Princess Witches

A fairy tale gone wrong.

Princess Witches (a princess, which is?; pricchi for short) is a 2005 game from Pajamas Soft; it got an improved version in 2006, Princess Witches Excellent, which added a short scenario.

vndb EGS1 EGS2


Masaki Midou is a normal student, who attends classes along with his osananajimi Suzumiya Ringo, (ex) class president Iincho (not real name), and the token idiot friend (full with sprite and voice). However, he has great ambitions: since child he has dreamed of being a Hero.

Superhero Time

He has not made much progress in that respect, though, since the peaceful modern society offers little chances for would-be saviors. He jumps at the chance to change that state of things, then, when a rumor starts circulating of girls being mysteriously attacked at night.

Armed with his trusty sword Masamune (as he has named it; not full name) he sets out at night. And though he doesn’t find the culprit, he does find a dragon. Not surprisingly, the dragon turns out to be a little more than what he could manage, but when all seems lost, he himself is saved. Enter Klucienne Roussel, Kururu for short, princess of the world of witches and powerful witch herself. There’s a little “accident” between them, though, and Kururu loses most of her powers. Which are gained by Midou; or rather by Midou’s sword, which gains the ability to reflect magic.

So Kururu ends up stranded in this world. And together with Midou, his friends, and the mysterious transfer student Kasuga Karen, form the Majokko Iinkai, so as to protect this world’s peace against the Magic Monsters, Magimon for short. And so as to confront Lillian Tirol, mastermind behind the Magimons, who clearly has no relation with the new teacher, Lillian. Midou has taken the first step in becoming a real Hero.

Kururu likes you!


I got interested in this after the crossover scenario in PSS, and the scenario being from the same writer as Twinkle Crusaders, I expected something like a proto version of said game. My expectations were not answered, but in a good way. If in KuruKuru the strength is the characters, while the plot is more of a weakness, here the plot is much more thicker. And considerably darker, also.

Similar to KuruKuru, there’s a first part with the Majokko Iinkai members antics along their school life. Magic training, battles, a school festival, the such. And ero, in considerable amount. Somewhat unconventionally, most of the H content is actually in the common trunk, fact made possible by the open pervertedness of the protagonist, a nice change of pace from the usual. The scenes themselves are not particularly bad, but they’re pretty long.

Wind: best power?

This brings a good point of the game, said protagonist. I’d be hard pressed to call him “original”, but I like hotblooded characters, and in any case is refreshing after more hetare characters that sometimes seem so common.

The other characters are nice, also, though this is not so much of a character based game. There are no routes as such; what there is is several chapters, which you have to play in order so as to reach the ending. These chapters do start the same, but you can skip the identical first part, and then the branching is automatic, so it’s basically a linear game. There *are* different endings for the heroines, but the branching is minimal; and of the four heroines only two cold be called “main” (one doesn’t even get an ending in the main story).

And after the school festival the plot becomes thicker, and the scenario changes to the world of the witches. And though it doesn’t references actual fairy tales, the story feels very fairy-tale-esque; or rather, it’s about the dark side of the fairy tales, and how they come back.

Maybe I’m reading too much into it; in any case, the plot becomes grand, and surprisingly dark, heavy, and even depressing, and the game makes a good job in communicating that atmosphere. Maybe it helps that it doesn’t happens in Earth, so it can happen basically anything. There are ample mysteries, and in the different chapters you get to know the other perspectives, which provide crucial hints.

But enough of the story. Once again similar to KuruKuru, Pricchi features gameplay for the battles. But in this case it’s more of a minus than of a plus. Both you and your opponent have a number of actions per turn (small magic, big magic, reflect, or nothing); you know the number of actions and elements (water>fire>lightning>water) of your opponent, but have to guess the specific actions. It may sound fun, but it really isn’t. You are so frail so as to die with as much as a single bad turn, so you have to try until you learn the different attack patterns (they’re finite), after which it becomes trivial. Not very good game design, if you ask me. Also, is not skippable, which bloats the time needed for later playthroughs.

Nopan loli

So, the gameplay is not a strong point. You shouldn’t play this because of that. Instead, what Pricchi does well is going from a school life story with some action to a dark, world threatening plot; both parts are good enough in their own (better the later than the former), and the transition is smooth. Score: 8.

One Response to “Princess Witches”

  1. […] is the gameplay, which is based in and improves on the gameplay from Princess Witches (review here). Since a video is worth a thousand words, here is a gameplay […]

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