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Clannad follows the life of Tomoya Okazaki, a high school delinquent who meets many people in his last year at school, including five girls, and helps resolve their individual problems. The gameplay of Clannad follows a branching plot line which offers pre-determined scenarios with courses of interaction, and focuses on the appeal of the five female main characters by the player character. The game was ranked as the best-selling PC game sold in Japan for the time of its release, and charted in the national top 50 several more times afterwards.
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Inside an airplane heading for Japan, Mari is clutching a sketchbook which once belonged to her grandma, who is now deceased. The sketches on it are what her grandma had drawn before she died, reminiscing about the days spent in Japan. To color the sketches: a promise Mari made with her grandma. What will be Japan like, the country the grandma so much loved? Feeling hopes and fears, Mari drifts off to sleep. The place she is heading toward as a short-term international student is GA (Geijutsuka Art Design Class). What kind of story will unfold, casting Mari and the members of GA?
8 unlockable Non-Player Characters or 'NPCs' – discover the world as it's seen by a trans beauty, an angry punk, a drugged-up biochemist, an Elvis impersonator, a cat, and even Death himself.
Set in a modern town created in a virtual space in Japan in the near future, this is a simulation game that aims to liberate 100 people who have become immobile and to give happiness to all. The player acts as an officer in charge of managing the virtual space, and aims to normalize the people he or she contacts while observing the life of any "avatar" living there, to protect the avatar from frequent attacks by obstructionists, and to collect and redistribute the feelings of happiness and unhappiness that they emit, in order to achieve a certain level of happiness for all people. Avatar behavior changes in response to happiness and can be influenced by other avatars involved in life. That is, even with the same avatar, life can change depending on the degree of happiness of the other avatars that are actively acting or negatively distressed by the sense of well-being during observation, or are involved with or in contact with other avatars that were previously offline. The interaction between people is called "human scramble" on the package and official website. Each avatar lasts about 20 minutes, and you can watch the same avatar over and over again. The whole story is represented by 3DCG, but the avatar is represented by flat shading (a projection method that looks like an angular figure with fine planes). Avatar conversations and thoughts are expressed as text, and their voices are expressed as indistinct voices.
Newly hired by Reparative Faith Counseling, you take your first unsupervised client. How the sessions go is up to you. Play, experiment, share, feel the feels!
Amateur Surgeon 3: Tag Team Trauma (commonly referred to as Surgeon 3), freemium mobile exclusive game, is the third installment of the main series, acting as an interquel.
Doko Demo Issyo (どこでもいっしょ, Together Everywhere) is a 1999 Video Game developed by Bomber Express and published by Sony Computer Entertainment Inc. for the PlayStation, released on July 22, 1999 in Japan. Doko Demo Issyo was one of the games that used the PocketStation; it was instrumental in making the device sell so well in Japan. It is the first game in the Doko Demo Issyo Series. Doko Demo Issyo is a communication game, a game where you interact with the characters through words and phrases. The player can choose from five characters known as Pokepi and interact with them in an apartment. They can be taught words, and the player can answer questions asked by them. The biggest feature of Doko Demo Issyo is its compatibility with the PocketStation, a handheld device that often came packaged with the game, and its reliance on the device made the PocketStation required to play the game. It allowed the player to take any of the Pokepi with them anywhere, and they can continue to interact through the device. A remaster of the game was released on the PlayStation Portable on December 7, 2004 for the franchise's 5th anniversary. A port of the original game, separate from the remake on the PSP, was also released on the Playstation Vita in 2013.
A twelve episode series of short, low-interaction semi-animated episodic games by Silence. The series tell the story of Bass and Lime, two demonic creatures who assume human form and travel to Earth in order to retrieve stolen jewels from "big-eyed monsters" (BEMs). The anime Jewel BEM Hunter Lime is based on these games. Once upon a month, a door behind the full moon opens. This door is between the human world and magical world. Now it just so happens that on one such night, Lime and Bass are in hot pursuit of a demon who had stolen six power gems from the magical world. The demon escapes to the human world through the open door, and the two follow. Now they must search for the six power gems, all of which have been scattered all over Tokyo. It's up to Lime and Bass to blend into with humans and find the gems.
Hikigaya Komori grew up in the middle of nowhere and learned everything she knows about human behavior and social dynamics from reading books and playing dating sims. Once, she went to a restaurant with her parents and said 'Thanks, you too!' to a waiter who told her to enjoy her meal. ...She hasn't had the courage to show her face there since. But fortune is a fickle mistress, and much to the chagrin of her and her classmates, she's found herself in the window seat at the back of the classroom normally set aside for the main character. And when one misunderstanding leads to another, she briefly considers writing an autobiography and titling it 'A Series of Unfortunate Events,' copyright be damned. Kohinata Koharu is the former student council president and resident popular girl, considered mysterious by some and out of reach to all. It was by sheer happenstance she passed by Komori's classroom when she did, inadvertently saving her from the wonton wrath of her peers. But an accident is just fate by another name, and on a whim, she takes a blossoming interest in the other... with no ulterior motives whatsoever. Setting aside the fact that Komori doesn't believe in genuine altruism, she can't figure out why someone at the top of the pecking order would rub shoulders with a lowly ant like her... But for the longest time, she has wanted to change... if only she could. Now that she can, the opportunity is paired with the harrowing realization that rest of her youth depends on Koharu's opinion of her. When she said "this couldn't possibly get any worse!!", that wasn't a challenge, you know!!! So it's easier said than done... but that doesn't mean she doesn't want to try! After all, this is the kind of once-in-a-lifetime opportunity that someone like her could only dream of!! Will Komori be able to grow out of her shell, or will her life turn into a tragedy worthy of Shakespeare himself? Can she really get through all the items on her 'how to properly enjoy my youth! ♡' checklist when it's been untouched for over a year?? A thriving social life might be a bit of a stretch, but surely, she can manage to make a few friends, right? ...Right??