‘OBAKEIDORO 2: Chase & Seek’ Review

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SCORE7.2/10
PlatformNintendo Switch 2Additional DevicesBowers & Wilkins Px7 S3

Free Style’s supernatural game of tag reached the West ten months after Japan, patched and polished, and it still runs out of map long before it runs out of charm.

Asymmetric horror has never survived a week on my console

The genre keeps asking me for a commitment I am not willing to make. Dead by Daylight wants perk builds, a ritual, an hour of my evening before anything interesting happens, and it wants me to be comfortable with a tone that half the people I would actually want to play with find genuinely unpleasant. Every time I have tried to make one of these games stick, it has fallen out of the rotation inside a week.

So a game that puts one monster against three people in a haunted Japanese schoolyard, hands everyone a lantern and four buttons, and ends the whole thing in exactly three minutes was always going to get a look from me. OBAKEIDORO 2: Chase & Seek is that game. I have played it through everything it holds: both sides of the chase, all six modes, every stage in each of its lighting variants, the shop emptied of the monsters and lanterns it sells.

What I found is a design that is considerably smarter than its price suggests and considerably smaller than its price suggests, at the same time. Free Style has built one of the cleanest multiplayer loops on Switch 2 and then given it about half the content it deserves. Everything worth arguing about with this game sits in that gap.

What Free Style actually made

Obakeidoro is Japanese playground tag, the version where the caught players go to jail and their friends can spring them. The 2019 original, published by Konami and later ported to PC as Bail or Jail, turned that into a four-player video game and quietly became a fixture in Japan without making much noise anywhere else. The sequel is the same idea, scaled up.

A match runs three minutes. One or two Monsters hunt three or six Humans across a stage. If the Monsters catch and jail every Human before the clock dies, they win. If a single Human is still loose when it runs out, the Humans win, all of them, including the six people already sitting behind bars. That last rule is the one that makes the whole thing work, and I will come back to it.

Free Style released the Switch 2 version in Japan on October 9, 2025, with a boxed edition following on December 18. The rest of the world got it on August 6, 2026, on Switch and Switch 2 simultaneously, at $24.99 for the Switch 2 build and $19.99 for the Switch one. The download is 2.4GB. It carries an ESRB rating of E with a note for mild fantasy violence, and that rating is honest: nothing here will frighten a seven-year-old past the point of enjoying being frightened.

The lantern, the jail, and the two switches

The Human toolkit is almost aggressively small. You run, you jump, you crouch behind something or drop into tall grass, you dodge roll, and you have a lantern with a single charge that stuns a Monster in front of you. That is the entire kit, and every good moment in this game comes out of how you spend the lantern.

Firing it early is how beginners die. The stun is generous but the charge does not come back on a timer, and a Human with a spent lantern is a Human who has to win the rest of the round on positioning alone. There is exactly one way to refill it: free a teammate from jail. Free Style built the game’s cooperative pressure into its resource economy rather than into a scoreboard, and it is a genuinely elegant piece of design.

The jail is the other half. Each stage has one, and opening it takes two switches pressed rather than one. After a successful break-out, those switches can relocate somewhere else on the map, so the second rescue is rarely the same problem as the first. Standing at a switch waiting for a partner while a Monster patrols the perimeter, watching a teammate get grabbed and doing the arithmetic on whether you can reach the second switch before the Monster reaches you, is where this game earns its keep. It is tense in the way playground tag was tense, which is to say the stakes are nothing and you care enormously.

Monsters get more variety and less nuance. Each one has a movement or detection trait: Hanako-san, the default, walks through walls; others read footprints or cover ground in enormous leaps. All of them have a standard catch and a Super Catch, a charged grab with a much wider radius that costs a moment of vulnerability to wind up. Playing Monster is simpler and, once you understand how Humans think, considerably easier. The version 1.1.7 update added a set of cooperative Human actions built around a Call: you signal a nearby ally and you can throw them somewhere they could not otherwise reach, launch off each other, or link up in what the game calls a Bond Forger. In practice I saw these used far less than Free Style clearly hoped. They demand coordination the three-minute clock rarely leaves room for.

There is no story, and the game is honest about that

The setup is a rumor: something about a school after hours, the time 4:44, and a bobbed-haired girl looking for something she has lost. You wander into a corridor that should not exist and end up in the ghost world. That is the premise, delivered in a handful of screens, and then the game hands you a lobby.

There is no campaign, no cutscene chain, no reason attached to any individual match. I do not hold this against it the way some will, because the alternative would have been a thin story mode nobody finished. What I do hold against it is that the fiction is the best thing about the presentation and the game uses almost none of it. The monsters are drawn from folklore that carries real cultural weight in Japan, and the game treats them as skill kits with hats.

Performance and presentation on Switch 2

This is where the Switch 2 version justifies itself. The game holds around 60fps in every mode and every stage, docked or handheld, and it does so with lighting work that flatters a very simple art style: paper-lantern glow, long shadows off the schoolyard fence, headlight sweeps down the alley stage that briefly turn a hiding spot into an exposed one. The character models are sharper than they need to be, and the facial animation on the Humans, particularly the panic, does a lot of comedic work.

The look is best described as Burton by way of a stage production. The menu is literally a theater. Captures and jailbreaks play out as small set pieces with curtains and flourishes. Character designs are chibi proportions with sunken eyes and thin, scratchy linework, cute at a glance and slightly wrong on a second look, which is exactly the register the game wants.

There is one performance caveat worth knowing before you buy. When a friend joins through GameShare without owning a copy, their session drops to roughly 30fps and loses visual fidelity. It remains responsive and perfectly playable, but if you plan to use GameShare as your main way of playing with a partner, understand that one of you is getting a noticeably worse version. Free Style did further frame rate stabilization work across all maps in the version 2.0.10 update that shipped alongside the Western launch, adjusting light effects on some objects specifically to hold the frame rate, which tells you where their priorities sat.

Accordion music, and the sound cue that runs the whole game

The soundtrack is the surprise. It is not the ambient dread you would expect from the premise, and it is not Japanese pastiche either. It leans European and theatrical, heavy on accordion, swinging between slow and menacing and outright jaunty. It sounds like a traveling ghost show, and it is one of the more distinctive game soundtracks I have heard this year on any platform.

The sound design does something more important. Monsters get an audio cue when a Human is near, and Humans get a musical swell when a Monster closes in. That cue is the game’s real information channel. It is what turns crouching behind a crate from a passive act into an active one, because you are reading the music to decide whether to hold or bolt. Version 1.1.7 added dedicated jump and landing sounds for both sides, a small change that made the Human moveset feel appreciably more physical.

Four maps, twelve stages, and a grind standing in front of them

Here is the problem. The stage select screen looks generous and is not. There are four locations: a schoolyard, a school building, a downtown alley, and a temple. Each appears in three lighting variants, a daylight version, a twilight version, and a midnight version, giving twelve entries in the menu and four actual pieces of level design.

The variants are not purely cosmetic. The later ones are larger, add environmental effects, and in some cases change the jail switch behavior. The alley has traffic moving through it and buildings you can climb. The temple has water that slows you and tall weeds that hide you. One of the larger stages shrinks as the round progresses until it is roughly the size of the smallest one. These are good ideas, and there are not enough of them.

Worse, they are gated. The bigger variants open up only after you have played the smaller ones repeatedly, which means the most interesting version of a place you already know is held behind repetitions of the least interesting version. In Quick Match you do not even choose: the map rotates on an hourly schedule, and if the current one is not to your taste you wait it out. Free Style has been shipping limited-time maps and seasonal variants steadily, including two rounds of winter-themed stages earlier this year, so the pipeline is real. It does not change what is in the box on day one.

The currency compounds it. Coins buy Monsters and Lanterns from the shop, and solo play is the fastest way to earn them, which is a strange incentive for a game this multiplayer. Free Style has clearly noticed. In May they cut one Monster’s shop price from 40,000 to 15,000 and refunded the difference to everyone who had already paid it, and they lowered the rank requirements on several other purchases. That is a studio responding properly to a real complaint, and it is also an admission that the original numbers were indefensible.

Alone on the couch, and four people on one screen

Solo play exists and is the weakest thing here. The AI has a split personality: as a Human you can often simply hide for three minutes and win, because the bots will not coordinate a hunt, while as a Monster the AI Humans always seem to know precisely where the jail switches are and sprint straight for them. Free Style has patched CPU behavior repeatedly and it has improved, but there is no version of this that competes with real people.

Splitscreen for four on a single system is a stranger proposition. In a game where the entire tension comes from not knowing where your opponent is, splitting the screen means asking everyone at the table to not look. It is an honor system, and with a family of kids it works beautifully, because half the fun is the shrieking accusation. With adults it collapses immediately. I would still rather it existed than not.

Local wireless supports eight players across multiple systems and is the best offline configuration by a distance. GameShare covers the rest: two players online through GameChat, or up to four locally, with only one copy of the game required. For a party game this matters enormously. The Switch 2’s most underused feature turns out to be the right feature for exactly this kind of software.

Accessibility is decent by default rather than by design. Controls are four buttons per role, matches are short enough that nobody has to hold focus for long, and the difficulty comes entirely from other people rather than from execution. There are no dedicated accessibility options beyond audio and language settings, which is a missed opportunity in a game this well suited to mixed-ability groups.

Ten months of patches you did not have to live through

The Western release is not the game Japan bought. It shipped at version 2.0.10, after roughly twenty updates, and Western players skipped every one of the ugly ones. The Japanese launch build had matches that failed to start with a full lobby, connection errors that froze progress at a black screen, and a bug that let characters escape the map geometry. Those were fixed across late 2025 and early 2026.

The balance history is more interesting than the bug history. The version 1.0.4 update in October 2025 moved the game decisively toward the Humans: their movement speed went up, the recovery time after a dodge landing came down, and almost every Monster had its catch hitbox shrunk, its catch startup slowed, and its whiff recovery lengthened, with Super Catch charge times increased across the board. Free Style had published a public statement about the Monster and Human balance days earlier. They read the complaint, they answered it with numbers, and the game you buy today is the one that came out the other side. It is a fairer fight than the one Japan played at launch, and it is the single strongest argument for buying this now rather than a year ago.

That same 2.0.10 update also added cross-play between the Switch and Switch 2 versions, save transfer from Switch to Switch 2 (your DLC does not come with you), and a Custom Rules system with thirteen separate toggles covering Monster and Human counts, time limit, movement speeds on both sides, dodge recovery, the speed bonus for running with an ally, starting lantern charges, whether jail rescues refill the lantern, the number of jail switches, whether switches relocate, and how long a Monster may camp the jail. For a game criticized for being thin, that is a serious set of dials, and it is buried where casual buyers will never find it.

Verdict

OBAKEIDORO 2: Chase & Seek has the best three minutes of multiplayer on Switch 2 and not enough places to spend them. The lantern economy, the two-switch jail, and the rule that one surviving Human saves everybody add up to a loop I have gone back to far longer than I expected to, and it runs beautifully while doing it. The map count, the grind sitting in front of the good stages, and a day-one DLC bundle in a game this size are all real, and none of them are fixed by patience alone.

Buy it if you have people to play with, on a couch or on a schedule, and you want something everyone can understand in ninety seconds and nobody can master in a night. Buy the Switch 2 version specifically, because GameShare turns one purchase into a party. Skip it if you are looking for a solo game, if you want the depth that Dead by Daylight took a decade to accumulate, or if you have nobody to play with locally and no patience for waiting out an hourly map rotation. And skip the DLC for now. Let Free Style earn it with the roadmap first.

Análise: Google Pixel 11 Pro XL

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