Relationships in Amagami can fall into one of six different levels. Gameplay Routes and EndingsĪs players advance through the six weeks allotted to them, their relationship status with each of the individual heroines changes depending on how much time is spent with them, among other factors. Although these events in most cases have no direct bearing on the overall relationship status and are not required in order to make progress with each girl's storyline, they contain many of the game's unlockable CG images and depict more intimate moments not covered in the main story events. Once nine points have been accumulated using any combination of affection or friendship points, on the fifth and final phase for a given free chat session, players can opt to make a move on their conversation partner, which triggers an additional event scene, the specifics of which change depending on whether it's during the school day or after school. The correct topics to choose change with each phase regardless of success or failure but are broadly influenced by each girl's individual personality and overall relationship standing with the protagonist. Successfully choosing a topic they're interested in will result in a small exchange playing out and grant the player either an affection point or a friendship point. During each phase, players are given nine potential topics marked by different colors to discuss, with the girls interested in discussing four of them during any given phase. In these largely optional sequences, players have casual conversations with the heroine of their choice across five phases. ![]() While most selectable events consist of pre-determined story scenes that unfold in a linear fashion, players can also at times choose to trigger free chat sequences once they've been unlocked. Making relationship progress is therefore contingent upon players regularly interacting with girls in order to advance their relationship, the nature of which changes depending on the events chosen (or sometimes not chosen), as well as sometimes specific dialogue choices made during those events, which can in turn subsequently affect the events that are available to select later. ![]() Each event corresponds to a particular girl and is open for a limited time each day before becoming permanently unavailable by a predetermined deadline. During the former, players must choose how to spend each of four phases of their school day (defined as Break 1, Break 2, Lunchtime, and After School) by selecting an event from a hexagonal grid. GameplayĪmagami's structure is broadly divided into two main phases: daily schedule planning and conversation sequences with the main heroines. With six potential heroines to romance, plus an unlockable seventh one, it's up to the player to decide with whom they want to spend the holiday season.Īmagami features more than 30 possible endings that are determined by various factors depending on how players choose to spend the six weeks allotted to them. Thus, the pair agree to find a girlfriend to spend Christmas Eve that year with before their lives become increasingly occupied with graduation preparation. Distraught and embarrassed, from that point on until more than halfway through his second year of high school, he chooses to stop pursuing any romantic relationships with girls until a conversation with one of his close friends, Masayoshi Umehara, inspires him to give it another try. ![]() Two years prior to the start of Amagami, on Christmas Eve, the protagonist, in his last year of middle school (equivalent to grade 9 in Western education systems), is left waiting for a date that never arrives. A spiritual successor of sorts to the developer's previous game, KimiKiss, Amagami inherits a streamlined version of its puzzle-based strategic conversation system while abandoning its semi-random encounter system for finding characters during the school day in favor of the wholly deterministic hex-based scheduling system. Taking place in the fictional town of Kibito over the course of six weeks sometime during the latter half of the 1990s, Amagami tasks players with managing the daily schedule of the protagonist (named Junichi Tachibana by default) by choosing which of the six leading heroines to spend time with during each school day across four time periods each day. Amagami is a Japan-only dating sim originally developed for the PlayStation 2 by Enterbrain in 2009 before being re-released in an expanded form again as Ebikore+ Amagami for the PlayStation 2 and PlayStation Portable in 2011, as well as the PlayStation Vita in 2013.
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