Horror from Japan

Horror games based on traditional Asian folklore [Update Apr 2024]

Japan was the center of horror games, with masterpieces like Silent Hill or Fatal Frame. In the last years, this rule started to shift, moving toward other Asian countries. Games such as Detention or Dreadout created a new flow of horror games, mostly innovative and surreal, but also specifically rooted in the folklore, the traditions, and the history of their countries. Several Asian horror games started to include elements from their history, folklore or traditions to create a more personalized and rooted experience, mixing the ordinary with the superstition and the fantastic. Of course, one easy way to link horror with the traditions is to use monsters coming from the folklore. It is also thanks to these horror games that a foreigner player would start to fear the Aswang or the bizarre Pocong, or maybe to discover the Hungry Ghost Festival, or how the exorcisms are so different compared to the Catholic’s ones.

In the following article, I will write about the most interesting horror games rooted in the traditions of different Asian countries. The idea would be to include at least one game for each country, but, in some cases, there could be multiple examples, such as for Japan, Indonesia, or Taiwan at the moment. A couple of games are still to be released (or probably never will), but even with this huge limitation, they are the best example to portray the traditional side of their countries. Korea produced several interesting horror games, such as White Day, but they generally lack a strong connection with traditions. Anyway, I plan to update this article in future, including more games for China, Philippines, Thailand, and Korea.

The article is also now available as YouTube video, with similar but also different games in there:

Also if you want to keep updated on games based on folklore around the world, not only Asia and horror, have a look at my STEAM Curator page: Games and Folklore. And just to celebrate, this is the 100th article on Surreal and Creepy!

Check also the new map (made in amcharts) highlighting the countries covered in the article, with the associated games (in blank) and other interesting suggestions.

  • Kuon – Japan

Probably very few people know about Kuon, one of the most rare games for PS2. A horror title released in 2004 by Fromsoftware (yes the one of Dark Souls), Kuon is set in ancient Japan. The game is a slow-paced survival-horror, with an incredibly beautiful aesthetic for the time, especially the character costumes. To really understand the plot, it is necessary to play with 3 different female characters, each one with her own story and enemies to face.

Feudal Japan is always a mysterious and interesting place, where a fascinating and beautiful aesthetic, such for example temples and clothes, collides with the blood and the wars, typical of that era. Kuon is set in the Heian Period (from 794 to 1195), an age of mysteries and complex believing, where the influences of the religions and the myths were at their climax. This is the perfect time for a game such as Kuon, where ancient rituals and folkloric monsters are ripping of the austerity of a huge traditional mansion.

Ancient Japan is also combined with dark and esoteric topics, from forbidden rituals, to hideous monsters and arcane magic. Kuon starts with a mysterious and supernatural disease spreading inside the wall of a huge mansion. The inhabitants not only will be horribly slaughtered, but will also transform into monsters. This mystical epidemic is linked with an ancient and forbidden ritual, aiming to achieve immortality through multiple fusion of the bodies and the souls of two living organisms inside a box. I will try to avoid further spoilers, but things will get really creepy in Kuon.

Anyway, Kuon was also a nice inspiration for another Fromsoftware’s masterpiece, Sekiro, and the two games share several similarities. If interested you can find more in my article: Forbidden rituals, giant immortal apes and grotesque centipedes: the connections between Sekiro and Kuon.

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  • Fatal Frame – Japan

Fatal Frame (or Project Zero in Europe) is one of the best Japanese horror franchise. While Resident Evil is focused on biological nightmares, and Silent Hill on psychological horror, Fatal Frame (FF) searched its comfort zone in creepy fictional Japanese traditions and folklore. Each new installment tells a tale rooted in old rituals and forbidden knowledge, where something got terribly wrong. The main enemies are always ghosts, usually from different historical ages. The main characters are able to defeat these malevolent entities using the “Camera Obscura,” an ancient tool able to exorcise ghosts by taking pictures of them. Each episode is a different story, having in common, other than the camera, ghosts and a forbidden and complex ritual. Even if Fatal Frame is always set in modern times, the atmosphere, the setting, and the plot are always rooted in Japanese traditions.

Labyrinthine and silent mansions, secluded villages engulfed in the woods, or even isolated islands, every location is the perfect scenario for ancient and forgotten traditions. Each episode articulates from the concept of a fictional but believable ancient ritual or ceremony. The folklore surrounding the ritual is always extremely complex, with many figures responsible for different tasks. For example, a group of children in kimono are in charge of crucifying the holy maiden, but only after a group of artists made a tattoo on all her body. The fictional folklore is quite believable, making plausible the possibility that, in an unknown Japanese village, maybe something similar to that truly happened.

Battles are strategic and challenging, with each ghost representing a different battlefield, with its own movements and abilities. Ghosts can fly, pass through the walls, crawl on the ground or even directly run, everything to make the life of the player really difficult. And of course, following them with the camera is not an easy task. The majority of the ghosts represents classic stereotypes from Japanese horror movies, from a creepy girl in kimono to the classic woman hidden behind long hair. Of course historical figures are also present, from samurai to monks.

Even if set in modern time, Fatal Frame is always able to open a window on a mysterious Japanese past, made of forbidden rituals, tough believing, and isolation.

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Fatal Frame 5 includes an atypical fight with a very mysterious ghost: the Tall Lady. The game doesn’t provide any lore about this creature, and she is gigantic compared to any other ghost in the saga. And while she is often found only staring from the woods, sometimes she will appear for hidden and challenging fights!

An interesting detail about this creature is that, even while missing an official background, she is based on the Japanese urban legend of the Hachishakusama or the “Eight Feet Tall Woman,” born on the Web in 1998. The creature is generally described as an incredibly tall and thin woman, with unnaturally long Limbs and pale skin. She is usually dressed in funerary white clothes, including a hat and a cute dress with a shirt, but in some variations, she is dressed in a kimono. Another peculiar characteristic is her voice, which usually sounds only like a sort of distorted laugh saying “Po…Po…Po.”

You can watch the battle against the Tall Woman from Fatal Frame 5 on the the official Surreal and Creepy YouTube Channel:

  • Dreadout 1 and 2 – Indonesia

Back in 2014, Dreadout was one of the most successful attempts to bring back the atmosphere of classic survival-horror games. The game is directly inspired by Fatal Frame, having the camera of your phone as the only weapon against ghosts and demons. Every detail of classics is back, from 3rd person camera, to puzzles, boss battles and secret outfits. The story is quite simple, but at the same time cryptic, with an obscure plot that can be further explored by studying the environment.

What the game lacks in polish, it definitively recovers in terms of enemy design and boss battles. Terrifying creatures from Indonesian folklore and urban legends act as main enemies during the game. The bestiary is really rich, from hidden ghosts difficult to identify, to giant monstrosities able to one-shot the main character to then disappear forever. Boss battles are especially challenging and they require a specific strategy in order to survive, but are always interesting both for design and challenge. The boss battles were so interesting that the developers realized a stand-alone DLC which is basically a sequence of boss battles (called Keepers of the Dark). Every new creature is a surprise and a discovery, with new and interesting gameplay elements. For example, a mannequin ghost will hide between dozen of mannequins, in order to strike when not expected, while an old witch can be identified only by looking at a mirror. The bestiary will also provide curiosities and info regarding the folklore behind each creature.

A sequel was also released last February, changing drastically Dreadout toward a more non-linear experience. This time it is not only a horror game with Indonesian creatures, but a proper Indonesia-simulator. Urban legends to discover, free-roaming of Indonesian districts, a collection of Shadow Puppets, secondary quests, attending to classes: then suddenly, the everyday life is broken by the horror. Also, the camera-fights now alternate with more melee-oriented fights, but only for specific ghoulish and more physical enemies, adding horror and variety. Going so big for a small studio also created some problems, especially bugs and a couple of really unbalanced boss battles (first boss and the Tiger above everything). However, this is something that could be easily solved in future patches, while the effort, the idea, and the courage behind Dreadout 2 should be rewarded.

Anyway, even with the sequel recently released, the first Dreadout is still the best example of a very good survival horror perfectly integrated with Indonesian folklore.

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  • Pamali – Indonesia

Pamali is a game that used Indonesian folklore almost at a scholar level, providing references and deep knowledge of traditions to portray an integrated horror experience. Playing as a standard first-person horror game, Pamali is divided into 4 different episodes, each focused on a specific creature of Indonesian folklore, from the famous Pocong, to the less known Leak.

One of the most interesting elements of the gameplay is the possibility to interact almost with everything, with often many decisions associated with each item. Because Pamali uses choices and alternative routes to create dozens of endings. Only the first episode has more than 30 endings, for a total of more than 90 if you buy all the episodes. Tired of the haunted house that you inherited? Just run away or sell it to the first buyer and forget about the problem, because these are always possibilities.

The horror elements are subtle but well integrated, rarely relying on jump scares, but on slowly building an unwelcoming feeling.

Knowledge about Indonesian folklore is imbued into the game, but also shared with the player, enriching each session with new information and details. For example, after each ending, there will be a summary of actions unknowingly made by the player that enraged the ghost. Do you know that taking a bath late at night will welcome obscure guests? Or that it is better to never use items that are not yours because a ghost could be the owner?

Worth to specify that Pamali also offers as free DLC a 70 pages book about Indonesian creatures. It is a really beautiful and informative book, not only for the content but also for the drawings of each monster. Only the book alone worth the price of the first episode of Pamali.

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  • Detention – Taiwan

The game is set in Taiwan in 1960, a difficult and complex moment in the history of this country where freedom of speech and thought was not an accepted right. The main character is Ray, a girl imprisoned in her school during a typhoon. Soon she will realize that she is not in a normal building. From this point will start a memorable and unique surreal and creepy adventure. Detention is heavily disturbing in the most powerful way, it is able to crawl under your skin, continuing to affect you also when you are not playing it. Some scenes are genuinely shocking, they are able to punch directly your mind with their surreal power. But Detention is mainly a poem, not an exercise in macabre spectacles, whatever image or scene, for how strong it can be, is there to communicate a deep message and to add consistency to the plot, keeping the surreal-horror elements always to a high-level.

The gameplay is a classic point and click adventure with some twists. For example, in the first half of the game there will be also enemies. They are based on Buddhist folklore and myths, and are very creepy and well animated. Also, the mechanisms to avoid them are quite interesting, based on keeping the breath to not be noticed. Sadly the enemies totally disappear in the second half of the game and this is a step back in terms of atmosphere.

If interested, you can continue with the complete review: Detention review: a surreal-horror poem.

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  • PAGUI – Taiwan

Pagui is really an unexpected hidden gem. Set in 1950s Taiwan, where true historical violence mixes with folkloric horror, the game is an action-horror following the story of a child exorcist looking for his parents. The setting is incredible, with great attention to details, creating a believable 1950s Taiwan. The silent buildings and the items scattered around underline the tragedy that happened, with meticulous attention to tell a story without using words. The plot is simple but interesting, with a couple of very moving moments, especially the secret ending.

The traditional elements are also very well integrated, especially in the rituals and the items. While the generic ghosts are not that special in terms of design, the bosses are really creepy and well designed. The graphic helps a lot to portray a believable world, especially in the cut-scenes, which are always incredibly well done, no matter if they are creepy, cryptic, or action-oriented. The music also mixes traditional sounds with more rock vibes, creating an interesting fusion.

The gameplay is a mix of stealth and pure action. There are immortal ghosts that should be avoided, while the other enemies can be easily killed with melee combos or powerful enchantments. The boss battles are a different topic, both creepy and quite challenging. The exploration is a peculiar landmark of this title, since medium-size areas of the city can be freely explored while searching for secrets challenges or collectibles, from the streets up to the rooftops. The game is not very long, but with 2 different endings, several interesting achievements to obtain, and a secret challenge arena, there will be a lot to keep the player busy. Plus the authors said that will release also a multiplayer mode, where the players could play using or god-like traditional heroes, or mischievous necromancers.

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Here you can see the fight against the first boss, a hanging ghost from Chinese folklore better known as Diao si Gui. The distinctive sign of this creature? An unnaturally long tongue, and, in this case, the will of strangling the protagonist with the noose:

  • The Coma 2 – Korea

Coma 2 is a total improvement of the previous game, and one of the best games developed by a Korean studio. Coma 2 shares similarities with Clock Tower saga, using a 2D aesthetic to create a relentless hide and seek against an immortal stalker. The graphic is really gorgeous, between a manga and a cartoon, well cared in every detail, from the characters to the complex background. The level of detail and polish is incredible, also focusing on rewarding the player. For example, several achievements after being unlocked will reveal a gorgeous concept art or an artwork.

This time, the game is not only set in a dark version of a school, but will bring the player roaming around the shadow version of hospitals and markets. The gameplay is based on the exploration of the settings, collecting items and notes to advance in the story and to meet new characters. Secondary quests are also available, helping to break the linearity of the plot.

In this case, the main stalker is the dark version of a teacher, hunting her students with a knife, helped by another more brutal and deranged version of herself. A stamina bar helps to outrun the devilish teacher, but also other strategies are possible. The main character can hide in bathrooms or closets, but only by completing a quick time event, the player will stay hidden without making any noise. There are several traps and minor monsters along the way, which will generally cause negative effects. Different attacks can bring to status alterations, such as poison or bleeding, creating an additional level of threat. Avoiding spoilers, there are also specific events that could lead to the permanent loss of a chunk of the health bar.

Managing the limited inventory is also a crucial task, which will add even more survival vibes to the core gameplay. Is it better to bring items to cure health or stamina? Also, the many negative effects could strike at any distraction, driving the player into a desperate search for a remedy forgotten somewhere in the level.

Being developed by a Korean team, Coma 2 also offers an interesting view of modern Korea. Schools and student life is well portrayed, with many details revealed by posters and notes. But the interesting lore expands toward more traditional locations, such as a food market, enriched in detail and places. The shadow world is also a place of forbidden traditions and dark arts, with strong connections with more ancient and mystical times, also reflected in the outfit of some of the characters. Glyphs and ritual items are scattered around, in a silent and mad world where not even the corpses are ordinary. Folkloric characters will also make their appearance, such as the Dokkaebi, a sort of mischievous Korean goblin.

The Coma 2 is how every sequel should be, and one of the best horror experiences for fans of the first Clock Tower, from the art-style to the gameplay.

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  • Bekkouame – China

The game is completely in Chinese but, regardless of this big issue, it is still an enjoyable and easy to play experience. Some details about the plot are easy to understand, like the fact that the main protagonist finishes in an alternative reality where the people she thinks are mean to her will truly be evil. The girl will also find a creepy parasite umbrella, which will become the center of the experience. Other details about the plot are anyway very cryptic: what is the parasite umbrella? Who is the woman in white?

The gameplay is Zelda-like, with an easy combat system and some disturbing enemies. There are 3 main bosses and some easy puzzles to solve. The concept of the parasite umbrella is very interesting and adds a constant sense of dread and hurry. If you don’t kill enough enemies or eat specific fruits, a bar will start to deplete. When it will be empty, the umbrella will feed of the main character causing a gory Game Over.

The art style is really beautiful, both for the pixel art and for the portraits during the cutscenes. The songs are also well integrated into the general atmosphere, based on Chinese traditions, the same for the costumes. Some of the characters are also creepy and mysterious, maybe bizarre, but often imbued of Chinese folklore.

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  • Nightfall: Escape – Philippines

One of the few Philippine horror games available, Nightfall pushes really hard to use all the possible disturbing creatures from Philippine folklore to create the definitive horror experience.  The main plot of the game is exploring a haunted mansion deep in the woods to write an article about people disappearing. But the plot is merely an excuse, because Nightfall is basically like a giant haunted house from an amusement park, where each corridor is part of an anxious journey, and each room is a new scare.

The exploration is always interesting and rewarding. Each room is a completely new threat and a surprise, usually involving a disturbing creature from Philippine folklore. There are very few safe places in the house, and every corridor could be patrolled by a demon, or a room could be housing a malevolent spirit. Seriously, Nightfall is a festival of creatures from folklore, with more than 10 monsters roaming the house, each different from the others for the threat or the way to be defeated. For example, the obese Batibat will seat on the chest of the main characters sending her in a nightmarish maze of random portals, while to defeat the disturbing headless priest Paring Pugot, not only it will be necessary to collect the correct skull, but then bones must be crushed while avoiding the deadly spirit. Being touched by a monster means instant death, but this is also interesting because every creature will have a special death scene, usually quite brutal and elaborated. The creatures are really the core of the game, and also the collectibles scattered around the house will be a reward in this direction, providing information to fill the Bestiary, or to unlock models in the Gallery.

Gameplay-wise, Nightfall is a classic first-person horror adventure, including satisfying puzzles, exploration, and a bit of stealth. A flashlight can be used to light the environment but also to reveal hidden secrets, after unlocking a mysterious red light.

It is quite sad to see Nightfall with a negative score on STEAM. If it is true that the graphic is a bit empty for the environments, the creatures are really well modeled and always interesting, and the death scenes are a nice touch. It is also true that the game is quite buggy, especially being stuck in the environment or item disappearing back to their original location, but I never had an issue that completely broke the game or that couldn’t be solved by simply reloading.

Nightfall is a game that deserves a try, especially since it is the best representation of the most disturbing creatures from Philippine folklore, a parade of deadly monsters that are interesting to see and defeat.

And if you want to have a look at the brutal killings of these folkloric monsters, the following video of the official Surreal and Creepy channel collecting the death scenes could be of your interest:

  • Devastated Dreams – Philippines (never released)

At the moment, I am still missing a very good horror game inspired by Philippine folklore. But I will tell you the history of a game that probably will never be released, even if I really hope it will. Devastated Dream was announced by the same creator of Neverending Nightmares, inspired by the fear and the anxiety often connecting Philippine folkloric monsters with pregnancy. The game had as protagonist a pregnant woman, wandering around nightmarish environment during the night while hunted by horrible creatures, such as the Manananggal, a female monsters able to separate her top half of the body from the lower half.

Devastated Dreams was very promising, with an interesting 2D aesthetic and a creepy atmosphere. Sadly, the Kickstarter campaign failed back in 2015, and the game got silent since that time. While hoping for the game to be back, a short Demo is at least available, just to have a taste of the horror lurking at night in the Philippines.

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  • Home Sweet Home – Thailand

Thai folklore was still not truly explored, and very few games used it to create a horror environment. Home Sweet Home is here to fill this gap, bringing to life a creepy survival horror based on Thai myths and traditions.

The plot is twisted and surreal, played between nightmares and reality. The main character is a husband, suddenly awakening trapped in a creepy reality somehow connected to his house and his life. Something happened to his wife, and the only way to find her and to discover what happened is to explore this hostile reality, surviving to the nightmares lurking in these empty corridors.

The gameplay is simple and immediate, probably every player will quickly feel at home. There is first-person exploration, puzzle-solving, and a torchlight to cleave the darkness. Stealth is the only option to avoid the enemies: lockers and shadows will soon become your best friends in the task to survive. This is not a walking simulator and the chances of dying are really high, especially toward the second half of the game.

The Thai environment is reflected in every object and detail. It is really interesting how the aesthetic and the lore of the settings are rooted in Thai folklore, and how they bend in the personal history of the main character. From scratched paintings to pictures on the walls, every object is rooted in Thailand’s culture, creating a novel and interesting environment. Small shrines, colorful ropes, dolls, traditional paintings, flyers, different objects related to a different culture will enrich the environment, satisfying the curiosity of the players who will dedicate time to analyze the settings. The quality of the graphical engine will also help in this task, creating a believable environment full of details.

For more details, you can continue to read the complete review: Home Sweet Home: a horror game rooted in Thai folklore.

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  • Short Creepy Tales: 7PM – Malaysia

As the title suggests, 7PM is the first entry of a collection of small and creepy games, probably adventures having in common folkloric elements and the peculiar art-style. The game is a short but replayable adventure, with a special focus on alternative decisions and paths that are mutually exclusive, needing multiple New Games to check every route. There are also mini-games and small quests, all well packed together in an enjoyable one-hour experience. Just by looking at the images, what is truly gorgeous is the unique art-style, combining detailed 3D environments with paper-made 2D silhouettes, creating an intriguing world of colors.

The game is set in a modest Malay apartment block where the majority of the tenants are of Chinese origin. This interesting connection between Malay and Chinese culture is well represented in the game, not only in how the characters are speaking (such as the legendary “lah!” quite popular also in Singapore), but also in the heritage and other details such as the food (preparing a perfect Nasi Lemak is one of the mini-games). However, the central folkloric element is the “Hungry Ghost Festival”, one of the most fascinating Chinese festivals, an entire month where the spirits are visiting the living, a fascinating event rich of beliefs, rituals, and taboos. Basically a month-long Halloween, just in this case focused on rituals, prayers, and ancient ceremonies.

7PM is not hiding its horror nature, including jump-scares, creepy dialogues, and even a small chasing sequence. The main enemy is an interesting human-size paper doll, a creature able to self rip apart its body to create multiple arms or a giant and hungry mouth. The creature is also connected with the folklore of the Hungry Ghost Festival, where Joss Paper, also known as Spirit Money, is burned as an offer for the deceased, sometimes in the shape of a doll.

While hoping to see more games from Short Creepy Tales, 7PM is definitively a great start, a small game that can surprise for the original art-style and for the many different paths, which is also able to tell more about traditional elements such as the Hungry Ghost Festival. And it is also able to be truly creepy when needed.

  • 9th Gate – Malaysia

This is the only game on the list that I still didn’t play, so I cannot write much about it. However, since it is also the only Malaysian horror game connected with folklore that I found, it deserves to be mentioned in the article. According to the videos available and the description in the store page, the 9th Gate is about a girl with psychic powers trapped in an abandoned building. To survive the spirits lurking in the house, the girl must destroy 9 cursed dolls.

Gameplay-wise, 9th Gate looks a standard “run, find the item, hide” typical of many first-person horror games, however with a couple of twists. The phone is an interesting addition, and it can be used to light the areas but also to stun the ghosts. Talking about the enemies, the majority of them are very classic female ghosts. However, by looking at the Achievements, different Malaysian folkloric creatures are highlighted, such as Saka or Toyol. The second one is especially creepy, a traditional goblin or child-like creature who often serves shamans.

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  • Fragile – Mongolia

There are not many games developed in Mongolia, but Fragile is an exception. Fragile is a game entirely realized in Mongolia, with a nice 2D aesthetic, dealing with really delicate and tough topics, including child trafficking. Set in the suburb of a Mongol city, the game will tell the story of a young girl abducted by criminals. Searching for a way out, Fragile will mix stealth and adventure, with strong elements of psychological horror that will shock the player. Fragile is not a game for the faint of heart, not easy to digest for everybody, and tough like a punch to the guts.

Every scene is oppressive, every Game Over death a disturbing punishment, every happy discovery will last few. The monsters here are human beings, or well, it is hard to describe humans doing such atrocities. But quickly, grotesque creatures born from suffering and brutality will take their place, from headless walking abominations to grotesque butchers missing eyes. 

Fragile also implements elements from Mongolia to create the unique atmosphere. From criticism against air pollution, both in the factories in the background and propaganda posters, to the twisted representations of traditional child games played in Mongolia. These games are a challenging but interesting addition, especially in their horror versions, played with small bones or teeth.

Fragile is an interesting game, with a gorgeous art-style, having the courage to manage and portray a really oppressive and disturbing atmosphere. A criminal tale that will shift toward psychological horror.

  • Seduction – Singapore

Seduction is a game, entirely developed by a Singaporean team, which tells the journey of a Buddhist monk in a very dark and twisted world. The game is a 2D adventure with horror elements, including surviving the chase of gigantic monsters and dodging creepy sirens or colossal skeletal arms. Seduction also focuses on puzzles, which are very variegated and different to solve, often integrated into cultural and religious references.

The art-style alternates between simplistic and really gorgeous, and especially shines when portraying temples and shrines. The dark world where the monk will venture is well-variegated, creating very unusual places, from gardens to labyrinthine temples and hellish landscapes.

A very intriguing mechanic is the prayer, the main weapon of the monk to pass through illusions and dispel some of the enemies. Moreover, some areas implement the prayer in a very unique way, for example by mixing together realities, and, only by using his faith, the monk can have a glimpse of what is really happening. And sometimes, this can be the difference between the floor and a deadly cliff.

The main thematic of the game is facing seduction and temptation, and this materialises in various forms through the game, which collects inspirations from different folkloric elements. For example, the Buddhist monk facing the seductive power of female spirits is related to the 16th-century Chinese novel Journey to the West, while sirens, a more Western embodiment of alluring seduction, are also present as enemies. Other traditional elements, especially religious, are also part of puzzles, notes, and items. For example, the monk will use firecrackers to ward away evil spirits, in agreement with religious beliefs.

Seduction is a short but interesting journey, a little rough around the edges, which will tell a complicated and dramatic story by alternating some challenging sections with quite inspired puzzles.

  • Taken Soul – Vietnam

There were not many horror games coming from Vietnam in the past, but in the last couple of years, there was an interesting surge of new Vietnamese horror games. Taken Soul (Đoạt Mệnh) is a recent and quite interesting example of Vietnamese survival-horror. The game plays as a classic 3D survival-horror, with stealth sections, puzzles, and many fights. The plot revolves around a family going to the lake for a vacation. However, after an accident, the protagonist wakes up alone in the local hospital, discovering that both her mother and sister disappeared. After escaping a very Silent Hill-esque abandoned hospital wing, the man will start to search for them in the forest nearby. And of course, by night the forest will reveal spirits and mysteries.

Fighting spirits and solving environmental puzzles are at the base of the experience, and the player can use an axe or gun for that. However, the most interesting detail relies on blue butterflies. Symbolizing a deceased soul helping the player, a blue butterfly will guide the main character, working both as a light and weapon to reveal the spirits. In fact, the enemies are always invisible, and only the butterfly can reveal them.

The game is set in the Da Lat region, a scenery holiday location in Vietnam developing around a scenic lake. The team placed a lot of effort into recreating the area, including several landmarks such as an institute and a train station. The player has moderate freedom to explore the world around him, which would often be rewarded with items or notes describing the Vietnamese lore in detail. Because the game moves from black magic and forbidden shamanic rites to more recent problems, such as illegal drug trafficking. And if this is not enough, a note would also describe the monster of the lake, the “Xuan Huong Lake Monster”, a dragon-octopus or duck-like creature. The lake is truly the center of the setting, and, to also show the bright sight of Da Lat, the player can also participate in a mini-game involving a swan boat riding competition.

Taken Soul is not a perfect game: there are several technical bugs, and it is quite rough around the edges. The gameplay is also a bit approximative, and fighting the same enemies over and over is not very refreshing. However, I must recognise how the game is a project of love and passion and not some cheap cash grab. Taken Soul is an ambitious open world showing the horror side of ancient and modern Vietnam.

Hachishakusama or the “Eight-Feet Tall Woman”: a Japanese urban legend in modern horror games

The Eight Feet Tall Woman (from now simply Tall Woman) is a recent urban legend that came out from the deep secrets of the Web. In August 2008, a post in Japan by an anonymous user described his encounter in 1998 with the Tall Woman while he was at his grandparents’ place. The creature is generally described as an incredibly tall and thin woman, with unnaturally long limbs and pale skin. She is usually dressed in funerary white clothes, including a hat and a cute dress with a shirt, but in other sightings, she was dressed in a kimono. Another peculiar characteristic is her voice, which usually sounds like a sort of distorted laugh saying:
“Po…Po…Po.”

In every story, the Tall Woman is a dangerous and mischievous being. After achieving the status of urban legend, the tale got more twisted and elaborated. Some versions claim that she preys on children, kidnapping them to then disappear. In less common stories, the Tall Woman is associated with more common Japanese curses, so after meeting her, the victim has 7 days to leave the country or die. Interestingly, even if the Tall Woman is a recent urban legend, it could be based on an existing Yokai. There is in fact a classic folkloric creature that is also a tall woman, with incredibly long legs. The Takaonna is a Yokai that uses her unnatural height to spy inside the brothel windows, to then laugh or criticize what is happening inside.

In the gaming scene, the Tall Woman is very well represented, especially in Japanese and Cantonese games. Surprisingly, the Tall Woman makes an appearance in the horror franchise Fatal Frame, specifically in the 5th chapter, Fatal Frame Maiden of Black Water, released for Wii U and recently for modern consoles. The Tall Woman is a menacing and mysterious enemy inside the game. First, because she completely lacks any backstory. While in the game, the player can use Glancing to learn the tragic backstory of each ghost, but this is not true for the Tall Woman. Second, the Tall Woman attacks without any plan or plot, just a terrible and unknown menace. Before the first encounter, the player could see the Tall Woman watching from a window, or staring from the woods, taller than many trees. When the battle starts, the Tall Woman is a terrifying fight. She will come walking from the background, colossal and yet elegant, with a disturbing grin on her face. Her attacks are slow, mainly based on partially crawling to stretch the long arms trying to grab the player, but able to inflict an insane amount of damage. The fascinating element is that the Tall Woman is basically an urban legend even inside Fatal Frame, mysterious, lacking a connection with the main plot, and yet being one of the most terrifying ghosts of the entire franchise.

If an image is not enough, and you want to have a look at the actual fight against the Tall Woman in Fatal Frame, you can check the following video:

There is also another more recent example of the Tall Woman inside a Japanese horror game and, even if this time the reference is more feeble, it is part of a historical horror franchise. Resident Evil 8 used the Tall Woman for its most famous villain, Lady Dimitrescu, the gigantic vampire lady that went viral on the Web. The Woman not only is almost 9 feet tall but she is also dressed very similarly to the creature of the urban legends, with a white dress and a big hat. This is not a simple speculation, because the commentaries inside in-game concepts confirm that Lady Dimitrescu is based on the famous Yokai. If you are interested in Lady Dimitritescu, or other surprising connections between Resident Evil Village and folklore, check my other article: Resident Evil Village and the influences from folklore and literature: from Japanese Yokai to haunting pictures of 19th Century.

The Tall Woman is also present in the secret chapter of the Cantonese horror game Sense A Cyberpunk Horror Story. The game is a 2D adventure inside an abandoned building, combining a sci-fi setting with Chinese traditions, ghosts, and exorcisms (and it is also a very good example of a game inspired by Clock Tower, read more here: Hide and seek with immortal stalkers: the best Indie Games similar to Clock Tower [Updated Oct 2023]). While the main game combines sci-fi elements with ancient Chinese traditions and folklore, the bonus chapter moves the story to Japan. Exactly here, more precisely inside a gorgeous haunted forest, the game will show the Tall Woman as the main enemy in the area. She is towering and threatening, dressed in white, with long limbs and twisted proportions, perfectly fitting the urban legend representation. The gigantic woman is a deadly enemy able to kill the main character instantaneously if caught in her deadly grab. The game will also show a unique panel of the main character’s death under the deadly hands of the Tall Woman. Only time will tell if this bonus chapter is just a taste of a future sequel set in Japan, where the Tall Lady will maybe have even more space.

Weird and silly but still creepy Japanese horror monster movies

Japanese horror movies can be straightly terrifying, weirdly bizarre, or a combination of them. While some horror movies like Ringu or Ju-on focus on the scary side, others like Dead Sushi or Tokyo Gore play more on the comedy and grotesque side. In between these extremes, there is a world of creepy and disturbing movies with somehow a goofy or silly side. A great example is Hausu from 1977, a visually brilliant and pretty weird movie (for which I also wrote an analysis at the very beginning of this blog: Hausu: a pioneer, surreal and weird japanese movie). Personally, this weirdness is especially interesting when referring to creature design. Because if a monster can still generate an uneasy and disturbing atmosphere, even more so because of its weird design, it is a very interesting point for the movie. Many of these movies spend a lot of effort in practical effects, creating a festival of weird abominations and gory effects. There are probably many movies hidden somewhere on the internet behind the language barrier, and I hope to find more in the future.

Recently, I posted on my official Twitter account about Japanese horror movies with weird monsters, asking also an opinion to people. To my surprise, this became my most viral tweet, with 26k likes and 1.4 million views (HERE the link if interested). There were many interesting suggestions there, so I decided to expand that tweet into an article. A special thanks goes to the people who replied and retweeted the original tweet.

So welcome to my analysis about Japanese horror movies with weird monsters, jumping from silly to pretty terrifying. There are also more movies not analyzed in this article, so for those who could be interested, I created also an IMDB list including more titles:

https://www.imdb.com/list/ls521609028/

Death Forest

Based on the indie game with the same name, Death Forest is a saga of 5 movies released in Japan between 2014 and 2016. The first movie features a group of friends taking a detour into a forest infested with weird entities. The following movies are less creepy and almost slasher-like, with a lot of blood and weird killings. The movies have two kinds of entities. The first one is a group of pale and bold humanoid creatures, very thin and disturbing, which moves only when in complete darkness. However, the star of the movie is definitively the giant pale cannibal floating head. This very silly yet creepy villain has a dumb and disturbing expression on its face and tends to float around like a balloon. The monster is not to be underestimated, regardless of the silly look, because it can devour a person with a single bite. The floating head will quickly leave the forest in the following movies, devouring schoolgirls inside a school at night, and even floating above Shibuya 101.

What to expect:

  • A giant floating head working as a horror Pacman and devouring everybody;
  • Pale old men eating people when not under a light;
  • The giant pale head will devour people everywhere in Japan, from schools to Shibuya.

Fuan no Tane (Pet Peeve)

Fuan no Tane is a series of manga by Masaaki Nakayama. They are probably one of the few manga around that can be compared with Junji Ito’s works, especially in portraying inexplicable beings manifesting in rural Japanese towns. Since many stories are practically plotless, solved in a couple of pages, and with a sort of jump scare in the end, making a movie about it was not an uneasy task. At least for me, this was not such a bad result. The movie describes the many inexplicable accidents happening in the fictional town of xxx through the eyes of 3 characters. The story is very convoluted and twisted, with many things happening in different timelines but not told in any chronological order. I will avoid spoilers so I stop here with the plot, I just say that there is really a lot going on. Entities are terrifying and well-represented, sometimes following famous stories from the manga, and other times implementing novel ideas. From grotesque men appearing during blackouts to kids with something very bad going on in their faces, these beings are definitively weird and disturbing. The movie combines CGI with practical effects, and the results are always quite believable, with few exceptions such as the half-man. Moreover, I really appreciate the small details going around, like long shots of the sky with clouds that look “too much” like humans.

What to expect:

  • Grotesque beings appearing at any moment;
  • Insane mannequins looking for their hand;
  • Straw-faced women;
  • A good kid with something really twisted on his face;
  • A not-so-good kid with something really twisted on his face;
  • A procession of eyes crawling on a highway.

Cult

Koji Shiraishi is a weird Japanese director, mostly known for his horror mockumentaries. Noroi is a masterpiece on how to direct a found footage horror movie, with very creepy scenes and a great ending. However, another of his movies is even weirder. Cult explores a house where paranormal phenomena are happening, and apparently, the whole neighborhood could be involved. The protagonists are a group of idols but soon the cringe exorcist Neo (yes, same as that Neo) will be involved. But if you are already imagining the classic poltergeist or ghost, things will go far more into the bizarre. The entities are weird creatures of tentacles and shadows, including deadly thin shadows, and a sort of shadow octopus dog. The monsters are far from being well realized, and the bad CGI cannot hide behind the found footage technique. However, this is part of the homemade feeling of Koji Shiraishi’s movie, so it is a give or take.

What to expect:

  • A ghost dog head with shadow tentacles going out from the neck;
  • A thin shadow harbinger of death;
  • The weirdest exorcism and its bizarre consequences.

Japanese Doll of Terror

If you just see an image of the aforementioned Japanese doll in the movie, you know to be here for a very silly slasher. After all, how many slasher movies have as enemy a humanoid doll with a gigantic head wielding a chainsaw? The movie sees a group of people, apparently not connected, participating in a mysterious party in a secluded camp to win a lot of money. Of course, things will go wrong and blood will quickly start to spill. However, the game is a lot less violent than you could expect, and many killings happen outside camera view. The plot mixes revenge and a cursed doll, but the final revelation is not satisfactory at all. In general, this is not a good movie by any metric, but if you want to see a big-headed doll killing people, this is your movie.

What to expect:

  • A doll running through the woods while wielding a chainsaw;
  • A doll stabbing people with a big cooking fork;
  • A doll smashing people with a hammer;
  • Well, you got the idea, a killing doll.

Tomie Unlimited

Tomie Unlimited is somehow the worst and best adaptation of Junji Ito’s work. Because even if the movie can be sometimes more silly than creepy, it goes at full speed regarding grotesque body horror. The movie is a festival of hideous abominations born from Tomie’s hatched body, all packed into this 90-minute movie. The main actress does a good job of portraying the spoiled and selfish behavior typical of Tomie, while some grotesque practical effects, together with a not exceptional CGI, help to shape the body horror. Because there will be blood, and a lot of it. The movie is a roller-coaster of absurd, innovative, and shocking scenes, something that will test your stomach and mind. Seriously, you will see from a collection of small heads combining their tongues in a huge tentacle to a gigantic woman’s head generating centipedes made of hair… and other heads.

What to expect:

  • A beheaded body with a small disfigured head inside the neck, running around doing silly sounds and moves while still being quite creepy;
  • Several disturbing heads, including trees made of heads;
  • And centipedes made of hair and faces;
  • To conclude with mini-heads packed inside a lunch-box.

Vampire Clay

Visually insane and unexpectedly gory, Vampire Clay is definitively born in the wrong decade, looking more like an underground 80s masterpiece. Sure, the premise of cursed clay feeding on blood is silly, and the appearance of the main enemy is far from terrifying, and yet, this movie is a hidden gem. The plot revolves around a countryside art class creating clay statues. By accident, they will use the wrong clay. Yes, exactly that clay that was buried in a sealed bag underground. From there, Vampire Clay does everything unexpectedly. Every kill is brilliantly executed, visually elaborated, and totally unnerving. The movie is violent, but the focus on clay allows the creation of memorable practical effects. From clay beings mimicrying people and modifying their bodies into grotesque body horror to colossal worms full of faces of the people devoured, the movie is a rollercoaster of weird but clever ideas. The focus on claymation and practical effects make everything extremely believable, and some scenes are truly brilliant, such as analyzing how the clay monster regenerates and damages from the inside in a feverish and surreal close-up. And what to say about the last 5 minutes of the ending? Simply brilliant and almost kaiju-like.

What to expect:

  • Small clay demons hiding inside bodies;
  • Every possible body horror involving bodies made of clay;
  • The small demons growing a big clay mouth trying to swallow people whole;
  • A colossal clay worm.

Unholy Women (segment Hagane)

Unholy Women is a collection of 3 short movies. While all the stories are quite good, with the first segment involving time loops and a stalking monster woman with many arms, I will focus especially on the second story. The movie is called Hagane, and it tells the story of a young man convinced by his boss to hang out with his sister. But she is not as in the picture, and the boy soon realizes it when he sees the boss pumping some food through a tube connected to a woman half hidden in a bag. Because Hagane is a woman from the hips down, and “something else” on the way up, which is always wrapped up in a raw bag. Imagine this movie like a dating simulator with an eldritch being. Everything about Hagane is completely weird, grotesque, and terrifying. She expresses only by painting with her feet and making some weird sounds, clearly not human. She is also fast, strong, and apparently immortal, or at least extremely resilient. Somehow, she is also an empathic creature, and the boy is kind of attracted to her because of her legs. But then, their weird infatuation will become a game of cat a mouse, with grotesque and comedy moments, including Hagan shooting him with a dart gun as if it was a rifle. The movie does a brilliant job of never disclosing what Hagane is or what is hiding under the bag. But you will see weird things going down from it, including insects, raw flesh, and blades. Even if you don’t like the other two movies, the supreme weirdness of Hagane alone is still worth watching Unholy Women.

What to expect:

  • A woman hiding under a raw bag acting like an eldritch being;
  • She likes to write using people’s blood and her feet;
  • She has defensive blades and can shoot with a dart gun;
  • She wants so much to have sex with the protagonist. Will she succeed and what will happen then?

Hiruko the Goblin

A movie following the insane formula of the late 70s and early 80s Japanese horror movies, including the masterpiece Hausu. Hiruko the Goblin is a feverish dream mixing horror and comedy, heavily influenced by Evil Dead and The Thing. Hiruko the Goblin is an explosion of bizarre yet disturbing creatures, with a duo of silly protagonists. One of them is an archeologist obsessing about creating weird gadgets, definitively not a brave hero, while the other is a student with burning faces appearing on his back. This movie is stylish and well-realized, with twisted camera movements and close-ups, and a really good balance of horror and comedy without ever falling into the bad taste. Hiruko tries to dig into alternative mythology, with tales about existing gods, forgotten fictional gods, and ancient hidden tombs. The movie mixes occult and folklore to create its grotesque creatures, instead of using alien lifeforms such as in The Thing. And from the creatures’ point, Hiruko is basically the answer to what if the infamous “walking head scene” from The Thing was an entire movie. The main enemies of Hiruko are crawling disembodied human heads, walking on top of grotesque spider-like limbs. The practical result is always grotesque and disturbing, and you will also see variations of this theme, with flying heads or more alien creations. Of course, since decapitation is a main theme of the movie, you can expect a lot of blood.

What to expect:

  • Disembodied heads walking on alien spider limbs;
  • Tentacles going out from the mouth;
  • Songs that convince people into self-decapitation;
  • Disgusting folkloric creatures hidden in another dimension;
  • Entities moving with crazy cameras like Deadites in Evil Dead.

Between hive-minds and nests: the insect-like qualities of the Shibito from Siren Blood Curse

Siren Blood Curse is a remake and reimagination of the first Forbidden Siren/Siren, released only on PS3. The game is quite different, with the main characters completely changed, now featuring a foreign TV crew filming a documentary about the rituals of the mysterious Haneda village. Official sources define Blood Curse as the equivalent of a live-action adaptation of the events of the first Siren, if they were real. Surely an interesting way to define a remake.

The main enemies of every Siren game are the Shibito, villagers no more living nor dead, trapped in an eternal curse after entering in contact with the Red Waters. The plot and lore of the Siren franchise are extremely complicated, evolving around mysterious entities and eldritch beings. However, in this article, I will focus on the Shibito and their insect-like features. Because if at the beginning of the game the Shibito are sort of zombified version of their original self, usually more insane-looking and crying blood, they will quickly evolve into more twisted and disturbing creatures connected to insects.

This peculiar feature is because, in Siren Blood Curse, the Shibito are connected to Kaiko, an alien creature that looks like a giant psychedelic insect. Every person that becomes a Shibito automatically shares a connection with Kaiko, becoming part of a huge and complex hive mind. Even characters that are still not completely transformed in Shibito will slowly start to be integrated into this network, with the possibility of hijacking into the visive system of the Shibito. The characters will see through the eyes of these monsters, a trick that will help them to survive, but also a step closer to losing their individuality inside the alien hive mind. With time, the Shibito will become even more integrated into the network. This phenomenon will also have a physical manifestation by creating more insect-like traits in the Shibito, altering their morphology and creating more disturbing beings.

The most common Shibito are the Spiders and the Fly ones. The Fly Shibito is a variant created to dominate the sky, acting as a scout to discover intruders. The mutation will manifest only in the head, which will sprounge a pair of fly-like wings. The eyes will also morph into fly ones, and the creature will use the wings on the head to goofily fly around. Weaker than the Spider Shibito, a Fly Shibito is more a bother in open spaces than a real threat, since they can grab the player up with them in the sky. However, in some rare cases toward the end, they also wield guns, transforming these flying adversaries into a real nightmare.

The Spider ones are really disturbing beings, humanoid creatures with still a human face, but with the bodies horribly twisted. The posture is completely reversed, with the belly looking up, and the head grotesquely torsed to easily look in front. The torso is abnormally swollen and hard, like a sort of armor, making the Shibito looks even more like spiders. And, as the name suggests, this insect Shibito can also crawl on every wall, jumping on its prey and dominating on them while they are harmless on the ground.

The level of threat will drastically change with the Maggot Shibito, a new enemy that was not present in the original game. The disturbing creature is the most dangerous enemy in the game, a colossal titan with a long and disgusting upper body that looks like a maggot. This Shibito has long and thin limbs, and it is often emitting a disturbing shrieking sound. With its titanic strength, the creature can throw heavy objects, such as trees, or instantly kill whoever is trapped in its deadly catch. Luckily, there are very few Maggot Shibito in the game, and they usually act as special encounters or bosses.

As the mutations intensify and the human traits are morphed into insect-like, the Shibito will also get more and more connected with the hive mind, working as agents of an omniscient being. However, the insect-like Shibito are not directly linked to Kaiko but are instead associated with other creatures acting as nodes or emitters: the Brain Shibito. The main purpose of this creature is to connect all the insect Shibito in a specific radius. For this reason, a Brain Shibito is usually hidden and protected by others, since the creature is in general weak and passive. Because with the death of a Brain Shibito, the other insect-like Shibito associated will also collapse. However, there are different kinds of Brain Shibito, always controlling Fly or Spider Shibito in the area.

One of the first encountered Brain Shibito is probably also one of the most disturbing. Controlling the Spider Shibito inside the hospital, this Shibito is an amorphous lump of flesh or leeches sitting on a wheelchair, dragged around by a creepy nurse. Killing the nurse is necessary to then slaughter the almost harmless grotesque creature. This Brain is controlling the Spiders around the hospital, so with its death, the hospital will become a safer place. Another disturbing Brain Shibito is lurking inside dark mines infested with Spider Shibito. This time, the creature has the body of a normal human, but the head is instead a mass of long and twisted tentacles, or centipedes, connected with the ceiling. The grotesque Shibito will be there, harmless pending from the ceiling like a rope, waiting to be killed. And since the player in this level has access to a rifle, it will be an easy task once spotted.

Other Brains are controlling Fly Shibito, sharing a similar phenotype with those creatures. For example, a humanoid Brain controlling the Flies is a fragile man, but with the head grotesquely shaped to look like a wasp abdomen. Another Brain controlling Fly Shibito is in one of the last levels. The creature is emaciated and almost skeletal, missing the arms, and with a very disturbing skull-like face. The monster flies around with moth-like wings erupting from its head, a totally defenseless creature that can only fly away when it identifies a threat. For this reason, being cautious and furtive will be the only way to defeat this Brain. Regardless of how grotesque the Brain Shibito are, the first price for the most disturbing one goes to a totally harmless but disturbing being also controlling Fly Shibito. The creature is very difficult to spot, and the house where it should be, according to the map, looks empty. Then, the terrifying revelation happens when opening a closet. Inside, the giant disembodied head of an old person is there, still disturbingly murmuring. The head is covered in filament like a cocoon, or maybe a spider web, connecting also this hallucinating creature to the insect world. Of course, the creature is also defenseless and easy to kill. There is even a Brain Shibito controlling a gigantic Maggot Shibito, creating an anxious chase to kill the escaping Brain with a stake in its heart to finally stop the giant Maggot Shibito.

The Brain Shibito are the embodiment of the hive mind, neurons serving the eldritch God responsible for all the tragic events in the game, radio towers controlling the insect Shibito in different areas. And if the hive mind is one of the most unique insect traits shaping these disturbing humanoid enemies, what every colony also needs is a proper hive or a nest. And how humanoid insects would build a nest? Of course by creating a chaotic maze of buildings and wooden structures. The nest is the last level of the game, an intricate town completely altered by the Shibito. The buildings will fuse together, without any logic, with corridors ending on rooftops, which then connect to other buildings, extending the nest in vertical levels. The complete chaos of the nest reflects the complexity of the Shibito, hive-minded alien beings but still connected with their humanity, building their impossible geometries by using buildings and other human-like structures. The nest will grow so much in high that the player will lose track of reality, reaching, for example, a tower placed on top of a gigantic structure. What was part of the town and what was built by the Shibito mix in a chaotic whirl, and the player will be lost while wandering in this maze. It would be the same alien and oppressive feeling if a miniaturised human could venture into an ant hive, just in this case the hive is a human-built environment.

The Shibito are a really original way to portray classic zombies or possessed enemies by giving them unique backgrounds and traits. The evolution from human-like enemies, toward more insect-like creatures, reaching the climax with the alien Brains, is well-built and believable. Exploring the nest is the final step into understanding these mysterious creatures, wandering inside an environment that they created during their alien metamorphosis. The Shibito’s evolutions and their “society” are alien but also well-structured and integrated into the human world, creating a set of creatures and rules that could appear in a documentary on National Geographic.

Of course, a very horror and disturbing documentary.

Resident Evil Village and the influences from folklore and literature: from Japanese Yokai to haunting pictures of 19th Century

Resident Evil 8 was definitively a great surprise. It took the positive things of RE7 while balancing the negative sides, such as limited exploration and enemy variety, combining them with elements from RE4, such as more open and connected environments. The rural setting of the village shaped a unique atmosphere, which evolved and changed through the game and its different regions. Dimitrescu’s castle became the emblem of gothic horror, with its luxurious and twisted corridors, while Benevento’s house on the cliff created an unexpected segment of pure psychological horror. On the other hand, the factory transformed the game into an oppressive horror sci-fi, while the underwater region had a taste of post-apocalyptic atmosphere.

A very peculiar element of this complex mash-up of atmosphere and situations that molded Resident Evil Village is the unexpected and strong influence from folkloric and literary elements. If it is true that other Resident Evil games tried to briefly use influences from different cultures, such for example the Spanish and Swahili names for the enemies of RE4 and RE5, it is the first time that almost all the main bosses have influences from folklore.

From the first trailers, it was clear already how RE8 is full of literary gothic references. The main enemies are called Lycans, and even without this direct hint, it is clear that they are practically werewolves, infesting a rural town like a proper gothic novel. The surviving villagers are barricaded in a huge house, trying to keep away the feral packs of Lycans. And if werewolves were not enough as a gothic reference, the gigantic castle is housing a clan of aggressive blood-drinking women, which is of course a direct reference to Dracula and in general vampires. The female vampires are also 3, like the wives of Dracula, but in this case, Dracula, or better to say Lady Dimitrescu, is a gigantic woman and not a refined old man. The tropes and the references are there, but in this case reversed. Lady Dimitrescu has also a very interesting connection with Japanese urban legends, but I will come back to this later after finishing the gothic references. Because if Dracula is here, which other iconic gothic character from 19th century is missing? If you were thinking Frankenstein, then you are right, because the owner of the factory, Heisemberg, is directly inspired by Dr. Frankenstein, as stated in the official concept arts unlockable in the game shop. In fact, Heisemberg is a crazy guy experimenting with creatures between life and death, constructs made of rotten flesh and rusty metal elements. Modern creatures are resurrected as weapons by their crazy master, but as opposed to Shelley’s work, here there is no space for the exploration of the human condition, but only complex battles against enemies with only one exposed weak point.

Gothic literature is not the only interesting reference to folklore. For example, one of the lords and main bosses of the game is inspired by a peculiar photographic habit of the 1840s. It is always challenging to take a picture or a portrait of a very young baby or an infant, regardless of the time. But in the past, the mothers found a quite creepy way to do that. Basically, the mother was completely covered by a shroud, trying to blend with the background and hiding while still keeping her baby for the perfect shot. Of course, this created some really disturbing pictures, with ghost-like entities that are keeping babies trapped in black and white pictures. The “Hidden Mothers” are indeed the main inspiration for Angie and Donna, the Lord of House Benevento, just in this case it is a doll, Angie, instead of a baby. Donna is completely covered in a dark shroud in a similar way to the Hidden Mothers, like to annihilate her personality and her appearance in order to polarise the existence of the doll. The woman is like a ghost without any personality, a living background that exists only as a support for the doll. This is a really creepy and interesting way to use the concept of the Hidden Mothers to create a disturbing horror creature, a combination of human and puppet, where the human being is only a mere tool for the puppet’s existence

The Japanese folklore is also well integrated to represent the Lords. Let’s talk again about the poster-woman of RE8 Lady Dimitrescu, because as previously specified, being a sort of Gothic vampire is not her only reference. The Hachishakusama, or better known as Tall Woman, is a famous Japanese urban legend born after a creepy story published on a blog in 2008. The Tall Woman is a gigantic being dressed in white funeral clothes, with a big hat and unnatural proportions. Sounds familiar? The creature is believed to kidnap especially children, and she is often accompanied by a sound like “Po.” The aesthetical connections between Lady Dimitrescu and Hachishakusama are too strong to be ignored, making the female Lord one of the best representations of this folkloric creature (except for Fatal Frame 5 in which she was also present as a ghostly entity, as you can see in the image below). Capcom’s developers also claimed on the official concept art how the Tall Woman was a direct inspiration for Lady Dimitrescu.

Moreau is probably the less emblematic of the 4 Lords, a peculiar character between grotesque and pity ruined by a very generic boss battle. Moreau is a repulsive and obese humanoid creature connected to water elements, including breathing underwater. Moreover, when the transformation will be impossible to control, Moreau will turn into a gigantic amphibian abomination. For the grotesque appearance and his water connection, Moreau can be related to a Kappa, a Japanese Yokai that lives inside freshwaters. These Japanese creatures can become quite aggressive and mischievous and, in some cases, are responsible for drowning people and cattle. Kappa also exhibits a grotesque appearance, similarly to Moreau, just in this case it is highlighted by a duck peak, a turtleback, and a bald head. If the connection between a Kappa and Moreau could appear stretched, even in this case the official concept art unlocked inside the game reveals this influence.

Illbleed: after all, it’s just an amusement park. Meta-gaming and horror references in this classic survival-horror

Illbleed is not the most polished or famous survival-horror of the golden era, but for sure is one of the most innovative and original even now. Focusing on a more silly and campy atmosphere typical of American B-movies, with a lot of blood, nudity in impossible moments, and absurd monsters, Illbleed was able to portray an original and inspired survival-horror. The interesting idea behind Illbleed is that the game is set in an amusement park based on the works of a fictional and controversial horror movie director, and the different senses like smell and sight are needed to preventively identify traps before they activate. However, the park is not a place of amusement and death there is real and tangible, because for the survivors the reward is really high. In fact, whoever will be able to survive the deadly traps and the grotesque creatures will be rewarded with millions of dollars. And this is where freshly graduated students fans of horror movies will decide to join the challenge.

The amusement park setting is detailed and well-planned in every element, where everything is directly integrated with the gameplay. Upgrading your heartbeat to avoid being scared to death is due by finding a new heart ready for an organ transplant, the same for any other statistic. Or for example, the player will be able to save the game only in old but peculiar photo-boots, the best place to immortalise this gruesome holiday.

There are also a lot of statistics to balance, not only the heartbeat, but also bleeding, adrenaline, and of course health. Usually, an extreme loss of any attribute will lead to a brutal death, or will leave the player completely exposed to the deadly traps scattered around. For this reason, several items very well integrated into the setting will help to solve the situation. If of course bandages will stop bleeding, the adult magazine will instead increase the heart rate, for a rather funny but totally useless purpose.

The game is divided into thematic levels, each of them inspired by a fictional movie of the insane director, which of course is also a hidden reference to famous real horror movies. For example, it is impossible to not notice how the undead Banballow, disfigured by the fire in which he died and still haunting in revenge the teenagers responsible with a flamethrower, is a clear reference to Freddy Kruger. Another example is the second level, where a huge worm, grew by an old man as his daughter, is now haunting everybody walking on the ground. Did anybody say Tremors?

But the world of references associated with Illbleed goes totally insane in the official Japanese guide, where at the bottom of each page there is a reference to both horror classics and Z-movies, from The Exorcist and Omen to Attack of the Killer Tomatoes. This transforms the official guide in a hidden horror encyclopedia, but sadly with the problem of the language barrier. Here I can show you some examples of the references from the guide (roughly translated with Google):

  • “The Manitou”: A 1978 American scary movie based on the concept “I’m pregnant of a non-human child!” A masterpiece that pregnant women should not watch alongside “Rosemary’s Baby” (page 60).
  • “Attack of killer tomatoes”: A movie with tomatoes hitting people. A super Z-class movie that disappoints if you don’t watch it with the intention of enjoying the least. Still, it was so exciting that the “Kanbu version” was released.
  • “Death Clouds”: Young people who come to an abandoned house for a vacation inadvertently play a cheap recording of a spell that awakens a dead child, and are attacked by dead electricians like a nightmare. This is messy and muddy (page 46).
  • “The Burning”: An American movie from 1981 that was also the source of Illbleed’s “The Home Run of Death.” The murderer Cropsy kills the students who came to the campsite with a huge pair of scissors. (page 92).
  • “Actress Award”: Both the scene that appears in the first half of the work and the one that appears in the final stage that director Hideo Nakata made before shooting “Ring” are deadly scary. It’s by far the scariest Japanese movie of the last few years (page 119).

Even more interesting, the game has a more straight direction toward meta-gaming, with peculiar and unique results. It is true that the player is facing horrible monsters and avoiding deadly traps, but, at the end of the day, this is all just an amusement park. Maybe you will not realise it immediately, but behind every disgusting monster there is an actor in a costume or a bloodthirsty programmed animatronic. For the entire first level, you will just have the brain off, thinking like “well another monster to kill, probably a mutant or a demon.” But then, the player will take conscience that everything around him is man-made. Many of the “creatures” killed with hatchets or axes are actors in a costume, but nobody will explicitly say so, it is something that will grow on the back of the head of the players. And this will get even more clear specially during the second fight with the “Krugerian” boss called Banballow.

The boss will transform into a gigantic abomination, a disfigured titan immune to any damage. The player can of course escape from the giant by jumping on some platforms in the water, but for how long? Then, a surprise will help to destroy this boss: the control room where the operator is controlling the creature. Because no matter which gigantic creature you will face, just keep in mind that are always robots or machines. The operator will note how this colossal machine is the state of the art of killing monsters, costing millions of dollars and employing top engineers. Breaking the console will surely stop the giant robot, but why go for it so easily? In an unexpected bloody scene, the main heroine will directly murder the operator, while the player will control her action, attacking the pacific man as if he was a normal monster. After the initial shock is dissolved, it is revealed that the operator is also a robot, but only after his head will pop out in a bloody scene revealing the spring below. An efficient way to break the fourth wall inside the fourth wall: if the enemies are only machines of an amusement park, maybe the operators are also robots. Well, this will probably make you feel a bit better about the gory rampage of the main character.

The third level has also a nice surprise at the very end. The stage is about a sort of hunting game between grotesque zombie lumberjacks and humans transformed into wood puppets. The puppets need to escape from a maze while avoiding the deadly axes of the hunters. The boss of this stage is a twisted tree with a human face, with tentacles-like branches and a giant mouth. After surviving the maze of deadly lumberjacks and regained the human form, the player will be ready to enter the boss lair. But instead of the gigantic boss, there will be an empty pit and two technicians at work. They will say that the boss is malfunctioning and not ready to fight. After different tries to make it work, the technicians will just give up, saying to the main character that can continue without facing the boss. Sadly, this brilliant meta-gaming moment will break when the boss will actually appear, killing the operators and starting the fight. But there is still one small detail to add: the boss is yet malfunctioning and will attack without saying a word. Instead, after being defeated, the giant creature will recover and will start its recorded speech about lore and background, but it is too late, and the creature will disappear in the pit without completing the “welcoming” speech.

If the first level was for sure a more brilliant and unexpected way of defeating a boss by using tropes and lore from the game setting, another interesting surprise will wait in one of the last levels. The movie inspiring this level is about a convenience store where a crazy promotion organized by the sadistic manager trapped several people in a murderous trap. After a carnivorous cockroach, a living cake looking for a severed head, a killing doll, and dozens of traps, the greedy manager can be finally challenged. The undead soul will assume the shape of a gigantic anthropomorphic spider, which also in this case will be impossible to damage. But again, the meta-gaming will help to defeat the abomination. In fact, by sneaking into the control room while the operator is distracted on the phone, it will be possible to steal the remote control of the spider. By using the device, the player will take direct control of the spider, and it will be easy to destroy the machine by repeatedly smashing it against the walls. At least this time, violence against the operator was not necessary. But again, an impossible fight was solved using a brilliant example of meta-gaming and the amusement park setting. The destruction of the spider will set the attraction on fire, and the operator will send an emergency ladder to evacuate the visitors. A different way to end the level.

But the cherry on the top of the meta-gaming cake goes to the Killerman level. Who is the Killerman? Basically a sort of bizarre combination between a Japanese superhero, a wrestler, and Pepsiman, which enjoys murdering people and leaving a star marked on its victims. What is genius about this level is that completely breaks all the previous rules. There are almost no traps around the level, and also no monsters. Why? Because the attraction is temporary on standby since a 20 million dollars Killerman’s outfit got stolen, and somebody is now murdering the staff of the park. Even before starting the level, it will be clear that something is odd. The usual newspaper describing the aim of each stage, in this case will have only a giant “KILL,” written only by using the letters K-I-L.

In this level, the main character will help technicians and operators in the park by tracking down the Killerman, while he will murder new victims. Every part of this stage will be “behind the camera.” The player will have access to storage rooms full of unused traps, costumes, robots, and pieces of machinery from the previous levels, all stored like in on a movie set. In this unique level, there will be also space for many dialogues with the operators and the technicians, discovering new secrets behind the park. Everything here is reversed, in a unique level that will brilliantly break any stereotype or routine from the previous stages. A particular area will also store all the costume models of the different monsters, including a menacing monster made of raw red flesh and bones, a zombie girl with the face ripped off, and the killer lumberjacks. Yes, all these monsters that were bleeding red blood when damaged (not green or oily like other monsters) were in fact actors wearing a costume, a disturbing truth is officially revealed.

The murder investigation will also have the key moment of deciding who the Killerman truly is, a question that will directly addressed to the player itself, a direct meta-gaming moment directly breaking the fourth wall. Moreover, between a list of suspects, including the Player itself: not the main character, but you that are suspiciously playing this game. And of course, the Killerman will be… the Killerman, no other explanation is necessary! The player will discover how deadly the Killerman can be during the final showdown, when the creature will use energetic beams, teleports, and other super-moves to kill the player.

Other than an encyclopedia of horror references and a brilliant example of meta-gaming, Illbleed is also full of innovative ideas and surprises. I will just conclude with a brief description of how weird is to get the True ending in NG+. When starting the NG+, the objective will be to let all the main character’s friends die in each stage. Every time a level is completed without saving a character, the heroine will lose part of her clothes, till she will be practically naked. But only by accessing the last level almost naked, it will be possible to face the real final boss, which will not resist the main character’s beauty and will come out from its hideout. Gratuitous nudity to unlock a secret final boss: if this is not a homage to Z-movies, I don’t know what else could be.

Illbleed is a brilliant pot of innovative ideas and total insanity, which knows how to bend its own rules to create a unique experience, using not only meta-gaming strategies from its lore but also employing horror references from movies. And this is true not only for the game but also for the official Japanese guide, a whacky and colorful world where each page is a horror reference.

Welcome into the world of obscure and creepy Japanese pet/evolution games: when your Tamagotchi will evolve in something each time more disturbing and horror

The gaming world is full of obscure Japanese games that never got translated outside Japan, especially horror games or disturbing RPGs (have a look for example at some of the creatures of Despiria on my other blog Dark RPGs). What I didn’t know is that a branch of really obscure and creepy Japanese games exists also for phones, a gaming platform that I am not usually very familiar with. But what kind of games am I talking about? The definition is quite complicated, but they are all based on the growth/pet/evolution of a specific character. The main idea behind these Japanese game is starting with a kind of innocent-looking character, which will then slowly evolve into more disturbing forms. Each new form is a true surprise, a twisted being or a cryptic creature, and the curiosity of seeing the next step in this weird evolution is what is keeping the interest high. From mutant alpacas to Japanese dolls gaining insect-traits, or a straw doll which can be part of a Junji Ito story, the world of growth/evolution Japanese games is quite variegated.

Gameplay-wise, these games are quite brainless, usually falling into the “clickers” category, the classic games to play on public transports. The player needs only to click around and collect points and, when the points are enough, the creatures will reach the next evolution. Even with such simple gameplay, some games have an amazing art-style and really innovative creatures, and each new evolution will not only be aesthetic but also with new animations and pieces of lore. Sadly, the majority of the games on this list are only in Japanese, so understanding the lore is quite a challenge. However, I also think that the language barrier helps to create a more cryptic and mysterious atmosphere. Worth to notice that some games have alternative branches, evolutionary paths, and endings, helping to improve replayability.

Let’s start with the most known game, and probably the one that started this bizarre trend: Alpaca Evolution. The game is the perfect representation of “cute but wrong.” Starting with a set of caricatural alpacas, the player will suddenly realise that one of them can absorb the others, evolving with time in more grotesque forms. More or less like if Carpenter’s The Thing mixed with Hello Kitty. The alpaca will evolve in a grotesque mass, with a huge body made of other creatures. Each new evolution will also absorb the other alpacas in a new disturbing way. The ending is quite interesting and unexpected, including multiple branches to achieve different final forms. This weird game also got a spiritual sequel: Giraffe Evolution. Nothing new under the sun, just a better art-style, and this time with giraffes instead of alpacas. The evolutions are also more based on “expanding the body mass” with a more obese and gigantic creature at each new step. These two games are few of the ones that got translated, so it is easy to understand what is happening with each form. And usually, it is a grotesque and disturbing reading.

As you will first see the images of Evolution Japan Doll of Grudge, you could think that is a Junji Ito game, especially for the art-style. The game is about evolving a traditional Japanese doll… making her devouring rats and insects. The doll will evolve, in the beginning, by inheriting roaches-like traits, especially the legs, which was something that she always desired (according to a rough translation of the Japanese dialogues). The insect-doll will continue to grow and evolve by killing smaller creatures, till becoming a huge spider-like creature with a gigantic head. After that, the doll will pass true a metal phase, till a series of snake-based forms, each one more disturbing than the others. The background will also evolve with the doll, getting each time more sick, rotten, and hazardous, with agglomerates of fungi growing everywhere. The ending is a bit anticlimactic, and a wrong decision will completely reset the game, so be cautious. Anyway, Japan Doll of a Grudge is one of the best examples in this category. The creature is disturbing and well realised, the art-style is inspired and detailed, and the game is cryptic enough to be mysterious till the end. If curiosity is the only reason to play these games, Japan Doll of Grudge is for sure the best example: you will continue to play just to check in which disturbing beings that “innocent” looking doll will evolve.

Are you still looking for another terrifying doll to evolve? The good news is that the game got a sort of spiritual sequel: Evolution Straw Doll of Grudge. Available only in the Japanese store (at least for Android), the game follows the exact same formula as the prequel, but this time the doll in question is an amorphous mass of straw. The art is still really gorgeous, and this time the visual references to Junji Ito are even stronger, with some of the creatures being a mix between Uzumaki and Tomie. The straw doll will kill insects and moles in a violent and unexpected way, starting with extending a long nail from the chest. The doll will evolve in creatures each time more disturbing, passing for a mass of hair and brain and a sort of grinning face with straw hair. During the final steps, the grotesque creature will start to evolve into more female creatures, at the beginning a sort of snail woman (here the similarity with Junji Ito), and after in a more complex woman-tree creature. The background will also morph each time in a more deranged scenario, with a huge female face grinning behind, an insane creature recalling somehow Tomie. Even as a “more of the same” of the previous game, Straw Doll Evolution is a great example of this obscure genre, especially for the great art-style, the interesting creatures, and the general deranged atmosphere.

There are many games from the same companies of the two previous games around the concept of Evolution Game Yanderera, especially using fairytale characters such as Evolution Alice or Evolution Black Snow Princess. All these games have different girls to evolve, usually by bloodily killing innocent characters and animals in order to collect coins. After each evolution, the girl will gain a new murderous weapon and will kill the animals in a more violent way. There is nothing much to offer in terms of mystery or creature design, just new complex weapons and ways to kill.

The ZombieGirl series got quite popular outside Japan, also getting translated into English, so for sure is one of the few titles that can ring a bell. The concept is quite disturbing: your girlfriend got transformed into a hideous and grotesque undead creature, and only by feeding her the brain of other zombies you can evolve her back to the original appearance. An interesting idea is the possibility to talk with each different evolution, engaging in really disturbing dialogues. The ending is quite unexpected, especially in the first entry. The second game follows the same concept, but this time the female creature will go from more human-shaped to more grotesque characters, and the art-style is definitively improved.

A really cryptic and bizarre example is a game with the name completely in Japanese, ロボットやめたい , where the task of the player is to evolve an enigmatic android. In the beginning, the android in just a humanoid head built on top of robotic legs, but building a piece after another, it will reach a more human form, but still quite disturbing. At some point, it will gain a huge head, or hips that will continuously fall apart, while electricity crosses its body. Sort of worm-like appendices will come out of its head, and, close to the end, it will have a very weird and “close” relationship with an external mechanic device. After that, the android will get a synthetic son, meaning that that was the actual ultimate aim of this productive chain. The end of the game is quite moving and unexpected, so I will avoid spoilers. This mysterious game is very different from the others, for example, it is not necessary to click on anything, each new piece will be built in the necessary time by simply waiting. The art style is also really well realised and fitting, including industrial sounds and music. The game has in general a very hermetic atmosphere, of course in part due to the Japanese language. For example, there is a huge world map behind the robot that will be colored while advancing, plus a mysterious countdown. Worth to specify that the game is made by COCOSOLA, the same team behind Alpaca Evolution.

The next example is Became Kappa, a really bizarre game, made by the same creators of JapaneseDoll, one of the best examples in this list that I will speak about for last. Weird and disturbing, the majority of the time is spent by watching a man in underwear feeling sad or ill, and by quickly feeding him pickles while keeping pressed a button. Of course, it is also necessary to harvest the pickles and to water them, before feeding the mysterious man. Talking about obscure, cryptic, and disturbing, this game is on top of the list. Each new evolution will also unlock a diary page, but the Japanese language is not helping to solve the mystery behind Became Kappa. Why is he feeding on pickles? What is happening to his body and mind? The uneasy feeling while playing Became Kappa is unreasonable but always present. Watching this guy “evolving” in a more stressed and disturbed being, together with the quality of the graphic and the constant thunders behind the window, create a sick and surreal atmosphere. The problem is that 90% of the “forms” in this game are just the guy getting more stressed, changing posture, and going each time more insane. Only one of the two paths of the game will lead to a more monstrous evolution, related to the name of the game. Seriously, in total sanity, I cannot suggest this game to anybody, but in any case, a game so obscure and bizarre should be present in this article.

Last but not least on the list is JapaneseDoll. If the title couldn’t be more generic, and if the idea to evolve again a Japanese doll can be redundant, from the gameplay to the secrets and the evolutions, JapaneseDoll is one of the most complete and entertaining games of this category. The player will start with an amorphous wooden figure, which will slowly evolve and gain characteristics by collecting candles. Everything in the game gives vibes of ancient and forbidden rituals, something mysterious and archaic, from the candles used to “evolve” the doll, to the aesthetic elements of the background and the creatures. Each new form has a small set of animations, including a way to suddenly jump-scare the player. The game is also quite fast comparing with others, and each form is easy to achieve. But keep in mind that this doesn’t mean that the game is shorter since there are many different forms and alternative paths to explore.

Talking about the evolution of the doll, after gaining a more human shape, it will go through really creepy forms. For example, a form will have bloody letters carved in the body, while another white hair and a disturbing open mouth. The evolutions will start to get even creepier when the face will melt, to the point when additional heads will melt together in a disturbing mass.

From this point, there will be different paths based on a combination of choices. The most simple path will start again from the beginning, but this time having two dolls together taking their hands. The “good” branch is also not so inspiring, with more human-shaped forms. The other two paths are instead very creepy and satisfying. I will call the first path the “death one,” since the doll will start as a skull, going toward more undead-based forms. The evil path is definitively the most interesting, with really creepy and disturbing forms, such as a diabolical face emerging from the ground.

These games could be not so appealing gameplay-wise, maybe boring or mindless, but the creepy feeling of mystery, together with a well-crafted creature design, probably helped by the obscure language barrier, create quite interesting and addictive products. For sure some of the most creepy and obscure experiences to play on your phone. If you are interested in more pictures of a specific game, write in the comments and I will try to update the article.

The most creepy ghosts of Mieruko-chan: “the girl that sees them”

If you read previous articles, probably it is not a surprise that I am a fan of Junji Ito. His works are always incredibly creepy and disturbing, something that will stick in my mind for a long time. Some of his stories have also twisted and grotesque creatures, which some time ago I compiled in a Bestiary (part 2 available here: The monsters of Junji Ito: Part 2). However, it is not easy for a horror manga to achieve such disturbing creatures as Ito’s ones, with only few names really standing-out for their innovative monster designs. With great surprise, I have to say that Mieruko-chan is a fresh wind in horror manga, especially for its twisted and innovative ghosts.

Roughly translated as “the girl that sees them,” the plot of Mieruko-chan is really simple: the protagonist can see disturbing ghosts but, while terrified, she tries to not mind their presence so the ghosts will not realise that she can see them. While the trick could be boring after several chapters, a top-level and innovative creature design will always keep the interest high. If the girls in the manga are pictured in a cute style, the contrapposition with the creatures is strong, since also the art-style changes to create twisted nightmares made of strong and chaotic black ink. This is a manga with a double soul, almost a comedy until the disturbing ghosts suddenly appear to break the everyday life of the protagonist with their obsessive habits.

The ghosts are a kind of interesting cryptid with complex behaviour. Some of them are clearly peaceful being, existing just to exist, maybe chattering or minding their role, very similar to a human-like behaviour. Others, even if not directly dangerous, are more cryptic and bizarre, with incomprehensible patterns and actions, generally reflected in their alien and twisted anatomies. Also, the intellect is different and, if some ghosts are almost mindless, others are in charge of different tasks inside the hierarchy of the cryptic underworld. Of course, there are also the aggressive ghosts, attacking other beings, sometimes randomly, or focusing their attention on humans with high spirituality or able to see them.

The manga is still on-going online, with around 26 chapters and, at the moment, no physical edition. In the following article, I will analyse the most disturbing ghosts of Mieruko-chan. The article will be updated when new and creepy creatures will appear in future chapters. The ghosts are missing any proper name, so to classify them I created a name, which of course could be not reflected in the official manga.

  • Four-headed Gossip Ghost

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Regardless of the creepy design, the creature is not directly harmful. The ghost looks like a schoolgirl, with the uniform partially torn and in disorder. Four long necks rip-out from the shirt, holding-up twisted and contorted faces. Each face is like a broken and distorted mirror of what a girl’s face should be like. Grinning mouths run with impossible angles, while eyes have unnatural shapes and positions. The grotesque figure spends its time by chatting and gossiping between the four heads, in a constant flow of mindless babbling. The ghost is clearly bothering, but at least not dangerous.

  • Axe-wielding Murderer

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This ghost is a puzzling and creepy entity, and apparently, its job is to hunt other ghosts. It is wielding a sharp and deadly axe, the main weapon to fulfill its role. The creature could pass for a human under its raincoat, especially considering the aesthetic of other ghosts in this list, if was not for some really wrong details. Its predatory behavior is integrated into the design: the axe is covered in barbed wire and it is dragging around a sack, which contains the bodies of its victims. The human appearance is only superficial, for example, the face is composed of different mouths, kept together by bandages. The eyes are also different, one is white and lightfull, while the other is black and empty. The body is probably also hiding its horrific nature under the coat, however, it is still possible to see several insect-like limbs ripping out of the coat. The ghost is aggressive and intelligent, necessary skills to hunt and kill other ghosts. There is still no information regarding the underworld in the manga, but I guess that this ghost is of another hierarchical level, smarter than the normal ones, and with a specific role, instead of simply wandering around like other mindless ghosts.

  • The Thing in the Barrel

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Here we are entering the realm of really disturbing beings. The creature is a powerful and dangerous one, inhabiting a tunnel full of ghosts. Even as part of this undead crowd, this monster act as an alpha predator and will attack both the living and the dead. The main body of the creature is a female ghost partially hidden inside a metal barrel, like a sort of ghostly snail living in its shell. But the truth is even more disturbing because, inside the barrel, several ghosts are compressed together in a hive-minded entity. Aggressive and furious being, the creature will use chains coming down from the barrel to slash and attack every target, also dragging the victims inside the barrel to absorb them into its main body.

  • The Slug-like Being

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A twisted and cryptic entity, which is far more complex and grotesque than the majority of the ghosts. The head has appendices similar to the ones of slugs, especially the eyes. The body is bloated and probably slimy, with several arms and legs holding it up. A pair of extra heads are coming out from the back, even more slimy and viscid than the main body. Sharp nails and a long tongue are probably the main weapons of the creature, but its fighting abilities are quite questionable. The ghost has a sort of connection with Japanese traditions since not only it is wearing a torn kimono, but it is also speaking using twisted and distorted kanji-like characters. The creature will get obsessed with the friend of the main character, following her everywhere, probably somehow feeding of her strong energy but without directly harming her. However, this creepy creature will be easily defeated by other ancient ghosts protecting a temple, without even fighting back.

  • The Broodmother

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Oh boy, here we have a really grotesque and disturbing thing. A pitiful humanoid ghost, resembling a common and almost bald man, if it was not for the extra head opening in the middle of its belly. The mouth of the other head is generating small clones of the creature, sort of homunculi which are free to move around. Since the twisted creature looks static and maybe unable to move, the homunculi are going around to attract prey. Even the protagonist will discover the monster only after following around a homunculus. Like a living hive, the homunculi will go out to perform duties such as collecting food, always coming back to their grotesque hive.

  • Giant Cockroach-thing

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Again, here we are in the land of the grotesque because this creature has one of the most twisted and disgusting designs. The monster resembles a gigantic caterpillar-like abomination, with a big squared head full of horrific details. Hairs and other appendices are bordering its face and, if one eye is giant, the other is missing, substituted by a small hole. The body shares similarities with the one of an insect, probably a cockroach, considering its background. In fact, the monster will appear just briefly in a place full of cockroaches, as the grotesque king of those filthy insects, or maybe it is simply a conglomerated representation of hundreds of spirits of deceased cockroaches.

  • Arachnid Ghost

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With a similar design to the Slug-like being, the Arachnid is one of the most aggressive and intelligent ghosts. The lower half of the monster shows spider-like anatomy, with long and agile paws. Even if the upper-body is humanoid, it shows anyway morphological features of an insect, especially the jaws. As previously said, the ghost is fast and aggressive, the only one to realise that the protagonist can see it. After realizing that, the monster will go furious, trying to kill the protagonist in a sort of rage.

  • The Face-mask Amalgam

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This is really a disturbing being that could be easily a monster wandering around Silent Hill. The ghost is a fusion of different bodies, at least one man and one woman, judging by the heads, but the several female legs could contradict this number. The body is partially wrapped in a dirty sack, covering what it looks like an amorphous mass of flesh. Ropes and bras are further wrapping the body, creating an even more grotesque figure, while the hands are composed of a mass of fleshy tentacles. At least, the ghost is aware of the COVID situation in 2020, and it is wearing a face-mask. The problem is that the creature is really aggressive, and the mask is hiding a terrible secret. As a far more grotesque version of the Japanese urban legend Slit-Mouthed Woman, under the mask the ghost is not only hiding a gigantic mouth, but also an extra-head buried into the mouth itself. Such a disturbing and unique design.

The ghosts of Spirit Hunter NG: how the monsters of a visual novel can be unique and terrifying

Let’s say this at the very beginning: I was never a fan of pure visual novels, nor I usually found them scary. Static images and background are not the best friends while creating a horror game, even more to animate believable monsters. Spirit Hunter NG changed my ideas, since not only is a visual novel able to scare using only images and sounds (including quite effective jump scares), but it is also able to tell a really mature and horror story integrating really interesting and innovative ghosts. The plot is focused on solving mysterious and cryptic Japanese urban legends, since this is the only way to avoid a horrible death. This is due to the protagonist being trapped in a deadly game with a childish haunted doll, who wants to play with him forever. Each of her games is focused on solving the mystery behind an urban legend, to then exorcise the ghost responsible of it.

Every single spirit in this game has a really mature and sad story, and it is portrayed with an innovative, creepy and disturbing design. If the art-style of the game is in general always of really high level, the ghosts are especially incredible, from the concept to the level of details. The design is really original for the genre, also totally integrated in the background of each ghost, and connected to the reason behind its death. Each chapter feature a specific ghost, related to a fictional but believable urban legend. At the end of every chapter, the player will face the ghost in a complex and deadly battle of wits. Only by using the correct items in a series of difficult sequences, the player will be able to Destroy or to Purify the ghost.

In the following analysis I will focus only on the ghosts, especially on their design and their background. There will be of course SPOILERS regarding the personal story of each ghost, but I will not say how to defeat it. So, if you want to play the game after checking what creepy creatures are lurking in Spirit Hunter NG, you will have to understand on your own how to defeat them. If you want to know just the story of each ghost, without spoiling the main plot of the game, just avoid reading the last ghost entry: Kakuya.

General Overview:

The ghosts were all women when alive, with the exception of Demon Tsukuyomi, which was conceived as an agglomerate of burned people. This is quite peculiar, because sometime it could be easy to use a male ghost, especially for creating a big and huge entity such as Kubitarou. I think that the developers wanted to create a sense of empathy toward the ghosts, which maybe could be easily achieved by using female characters. Because at the very end of each chapter, the player will always end up to empathize for the ghost, due to her tragic story. Almost every ghost can be watched not only as a monster, but also as a victim of a brutal society. No matter how scary and creepy the ghost is, after understanding her story, the player will feel sad and pity for her. In some cases they are victims of a male-chauvinism, while in other cases of an archaic society with no respect for people who are different. The ghosts are scary opponents, but also victims, even more innocent than the main characters, which at least are still alive. This dichotomy between fear and sadness is a key element of Spirit Hunter NG.

Another interesting feature common to the majority of the ghosts is their connection with the four elements. The Urashima Woman embodies the Water in every aspect, from how she was killed, where she is manifesting, and the way she kills. Kubitarou is instead related to Earth, especially for how big and slow her body is, but also for how she is connected to trees and nature, especially in the way she died. The Screaming Author is associated to the Wind element, since she is thin and small, and practically constantly flying lifted by wires. Her main weapon is also consisting in sound waves, which propagates in the air itself. Regarding the last element, Demon Tsukuyoki is the direct embodiment of Fire, from his grotesque summoning, to its main appearance as a mass of burned flesh.

In the following section there will be more details regarding each ghost.

Ghosts Analysis:

  • The Urashima Woman

– Urban Legend: Throwing a rock into a Urashima Lake at night will awake the Uraskima Woman. The victim will be found the next day, drown and half devoured by turtles.

– Appearance: A scary looking and tall pregnant woman, with her face covered by long hair. She is connected to the water, so of course her first murder weapon is to drown her victims. The Urashima Woman is also able to stalk a victim by following waterways, including the sewers. The bathroom is her favorite spot to surprise the victims in their houses. Also while at their houses, the Urashima Woman can still drown her targets by creating muddy water in their lungs. Mud is also a signal of Urashima Woman’s presence, especially if muddy body shapes are discovered in a house. The Urashima Woman will reveal her most scary secret only when fighting for her life. After removing her hair from the face, she will show her true identity. The face is missing any trait, with the exception of a huge circular mouth full of teeth, similar to the one of a lamprey.

– Story: The Urashima Woman was killed by her midwife, who was a kidnapper of children. After murdering her, the midwife placed the body, as well as any evidence and rocks, in a suitcase and dropped it in the lake. This mischievous crime was done with the purpose of kidnapping her child, and now the Urashima Woman is constantly looking for her missing son. The midwife was also using the lake to get rid of stillborn fetuses. Their ghosts took the shape of turtles with the face of a baby on the shell. The maternal instinct of the Urashima Woman was so strong that, even as a ghost, she was taking care of these ghost-turtles.

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  • Kubitarou of Kintoki

– Urban Legend: Leaving a food offering at night in a shrine where once there was a sacred tree, it is not a good idea. After Kubitarou is summoned, every night, she will hunt for a head, especially targeting lonely people out for a walk with the dog.

– Appearance: A gigantic and obese woman, disturbing and terrifying. Her body is unnaturally fat, like a mass of mud or glue. Also the face and the arms are without any defined shape, more similar to snail than human anatomy. The face is especially creepy, with a sort of huge and creepy smile, and even more anatomical features similar to the one of a snail. She is wielding a huge and deadly axe, which she happily use to behead animals, objects, and even humans. Even if she relies on brutal force, she is not fast or deadly as other spirits, such as Killer Peach (see below for more details). However, she can sometime use the darkness for a brief teleport, trying to surprise the prey. Luckily, Kubitarou has a very specific weak point. Every form of light, no matter if natural or electrical, will damage her body, eventually forcing her to retreat.

– Story: Once upon a time there were trees considered sacred. People had the habit to “behead” to ask for miracles. But Kubitarou was different. Her mind was the one of a child, while her body was the one of a giant. She lost her teddy bear, that was like a brother for her. So she asked for a miracle to the trees, but misunderstanding the ritual. Instead of “beheading” to the trees, she started to “behead” things, including animals. But her toy was never repaired. Blinded by the rage, Kubitarou destroyed one of the trees. That was a too serious crime for such a rural and archaic society. But the punishment was unbelievable in its brutality. Kubitarou was roped to the other tree, and abandoned to starve to death.

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  • The Screaming Author

– Urban Legend: There was a silent house where a writer was living. Often a screaming came out in the middle of the night. A neighbor got cursed after throwing an object in the second floor window, because she was complaining for the terrible noise. After having nightmares full only of terrible screams, the neighbor committed suicide.

– Appearance: The main ghost is not related to the author living in the house, but to one of his victims. The body of a young ballerina got horrible mutilated and disfigured. The slim figure is now the grotesque nightmare of her former self. The inflicted mutilations were supposed to transform her in a crane. Instead of arms, now there is a mass of metal wires, while her legs are a metal parody of crane legs. The face is also difficult to watch, for how disfigured it is, more similar to a bird than to a human. But no matter how grotesque and disturbing her appearance is, the Screaming Author emanate a dense aura of sadness and pity, symbolized by the ballerina dress that she is still wearing. She was an innocent girl, which endured terrible and brutal torments, so the player can only empathize with her. But the ghost is still anyway a deadly foe. The main weapon of this ghost is her deadly scream, able to actually kill people if exposed for enough time. The Screaming Author can also reach her targets using the telephone lines. Because even by simply hearing her scream through the phone, a target can still be killed. While directly faced, the ghost can also use the net of wires, composing her “wings”, to trap and lift the opponents, immobilizing them before using her deadly scream.

– Story: Tsubasa was a dancer who was going to perform in a ballet, when she got abducted. Her body was supposed to become a doll to be part of an ancient ritual. She was dismembered, and her body was disfigured and fused with metal pieces to become a “crane”. Even in death, she is ashamed of her grotesque appearance, crying and hiding hoping to never been watched again.

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  • Killer Peach

– Urban Legend: Working overnight in a huge company can be dangerous, especially if a ghost wielding a katana will behead the employees.

– Appearance: Killer Peach has probably the most interesting and creepy design among all the ghosts, at least for my personal taste. The body is twisted and broken, destroyed by the wounds received. For this reason she moves erratically, often shaking. The most creepy detail is the head, now composed of three different animal faces, each pointing to a different direction. The main head is the one of a creepy baboon, while a pheasant and a dog are on the sides. Since she was beheaded, her real head is hanging by the hair from the monkey’s mouth, swinging in the middle of the air with a deranged expression. Not only she is crazily creepy, but she is also one of the most aggressive ghosts in the game, hunting her victims using a bloody katana. Killer Peach is incredibly fast, moving almost by teleportation. One swing of her katana brings to an instant death, and it is enough to slash a human in half. Luckily for her victims, her eyes are weak, and she rely on the smell to hunt. Since she was the victim of a male-chauvinist crime, her favorite targets are only men.

– Story: Okayama’s husband and son died in a fire caused by an arsonist in a shopping mall. She believed that the arson was protected by a powerful company, so she started to investigate for the truth. When she finally confronted the company responsible for the arson, the president and other employees brutally killed her with a katana, to cover the truth that she discovered.

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  • Demon Tsukuyomi

– Urban Legend: The Demon Tsukuyomi was part of a ritual/game supposed to grant any wish. To summon the demon, a person would need chains, something to burn, and two mirrors. The more the value of the burned offering, the more the power granted to the wish.

– Appearance: A huge mass of burned flesh made up with 25 corpses that died in a fire. Several eyes and mouths appear through the flesh, in a grotesque conglomerate of body parts. The abominations is also a concentrate of the wishes and the never granted dreams of the people inside of it, using their voices to express their feelings. Nothing is more disturbing than an eldritch abomination speaking with the voice of a child who wanted a Christmas present. The creature is surrounded by chains, and this is exactly its main weapon. It will throw the chains like spears, trying to pierce directly the hearts of the target.

– Story: A deranged psychopath tried to summon Demon Tsukuyomi in a department store, by sacrificing 24 people as his offering. His wish was to have his mother back to life, for that he thought on sacrificing human lives in exchange for that. But the wishes of the victims, that wanted only to survive, were stronger. The psychopath died in the fire as well, probably creating this obscene abomination. For this reason, the ghost is probably only a fake Demon Tsukuyomi.

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  • Kakuya

– Urban Legend: If somebody receives a black card with a riddle on it, by solving the riddle he will become part of Kakuya’s Game. Since that moment, each player will experience a different game, according to his personality, created by a doll-entity called Kakuya. Even if the game is always different, it will go on forever. The only way to exit from the game is by losing it. But of course this often means death, or a mystical coma for the lucky ones.

– Appearance: A beautiful and delicate doll dressed with Japanese traditional clothes. Behind the beauty, her appearance is cold and distant, even if a bit childish. Her powers are really strong, and usually normal humans are even unable to simply move in her presence. Kakuya true body lives in a parallel universe that exists behind the mirrors, but she is still able to travel and affect the real world. She likes to play and to be entertained, so her main purpose is to find playmates. At the end of the game, she will try to act as a grownup, also threatening the hero to play with him “like adults play”. After that, her body will mutate in a distorted abomination, like if the gorgeous doll and a monster fused together, with colorful butterflies coming out from her skin.

– Story: Kakuya is a powerful and mysterious entity, created long ago and imprisoned in a dimension behind mirrors. Lonely and always searching for playmates, she will gain access to the human world each 10 years, if not properly stopped. Only the descendants of a unconventional family have the inborn powers to stop Kakuya, and only by performing an ancient ritual. During the ritual, a doll infused with power is offered to Kakuya as a new friend, and she will happily play with her for the next decade. But something went wrong in the last ritual, and now Kakuya is free and bored, searching for friends to participate in her dangerous games.

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Forbidden rituals, giant immortal apes and grotesque centipedes: the connections between Sekiro and Kuon

Sekiro is a game that for sure does not need a big introduction. Last masterpiece of FromSoftware studio, the creators of Dark Souls saga, the game is a combination of action and stealth, set in feudal Japan. The atmosphere and the lore of the game are particularly interesting and, if at the beginning the game looks more military and political based, it will get a supernatural twist toward the second half. If Sekiro was critically acclaimed, especially as a combination between the mechanics of Dark Souls and Tenchu, another FromSoftware’s title was also an important element of inspiration.

If Sekiro did not need a big introduction, probably very few people know about Kuon, one of the most rare game for PS2. A horror title released in 2004, Kuon is also set in ancient Japan. The game is a slow paced survival-horror, with an incredibly beautiful aesthetic for the time, especially the character costumes. To really understand the plot, it is necessary to play with 3 different female characters, each one with her own story and enemies to face. When Sekiro was revealed as a teaser saying only “Shadows die twice”, several people thought that it was going to be a new Kuon. This is because the two games have a lot in common and, if you are really open minded, Sekiro can be potentially addressed as a more action oriented spiritual sequel of Kuon.

A very superficial connection between the two titles is of course the setting. The feudal Japan is always a mysterious and interesting place, where a fascinating and beautiful aesthetic, such for example temples and clothes collide with the blood and the wars, typical of that era. However, the actual historical period is quite different. Kuon is set in the Heian Period (from 794 to 1195), an age of mysteries and complex believing, where the influences of the religions and the myths were at their climax. This is the perfect time for a game such as Kuon, where ancient rituals and folkloric monsters are ripping of the austerity of a huge traditional mansion. The story of Sekiro takes place much later, in the Sengoku Period (1467 – 1600), an era of wars, political intrigues and huge instability. A period such dark and violent is quite fitting for a game based on fighting and surviving, where every fight could be your last.

The ancient Japan is also combined with dark and esoteric topics, from forbidden rituals, to hideous monsters and arcane magic. Between the many things in common, born from a dark ancient Japan, two important key topics are shared between the games: a mystical disease and the immortality. Please feel free to jump the next paragraph if you want to avoid medium SPOILERS about the plot of both games.

Kuon starts with a mysterious and supernatural disease spreading inside the wall of a huge mansion. The inhabitants not only will be horribly slaughtered, but will also transform into monsters. This mystical epidemic is linked with an ancient and forbidden ritual, aiming to achieve immortality thorough multiple fusion of the bodies and the souls of two living organisms inside a box. I will try to avoid further spoilers, but things will get really creepy in Kuon. The concepts of a mysterious disease and the obsessive search for immortality, if you played Sekiro, are probably already triggering a bell. The Dragonrot is a supernatural disease that will affect the secondary characters of Sekiro. The more the players will die, the more the disease will spread. Also in this case, the connection between the disease and its cause is rooted into immortality. Since the main character is unable to die, he will absorb the life from the surrounding characters, which will start to get sick. In the dark world of Sekiro, people are also obsessed with achieving immortality through absurd and immoral procedures. For example, the monks of Mount Kongo experimented with a special water and children to create an immortal infant, ending up with hundreds of children killed.

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Ancient and forbidden rituals, combined with the traditional Japan, create together a universal horror environment so common between the two FromSoftware’s games. After playing both games, it would not be such a big surprise to imagine them as part of the same universe. A world of darkness driven by an insane obsession to achieve immortality. Maybe Kuon and Sekiro truly share the same universe, just with a couple of centuries of difference. Even without truly believing in the theory of a shared universe, it is impossible to deny that Kuon had a huge impact on the developing of Sekiro. Because not only the traditions and the setting are quite similar, but also some folkloric creatures appear in both games. For example, let’s start talking about monkeys.

Primate enemies are quite common in many Japanese games inspired by traditional folklore, so it is not a big deal to see that both games have as enemies some agile monkeys. But the connections are deeper than you can imagine. In one of the three scenarios of Kuon, the main character will adventure in a mountain path just outside the main mansion. Apes will soon appear as main enemies of the area, quite bothering, but not so difficult to defeat. However, something far more dangerous is roaming in those mountains. A huge ape is in fact the main boss of the area. Colossal, lethal and pierced by multiple weapons, this creature is impossible to defeat, at the beginning, and it should be avoided. For example in a specific session, simply being spotted by this abomination means instant death. Even if the many weapons wounding his body suggest immortality, the boss can be defeated in a classic boss fight using magic. However, if you played Sekiro, probably just thinking to an immortal and colossal ape will probably cause you nightmares. Because also in Sekiro, monkeys are a common foe in the mountain area. Fast and aggressive, they are anyway not a big challenge when alone. But their leader is a different story.

The Guardian Ape is one of the most challenging boss battles in the main story of Sekiro. Fast, brutal and unpredictable, he can be a tough fight even for experienced players. And there is even more, because after a tough and deserved victory, the player will receive the most bitter surprise. The beheaded body of the Ape will simply stand up again, ready for another battle. The creature is in fact immortal, and will not be easy to get rid of him. Kuon and Sekiro have in common not only monkeys, but a huge immortal ape. Please allow me some time for speculations, what if this is the same ape, and not only an inspiration? Both in Kuon and in Sekiro, the background of the giant ape is quite mysterious, with many open questions. If the immortality of Sekiro’s ape is a certainty, in Kuon, it could be supposed by judging the many weapons wounding his body. Continuing to speculate, maybe the ape was always immortal, and never died in Kuon. He had then more than two centuries to move to the mountain where Sekiro will face it. I know that probably the ape in Kuon is only a reference, but this theory could be not that far from a plausible truth, especially when FromSoftware games are famous to be really cryptic and open to interpretation.

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There is still one important missing piece from the pattern of similarities: the grotesque centipedes connected to immortality. Especially in Sekiro, several immortal enemies achieved this legendary state because infested by a parasite-centipede. Not only animals such as the Guardian Ape, but especially a sect of monks used their bodies as host for these parasites. The results are creepy and grotesque as you can imagine. Huge centipedes will sprawl from the mummified bodies of almost motionless monks, attacking Sekiro like hellish snakes. What if I tell you now, that a grotesque fusion between a centipede and a human body was also present in Kuon?

Another failed experiment to achieve the immortality, this creature born from the fusion of the lady of the mansion with a centipede. The result is a terrifying and grotesque enemy, even if quite an easy boss to defeat. Also in this case, immortality and centipedes are directly related. The connection is even stronger by simply considering the aesthetic of this boss, since the centipede will emerge from the body exactly where the neck is. Also in Sekiro, enemies like the Guardian Ape have the parasite emerging from their necks. But there is another boss that is even more similar to the one in Kuon: the Corrupted Monk. This three phases boss battle, at the very beginning, could look just an ordinary big enemy wielding a long pole. But in the third stage, the centipede will unexpectedly sprawl from his neck, creating a creepy and disturbing boss, very similar to the concept of Kuon. Again, another strong similarity not only at aesthetic and referential level, but also for the content and the lore of the game.

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Centipedes were always associated to evilness in Japanese folklore, so similar to the monkeys, this is not a truly unique event. Or maybe FromSoftware just wanted to use an old but cool concept, and to expand it in a more modern title. But what if the games really share the same universe? Maybe the monks of mount Kongo found a way to use the forbidden ritual in Kuon and tried to perfection it, creating a new generation of grotesque and immortal centipede-beings.

Sekiro and Kuon, two games so different from each other, but sharing so much in common. Folklore, setting, aesthetic and even more deep concepts such immortality, even if distant for gameplay, they are very similar for lore. Maybe they truly secretly share the same universe, or maybe the ideas behind Kuon were so interesting that FromSoftware didn’t want to condemn them to the anonymity of a niche and rare game. In both cases, Kuon and Sekiro share many interesting concepts, which make their connection an interesting and deep discovery.