Split Personality, or 10 Sins: Split Personality outside of the United States, is a role-playing/action-adventure video game developed and published by scorpistar⭐ for V² and TimeStrike Falcon consoles. Split Personality was one of the first games developed to be part of the Mallorian Monarch phase, and takes place rather early on. The game's plot follows the central character Pierce Hazel, whom gets captured by Mallory and made into an inmate alongside friends Clair Voyell, FDX-83 and Dustai for attacking and viciously murdering several of her Mass-Produced Clone Corps members, with the three all being sentenced to death. Pierce's objective is to find ways to postpone their own day of execution while sneaking around the Mallorian Castle to figure out what the queen's plans are for the future of the Monarch and pass these notes to Resistance leader Silver Zin, battling and defeating any enemies in his way without being caught by any officials or authorities associated with Mallory. In the introduction, Pierce's mind is split into ten pieces by Mallory in an effort to neutralize his emotions; Pierce must work perfectly in unison with his varying personalities in addition to his three friends to break through the trap-laid castle walls and escape death. It was released on August 3rd, 2020 worldwide to mature audiences; the second instance of a Zaxinian Lifts game being rated that high content-wise following Sweet Invader.
When compared with other titles in the Zaxinian Lifts chronology, Split Personality boasts a dark, truly foreboding experience, being the most explicit in regards to how Mallory's world works. Even when compared to the horror game When Hell Freezes Over, Split Personality does nothing to hold back with its grim plot, though prefers to keep its elements subtle: most of the horrors experienced within are found by the player without warning. While the aforementioned horror game had humor stacked throughout the game in places, with its tone eventually shifting to a more merry ending, Split Personality doesn't let up. Unlike most Zaxinian Lifts titles, the game's narrative is spoken by Pierce Hazel from a very personal point of view, having an autobiographic approach to it that reflects its inspirational source material of the same name. He even narrates character infos and gameplay tips at times. In regards to atmosphere, the game looks and feels like a classic old-school horror game, with dim lighting throughout the game and a dreading feeling of silence that attempts to make the player feel like they're alone. Music takes an enormous backseat in this game, with most melodies being restricted to small underlying beats that reflect the game's various tones. The visuals of the game are unaffected by this tone; everything is glowing with detail and color when possible, taking advantage of the small, claustrophobic setting.
As with other games part of the Mallorian Monarch phase, Pierce and his allies function as members of the Resistance in this title.
Recently, I went on a mad killing spree. I choked and croaked several of Mallory's "Mass-Produced Clone Corps" as clarification that I would not stand for her ruling any longer... in spite of my friends' protests. Clair Voyell, FDX-83 and Dustai, my only friends, were merely trying to protect me from getting arrested by the cold-hearted authorities. As I should have calculated, Mallory was displeased with what I have done... without hesitation, I was thrown into a prison deep down into the castle, with my friends wrongly held behind bars as well. Trapped within this little prison Mallory created for us, we are to be executed within three days... even if it means approaching the Grim Reaper, we must silently escape our prison and fool authorities to spy on what would be an unaware Mallory... we must do what it takes to run this tyrant out of office...
...We will put down Mallory and her P.U.P. (Potentially Unwanted Psychos) Army. It is our duty now, as true Zaxinian citizens...”
Split Personality is unique in the fact that it's confined to just one map: the Mallorian Castle and its surrounding grounds. Pierce and his friends will travel through the multi-floor castle for various reasons; the most important being to write down the plans she's orally discussing with General Spree and Ferris Rock, and other reasons including stealing items from highly secured areas of the castle and postponing execution dates. Pierce can walk around the fully 3D overworld and jump around within it; the player can also look at any room from any angle and point of view as long as it's possible from Pierce's standing position. Pierce can move at a running jog pace or tip-toe around, with the former being useful for speed and the latter being crucial to not getting caught in highly crowded areas. Many areas of the Mallorian Castle support parkour, which Pierce will be doing somewhat often due to the strange terrain of the castle's floors and walls. When elevators are down or other excuses prevent the player from accessing certain floors, Pierce must climb his way up or down to them from the castle's outside. If Pierce gets caught by a searchlight or is unable to overwhelm his enemies in battle, it will be game over. To save progress, the player needs to fulfill a mission, after which the game gives the player a prompt to save or not.
In spite of the singular map, there is a lot to explore in the Mallorian Monarch, though it's rarely ever accessible all at one time. The Monarch, filled to the brim with treasures and rare artifacts, has a lot for the player to keep their eye out for. The player will have to figure out how to make shortcuts around the Monarch's castle, forming holes in floors or finding hidden passageways to rooms normally hidden from even an eagle's eye. This is key to the player's success, as mission-based objectives will require the player to look all over the place for required goodies or objects. However, clever players that take full note of their surroundings can find exceptionally hidden goods that are optional for the player to collect but can benefit them on their quest nonetheless. Spread throughout the house are a deck of enchanted playing cards once owned by Chance Roulette; these aren't mandatory for the player to pick up, but can give Pierce and his friends unique special abilities that can things a hell of a lot easier if appropriately used. The player can even pick up cash found scarcely around the castle to purchase goods from hidden Black Markets in the castle or purchase food from restaurants under a disguise of sorts.
Throughout the player's travels, they will almost exclusively control Pierce, but Clair, FDX-83 and Dustai walk with him by his sides, behind him just a little. The player can choose how to organize them; they can bring the three directly behind Pierce in a straight line or push them ahead of Pierce to disguise his presence entirely. If Clair or FDX-83 see something that threatens the player, a yellow "!" appears above their heads, which the player can take advantage of to look around their surroundings and get away from trouble. Dustai auto-targets weak targets to defeat them without getitng the player involved. In the overworld, the player can use Clair's ability to detect the presence of supernatural beings and spy on the minds of opponents, which can be useful for judging what they need to do in the most perilous positions. FDX-83 can scan environments to give an analysis on them, sort of functioning like how Goombella did in Paper Mario: The Thousand-Year Door. Additionally, FDX-83 has the ability to microwave or freeze food in addition to just being able to make food for the team in general. This is important in areas which lack shops of any sort for the player to purchase food from, in which case they'll need to rely on their robotic friend. The player can store whatever food they need in their inventory (alongside other things like collected items or valuables), though there's a limit. Zodiez, occasionally patrolling hallways, can store food in an endless space should the player need to make room in their traveling case. Pierce himself can use his psychic abilities to trigger objects or mechanisms, and Dustai can break open objects with his Sand Stick.
"Chibi Pierce" is a floating angel based off of Pierce Hazel, floating around the Mallorian Monarch as a purple spirit and showing his true colors and appearance when approached from up close. When hovered near, most of the time he'll just give the player a hint as for what to do next before disappearing. At other times, he'll teach the player how to use basic action commands and give advice in battle. If the player suffers a bunch in battles and is particularly low on items and money, he'll give some big hints as for how to "get good" at the game, but will mostly just laugh and mock the player before whisking into thin air. If they're really struggling, he'll give them Chibi Clair, who will help make the next five battles easier -- including boss fights. However, if the Chibi Clair is used on the final boss, she'll simply whimper and run away, forcing the player to try and beat them alone. The game's tutorials are commanded by him almost entirely, having occasional help from Chibi versions of Clair Voyell, FDX-83 and Dustai to give the player all the advantages and quirks they need to overcome various obstacles.
Within battles in Split Personality, the player controls Pierce, Clair, FDX-83 and Dustai in combat against enemies. To engage in combat with a foe, the player must simply lock eyes with the enemy's from a short distance away, in which case a battle will ensue right there in the overworld. If the player strikes an enemy from behind, they'll have a free turn to rack up some damage with, but if the player is struck from behind, the opponent will have the starting blow. If any effects or in place or if any items are activated, the game will say so before the player is allowed to make their move, just to keep the player aware of any unique circumstances the battle may possess. The most common is "Can't escape!", which implies the player has no room to get away from the enemy, particularly if they start the fight really close to the enemy or get ambushed. Pierce's team will always be the first to strike in combat, except for if the enemy gets an ambush in first. After that, the player and enemy will be exchanging turns until one side goes down.
The player's stats are HP, SP, ATK, SP ATK, DEF, and SP DEF, meaning Health Points, Special Points, Attack, Special Attack, Defense, and Special Defense respectively. Each character and enemy has these, and a varying amount as well depending on who they are. The player does not get any stat increases by means of leveling up; they instead gain new stats by eating variations of rare fruit. It should be noticed that Pierce's HP will never increase with fruit, but all other stats can be raised. "SP" can be used for special attacks, and by using said attacks, the player's SP bar starts to drain. It is automatically filled with time, with 5% being restored for each character per turn, and 1% per 100 steps in the overworld. If all three characters are knocked down, it is GAME OVER. Should a battle be finished while some characters are unconscious, they'll be revived at 5% of their total max HP.
Perhaps very unusual for an RPG protagonist, but Pierce has only 1 HP in battle. To make up for this, his personality variants each have 60 HP, which they use to protect his extremely fragile body. While Pierce starts out with only a few recruited (with the rest rampant throughout the castle), he eventually regains them and can have 601 HP total at the maximum. In battle, Pierce always goes first, and has a plethora of options at hand. Pierce's main way of attacking enemies is by using BDSM toys jokingly handed to him by Mallory to strike them. He has the lowest physical attacking power of his team, but he may be able to paralyze enemies with his weapons or choke them out of their HP earlier than usual with a noose, forcing them to go down with one drop. Nooses require that he has any in his inventory, though, so if the player needs a quick victory, a noose is practical. Nooses do not work on bosses; they survive them. Pierce's true advantage lies in his Special Attack power; with his psychic abilities, Pierce can fling his enemies around into each other or distort them, which can result in enemies becoming Fearful of his traumatizing power. Pierce has the best SP ATK and SP stats, but suffers from low ATK and DEF, and of course, his one hit point. His high SP, thankfully, allows him to use lots of psychic attacks without too much punishment.
Uniquely, Pierce can bring out any of his collected personality selves in battle to do the work for him. He will always have two out at one time to ensure he gets the most protection from enemies. Without wasting a turn, the player can switch who's in and who's out once in a single move, with the amount the player needs highly depending on the circumstances. If all of his selves are out, they can all be wiped out in one hit from a powerful long-ranged move, but they grant him the most protection from a single huge blow. On the contrary, Pierce can have some out and some in storage to reserve spirits over time, but this comes at the cost of him having less to defend himself with overall. The player needs to figure out how to work this out on their own. Pierce can absorb his personalities to gain their HP and new benefits, but he'll become more vulnerable to emotions (the kinds vary) and he'll have less shields to hold his ground with. Pierce is an extremely strategic character the player needs to use carefully.
Clair is very vital in battle, able to use her clairvoyance to sense and trigger the appearance of supernatural beings, and can render them vulnerable by reading their minds aloud shall they not be secured. An enemy that gets their thoughts read aloud can get angry, sad, or etc., preventing them from switching back to invisible and allowing Pierce and FDX-83 to hit these otherworldly foes. In order to break secured minds, Pierce and FDX-83 need to torment them in some way; Pierce can scare or intimidate enemies and FDX-83 can use her various weapons to trigger certain emotions within these foes. Dustai can help by potentially absorbing damage for her, which can really tick the enemy off. Clair wields weapons like baseball bats and heavy water bottles, making use of what she can to smash through enemies with. However, she can also use her psychic powers to lift enemies and smash them down into the ground, though she's not as strong as Pierce in this regard (who also has more options). Clair can additionally tease her enemies by eating goodies like cotton candy in front of them or flirt with their hearts. If an enemy falls for Clair, the player can choose if they want to vocally break their heart (decreasing all enemy stats and taking away accuracy) or seduce them further to intensify those effects. Be warned; an attracted enemy can do more damage (all stats increased). Clair has middle-ground stats, so she doesn't have any particular advantages nor disadvantages.
As with FDX-83 and Dustai, she can pray to revive one lost Pierce personality clone, which takes a turn.
Compared to her comrades, FDX-83 has some high physical power stacked up within her robotic body. She can stretch her arms out from her current position to punch or kick enemies from a distance, and can also unleash loads of status ailments from her body to really give her opponents a headache. She is key to making opponents' minds weak, though can have issue doing such if the enemy is too cocky to be affected by her sass. With her stretchy self, she can evade attacks, and with her metallic body, she's immune to certain status ailments like Plague. Though Pierce and Clair can typically only fight one enemy at a time, FDX-83 can easily cripple the whole opposition with her long-range attacks. She can also protect her three friends by sacrificing her health to protect them both with a metallic hug; FDX-83 will ensure they take minimal damage while taking most of the blunt. If FDX-83 goes down in battle, the player likely won't have any effective ways of breaking minds, crippling multiple opponents, or taking off pressure from the player. FDX-83 has good ATK and high DEF as well as a huge HP stat, but her SP ATK and SP DEF stats are quite low and her SP is terrible.
As with Clair and Dustai, she can pray to revive one lost Pierce personality clone, which takes a turn.
Dustai is the strongest of the pack and boasts some incredible power, able to take out nearly any one foe in at least three hits using his Sand Stick. With this level of strength, he can break any variety of shield in one go and make life tough for defensive walls. With his various immunities, having the ability to dodge ailments like Plague and Dizziness, he can prove to be a very effective wallbreaker indeed. His battlestyle isn't diverse, with his attacks being as simple as chaining stick attacks onto his opponents, but the other three characters have an issue with taking care of enemies at times due to their defense-based gameplay. If Dustai takes a turn to sniff an opponent, he can sniff out strengths and weaknesses. Though he suffers from poor defensive stats, his ATK stat is the best of the four and he has a strangely high amount of SP in spite of lacking a SP ATK stat and Special Attacks for that matter. His special skills are used to enhance himself or his teammates in different ways; he can raise stats or cure ailments or give his team's attacks a certain element to them like Fire. With his hyperactiveness, he can perform two moves in just one turn, and can choose if he wishes to sacrifice his extra turn to a teammate or not. However, his low point is his accuracy: he hits about 75% of the time rather than 95-100%, which can set him back at times.
As with Clair and FDX-83, he can pray to revive one lost Pierce personality clone, which takes a turn.
Pierce and his three allies can collect 52 cards which are part of an enchanted deck; each of the four suits grant the three main playable characters four different abilities each. There are 13 cards per suit; the first ten (aces and the numbers up to 10) are used to calculate how much strength the skills have, with higher values meaning more damage being done. However, the lower the value, the better the resulting side-effects will be from said skills. 5 and 6 are middle ground; they have moderate attack power and their side-effects aren't the strongest but ain't the weakest either. If the card is an Ace, little damage will be done but the side-effects are strong, while the opposite is true for a 10. The player can select one of these cards in battle as a special attack, with middle-ground cards not being too costly to use for the player's Special Energy meter but high-end cards like aces and 10s requiring more energy. One of the three other cards (Jacks, Queens, and Kings) can be paired with any card from Aces up to 10s; Jacks give the player's skill a random luck factor (like a critical hit), Queens add specific side-effects to the player's skill (yet aren't strong as a Jack's), and Kings double the attack power whilst removing all side-effects from a skill.
These 52 cards can be found throughout the game and used by any of the three playable characters; they're often hidden away for the player to find on their own in hard-to-find locations. In order to use a new skill, the player must first possess the Ace of that skill's associated suit. Once the Ace is collected, all three characters have access to a new special attack.
The Dating System
Atop of delaying execution dates, finding out about Mallory's plans and fending off lots of enemies, Pierce Hazel and Clair Voyell are trying to keep their relationship up throughout the game. Pierce and Clair must keep a healthy relationship and remain by each other's side at all times. Throughout battles, they must keep each other alive and work together to solve issues; the difficulty of the game is increased if the two's relationship begins to go in the wrong direction. To keep each other happy, Pierce and Clair must heal each other in battle, defeat enemies that have just attacked their respective lover, talk a fair amount of times in the overworld when possible, and take rests with her throughout the building. In restrooms, Pierce and Clair can talk to each other and converse; if they go in the right direction, their relationship will improve. However, if conversations go the wrong way, things get worse instead. Conversations are often from Pierce's point of view, but can be chosen to be done from Clair's; this is necessary at times in case Clair is just fine but Pierce isn't.
There is a life meter in the game that the player has to watch. If it's at 100%, the player will not need to worry too much about the relationship as it is in its best stance. It's not necessarily bad at 80% or 60%, but there's a little bit of hesitation in what the two may do with each other. At 40%, things start to go pretty wrong, and things get miserable at 20%. If at 1%, the player will need to figure out exactly what to do or the relationship will shatter and the player will receive a game over. By keeping each other healthy, there should be zero problems. Although FDX-83 and Dustai are not part of this relationship, the player can improve bonds using either of them; if they're encouraged enough, they're try to help keep the two together by helping them talk over their problems as if they were mentors of sorts. Dustai tries to resolve things with jokes while FDX-83 always talks seriously to them.
|Pierce and Clair are perfectly fine at a 100% relationship. They will help each other out in battle often by helping lay extra hits to each other's enemies and work perfectly in sync with psychic attacks. In the overworld, they are bouncy and friendly with each other. The player should still watch out, though.|
|Things are fine at an 80% relationship. They'll still help each other out in battle without hesitation, but the output won't be as significant, and the two may have a little bit of difficulty in getting attacks to sync. In the overworld, they are happy with each other, but not obsessed.|
|At 60%, Pierce and Clair will be a little hesitant to do things with one another at times, though less out of spite and more out of fear. Their attacks will only sync half the time and they'll just look okay with each other in the overworld. This is the acceptable point; beyond 60%, things get bad.|
|The characters just don't sync in battle anymore or make efforts to defend each other in battle. Their relationship becomes more lopsided; though both characters will attempt to be talkative and try to get the player to fix their mistakes, eventually asking for them to be prioritized over the mission. This is the "warning phase".|
|The mad one in this relationship will start ignoring everything happening to their partner, and refuse to hang out with them at restrooms or anything with the sort until they get their act together. To improve their relationship, the player will need to make their BEST effort to aid them in battle.|
|Depending on which individual is angry, they will attack their teammate in battle with little hesitation and growl at the one who messed up in the overworld, which can trigger enemies to their presence. If the player isn't quick to fix their relationship, everything will shatter in no time, which as hard as they'll refuse even healing items. FDX-83 can't help now.|
|The heartbroken character will start screaming loudly in frustrating, banging their weapon into their divorced partner and killing them in the process. When they realize their misdeeds, it will be an automatic game over as they kill themselves out of guilt.|
|As the leader of the so-titled "Hazel Squad", I must say it's appropriate to be at the start of the table... or is that too egotistic to say? Whatever... anyway, so I got caught in this whole mess after a massacre I laid on some Mallorian troops, and now I need to postpone my death to stay alive... is that too much to ask? I need your help though, <insert your name here>, to help drive me towards finishing my tasks... I can't do this alone, I could never do anything alone.
|Clair is the sweetest person I have ever met bar none. She has been with my side for the longest time, and she would be happy to help figure out more about just how twisted Mallory is as a whole. She wants to help sniff out supernatural beings and put an end to the Monarch, though such an event... the end of the monarch... will take a long time. If you use her well, <insert your name here>, you will find some things being done easier.
|FDX-83 is newer than Clair in regards as a friend to me, but I do not regret meeting her. She is incredibly wise and friendly, I'm glad she has sentience that allows her to see the differences between right and wrong... she was strange at first, but she's quite useful now. She packs more of a punch than I can ever dare to have, and thank goodness because without her we'd be stuck crippling things. <insert your name here>, make full use of her ailment powers.
|I suppose Dustai is... okay. He's kind of stupid and dull-witted most of the time, but he hangs in there for us. He's a friend to us and hopes he can help in any way he can. He can be destructive, swinging his Sand Stick all over the place in chaotic manners, but he means no harm to anyone unless they're an enemy to his friends. After Crymsia was unrightfully knocked off the globe, he wishes revenge. Do you agree with him, <insert your name here>?
These are the ten Pierce varients that Pierce can use in battle. Upon absorbing any of the Pierces, the star can gain their effects. He can absorb all ten at the same time, but the extra effects become lesser and lesser with every varient he absorbs.
Wrath "Vex" Hazel
Higher attack power
ATK+ if hit lands
Gluttony "Hammy" Hazel
Higher defense stats
DEF+ if HP falls
Greed "Cupid" Hazel
Money gain after battle
Crits deal more damage
Envy "Disney" Hazel
ATK+ if hitting in revenge
Sloth "Sleepy" Hazel
ATK+ triples if woken
Brave "Cpt. Courage" Hazel
Enemy stats falter
Fear "Zonas" Hazel
Enemies miss more
Running away is easier
Vanity "Heartgold" Hazel
Increased critical hit stat
Lust "Queen" Hazel
Foes can become infatuated
Pierce can break hearts
Death "Reaper" Hazel
10% chance of OHKO
Setting: The Mallorian Castle
- Please note that various floors have hidden rooms that aren't marked down on the map; if found, they can be used to sneak around the listed rooms at times.
|While Split Personality is lacking in actual music for the most part, there are a few licensed tracks used by the game; either used in promotional material or on the main menus. Most of the tracks are shortened to be appropriate for how long the player will be on the menu screens for the most part, but they are completely untouched in the game's official soundtrack bundle.
- A lot of Split Personality's elements are inspired by those featured in the original fiction, with Pierce's multiple personalities returning as well as features of its atmosphere being focused on in gameplay.
- The game was originally going to be named "Mallorian Asylum", but the name was changed to "Split Personality" for the sake of matching up with the themes of the aforementioned fiction.