mermaid are part of a group known as Dawn, operating in Jail – a living prison that feeds on the people trapped within it. The prison was created several years earlier following the collapse of the surrounding city. Now, twisted creatures known as Marchens and Nightmares roam its corridors. Otsuu and her group try to survive these horrors.
During one of their missions, they manage to rescue Alice and a young man named Jack. However, upon returning to their base, Alice goes mad and starts attacking those around her. She strikes Jack, who tries to protect Otsuu and The Little Mermaid, knocking them into an abyss. Otsuu wakes up and finds Jack on the brink of death…
Mary Skelter 2 – Gameplay
Introduction
As I mentioned earlier, the gameplay is divided into two distinct parts: the dungeons and the tasks we handle in our main command center, known here as the Liberated District. In the dungeons, we spend most of our time solving puzzles created by the developers in long labyrinths filled with sinister Marchens and occasional short dialogues.
In the Liberated District, we have access to shops, a laboratory, and other places where we either upgrade and buy things or spend time talking to characters about current events or ordinary life, fostering a closer bond with them. From both locations, we have access to the inventory panel, skills, and other matters that directly affect our stats.
Jail, the dungeons
Each location in the game is divided into several floors. Access to the next floors is not always linear. There are places where you can move from the first floor directly to the fourth, but this doesn’t hasten the game’s progress. The locations available to us are predetermined by the creators and directly depend on the progress of the story. Most puzzles we encounter are contained within a single floor. These puzzles are diverse – we won’t encounter two of the same. Often, they are directly linked to the heroines’ abilities (more on this later). You need to think a bit about what to do to open closed gates or clear a path.
Various obstacles, mechanisms, and traps are scattered along the way. There are also chests with valuable items (often containing key items to unlock some doors). Everything is marked on the mini-map available almost all the time.
Controlling Jail
We can control Jail to some extent, though not directly. As we progress (unlocking subsequent floors), we gain more influence. This indirect control is based on the fact that during gameplay, we collect Jail pieces as rewards. We can use them to apply desired bonuses in RNG mechanisms called Hunger Jail, Libido Jail, and Sleep Jail. We charge each of these parameters by performing specific actions. Hunger is satisfied by exterminating Marchens.
Libido – by using the licking mechanic in combat (more on this later). Sleep, when we don’t receive damage in combat. Filling each of these meters results in the appearance of a roulette-like wheel with randomly selected bonuses. Here, the applied Jail pieces matter. The more we put in of a certain type, the greater the chance that it will be drawn. This mechanism works very fairly. With some practice, we can almost always stop the draw on the piece we care about the most.
Additionally, in the Jail Trail options, we can increase the game’s difficulty in exchange for increased bonuses. For example, a 10% risk that the heroines’ stats will be reduced by 10% in combat gives a 10% chance of increasing the drop of crystals used for many things.
Mary Skelter 2 – Battles
Battles are turn-based and random. The randomness applies to normal enemies (quantity, type, and location), which are invisible to us. Tougher enemies, such as those guarding passages, are appropriately marked. To add to the challenge, they often hide right behind doors, so crossing them triggers an automatic battle. It’s different when we have a part of the map already unlocked. Then, enemies are visible on the mini-map.
I won’t describe all the nuances of combat, as the strategic possibilities are simply too vast. Heroines can use five options during battle:
- Attack
- Skill – abilities dependent on SP points
- Defend – strengthens the defense parameter
- Embrace
Critical damage can occur during battles. In Mary Skelter 2, there are three levels of critical damage, symbolized by specific cut-in animations. We know in advance when a heroine will deal critical damage in a given move – this provides a wide range of strategic options. You can either seize the opportunity to deal massive damage or perhaps use the licking mechanic (more on this below).
Blood Meter
Each heroine has another key parameter during combat, which is the blood gauge. It is filled by the blood of defeated Marchens. The gauge gradually changes color from light pink to purple. This color change is caused by depravity/impurity (汚れ / kegare in Japanese), which accumulates in the heroines as they fight Marchens and are exposed to their blood and intense stress. When this meter is fully filled, there are two possibilities. The heroine can transform into Massacre or Blood Skelter mode. The first option significantly boosts stats and unlocks new attacks exclusive to this mode. Second one puts the character into a berserk mode, randomly attacking both enemies and allies.
Blood control
Controlling the blood meter is a fundamental mechanic in the combat system of Mary Skelter 2. Removing impurity from a heroine can be achieved in two ways. The first is the previously mentioned mini-game available at the base, which serves as a cleansing ritual. The second is after a battle where a character has transformed into Blood Skelter, they are completely purified by Jack’s blood.
Blood levels can be managed through the Licking mechanic. Any active character in combat can lick another, reducing their blood level to zero. This is associated with additional bonuses depending on the individual heroine (each licked girl gives different bonuses). These are also linked with other abilities. For me, the most important bonuses were those awarded for licking Ootsu and Gretel. The former provides a powerful shield to all characters, while the latter restores a significant amount of health to everyone. Magnitude of the bonus also depends on the current state of the blood. The higher it is, the greater the bonuses.
Mastering this mechanic provides a significant advantage over opponents. Even one character in Blood Skelter mode can completely disrupt our strategy and quickly lead to a Game Over screen.
Nightmare
Powerful monsters, alongside Marchens, roam the Jail. Unlike Marchens, each location has only one Nightmare, and each Nightmare is closely linked to the main storyline. In various locations, we also find other Blood Maidens (血式少女 / Chishiki Shoujo) – the heroines of Mary Skelter. Nightmares often resemble a fairytale character related to the girl we are searching for. For example, in the Cemetery, we look for Red Riding Hood (Akazukin), and the Nightmare there resembles a wolf.
The positioning and synchronization of various dungeon functions occur in a turn-based system, as in other dungeon crawlers. However, Nightmares are exceptional enemies. They ignore this rule and chase us in real-time, and are capable of attacking without initiating combat. Worse still, you can still engage in battles while being pursued by a Nightmare, meaning enemies can slow you down. A Nightmare cannot be defeated without destroying its Core, which is usually located near the last floor of the location.
So, how do we deal with these creatures before finding and destroying the Core? We can either run away (exiting their field of vision) or try to fight and destroy their temporary protection while paralyzing them for a while before escaping. Both methods have their advantages and disadvantages. Opting for combat allows us to calmly think about which direction to escape and also grants an additional bonus. Personally, I most often used the second option. It’s important to mention that during a chase by a Nightmare, we don’t have access to any other game mechanics. We can’t use items, skills, or even turn on the mini-map.
Places available in the Liberated District
As I mentioned earlier, apart from the dungeons, we have access to the main operational center known as the Liberated District. It is here that we can undertake side missions, change character classes, and finally experience quite a large number of scenes from the daily lives of the heroines. Also, from here, we have access to all the locations we have visited before.
Residential part
In this section, all the heroines reside. We have the option to decorate each room and give gifts. When a scene related to a particular character is available, an exclamation mark icon appears by her room. Upon entering such a marked room, the story part associated with the heroine to whom the room belongs immediately begins.
The part with the exclamation mark applies to every place – not just living quarters.
Laboratorium
This feature allows, among other things, the change of a character’s class. Heroines can have multiple classes. Skills learned within one class remain forever, even if the class is changed. Therefore, it’s beneficial to juggle classes. Incidentally, with a class change, the attire of each heroine also changes.
The laboratory in Mary Skelter 2 plays several roles. The most important is the ability to lower the level of each heroine. What do we gain from this? Primarily, leveling up after lowering the level gives us more skill points and better statistics. This is one of the key mechanics of the game, especially if we are playing on the highest difficulty level.
Rescue Center
This room functions as an infirmary. It is here that we perform the cleansing ritual I mentioned earlier. This place also has many connections to the storyline.
Work center
In this area, we can undertake side missions. These often involve finding a specific item, defeating a certain type of Marchen, or simply filling up a gauge. There are also story-related tasks. Completing these missions rewards us with in-game currency, items, or valuable blood crystals, which are used in almost all of the game’s mechanics.
These crystals can also be used to plant flowers in dungeons, from which we can collect (after they grow) unique items and other valuable things. There are many types and subtypes of weapons in the game. Each weapon can have different parameters and bonuses, even if it’s of the same type.
Evaluation and Summary
Mary Skelter 2 was a big surprise for me. I was captivated by the creativity of the developers. Not just in terms of dungeon design and the vast array of mechanics they managed to incorporate into the game. I really liked the plot and the idea of using characters from fairy tales and folk stories to create entirely new heroines with well-known backstories skillfully utilized in the game’s mechanics and each girl’s abilities.
Traversing the dungeons was fulfilling and not tiresome. Since the battles were very dynamic, responsive, and quick, defeating Marchens in random encounters was satisfying and, most importantly, not exhausting.
If I had to force myself to find any downsides, it would definitely be the lack of an option to quickly skip dialogues we’ve already heard. There were a few moments where I had to approach tougher enemies several times on the highest difficulty level, and clicking through dialogues (even using the skip option, which seemed to work reluctantly) before the battle was a bit irritating.
Anyway, in my opinion, the game is worth a chance, especially if such game design, a bit of nice fan service, and large amounts of dialogues appeal to someone (though in this case, the ratio of dialogues to gameplay is about 50:50). Personally, I will definitely play the next parts. Maybe not immediately, but rather in the nearer than the distant future.
Finalny werdykt
Final evaluation