
The last installment of the dungeon-crawling RPG trilogy reaches its stunning conclusion! Will the Blood Maidens finally get their happily ever after?
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Languages: English*, Japanese*, Traditional Chinese*languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
[h1]地面之上是炼狱[/h1] 剧情续上前作,杰克与他带领的血式少女们,终于从地下监狱越狱而出,踏上了地面。可迎接他们的并不是美好自由的空气,而是尸山血海,与处刑少女们。从监狱逃出的众人,迎接他们的并不是自由,而是死亡,他们该如何从炼狱中逃出呢? [h1]独特的三线并开地图探索[/h1] 《Mary Skelter Finale》是一部迷宫探索RPG游戏,同时也是神域塔系列最后一部作品,一部内容堪比三部。游戏自带第一部,第二部的剧情CG,虽然并无声音,但是通过文字和短CG,可以了解前两部剧情,更方便体验游戏。游戏为了让人更能理解全部剧情与探索迷宫,采用了三线并行,也就是三条队伍一起进行迷宫探索,更能刻画好游戏各个角色的性格特点。 游戏的大量剧情与视觉小说模式进行,各位人物的立绘以l2d绘画进行展示,每个角色都很有特点,大雪子很吸引目光,好评。 如果只是想体验游戏剧情,可以选择最低难度,并且在战斗过程中可以选择自动战斗,然后便可以尽情体验游戏剧情,跳过繁琐的回合制战斗。 同时,游戏采用的是三条线进行,在一条线的剧情过完以后,该位角色的立绘会变暗,而没有过完剧情的角色立绘,则是闪亮状态,便于我们继续推进剧情。 游戏的战斗系统比较复杂,不仅需要搭配好技能,需要考虑每一个角色的状态,以及道具的使用。当剧情三条线进行时,就意味着有个更严肃的问题,同时要搭配三个队伍,而且根据不同的boss,情况就更复杂了。如果比较喜欢这种战斗的玩家,喜欢挑战自己,可以选择最高难度。当然,只是想简单体验剧情,最低难度加上自动战斗便可。 [h1]总结[/h1] 游戏的剧情是黑深残的王道走向,但是立绘人设非常突出,视觉效果非常好,搭配的音乐也非常好。三条线进行的游戏探索,让游戏的内容可玩度比较高,可以体验更长的时间,非常推荐粉丝玩家入手。 [quote] 奏游戏之乐章,品人生之绚烂 [url=https://store.steampowered.com/curator/45672460/]欢迎加入 『 丰川集团 』[/url] [u][b]以丰川集团之名,行评测鉴赏之事[/b][/u][/quote]
[h1]《Mary Skelter Finale》简评[/h1] 《神狱塔:断罪玛丽 最终篇》这款玩法已经非常少见的地牢探索类角色扮演游戏,还带有大量的视觉小说属性的剧情以及独特的世界观,也是“神狱塔”系列的最后一部作品。有一说一,这款二次元风格但确实黑暗童话题材的作品,美术、音乐、设定、剧情、角色、玩法等诸多方面,质量都是出奇的好,作为“地雷社”发行的诸多游戏里,难得一见的佳作,TOP 0级别的存在,以至于第一眼都怀疑这真的是“地雷社”他家发行的游戏吗?毕竟“地雷社”发行的众多游戏除了二次元美术风和角色人设立绘具有吸引力,大部分的玩法都一言难尽,本作从其中脱颖而出,并非没有道理的。 [h1]最终篇,炼狱逃脱迎来的依旧是炼狱?[/h1] 《神狱塔:断罪玛丽 最终篇》既然是系列的最终章,那么其世界观依旧如前作,故事也是承接了前两作继续开始。在最终章的开篇,可以得知被困于“神狱”的主角团众人以及其它的杂兵,历经千辛万苦,终于来到逃出了“神狱”来到了外界。然而,“神狱”之外等候他们的并没有自由的空气,映入眼前的只有血流成河的断体残肢,以及四位拿着武器明显不是善茬的战斗少女。她们直言所有逃出“神狱”之人皆为垃圾,一言不合就大开杀戒。主角团一行人被虐得毫无还手之力,在角色光付出了些许代价后,将所有幸存者(主角团)重新转移回到了“神狱”之中。被分散“神狱”各处的主角团成员们,为了活下去,为了真正的逃离“神狱”,开始新一轮的逃离“神狱”的冒险和战斗之路。 [h1]地雷社里的“另类”作品,神狱塔中的黑暗童话 [/h1] “地雷社”这家主攻日系二次元风格的游戏厂商,其旗下的系列作品很多(含乙女向),包括“超次元游戏”系列、“死亡终局”系列、“约会大作战”系列、“薄樱鬼”系列等等,并且名气都还非常的高。其最主要的原因就在于“地雷社”旗下游戏的角色们人物形象和设计,确实很讨二次元爱好者的喜欢,哪怕它们的剧情很寡淡、玩法很一般、没什么创新亮眼的特色,但是仅凭这一手角色也确实拉了不少的名气。 但是“神狱塔”这个地雷社里的“另类”作品,就不一样了。其传承了地雷社的优秀品质——以童话人物命名的主角团11人,每一名角色的塑造都极其认真,无论是外表还是内在,特点非常鲜明。与此同时,神狱塔的黑暗和童话的美好又互相交织,源于童话的主角们,怀揣着各自的美好品质,于这黑暗猎奇的血色炼狱中求生,这种带有强烈的矛盾对立的设定,绝对是地雷社其它作品中难以企及的。 [h1]迷宫探索角色扮演[/h1] “神狱塔”系列都是迷宫探索类型的角色扮演游戏(DRPG),说真的这种玩法的游戏真不多了,比策略战棋类型的角色扮演游戏还要稀少,但是并不能否认DRPG确实有玩法也确实有一定的玩家基础。《神狱塔:断罪玛丽 最终篇》最为系列最后一作,在前作的基础和同类的借鉴上,迷宫探索的玩法已经非常成熟了,战斗也都比较经典的机制,玩起来肯定不会差。并且由于本作是将主角团拆分成三个小组,各自独立进行迷宫探索,这又将小队和探索、剧情相关联,不同的队伍会探索不同的迷宫触发不同的结局,三条线相辅相成共同推动游戏的进度。这一项机制是本作的特色,也是本作的创新之处,值得肯定。 [h1]最后[/h1] 游戏除了正篇模式,还有另外两个模式——“前传”、“恋狱塔”。“前传”,即玩家可以体验“神狱塔”系列的前两作剧情内容,无需玩家再单独购买。“恋狱塔”,则是相当于一个类似于番外的关于日常和平校园的恋爱小短剧。 [table][td]欢迎关注鉴赏家[url= https://store.steampowered.com/curator/45519015/]“无趣评测”[/url][/td][/table]
Just do it, play the game. It's good
Mary Skelter Finale, developed by Compile Heart, Idea Factory, and Ghostlight LTD, and published by Idea Factory International, closes out a trilogy that has always embraced a peculiar mix of dark fairy tale reinterpretation and classic dungeon-crawling RPG design. As a concluding chapter, it carries a sense of finality that permeates both its narrative and gameplay structure, immediately pushing players into a harsher, more desperate version of its already bleak world. Rather than easing into its story, the game assumes familiarity with prior events and quickly escalates the stakes, presenting a fractured cast struggling to survive in a reality that feels increasingly hostile and unstable. The narrative is one of the game’s most ambitious elements, weaving together multiple perspectives as the story unfolds through separate groups of characters. These shifting viewpoints create a sense of scale, showing how different parts of the world are affected by the same overarching crisis. At the center are the Blood Maidens, characters inspired by distorted fairy tale archetypes, whose personalities and relationships are explored through a mixture of dramatic storytelling and visual novel-style sequences. The writing leans heavily into themes of sacrifice, despair, and perseverance, often presenting difficult choices and emotional conflicts. While this approach adds depth and weight, it can also feel dense, especially when the story moves between several threads that demand attention and memory from the player. Gameplay remains rooted in first-person dungeon crawling, with players navigating complex labyrinths filled with traps, hidden paths, and unpredictable dangers. Combat follows a turn-based system that emphasizes planning and resource management, requiring players to carefully consider party composition, skill usage, and positioning. One of the defining mechanics is the Blood system, which allows characters to enter a powerful state at the cost of stability. Pushing this too far can lead to loss of control, turning strength into a liability. This constant balance between power and restraint adds tension to encounters, making even routine battles feel like calculated risks. A major addition in this installment is the multi-party system, which divides the cast into separate teams operating simultaneously in different areas. Players frequently switch between these groups, solving puzzles that often require coordination across multiple locations. This system adds a layer of complexity that deepens the overall experience, as progress in one section can depend on actions taken elsewhere. However, it also introduces pacing challenges, as the need to juggle multiple teams can slow down momentum and create moments of repetition, particularly when backtracking becomes necessary. The dungeon design itself reflects the game’s commitment to challenge, often presenting intricate layouts that demand careful navigation. While this complexity can be rewarding for players who enjoy methodical exploration, it can also feel overwhelming at times, especially when combined with the game’s other layered systems. Difficulty is generally higher than in earlier entries, with tougher enemies and tighter resource management requiring a more deliberate approach. This heightened challenge reinforces the game’s themes but may test the patience of those less inclined toward demanding gameplay. Visually, Mary Skelter Finale maintains the series’ recognizable style, contrasting vibrant, anime-inspired character designs with grotesque, organic environments. The dungeons feel alive in an unsettling way, filled with imagery that blurs the line between fantasy and horror. This contrast enhances the atmosphere, making exploration feel both intriguing and oppressive. The soundtrack supports this tone effectively, shifting between tense and emotional compositions that complement both combat and story moments. Despite its many strengths, the game is not without its drawbacks. Its reliance on prior knowledge makes it difficult for newcomers to fully appreciate, and its layered systems can feel overwhelming even for returning players. The pacing occasionally falters due to the constant switching between parties and the density of its narrative segments. Additionally, the complexity that gives the game its depth can also make it feel cumbersome, particularly during extended play sessions. In the end, Mary Skelter Finale succeeds in delivering a conclusion that feels both expansive and thematically consistent with the series. It builds on its predecessors by introducing new mechanics and deepening its narrative, even if that ambition sometimes leads to uneven pacing. For fans of the series and players who enjoy challenging, story-heavy dungeon crawlers, it offers a rewarding and memorable experience that fully embraces its identity. Rating: 7/10
虽然说是都玩地雷社了还有什么可抱怨的呢 但是这一作打起来还是好累 唉等打完再看看
本作是《神狱塔:断罪玛丽》这一三部曲系列的终章,原作于2020年在PS及Switxh 平台发售,并在23年移植上PC平台,并加入了官中支持。就和所有地雷社作品一样,本作以出色且风格化的二次元平面美术,以及独特的黑暗童话背景博得了垂类市场的关注,但在回合制战斗上依旧显得数值粗糙,体验一般。而剧情层面,在经历了一代的王道征途和二代的平行反转后,本作的处理多少算得上狗尾续貂,令人惋惜。 由于此前两作都没有官中,所以容我在这里快速带过一下本系列的背景和剧情:特奥菲尔是一种外星人用于星际垦荒和环境改造的植物,其因意外坠入地球后,其雄株成为了地底666米的神狱塔,并产生了许多被称为童话和梦魇的怪物,不断虐待人类;而如果孕妇和孩童被寄生,则会转化出具有童话主角特征的转世体——及杰克(《豆茎巨人》里的那个)以及诸多血式少女们。 一代故事中,由上述转世体形成的主角团在王道征途中逐渐获知了世界的真相,部分破坏了核心,并在第二部中继续征途,经历了黎明战线领导人Snark的背叛,并最终到达了地表,这也将故事带向了本作——地表之上没有救赎,而是更大的绝望,无数尸体漂浮在血海中。这一景象让队伍分崩离析,也顺理成章地引入了本作群像刻画为先的剧情思路,以及同时操纵三支小队进行地图探索的玩法框架。这种刻画模式也让本作的所谓主线都变成了关键角色的自我探索,并因某种和解最终选择了殊途同归的一个方向,不太王道,但依旧老套和可预测,而且这种“分-总”结构也解离了主线的连贯性。 单论玩法本身,本作有其特殊优势,尤其是在DRPG这一被限死在第一人称视角走格子玩法的迷宫探索框架下,能反其道而行之地想出这种多队分别探索,且都有探图相关技能设计的差异化体验足够独特。但是受制于地雷社一贯工业水平上的缺失,更少的怪物类型和Boss等问题,精致的风格化的人物立绘和《Doom 64》级别的灾难场景贴图的反差,这一切让它成为了一个不能靠DRPG玩法本身驱动的作品,而当核心剧情也不够凝练和有趣时,本作的整体体验就在各个方面上都算不上尽如人意了。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
One of the first games i played where the end really felt like a true end. well after all the ups and downs of Mary Skelter nightmares and Mary skelter 2 it's good to them finally having some peace
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本作是神狱塔系列的最终作品,讲述的是主角团以及地狱中的人们历经千辛万苦逃离地狱达到地面后残遭敌人屠戮,最终逃脱逐渐成长并击败敌人的故事。游戏的玩法将视觉小说和传统的回合制进行了结合,我们需要一边推剧情一边战斗。 本作的一个特点就是每个人物都是比较分离的,这些角色会分成一个个队伍,我们可以选择一个队伍体验其对应的剧情,如果大家玩过老式RPG游戏的话可能就会了解这是什么意思。类似于八方旅人那种,每个角色都有其对应的故事,在完成它的剧情之前是和我们分离的,只有完成之后才能让这些角色聚到一起。 不过本作是闯迷宫的那种玩法,在迷宫中有不少的机关可以让我们使用,比如说能让我们越过河流的跳跃装置,以及打开大门的操纵杆等等。 所以在迷宫里进行探索还是比较麻烦的。当然,迷宫中也有一定的收益,在一些地方我们可以触发特殊事件也可以找到宝箱。如果找不到路的话可以通过地图来进行查询当前的位置。 游戏的战斗机制很复杂,我们除了能随意搭配技能以外,还需要考虑每个成员的状态,如果你的游戏难度开的比较高而且还选择手动战斗的话,就会发现战斗部分的机制也很难,内容很多,如果我们之前没玩过这类游戏的话还是比较麻烦的。 剧情的话,我感觉比较一般,没什么太大的亮点,就是很经典的日式王道剧情。质量不差,但也没多优秀,可能是看多了这类日式王道剧情内心无感的原因。人物的刻画还是挺鲜明的,给人的印象很深刻。等我们通关以后就能解锁一个纯视觉小说模式,我们可以慢慢回味之前的剧情,不用再体验战斗部分了。 游戏的缺点呢首先没有简中,虽然说繁中大家能看懂,但还是有不少人看不太懂的,阅读起来有压力。其次,键鼠的按键非常别扭,没有很好的适配,而且引导时只有手柄的按键介绍,希望能改进下 总的来说,本作的内容和机制非常复杂且庞大,三条线的设计相辅相成,非常有沉浸感,剧情比较一般,如果对本作感兴趣的话可以试一试。 [quote]欢迎关注鉴赏家: [url=https://steamcommunity.com/groups/DCYXJLB] 大川游戏俱乐部 [/url] 欢迎加入Steam组:[url=https://store.steampowered.com/curator/45300930] 大川游戏俱乐部 [/url] 来一起感受游戏的乐趣喜欢这篇评论,也是可以顺手点个赞哟[/quote]
Just like the Blood Maidens could not have a happy ending after Mary Skelter 1s Remaster Ending, so can this series not end on a high note. The Pros: -More Mary Skelter -New Characters with new costumes -A decent soundtrack The Cons: -Exceedingly bloated dialogue that is far and beyond ANYTHING the previous games put you through. -A translation that at times just reads incredibly bad and at times is just straight up wrong. -'Balancing' by nerfing... well everything that is not AoE Physical damage basically. -The same asinine equipment system from MS2 that turns the game into an unbearable RNG Grindfest. -Significantly reduced EXP from everything, so characters level up much slower. Which makes you rely more on equipment. See the previous point why that sucks. -They really just had to ♥♥♥♥ with the ending of MS2, didn't they? -They even made Blood Farms an absolute pain in the ass to use, the one thing that made MS2s horrible equipment design somewhat bearable. -Having to juggle 75 Pieces of equipment between 3 Parties and the only way to switch is via multiple loading screens. And the only way to actually trade around Equipment being the Dust Box -Having 3 separate parties for the entire game... like seriously who thought this with the above point was a good idea?? -Having a decent chunk of the plot only make sense after reading a Novel... that is not available to the west. So even Lore Fans are getting shafted. I ended up giving up on the game when I harvested a blood farm for 30 minutes and from a bunch of Weapon Crystals only got consumables even after 20 reloads. Way to make a sequel that is worse in every way from the previous 2.
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