This looks awfully similar to the World of Final Fantasy issue.
If the game has any way to disable MSAA then please do that, otherwise please try enabling d3d11.disableMsaa = True via dxvk.conf. Some developers don't seem to understand how MSAA works at the most basic level unfortunately.
Thank you for the response, used d3d11.disableMsaa = True in dxvk.conf as advised.
Game works great, played it for about an hour to see if any other issues cropped up visually and everything worked good!

Unfortunantly the game only offers the ability to change resolution, and weither it is running in windowed, borderless or fullscreen.

Adding the new log files incase you want them, the fix you provided has the game working great.
Appreciated.
MarySkelter2_d3d9.log
MarySkelter2_d3d11.log
MarySkelter2_dxgi.log
steam-1496250.log
This looks awfully similar to the World of Final Fantasy issue.
It's worth mentioning that World of Final Fantasy and most of Compile Heart's recent games (Although from what I see, most those games, outside of the Mary Skelter games, use deferred rendering (and thus no MSAA) outside of character rendering) use Orochi 3/4, so it's entirely plausible that the same issue applies here.
The forward graphics during conversations is fine, anything in the backround is in bars, does not render monsters at all.
Game crashes if trying to run with PROTON_USE_WINED3D=1
Dxgi log: MarySkelter2_dxgi.log
DX11 log: MarySkelter2_d3d11.log
Dx9 log: MarySkelter2_d3d9.log
proton log: steam-1496250.log