
MAMIYA is a captivating, dark mystery visual novel in which a group of young men struggle against existential dread before the end of the world.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.43/day in the week to Sep 9 → 0.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
MAMIYA is a captivating, dark mystery visual novel in which a group of young men struggle against existential dread before the end of the world.
Tokyo, during the year in which the world was prophesied to end.
As we clung to reality, too spineless to throw our lives away together, we met MAMIYA.
At a friend's funeral, the entire crowd was weeping and mourning, while we thought to ourselves that the death of a single person had no meaningful impact on the world at large.
We slept, woke up, and went through the same daily grind as ever. At least, that's how it was supposed to be.
Then MAMIYA appeared...
Before we even knew it, the mysterious child named MAMIYA had wormed their way into our daily lives. They slowly, but surely, became something of an emotional support. They'd brought us down a new path.
A path that would surely lead us to our deaths...
An apocalyptic adventure intertwined with themes of trauma
A meticulously crafted mystery scenario that rewards the observant
Over 20 distinct endings of destruction and growth
Over 180 stunning illustrations
An immersive experience created through a fusion of music and storytelling
Kikuchi Ryou
A solitary high schooler rumored to be involved in multiple violent incidents. The only one who understands him is his childhood friend, Toujou Minato.
Because of his often-absent mother, he has to do part-time jobs to support his 9-year-old sister.
While not very good at making friends or conversation, he has a very sincere heart.

Toujou Minato
A cheerful, sociable boy who is the star of his class.
While he can get along with anyone, the only friend he is really close to is Kikuchi Ryou.
Despite what his refined appearance would have you think, he is a judo black belt and a big eater.

Morichika Haruki
A handsome deadbeat who drifts through life jumping from woman to woman, maintaining no stable job or residence.
Though a rather intense character who can be abrasive even with younger people, Haruki also has a sensitive side.
He yearns for company, yet loves solitude, making him a somewhat conflicted personality.

Suou Keito
A member of the lacrosse club, overflowing with affection, a sense of justice, and an arrogance he himself is hardly aware of.
Raised by a gentle mother and an officer father, he's had a wonderful family life, but there is a part of him that feels unfulfilled, driving him to write a dream diary.

Kikuchi Midori
Kikuchi Ryou's little sister who wears a raincoat even on sunny days and is very good at finding things that are out of the ordinary.
Conversely, she doesn't handle groups well and tends to be alone even in her class.
Loves both her brother and mother.

Mina
A popular maid working at a maid café in Akihabara.
Often called the "Cinderella Maid," she attracts quite a bit of attention.
She gives off a cool impression, but is courteous and gentle to her passionate fans.

Librarian
A refined librarian who enjoys black tea. She teaches newcomers and makes sure the library rules are followed to the letter.

???
A mysterious young man in a trenchcoat who spectates the unfolding events. What is his objective?

???
An enigmatic man whose appearance seems to herald ruin. How is he connected to "MAMIYA"...?

...And more characters await!
Engagement
Reviews
Themes across 68 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
soon after i bought the game i learned that that they released a switch version with full voice acting. the devs didn't say anything about adding it to the pc version, so buyers interested in this game DO NOT GET THIS VERSION, unless you want to support devs scamming consumers into getting 2 copies of the same game for "exclusive content"
One of the most simultaneously simple and complex stories I've read, I started playing with no idea what to expect and even now can't think of a comprehensive way to explain the plot. In essence it's a quite realistic portrayal of diverse struggles in life and adaption to them, with a heavy focus laying on escapism and the importance of human connections. The characters are really well-written and have a good amount of depth, plus in general the story feels very poignant and profound. Then the plot expands into a convoluted fantastical dimension which adds more mystery and to me was even reminiscent of Umineko at times. Altogether the plot progression feels a bit weird, especially in the beginning the narration can be confusing, however throughout the chapters things get gradually clearer, but also really chaotic eventually lmao. Overall I really enjoyed this VN and found it quite memorable and relatable. The art and aesthetics are immaculate and the soundtrack is very immersive and lovely! The pacing did feel slow occasionally but the story always managed to get me invested again. Only thing I DESPISE is that a huge arc of the MAIN story got released as a paid DLC?? Making the full game so expensive while disguising it for half of the price until you check the DLC section feels scammy as hell, the game is great but if you wanna be greedy so badly, then at least include it all into one release and increase the base price.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese
Hours played at review time, across 69 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
对我而言是有被评价清一色好评和完整剧情需要dlc骗到的。。。所以怨言较大 这个所谓的氛围神作呢一旦get不到人设的话自然很难沉浸入主观的情感里啊 故事比较魔幻时间线更是很乱 整个构架完全看不出轻重头尾 像是想到哪写到哪的流水叙事。。人物行为实在是没有逻辑支撑无法溺爱 结局受害者和施虐者包饺子大和解 也是理也理不清直接造一个新情景开始舞 官中翻译不行台本写的不行使剧情毫无记忆点....反正steam版暂无配音和不买dlc看不了第三章并不值此价格。。 cg也是画师有点多 亮的立绘瘦瘦小小的但好几张cg变壮实成男我真救命了。。优点只有光影挺好看,音乐非常好听 各种情景反复使用也很沁人心脾不会听腻,卖的通讯录呢有部分黑残要素对上xp了捡两口吃吃
[h1] 一部梦到哪儿写到哪儿的无逻辑氛围作 ——《Mamiya》游戏评论 [/h1] 2分,多1分给唯一的优点——氛围营造的用心,剩下的是比四娘的狗血都更无聊的超长梦游废话。作者的水平在第一部分Fall Down篇透支干净,剩下的Down Fall和DLC,属实是玩家欠他的,在这艰难的50多个小时的游戏时间里,作者通过堆砌无效概念、强行无脑转折、硬凑华丽空洞词句,讲了一个“我们四个有Mamiya,你们四个也有Mamiya,原来你们四个就是Mamiya,你们把Mamiya吃了再试图把我们四个也塑造成Mamiya,我们让真正的Mamiya复活最后我们全都死了,在EX篇里甚至旁观者也是Mamiya”的神经病故事,作者绞尽脑汁完成堆砌游戏字数的KPI,就是不用一点来思考文字与文字、故事与故事、正常人思想行动的正常逻辑。 [h2] 一、氛围就是一切 [/h2] 本作从皮相上一眼看去倒是能唬住不少人,尤其是第一部,事实上游戏完结在第一部结束是最好的,无长线拖烂剧情,提出问题引发思考,在主题、美术、BGM和文笔的加持下,可以给本作一个7到8分。 [h3] (一)现代生存困境 [/h3] 本作以单元剧的形式,以4个角色(2012年)的处境展现了当代人现实生活中的生存或精神困境,如单亲与家庭暴力催生校园霸凌、父母长期离家导致少年孤独、讨好型人格导致的虚伪生活面具与性别识别障碍、离异家庭导致缺爱少年丧失爱的能力等问题,在后现代文学里都是常见的主题,展现现代社会造成人情冷落、隔阂丛生、孤独处境等问题,并将之归咎于非健康家庭对后代的影响。作为一部二次元类型的游戏,能将笔触聚焦于现实困境,本身是值得称道的事,奠定了本作严肃的开场基调。 [h3] (二)阴暗美术风格 [/h3] 本作的美术风格是以真实环境照片做背景+卡通人物,以磨砂玻璃般的滤镜模糊真实背景,增加了作品暧昧、模糊的风格特色,整体以低饱和度、低对比度的浓重水墨风格为配色,强化了末日氛围,加重玩家玩游戏时的阴郁沉重之感,为作品披上了小众文艺的外皮。加上大量夜晚都市和模糊霓虹作为背景,更渲染出当代都市人的“都市病”,与当代都市人的精神状态相契合。 [h3] (三)蓝调爵士配乐 [/h3] 如果说其他游戏通常是创作一套符合游戏主题和风格的纯音乐作为BGM组曲,那么本作就是精心挑选“拿来”符合本作氛围的人声演唱歌曲,在风格上特意选择迷离的蓝调、忧郁的乡村、颓废的摇滚以及典雅的古典音乐来反复渲染作品阴郁、颓丧、忧伤的文艺氛围,且人声演唱的歌曲占比超过一般游戏。作者的音乐审美在线,有些人声BGM旋律非常抓耳,比如春树HE的BGM、结局BGM《You and me》等。超过110首的总数充分证明了本作作者对BGM氛围渲染作用的认知和重视,也无限放大了本作的情绪与氛围感染力,客观上也掩盖了故事内容的薄弱和苍白。 [h3] (四)华丽抒情词句 [/h3] 虽然不少玩家将本作遣词造句的水平与四娘相提并论,这话正确与否姑且不论,但都证明他们注意到本作作者对词句渲染甚至放大情绪这一功能的极端重视,抒情词句使用频率之高甚至有点过于矫情,让情感表达不知节制,雕琢堆砌的痕迹很重,毕竟最顶级的文笔大师都是白描大师,形容词的数量和水平成反比。但这种对语言的打磨我认为值得鼓励,尤其和毫无遣词造句才华、连濑户口都能被夸文笔的二圈游戏界的一干口水话作者相比。具体而言,本作作者通过几个途径形成自己的鲜明文笔特色,包括对“孤独”“绝望”情绪的精准捕捉与反复渲染,如“周防景人被独自留在了旋转木马前。在夜晚的游乐园里,光芒在他身后空虚地旋转着”;对都市、夜晚、霓虹等意象的精准选择,如“寒冷的雨水不断地夺走皮肤的热量。夜,越来越深。湿漉漉的柏油路反射着红绿灯的光芒。耀眼的红光在积水中摇曳”;运用通感等修辞手法,表达细腻,如“在深绿色的围绕中,弥漫着一种与世隔绝般的寂静。他伫立在那里,就好像马上就会被月光带走一样”“空气中细微的雨意拂过了我的鼻尖”“过去的罪行在无法动弹的身体上游走”等,让本作的遣词造句比市面上一般的视觉小说游戏多了一层文学审美价值。 但本作语言和它所承载的叙事功能彼此割裂,氛围营造的作用远胜于叙事推进和主题深化,比如EX大结局的最后一段话: “大家都停止了谈话,看向了实鸟指着的方向。 确实,有鸟在晚霞中飞翔。 那个像是乌鸦的鸟,看起来既像是白的,又像是黑的。 一个摇曳的影子,却混合着黑白两色…… ——仔细看去,就会发现那是白色和黑色的两只鸟,它们像是重叠在一起一样扇着翅膀。 两只乌鸦飞过了春天的天空。 无论太阳落下,夜晚降临,还是黎明再次到来,他们的翅膀也不会停歇。 不久之后,两只鸟飞越了城市,又继续向远方飞去。 ——最后轻轻地落在了两人的肩膀上。” 这段收尾充分体现了本作的文笔特色,又长又啰嗦,有氛围缺信息,将近两百字就写了个一白一黑俩乌鸦停在众人肩头的事,除了把夏目和间宫是一体两面这个早已说烂的事拿来叨叨一遍,又有什么多余的作用呢?什么是言简意赅、文笔卓越又深化主题的结尾,举个简单的例子,鲁迅的《药》里写鸟的场景: “他们走不上二三十步远,忽听得背后‘哑——’的一声大叫;两个人都竦然的回过头,只见那乌鸦张开两翅,一挫身,直向着远处的天空,箭也似的飞去了。” 这是全文最后一段,一句话写鸟,寥寥数语精准勾勒出鸟乃至鸟背后象征的英雄的精气神,为整个氛围沉重的小说画了一个毅然决然又充满希望的句号,这就是大师的文笔。 [h2] 二、故事狗血崩坏 [/h2] 和本作阴郁文艺的风格化相比,它的叙事逻辑和人物塑造水平就宛如是为了文艺风格特长倒欠的一般,设定让位于氛围,逻辑让位于冲突,合理让位于长度,终至于让本作在第二部和DLC的层层加码之下成为折磨有完结强迫症的玩家的屎山代码。 [h3] (一)设定形同虚设 [/h3] 首先,本作最大的一个设定背景是——末日,故事发生时间设定在1999年和2012年两个和世界末日有关联的时间点,但所谓末日的背景,仅仅停留在反复强调的话语中,并未成为支撑本作故事发展的核心矛盾,成为故事支柱。说白了,就是对于“末日”这一设定的真正内核与意义认知不清,对其使用水平不如以《生化危机》为代表的丧尸题材作品,《生化危机》是真正能让人感受到末日绝望的作品。末日的核心矛盾到底是什么?是生物生命朝不保夕,这一矛盾是直指人最底层最根本的生存需求,不是文艺青年悲春伤秋的小情绪。当面对世界末日这一灭顶之灾时,个人细微的情绪感伤早被碾碎不存在不重要,取而代之的一定是社会正常秩序的彻底崩盘和末日向死而生的最后狂欢。在这一末日之下,人沦为禽兽,绝非还是本作中所呈现的那样还纠结于爱与被爱、朋友感情、他人印象、生活伪装之类对于生存来说无关紧要的细枝末节。本作却将末日这种灾难当成“过去的人好像说,到时候会有神的使者吹着号角从天而降。……那副景象一定很美吧”这种浪漫主义想象,足见作者对本概念认知的浅薄和幼稚。 其次,本作设定了一个高维世界,即主角是超脱现世成为神的编书人打工仔,采用了一个被Galgame用烂的概念——高维视角拯救现实人类,主角通过“高维主角光环”拯救朋友,但本作从头到尾就是故事里的几个角色彼此瞎折腾,主角唯一干的一件事是把1999年和2012年两个时间点合并,让两个时代的人相遇,至于这样到底对角色命运起了多大的救赎作用,可能就五毛钱,他们最终的自我拯救也只是几人之间的和解,格局非常小,和世界末日更是不到半毛钱的关系。类比同类型设定成功的作品如Ever17,高维视角拯救朋友就非常成功,最为该作最大的反转和真相包袱,游戏初见非常惊艳,也能通过时空理论自圆其说。相比之下,本作则成了徒有其表而内在逻辑一坨。 此外,DLC的最后作者显然编不下去,主角受神管辖,最后杀了Mamiya后发疯,居然放火烧毁神管辖的象征存储众生命运故事的书库,还成功逃脱没被阻止,最后逃到沙漠居然都没被神找到,简直高位神当了个寂寞,但凡看过《西游记》大闹天宫都不至于对神理解成这样。 [h3] (二)幼稚中二幻想 [/h3] 首先,为展示深刻装逼必上宗教,这基本成了Galgame的常规操作,可惜毫无疑问的二圈作者对宗教的理解全是同个幼儿园大班毕业的水平。本作最重要的概念——关于Mamiya的幻想,本身是故事里的角色小团体中各人产生的幻觉偶像或者精神性救赎,本作也是围绕这个幻觉,让小团体之间产生无数纠葛矛盾,但随着作者口头的末日来临,你这本来是小团体的偶像也振臂一呼成为末日之下众人类的精神幻想领袖,让大众进行“幻想崇拜”,以“幻想凌驾于现实之上”作为宗教纲领和口号,简直是耶稣看了沉默释迦摩尼看了流泪。可谓是“二圈写宗教,历史就发笑”,如果宗教那么容易创建和推广并形成大众影响力,那宗教还需要长期的经营、宣传、推广并伴随无数牺牲吗?宗教最重要的普及办法是解决实际生存困难,推动建立社会新秩序,你当谁逼逼两句都有人信仰并追随吗?逼都被傻逼装完了。 其次,本作试图探讨精神幻觉对于人现实存在的影响,本质是孤独现代人的精神救赎与治愈,让本作有了点“形而上”探讨的味道。但操作过程中如何处理这一叫做“Mamiya”的幻觉,却暴露作者想强行掌控概念的无能,具体体现在以下几个方面:一是幻觉本身幼稚,有些如真百合的老师形象Mamiya、有栖川的灵魂伴侣Mamiya等比较靠谱,但如鲛岛的受虐正太、春树的护士萝莉等就意义不大甚至纯属扯淡,当角色与精神依靠之间的关系无法夯实和说服玩家,这种因Mamiya而生的种种矛盾纠葛就显得无中生有、无理取闹。二是Mamiya是虚是实设定不清,Mamiya作为无中生有的虚拟幻觉形象,最后也莫名消失了,99年四人组又为什么能够吃了他的肉?Mamiya要能被你几爷子吃了还轮到你几爷子因为Mamiya消失要死要活的? [h3] (三)狗血烂梗齐飞 [/h3] 这是本作最大的问题,即逻辑早死、生拉硬拽,为了续剧情而强行拉扯狗血,和本作比起来,四娘都显得格外眉清目秀,如果说四娘是逻辑勉强,男女关系混乱、撕逼狗血,本作则是莫名其妙的爱恨与死死又活活,彻底放弃逻辑,可谓是精准定义为了凑字数作者能让角色丧心病狂到什么程度。 一是顾头不顾腚,比如某一章题目叫“夏目的手机”,玩家以为终于要揭示手机的来龙去脉,结果角色最终的结论是“我不记得为什么给你了”,鉴定为没有大病写不出来。二是莫名其妙的人物关系,为了病态而病态的人设,比如冬马与春树的迷之兄弟情,哥哥对弟弟迷之憎恨,把父母离婚的原因归咎于弟弟;比如鲛岛有施虐狂的问题,就对上司的儿子下手等,如果我不是知道本作的名称,我还以为是《人类迷惑行为大赏》或《神经病案例研究报告》,本作以世界末日为背景,但不意味着世界末日下的人类都是心理变态。何况当真到世界末日,你们生存都不能保证还有精神互相看不顺眼相互折磨吗?至于DLC的16个结局,HE自然就是相互折磨的一群人最后相互和解,既没写明白变态间突然放弃折腾的原因,同时也没写明白瞎忙了半天的高维看客主角到底在其中起了什么作用。三是没活硬整的烂尾,当配角们的屁事也没的写的时候,本作作者开始折腾主角,没有朋友拯救的主角开始找各个平行故事中的Mamiya杀,理由是“因为Mamiya的存在世界才毁灭的”,杀人不够再自杀,随后放火烧毁打工的书库,期间管理者的神全程隐身,只有中层干部的司书在奋力阻止。对此我只想说没活可以不写这么长,玩家不会嫌你字数少,这不是你产屎来报答玩家的理由。 [h2] 三、单机游戏网游玩法 [/h2] 本作作为一部单机游戏却不满足于单机的机制,一定要尝试网游的套路,为了游戏在线率,硬把一次性买断内容搞成分段体验、分割玩法,那个EX的IF剧本的五分钟不到的小故事需要抽取,每天只能抽五次,且每日体力更新时间还不是零点你敢信?并且会有重复内容,我抽了十来天都没把短短十六章的IF剧本抽完。对此我真的会谢,哪怕是氪金抽卡手游我都把目标抽满了,但在买断制单机里我做不到,看来狗作者是太想去网游当策划了。只能奉劝玩本作的玩家一旦解锁EX内容就每天抽剧情,否则等到其他部分玩完了搞不好都还没抽齐IF剧本,加上剧情需要在解锁的章节上反复点,如EX章,同样的地方,画面不同意味着有新剧情,不重新点进去看就会漏剧情,导致3个Steam成就受限,这么恶心的机制我是第一次在游戏里见到。
沙漠里会有爱吗?不,沙漠里都是沙子 打了120个小时是因为我对这个游戏有爱吗?不,实际上是游戏文本对我造成了阅读障碍导致缺氧挂机昏睡。全成就是因为我强迫症,花一百多买一部不知所云的视觉小说只是因为我钱包里的钱渴望自由想出去透透气。 要是能重来,我只想淡淡地说一句:rnm,退钱。
一款被过誉的“神作”。整体评分5/10,本质上是偏向于磕cp的游戏,全成就时间在25h左右,鉴于内容质量和性价比选择了不推荐。 优点是有的,立绘好看(CG不行,五张崩三张一张崩得离谱),BGM贴合场景,世界观和反转剧本非常优秀,但[b]无法弥补这个游戏的致命缺点:叙事。[/b] 电波系标签并非是混乱叙事的挡箭牌,就算是电波系也有明确的中心主题,而MAMIYA的叙事缺乏主心骨,啰嗦且经常偏离主题,五分钟能交代完的事情硬是拉扯到二十分钟的文本,如果说这些多余的完全不是伏笔的大量无意义日常描写(与寒蝉不同,寒蝉的日常描写是为了与后续的逐渐崩坏形成强烈对比),以及反复且类似的无法让读者共情的郭敬明式青春疼痛的无病呻吟是为了丰满人设那属实是有点搞笑,因为这些文字完全无法让人物在我心中留下立体的印象,但作为安眠药的话倒是药效极佳。 [b]除了以上视觉小说最致命的缺点,还存在其他方面的缺点:[/b] 1.想要体验到完整剧情必须要购入DLC,所有的拉高评分的反转全在DLC,本体打完了只会收获一个不明所以的你。 2.(对于全成就玩家来说的缺点)全成就不仅要购入DLC,还需要抽额外的“剧情卡”,一天五次,有高概率重复,可以通过修改系统时间刷新。 [code]"做忠于自己的玩家,写有温度和有深度的文字" 欢迎加入[url=https://steamcommunity.com/groups/steamtown_3B]蒸汽小镇三年二班[/url]& 关注我们的[url=https://store.steampowered.com/curator/45909261/]鉴赏家[/url][/code]
This is surely a 10/10 VN that excels at conveying a deeply emotional story, with complex characters. I was at odds with myself since there were some characters I felt like I had to hate, but I couldn't fully do that because of their backstory. That does not excuse their actions, but that does not make them monsters. Not enough people know of it and surely a whole lot more should experience the greatness of MAMIYA. If you like the story even a little bit, just get DoomsDay Dreams as well, it's an integral part of the experience. The base game works fine as a stand-alone story, but the dlc surely enhances it. It shouldn't even be called a dlc to be honest, DoomsDay is as long as the base game.
如果你觉得自己的人生太顺遂了可以来玩我们mamiya这款包括了但不限于[spoiler]赌博,未成年人姓唉,伪娘,教唆自杀,滥∠,ntr,虐待未成年人,弑母,监禁,教唆吸烟,喝血,虐杀未成年人,反复虐杀未成年人,吸读,诱煎,强煎,物化,食人,非自愿未成年人姓唉,替身文学,包养,强迫卖银,强迫未成年人卖银,医患恋,师生恋,[/spoiler]主线关键剧情塞dlc里dlc价格和本体一样等等元素的游戏
1. 每個角色塑造像是各自從家暴、褻童、妄想症等負面標籤挑選了幾個貼在身上,他們各自的價值觀和思維邏輯也相當異於常人。 2. 劇情到DownFall篇結尾埋了許多伏筆,然而作為真相篇的DOOMSdayDREAMS篇令人失望,揭露的真相大多不重要,諸如夏目的死因、手機為什麼交給美波,無關緊要到刪掉也無所謂的程度。 3. 世界觀只為了推進劇情,空洞、都合主義的集合體。 4. 劇情核心的時空詭計牽強,無法自圓其說。 5. 唯一優點:BGM好聽。
A captivating story of human connection at its core. At the time of writing this where I have completed all of the main story's contents as well as the 2 "bonus" scenarios, I can confidently say that MAMIYA is one of the best narratives I have experienced in recent years. Although there are other titles in the mystery genre, this is one of the only times I felt that it was hard to close the game because of how much I wanted to continue reading. This pivotal fact is what nudged me to write my own review of this visual novel, as I hope that at least one person that reads my thoughts thinks about reading MAMIYA as well. What sticks out to me in this visual novel is its usage of routes and how each of them serves more as an individual "episode", rather than what is expected of the genre. each of the main 4 characters receiving multiple respective routes throughout the story. The former half of this game is comprised of these routes and shows each respective character's relationship to the being known as MAMIYA, serving as an emotional anchor in these characters' oppressive daily lives. Although this is a common staple in this genre, it remains an effective way to convey the thoughts and feelings that motivate these character's actions in the story. MAMIYA recognizes this investment, treating these routes as something that can be "observed" by our currently absent protagonist, and later hinges on the fact you want to see these characters thrive. MAMIYA presents itself as a dark mystery novel, but, "Tokyo, in which the year was prophesied to end", is generally used as a backdrop rather than the heart of the story. There are some scenes in place to serve as exposition but this is rarely ever at expense for the story, and spends most of its time as something introspective, allowing you to connect with the characters even deeper. This storytelling is all in favor of the protagonist's ultimate goal to save everyone in this story, and creates a satisfying harmony between MAMIYA's narrative and the player's feelings. This does not mean the mystery isn't present whatsoever, as the first half of MAMIYA presents you with many unanswered questions, and smaller pieces fall into the bigger puzzle throughout all of the second act. I found that many of the twists were somewhat predictable but this is by no means a criticism of the game, as even though some are more obvious than others, it is extremely satisfying to see the majority of MAMIYA's revelations come into place as you read. These satisfying discoveries that leave more unanswered questions as you uncover them is perhaps the primary reason I found this visual novel so hard to put down. Additionally, I would like to touch on some minor details I appreciated nevertheless. The visual novel uses mostly real photos for its backgrounds, but has fantastic CGs all done by the very talented developer Kokoroten. Many of the graphics in earlier parts of the story make good use of harsh blues and yellows which almost make the backgrounds appear dreamlike, and make the later graphics all the more striking with their visual clarity. MAMIYA's protagonist is also one of my favorite parts of the visual novel, I found myself very attached to him by the end. MAMIYA certainly isn't for everyone but it will most likely leave a big impact on anyone that's already interested in reading it. This visual novel revels in being unpleasant to read at times, but it is all in favor of the heartfelt message at its core, which is that connecting with others is the most important thing someone can do.
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