In those the protagonist is not found by Toma and returns to the cage hoping that he won't notice when he gets home, but because he's hyperattentive, he does. The good/normal endings aren't much better. The ending illustration is seriously creepy, with the protagonist suspended in chains while Toma is clinging on to her. If he seemed yandere before, it's nothing compared to his facial expression when he finds her, and makes it clear that he was holding back earlier. If it's the bad ending, Toma catches her outside and locks her up so she can never escape again. What happens then is messed up, no matter the good, bad, or normal ending. He also acknowledges that what he's doing isn't what she wants, but he doesn't care as long as it protects her.Įven if the protagonist is still sympathetic towards Toma, she chooses to escape on the last day of the route and is nearly run over by a motorcycle, causing a number of scrapes and bruises. He reveals just how much he's been observing the protagonist, and in subsequent playthroughs of his route (I got his bad ending first and wanted to try for his good ending later) his attentiveness to everything she likes comes off far more sinister than the first time through. It's not exactly where I wanted to spend a third of my playthrough.īecause of the memories I had unlocked so far, I was pretty sure that Toma was doing this because it was his sick and twisted way of protecting the protagonist, but there's no getting away from the sick and twisted. rather shocked and disbelieving when Toma locked my protagonist in a large dog cage to stop her from leaving his apartment. One of the other characters even lampshades this by telling the protagonist that Toma is the least frequent of the love interests to have a happy ending with her in all the worlds. Unless enough correct choices are made throughout the story (walkthrough probably needed) he is not redeemable. It's a type of character that normally comes off as sweet until jealousy or overprotectiveness unlocks their crazy side.Īnd no matter what the player does, he will be a bastard to the protagonist in the second half of the route. You see, Toma's route is the problematic one that I alluded to in my first post, and it makes the game difficult to recommend because I'm not down with attempted rape perpetrated by the love interest. I was pretty sure he was ultimately on the protagonist's side and had a good reason for his deception, but then I hit the second half of his route. He says and does all kinds of contradictory things (he says he's her boyfriend, but also mentions that they haven't held hands in years) and resists all attempts at intimacy. Playing through Toma's route was fascinating, because choosing the right dialogue choices reveals that there is a lot that Toma is hiding from her, but it's also clear that despite not being her boyfriend, he cares a lot about her. When she gets around to asking him if she liked him before she lost her memory, he tells her that they were a couple, which contradicts what he had said previously. He says he can't get interested in her because they grew up together, and the protagonist's brief flashes of recovering memory tells her that she liked someone who was having trouble seeing her as a woman. In this world, Toma is an older brother figure of the protagonist, and it becomes clear through early dialogue with a third party that he is not her boyfriend. Unbeknownst to me, I had picked a really good time to take a break. I got halfway through the month before I stopped playing for the night. The beginning was entertaining enough, trying to figure out details of the protagonist's past and why she was getting these mysterious threats, all while trying not to cause Toma to freak out. Of course, if you've read my comments on Shin's route, or seen his bad ending yourself, you can guess I was in for a rough shock, and I was going in blind. My adult favorite is spades, but I didn't like Ikki's design much, so Toma it was. Toma had the most appealing character design for me.Īlso, the suit he's associated with is diamonds, which was my childhood favorite, so it seemed like a good bonus. As I've mentioned, character design does a lot to show what kind of person the love interest probably is like, and factors into the selection process for the player. My first playthrough was the Diamond world, for a couple of reasons. Or as I nicknamed him, "the psycho boyfriend." (I also called him Stalker-san for a bit, which kind of gives you the impression of what he's like.)
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