Girlhood Is Deadly In Cave’s Classic Shooter Deathsmiles

Girlhood Is Deadly In Cave’s Classic Shooter Deathsmiles

In one ending of Deathsmiles, 11-year-old Casper faces off with Jitterbug—a greedy British stock broker who has opened the gates of hell in an attempt to escape from the purgatorial Gilverado. After besting both Jitterbug and the hulking Tytannosatan he summons from a portal, Casper can then choose to stay in the world she’s come to call home or go back to her original life in Germany. 

Choosing the former allows Casper to enjoy her victory and attend a lavish ball. If players choose the latter, however, they arrive in a dingy basement. Casper is surrounded by a shocked group of men, with rope on the floor nearby. The player learns Casper was kidnapped, but has now arrived back in Germany with the powers she earned in Gilverado. Furious, she eyes her captors with malice as she clutches an over-sized pair of scissors.

“The fate of Casper and her captors,” the game then tells us, “is best left to the imagination.”

Casper is one of four playable characters in Cave’s 2007 arcade shooter, which was released in America on the Xbox 360 15 years ago this summer. As either her or one of the remaining trio—Windia, Follett, and Rosa—players navigate through six stages (plus a boss area) of humanoid pig chefs, headless ballroom dancers, and other macabre creations.

In stark contrast to this grim subject matter and imagery, however, the principal cast of Deathsmiles is… cute. Very cute. Their doe-eyed, cherubic complexions hold strong through encounters with ghoulish demonic baddies. So, too, do their frilly and lacy color-coordinated outfits. As improbable as the spandex in a Super Sentai team, the delicate doilies and ornate stitches of their dresses seem impervious to wear or tear.

This is the illusory beauty of Deathsmiles, a game as precious as it is challenging. Though one of Cave’s more accessible shooters, the game still demands a quick trigger finger and strong grasp of movement mechanics. But to draw players in, illustrator Junya Inoue offered players control not of a powerful robot or far-future space jet, but of these decidedly moe character designs.

Deathsmiles

Of course, this wasn’t a new choice. The decision to center a cute young girl in a bullet hell game dates back to 1991, with Success’s whimsical System 16 arcade shooter Cotton: Fantastic Night Dreams. Players piloted the titular young witch—atop her broom, naturally—through seven bright, treacherous levels splashed with dazzling primaries. Cotton herself was the main attraction, though, with a precocious design informed by the Lolita boom in ‘80s otaku culture.

Her illustrator, Hideki Tamura, contributed to the popularity of that art style. Tamura worked on Cream Lemon, a seminal adult Original Video Animation (aka OVA, anime released directly to video, frequently due to their explicit content) which focused on the small, demure character designs that became hallmarks to the style. Tamura is best known for his key animation work on Project A-Ko, Birth, and Leda: The Fantastic Adventure of Yohko—three of the most important OVAs of the ‘80s, all renowned for their endearing female leads.

In the 17 years between Cotton and Deathsmiles, titles like Triggerheart Excelica, Gunbird, and Zun’s cult smash Touhou series—among several others—further iterated on the idea of centering a cute girl in a preposterous line of fire. The decision produces striking, memorable imagery of an impervious young girl standing down odds that even the gruffest of soldiers may balk at. It’s akin to Lynn Minmay’s performance amid the stylish and explosive Itano missile fire at Do You Remember Love’s climax, only if Minmay was armed to the teeth with impossible weaponry.

Where Deathsmiles is unique, however, is in its aforementioned ghosts and goblins. The gruesome nature of the creature design and Gothic storytelling elements set it apart from the aforementioned games. This was a deliberate choice on part of Cave, who sought to differentiate the title from its contemporaries.

“Cave has been putting out shooters for over 10 years, and when it was time to come up with a new setting, we decided it might be interesting to make use of ‘Western Horror,’ which is probably pretty over-used as a genre,” said illustrator Junya Inoue in a 2010 Siliconera interview. “We designed the game with the idea that somehow these gothic lolita characters would fit comfortably into this macabre puzzle.”

While Lolita fashion has its origins in ‘80s kawaii culture—the term itself stems from an article in a 1987 issue of magazine Ryukou Tsushin—‘gothic lolita’ owes much of its popularity to former Malice Mizer singer Mana. Mana’s post-goth leather corsets, dramatic veils, and lace gowns defied gender norms, and influenced an entire wave of late ‘90s to early aughts couture. Where classical Lolita fashion was often typified by bright pastels, Gothic Lolita was often true to its name with dark blacks, deep purples, and striking make-up. There’s an elegance to Gothic Lolita—a heightened, aristocratic aesthetic that sets it apart from the softer, fluffier kawaii elements found elsewhere in Lolita fashion.

Deathsmiles, then, represents a recapture of this aesthetic by the moe boom of the mid-aughts. The decadent Rococo edge to Gothic Lolita is softened, and enmeshed with character design that feels at home in the era of Lucky Star and Strawberry Marshmallow. But while this could be seen as a softening and ergo weakening, that assumption would betray several decades of explicit in-narrative agency granted to mahou shoujo—magical girls.

Deathsmiles

This genre was birthed by the transforming heroine of Osamu Tezuka’s Princess Knight, incubated by Toei’s popular Majokko series in the ‘70s, then immortalized in the ‘80s by anime like Minky Momo and Creamy Mami. Junya Inoue, in fact, did design work on the 1995 arcade brawler for Sailor Moon—perhaps the most recognizable mahou shoujo work to Westerners. Works like these—as well as bigger mainstream Ghibli hits like My Neighbor Totoro and Castle in the Sky—are important to bring up in the context of Deathsmiles: young girls smiling and overcoming impossible odds with the aid of magic.

While the stark juxtaposition of cutesy character designs against writhing undead corpses may seem unusual to an average Western player, this sort of empowerment is just a further evolution of an extant phenomenon in the intersecting pantheons of anime, manga, and gaming. Being a cute girl does not deny power and agency in many illustrated and animated works to come out of Japan, so it’s natural for some Japanese games to reflect that.

The potential in Deathsmiles, however, is transgressive on multiple levels in the larger global context of interactive entertainment. For one, Cave redefines hegemonic standards of what audiences have been trained to perceive as “weak” and in need of protection. Each girl in the game is a minor—Rosa is the oldest at 17—and not armed with any sort of body armor. There’s no knight to protect them, no mech suit a la Aleste to hide behind. These literal children disappear under often traumatic circumstances, before being plunged into spiritual warfare with things that should not be.

This is embodied in Casper, perhaps more so than any other character in the game. The pretense for her death is eerie, with details apparently so traumatic she’s blocked them out. A young girl being kidnapped, tortured, then killed in a basement has eerie shades of real-world cases like Junko Furuta or Sylvia Likens. These girls did not get to be whisked to a strange, hellish world, then arrive back to reality with untold power. Casper, then, is both wishful fulfillment and fantasy—a way to feel less helpless and less angry at a fictional injustice.

Deathsmiles is underpinned by a philosophy that softness and vulnerability are assets to strength, not hindrances. This embodies an idea that femininity and girlishness do not have to exist solely to be victimized in the context of fiction. That a child murder victim is as capable of seeking justice for herself as a would-be grizzled father or cop figure. It’s an undeniably fantastical conceit, sure, but one that belies a confidence in young girls so often missing in the medium.

In the remaster of Deathsmiles, the only way to get an achievement for clearing the game with a character is to do it with no continues or difficulty tweaks. Most players won’t be able to do this. But if they’re as hardcore as an 11-year-old girl, they just might be able to pull it off.


Madeline Blondeau has been writing about games since 2010. She’s written for Paste, Anime Herald, Anime News Network, CGM, and Lock-On, among others. In addition, she has written, hosted, and recorded film criticism podcast Cinema Cauldron. Her published fiction debut is due out between 2026 and 2027. You can support her work on Patreon, and find her on BlueSky @mads.haus. 

 
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