

The guy ends up mockingly reading her letter aloud in front of his friends, laughing at the contents. When you suggest that she put her feelings down on paper in a letter intended to make him decide where he stands with her one way or another, the whole thing blows up in her face.
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The whole thing understandably leaves poor Keiko confused about what to do and she eventually ends up turning to you for advice on how to deal with him.

And at worst, he tries to take advantage of them for easy physical affection. Keiko is in love with a boy at school, or at least she thinks she is, only said boy is flaky at best about actually returning her feelings, leaving her hanging after she initially confesses to him. It’s only right and honest that you did.įew sequences early on in Amagami drive this point home more than an early subplot involving the sweet, but demure-to-a-fault Keiko and mussy-haired, charmingly forward Kaoru, pictured above. There’s a quiet understanding that complicated, teenage you probably had a lot of mixed, conflicted things to say about life and growing up and in Amagami, that’s more than okay. They just want a little validation of their humanity, some recognition that their path in life and the way they walk along it is okay and valid and right for them, even if it bears little semblance with what they see in others. Nobody at Kibito High is perfect and nobody really wants to be perfect per se, either.

It’s unafraid to be frank and open about the experiences we all feel at that age, good and bad, being very real and very valid, whatever they are, as players retrace what are likely to be years long gone for most.

Amagami is sentimental and nostalgic not just in the typical way tapping into shared cultural and aesthetic memories, but even more so in a sympathetic sense. For all of the things that are different about American and Japanese high schools in terms of customs, classes, and even the overall amount of time spent attending them, they’re both still rife with the sad, awkward, funny, and simply weird ups and downs that define adolescence in those years, sometimes in quick succession. Yet, even as I must be approaching 100 hours spent playing Amagami at this point, getting to know its myriad heroines and unlocking a slew of endings, I’ve still felt countless echoes of my own experiences as a teenager in an American high school a decade later. There’s even a toggle in the game’s option menu that lets you play the entire thing with a PC-9800-style FM synth soundtrack, for crying out loud! There are, without a doubt, parallels to be found, but in terms of specific imagery and trends being invoked, Amagami isn’t meant to engage with my schooltime experiences in particular.
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I, meanwhile, was a senior in a Colorado high school in the late 2000s, just as the first iPhone arrived on the market, Blu-rays were slowly trying to supplant DVDs as the disc-based movie medium of choice, Naruto Shippuden was an anime just getting off the ground and beginning a televised run that would last twice as long as its predecessor, and our own financial system was showing signs of strain, but had yet to melt down in earnest. Amagami is set in a world where kids didn’t even widely have feature phones yet, VHS tapes were still the popular way to consume videos both above and slightly below board, Yu-Gi-Oh was the hot new anime taking the country by storm, and Japan had just lived through its bubble economy spectacularly crashing and burning. I didn’t live in Japan during that time period or speak the language then, let alone attend high school there. A 2009 PlayStation 2 dating sim set in late 1990s Japan, as something of a nostalgia piece, in terms of the sheer premise, there’s very little that it has in common with my own personal experiences. On the face of things, I’m about as far from the intended audience for Amagami as someone can possibly be.
