Bad Apple Wars Review


Release Date: 2015
Publisher: Idea Factory & Aksys Games
Platforms Available: PS Vita (Japanese & English)
Game Link: Bad Apple Wars – PS Vita [Physical]
Bad Apple Wars – PS Vita [Limited Edition]
Official Site: Aksys Games

It has been quite some time since my last review, and if you would like an overall update on what I have been up to and my summary of the best and worst of 2017—you can read my post here which covers everything.

Bad Apple Wars is the final otome localisation from Aksys Games for 2017, as the fan disc Code: Realize ~Future Blessings~ was pushed back to a tentative March 30th 2018 release. Their other announced titles such as Period: Cube ~Shackles of Amadeus~ (Review) and Collar x Malice (Review) were released earlier in the year.

Although I did enjoy the game overall, I had some major issues with the overarching storyline and character development within Bad Apple Wars.

Storyline ★★★


-The Story-

After a sudden car accident on her first day of school, the protagonist finds herself in the afterlife, standing before a strange school for lost souls. It is said that here, at NEVAEH Academy, any student who behaves and follows the rules will be able to graduate and start their life anew. After a man wearing a rabbit head informs her of her untimely demise, the confounded protagonist attends the school’s opening ceremony.

And then, suddenly—a loud blast tears through the auditorium. At that moment, a war breaks out between the Bad Apples, a group of delinquent students opposing the academy, and the Prefects, sworn enforcers of the school rules.

In the midst of the chaos, the protagonist comes across a red-haired young man. Without a shred of hesitation in his voice, he reaches his hand out and asks her: “Do you want to live?” (Official Website)

If you’re familiar with the anime ‘Angel Beats’, then Bad Apple Wars is essentially the more light hearted and happier version of the original concept. NEVAEH Academy is akin to purgatory, a world that is neither heaven, hell or earth—where souls filled with regret from their past lives reside. They are unable to move onto the afterlife due to their past burdens and the students are given two options: relinquish their pain, identity and memories in order to be reincarnated or face their regrets and have another chance to atone for their past mistakes.

However, the path to receiving another chance at life is a difficult one. It is filled with almost impossible challenges that no one at the academy has been able to overcome. Limitations are set in place to deter those daring enough to try, and the longer they stay within the world—they slowly begin to lose touch between their past and current realities. Will the heroine choose to be a good apple in order to graduate and start life anew, or be a bad apple and fight in a seemingly hopeless cause to defy the hands of fate? 

The premise of the storyline is very interesting and immediately draws the reader into the bizarre universe. However, it falls terribly short of its potential and leaves so much more to be desired by the end of it all. It is a tragic romance at its core, and stirs your heartstrings upon the reveal of the bachelor’s pain, suffering and burdens prior to dying. But, there is the saying that too much of a good thing can eventually become a bad thing.

It felt like after a certain point in the storyline, the writers were pouring as many ‘heartbreaking’ and ‘tragic’ plot devices as possible for the sole purpose of inflicting despair within the readers. It overshadowed a lot of the more comedic and lighthearted moments throughout the storyline, and became noticeably stale by around the third playthrough.

This is due to the lengthy common route of the game that universally incorporates the same key events regardless of whether you choose to side with the ‘good apples’ or ‘bad apples’. It became very repetitive over several playthroughs, and the original emotional impact and shock factor fizzled away into essentially nothing. For such a short game, you would think that the common route wouldn’t take up so much of the playtime considering it is the same events over and over.

And yet, in my first playthrough the common route took 3-4 hrs (Ch 1-5) and the actual bachelor route (Ch6-9) took 1hr. Needless to say, this was one of the main contributions that led to the lacklustre plot and poor character/romance development. Although some events and dialogue did differ over each route, they didn’t contribute or reveal anything new or critical to the overarching storyline.

It was essentially a cycle of the same discovered information, and for such a complex setting like Bad Apple Wars—3 to 4 hrs is nowhere near the length of time needed to fully explain and flesh out the universe. As a result, it suffered from countless plot holes and confounding character timelines due to the writers introducing unnecessary gimmicks to the storyline that was never further delved upon. The relationships and developments between the characters felt so rushed, as the bulk of the writing was devoted solely to the common route.

There is no proper ‘true ending’ that sheds some light on the true nature of NEVEAH Academy, despite White Mask and Alma being the main bachelors of both the Good/Bad Apples respectively. Whilst their routes were an improvement over some of the others, it still left so many open-ended questions and much to be desired in terms of romance with the heroine. For example: what exactly were the teacher’s roles at the academy? Who are they? How did the age timeline work? Is it a continuous cycle of life, death and reincarnation?

The total playtime for the entire game is around 20-25hrs, which is appalling considering I felt it needed at least 30-40hrs to satisfactorily fill in all the missing pieces within the routes. I wouldn’t have minded the lengthy common route if it at least differed between the good/bad apples, as the heroine Rinka plays a different role in both sides of the story.

However, she ends up being near useless as a prefect and still befriends the bad apples regardless of her position. This renders the early decision almost obsolete as the common route eventually leads into the same chain of events.

Despite my criticisms, I still enjoyed the storyline of Bad Apple Wars even with the glaringly obvious plot holes. It still had some good moments throughout the game that were tragically moving and carried a powerful moral message that left quite the memorable impression. It touches on the concepts of what it means to live, the fragility of human life, the thin line between hope and despair, to never lose sight of what’s important and the all-too consuming regret upon realising these things a little too late.

Character Development ★★

As I mentioned earlier, just the sole fact that every character route only had 1hr worth of playtime should already be ringing alarm bells. Needless to say, all the romances were poorly developed and I could not understand as to what made them fall in love or how they even developed such a connection with Rinka (Protagonist) by the end of their storylines. Rinka herself, is a major problem I had with the game which I will elaborate further on below.

It was just too little writing and time to fully flesh out their emotions to truly be realistic and believable. The short game length wouldn’t have been as much of a problem if the writing and pacing itself was done well. However, the writing for the routes were noticeably inconsistent in terms of quality and there were significant disparities between them. To my knowledge, this is due to the game encompassing 5-7 different writers.

I recommend two different route orders, depending on what you personally feel is best suited to you. For a more connected game experience, start off with the bad apples: Higa → Shikishima → Alma→ Satoru → White Mask. To have a better understanding of both sides of the storyline, then I recommend: Satoru → Higa → Shikishima → Alma → White Mask.



RINKA: Normally for most game protagonists no matter how bland their personality is, they will still have noticeably distinct traits that many of the characters comment on as their key strengths. For example: the most common ones are kindness, persistency, gentleness or a caring and cheerful nature. For the heroine of Bad Apple Wars, even after clearing the entire game I found myself unable to describe her personality as a character at all.

Rinka is meant to be a ‘self-insert’ for the reader, and I usually have no issues with self-insertions for the protagonist. There is no one-dimension in how a story should be told, and some protagonist personality types work better for specific settings than others. However, my criticism of Rinka isn’t the fact that she is a ‘self-insert’ heroine but rather it was poorly executed throughout the whole game.

She constantly laments throughout the storyline of how ’empty’ and ‘hollow’ she is as a person, without a single desire, goal or aspiration for herself. Her past life had been monotonous and lacklustre in every aspect, and she had passed on without ever finding anything she held dear.

My main qualm with Rinka is how often the ’empty’ monologue occurred throughout the game, because being ’empty’ is not a description of a person or a personality trait at all. It made her un-relatable as a protagonist because it is impossible for a person to be completely empty. It’s ironic because she is meant to be a self-insert for the reader, and it’s so difficult to empathise or play as someone who has no dimensions as a character.

Rinka becomes so resigned to her situation with an ‘oh-woe-is-me’ attitude no matter which route you’re on. It’s only after she falls in love with the respective bachelor, that she finally finds something precious to her that she wishes to protect and worth living for. It felt like as a character, she was completely dependent on the bachelor and without anything redeeming of her own to contribute to the storyline.

She’s essentially a plot device, used only to further fuel the own bachelor’s development and route. By the end of the game, I honestly didn’t view her to be much of a protagonist at all; considering she develops minimally as a character and has no story or redeeming qualities of her own without the bachelor in the picture.

Considering majority of the characters all had some regret or reason from their past that renders them unable to move on, it made no sense for Rinka to have little to no backstory whatsoever of her own. It further cast a negative light on how even the secondary characters were more interesting to learn about than the protagonist herself.


HIGA: Although initially quite gruff, rude and blunt towards Rinka—beneath Higa’s rough exterior is a kinder and softer side to him. He deeply respects Alma and views him as a brother figure due to the longstanding nature of their relationship, his abilities as a leader and as a remnant of his past regrets in his previous life.

Out of all the bachelors, he is the most supportive and encouraging towards Rinka in her transition to NEVEAH Academy. It was quite noticeable how much Rinka had opened up and come out of her shell over the span of their blossoming friendship. On the other hand, I felt the romance was rather poorly developed and lacking in terms of believable intimacy.

Their relationship dynamic was more akin to an older brother-younger sister, due to Higa’s inherently protective nature. When his route began to show more promise of development between the two, he abruptly passes on and leaves their relationship completely open ended and without true closure. It was just so sudden and without any proper build up of momentum that I was just left thinking ‘there is no way that is how it all ends?’

Due to their different timelines, their current relationship in NEVEAH Academy has no continuation as they both reincarnate again as different people. The ending just felt so tacked on and written solely for the sake of them somehow ending up together in a specific scenario. Because of how disjointed the writing and events of Higa’s route were, it really took away from his strengths as a character and was definitely my least favourite storyline.


SHIKISHIMA: A mysterious, wandering artist who belongs to neither faction—Shikishima has been at NEVEAH Academy the longest out of all the bachelors, and from the oldest era of time. He immediately piques the player’s interest due to his whimsical yet relaxed approach to the events of the storyline. In comparison to the other bachelors who are filled with determination to escape from their fate; Shikishima is the complete opposite. He is almost completely void of emotions and seemingly content with remaining at the Academy forever.

Throughout his time there, he has seen many graduate and lose their sense of self. He believes that nothing good would be waiting for him, even if he returned to his previous life. As we soon learn, he has a traumatic and lonesome past which he chooses not to remember. In fact, he desires more than anyone to find his own sense of purpose.

Out of all the bachelors, Shikishima is the most complex and multi-faceted to learn about over the course of the storyline due to how reclusive and withdrawn he is as a character. He is a lost, lonesome soul where even until the end of his life—he found no one who truly understood him.

His route had so much more potential and aspects to be delved upon, but was unfortunately let down by the glaring loop holes within the overarching plot itself. Shikishima’s story suffered from the same core issues as Higa’s route. Due to the conflicting timelines, the writers created a contrived scenario written solely for the sake of Rinka and Shikishima ending up together in one form or another.

However, it’s worsened by the fact that Rinka retains her memories at NEVEAH Academy and promptly associates her feelings for the late Shikishima with his current reincarnation. It casts a negative light on their relationship in the present and Shikishima’s ending overall, as his reincarnation notices that Rinka’s feelings for him are not truly sincere.


ALMA: A natural born leader, he is vigilant and the most determined to escape from the confines of NEVEAH Academy. Alma is the glue that keeps the group together and unified in their plans, and wholeheartedly has everyone’s trust and confidence in his abilities to succeed. He is stoic and difficult for Rinka initially to befriend, due to his secretive nature and being a character of very few words.

Compared to the previous two routes, Alma’s relationship with Rinka is perceptively much more of a romantic nature due to the increased amount of alone time they have together. As his route is one of the ‘canon’ storylines of the game (representing the bad apple faction), it is much better fleshed out in terms of both plot and character development.

However, it reuses the none too original angsty trope of a ‘deceased lover’ as his past and the reason that drives him to return to his previous life. Although it was executed decently in comparison to Higa and Shikishima’s routes, if you’re not a fan of this plot device then you probably wouldn’t enjoy Alma’s storyline as much. There is no unique twist or new additions to the typical stereotype, and it follows the common sequence of events to a T.

The reason as to why the dead girlfriend storyline isn’t as popular is because it always calls to question the sincerity of the bachelor’s feelings. Is he using her as a replacement or as an outlet for his past lover? Is his initial attraction and desire to befriend her merely because of their similarities? Considering how little there is to like about Rinka, this aspect was only more pronounced in Alma’s route.

Despite it being one of the canon routes of the game, the route’s main weakness was how little it contributed to the overarching storyline. It essentially didn’t reveal any new information that wasn’t already known in the previous bad apple routes, and had none of the aspects that I normally would expect.


SATORU: An obsessive student fixated with studying, examinations and achieving the best grades—Satoru is the only bachelor who is a newcomer to the academy within the same timeline as the protagonist. Rinka initially finds him difficult to deal with, as he has absolutely zero interests outside of studying. He holds onto his books and notes like a lifeline and completely disregards anything that would not assist him with examinations.

His storyline pacing is initially quite slow in comparison to the others, as many of Rinka’s attempts to socialise with him are completely rebuked and ignored. He also prefers isolation in comparison to the other bachelors and does not choose a faction to side with. Many players had very divided views on Satoru’s route and either absolutely loved it or absolutely hated it, and I can definitely see why.

In one aspect, once Satoru eventually opens up to Rinka—their interactions are honestly so adorable and of a very fluffy nature. As a couple, they have some of the best moments together in the game that really showcases how much they have both developed as characters and in terms of their romantic feelings for one another. As he belongs to neither factions, some of the events that occur are unique to him and different from the canon storylines of the game.

I felt out of all the routes, his good and bad endings were definitely much better written in terms of logical flow, emotional impact and avoided the major timeline discrepancies. However, at the same time the first half of his storyline can ruin his character for a lot of players. It is very slow paced, and a repetition of the same events over and over—Rinka approaches Satoru, he rebukes her, his only form of dialogue involves studying and he constantly becomes emotional the moment his book is taken away from him.

There’s very little substance to his character outside of that, and his tantrums become old and stale real quick. As a result, Rinka’s relationship to him is more akin to an older sister with her younger brother for the bulk of his route. It is this initial tone to their relationship that makes it difficult for some to perceive their relationship as truly of a ‘romantic’ nature. If you’re a fan of quiet and shyer guys who very gradually come out of their shell, then you would enjoy Satoru’s route much more than someone who prefers a more confident character who is self-assured and assertive.


WHITE MASK: The enigmatic member of the disciplinary committee, he appears in all the routes as the main enemy of the bad apples. He is extremely serious and committed to his duties, as he truly believes it is his purpose to maintain order and that the correct method for people to graduate is to become a good apple. As a result, he detests the bad apples for their constant refusals to cooperate and does not hesitate to enact punishment on them for their deeds.

His actions inflict self-doubt within Rinka, as she finds herself unable to fully understand his methods and becomes disillusioned as a disciplinary committee member. However, due to the amount of time they spend together she finds herself becoming increasingly curious as to why he is so devoted to his cause, his true identity and what has twisted him beyond recognition.

As the unofficial true ‘route’ to the game, I was extremely excited to play his storyline as out of all the characters he was the most interesting by far and I honestly thought his route would answer all the underlying questions of Bad Apple Wars. To my disappointment, all the questions and plot holes were left completely open ended and the events of his route only served to fuel my confusion with the game universe.

As the true ending, it was lacking in so many critical aspects such as plot coherency and writing flow. It fell very short of its potential to even marginally redeem the writing and overarching storyline of Bad Apple Wars. However, as a standalone route in terms of romance and character development—the chemistry and interactions between White Mask and Rinka were a major improvement from all the other bachelors.

The romance was better paced and palpable between the two during the critical moments within the game. It is more clear why he falls in love with Rinka in comparison to the other bachelors, as she is persistent in her efforts to get to know him and the reasons as to why he has forgotten the past that has shaped his current identity. White Mask’s emotional burdens are much more traumatic in comparison to the other routes, and it is Rinka that encourages him to hope again and face the demons of his past.

Although I was by no means impressed with White Mask’s route due to how much more I expected from it, it was still my personal favourite from the game in comparison to the other storylines.

Design ★★★★

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The artwork in Bad Apple Wars definitely isn’t for everyone and it’s quite eye-catching at first glance. I personally really liked it despite the anatomical inconsistencies at times, since it suited the quirky and ‘distorted’ world of NEVAEH Academy. The artwork is bold, unique and with an inherently signature style that is both memorable and striking. I enjoyed all of the character designs, especially White Mask’s. There’s a lot of religious themes and motifs throughout the game regarding heaven and the after life within the artwork, which added a nice touch of atmosphere to the ominous universe.

I also liked how the protagonist had two different looks depending on which side she chose to be with. I was definitely more of a fan of the ‘good apple’ outfit and hairstyle. My only criticisms design-wise was the background artwork for Bad Apple Wars. They all felt very bland, two-dimensional and quite standard for the average high school setting. For an ‘undead school’ it was a little disappointing how ordinary it was, and it wasn’t as whacky and bizarre in comparison to the teacher designs.

Music and Voice Acting ★★★★

I loved the soundtrack in Bad Apple Wars, and it was without a doubt the highlight of the game. It suited the theme and tones of the game perfectly, and you can definitely tell that the composers were greatly influenced by both the Danganronpa and Persona series. It was just so refreshing to listen to, and with an assortment of very different and unique tracks. I particularly enjoyed Sanzu’s song/the Ending track, as it was just so powerful and well used during a pivotal scene from the game. It set the mood perfectly, and reflected the inevitable foreshadowing and emotional turmoil of the characters.

Like most other Idea Factory titles, Bad Apple Wars encompassed a prolific voice acting line up. Whilst all of the voice actors emulated their characters well, I didn’t feel like there were any standout performances in this title in particular. All the characters had similar voices in the sense that they were all quite soft and in the same tone range. Due to these character type limitations, I felt it wasn’t a true representation of the voice actor’s talents in comparison to their more notable roles.

  • Alma | VA: Sakurai Takahiro | 櫻井 孝宏
    Danganronpa series as Kuwata Leon, Black wolves Saga series as Mejojo von Garibaldi, Grisaia series as Kazama Yuuji, Period: Cube ~Shackles of Amadeus~ as Astrum, Naruto Shipuuden as Sasori, Final Fantasy series as Cloud Strife, Anohana as Atsumu Matsuyuki, and Psycho-pass as Shogo Makushima.
  • Higa | VA: Suwabe Jun’ichi | 諏訪部 順一
    Fate/Stay Night as Archer, YURII!!! On Ice as Victor, Black Butler as Undertaker and Code:Realize series as Abraham Van Helsing
  • Satoru | VA: Hanae Natsuki | 花江 夏樹
    Taisho x Alice series as Ookami, Collar x Malice as Sera Akito, Period: Cube ~Shackles of Amadeus~ as Libera, Your Lie in April as Kosei Arima, Tokyo Ghoul series as Ken Kaneki, and Aldnoah Zero as Inaho Kaizuka
  • Shikishima | VA: Ishida Akira | 石田 彰
    Naruto series as Gaara, Danganronpa series as Byakuya Togami, Amnesia series as Kent, Ayakashi Gohan as Kimura Asagi and  Black Wolves Saga series as Zara Skeens

System ★★★★

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Bad Apple Wars has quite the interesting system interface for an Otome Visual Novel. Rather than implementing systematic decision options at varying points in the game, as you advance in each route and become closer to the bachelor—it unlocks a touch interface after the still-CG flashes several times. You must then ‘touch’ the bachelor on different parts of his body to continue with the storyline.

At a critical point in the route when you’re finally able to understand the bachelor’s true self; you literally see him stripped bare and you are able to truly ‘connect’ with him via touching the correct areas. If you touch the wrong areas, lightning appears on the screen and it will lead to the bad ending. The nudity in this aspect is negligible and completely blurred out for the most part, although I do understand it can make some players uncomfortable.

I personally quite enjoyed the simple but effective system, as it essentially enables you to play the game without a walkthrough. The game is designed so that you cannot fail or miss any checkpoints, except for the ending route branches into the good and bad end respectively. It is also quite a symbolic representation of the character’s progression and relationship with the bachelor.

My main complaint about the system is that during the ‘critical moments’ the dialogue is not translated due to the original port not including coded text boxes within the scenes. Although this is not an issue if you understand Japanese, it definitely took away a lot of the emotional impact within the meaningful moment. This is quite disappointing, considering it’s such crucial turning point within the plot. I felt Aksys definitely should have at least provided text-based translations that players could read on the website to supplement the scenes.

Other than that, then I did enjoy the other features of the system such as the basic animations, transitions and map movement. This was colour-coordinated to each respective bachelor’s theme, which made it extremely easy without trial and error to find where each person was located. At first glance, the choice of text font is a little difficult to read but your eyes do quickly adjust over time. Overall, it wasn’t too big of an issue and wouldn’t impede your enjoyment of the game.



In conclusion, despite its inherent flaws—Bad Apple Wars isn’t a bad game. But is it a title that I would recommend to everyone? Probably not. After playing through the entire game myself, I can definitely see why it generated such mixed and divided reception amongst players. Whilst it did encompass some good moments throughout the storyline, an interesting line up of bachelors and fun side characters—the major flaws prevalent within the plot, poor character development and romance really hindered the potential of the game.

As I touched upon earlier, the glaring plot holes, open-ended questions and lack of explanations regarding the NEAVEH universe was far too great to overlook. The common route was quite lengthy and repetitive, which led to too little time and resources devoted to fully fleshing out the characters and their relationships to one another. Considering it is such a short game overall (20-25hrs total), it didn’t make much sense for the common route to take up majority of the playtime.

However, if you enjoy bittersweet, angsty and tragic romances you’ll probably still enjoy the game like I did. Despite my criticisms, I still had fun with the game and completed it fairly quickly. I do recommend picking it up on sale, if you’re a fan of the genre and artwork. The music and artwork within Bad Apple Wars were definitely the highlights of the game, and somewhat compensated for the faults in the writing and character development.

At full price considering the amount and quality of playtime you’re receiving, there are definitely better otome titles on PSN to choose from such as Code:Realize ~Guardian of Rebirth~ (Review) and Collar x Malice (Review).

Overall Rating: 3.5/5

Written By Cherry


Collar x Malice Review


PUBLISHER: Idea Factory & Aksys Games
PLATFORMS AVAILABLE: PS Vita (Japanese & English)
GAME LINK: Collar x Malice – PS Vita [Physical]
Collar x Malice – PS Vita [Digital Code]

Collar x Malice is the otome game localisation that I have been anticipating for the entire year. I initially heard about the game from the great reviews it received from the Japanese release, and I was very interested in Collar x Malice as it had beautiful artwork by Hanamura Mai (same artist for the Amnesia series). Not only that, but it is a mystery/detective Visual Novel which is the genre that I adore the most.

I am a huge fan of the Danganronpa series, so I was very excited to see how an otome game would incorporate the themes into the storyline. So when I heard it was one of the selected four otome titles that Aksys Games decided to pick up for localisation, I was nothing less than stoked. This is a review written in collaboration with Aksys Games, as I did receive a review copy of Collar x Malice to play and write about my thoughts on it. Needless to say, it is definitely worth the hype and I recommend it to all otome fans.

Storyline ★★★★


-The Story-

“Who put this collar on me?”

The protagonist is a policewoman who works in Shinjuku, which had become a dangerous city after a series of brutal incidents popularly referred to as the “X-Day Incident”.

She had been busy working in her assigned area everyday in order to keep it safe. But one night, an unknown assailant attacked her and placed a collar built in with poison around her neck.

Amidst the chaos and right before the protagonist’s eyes were men with suspicious backgrounds. They’re all part of an organisation composed of former police officers and have taken it upon themselves to investigate the brutal cases.

Without knowing whether she should trust these men or not, she suddenly became the person who held the key to this massive case.

In order to remove the collar that places her at the edge of death and to liberate Shinjuku from the malice that binds it, she cooperates; beginning to investigate the incidents with the men.

Who holds her life in their hands?
Will Shinjuku ever return to its former glory?
(Summary from VNDB

Collar x Malice has a very interesting premise that immediately captures your interest at first glance. All the routes act as important puzzle pieces for the overarching storyline, and reveals the piece by piece information needed to solve X-Day as a whole. As such, to fully enjoy the game you are required to play it in its entirety rather than only a few standalone routes. It is quite different from the traditional otome game, and although it does incorporate a lot of notable otome elements; it has a significantly heavier focus on the storyline.

The romance really takes a backseat in Collar x Malice, and it has a lengthy common route that is prevalent in all the routes. It’s a necessity as you’re introduced to the X-Day case assigned to each character, and you have to familiarise yourself with the nuances and clues pertaining to that specific investigation. As a result, it’s especially difficult initially to become immersed in the storyline and game universe because of how slow the pacing is at the beginning.

There’s a lot of information to digest and the X-Day Investigation is quite confusing to follow on your first play through. It becomes progressively easier and more interesting the further you delve into the game, as the pieces begin to fit together in solving the mystery. However, if you’re not a fan of heavy storyline content and writing then Collar x Malice probably isn’t the game for you.

In my opinion, then I thought it was a great pick up from Aksys Games as it’s something very different, unique and enjoyable to a wider audience. It delves into complex moral issues such as police corruption, the blurred lines between good and evil, and what one deems as ‘true justice’.

It poses difficult questions on the moral compass of humanity, and how sometimes there is no truly right answer or ‘the right thing to do’. When faced with the burdens of so many victims whom the protagonist achingly emphasises with, can she truly view their revenge as unjust? Her world is completely turned upside down as she comes to struggle with her own sense of justice, in a high stakes game where her own days are numbered with the X-Day countdown.

How often have we read news in the media and felt completely shocked at how little the criminal pays for their crimes, whilst the victim must shoulder it for the rest of their lives? And when these criminals are rightfully punished, the person responsible for it is praised for their heroic deeds; even if it is for the sake of ‘revenge’. If so, then can it truly be labelled as ‘morally wrong’?

If this victim was someone whom you loved and cherished, would you be able to sit by idly whilst their killer roamed a free man? Or would you too, become disillusioned by the justice system? These existentialist concepts really hit close to home and reflect current societal issues. It’s what makes the storyline and premise of Collar x Malice so compelling, and it’s very well thought out.

Another aspect I really liked was how the relationships between the characters were conveyed, as well as how pivotal friendship and family ties were in times of crisis. It was nice to see how they weaved in everyday life moments, to balance out with the investigation in order for you to truly appreciate them. Without it, the heroine would not have had such strong convictions for justice. It is her desire to protect those she holds dear even at the cost of her own life, that continues to push her forward to uncovering the truth behind X-Day.

I particularly liked her unexpected friendships with Mukai and Sakuragawa within the Police Force. I always enjoy Visual Novels where you can interact and form relationships with characters outside the main cast. You just become so much more immersed in the universe, and feel a much deeper connection to the characters.

My only criticisms for the storyline would be as I mentioned earlier, the pacing is very slow in all the routes at the beginning and difficult for most players to become fully immersed into plot. The storyline is very fragmented due to the nature of the X-Day cases, and confusing to understand initially until you play more than one route.

Although the character personalities themselves were very enjoyable to read, the routes were notably inconsistent in terms of level of quality. The game length is on the lengthier side, and encompasses 30+ endings. It would take on average 40-50 hrs worth of game time to fully clear the game.

Character Development ★★★★


For the route order in Collar x Malice, I highly recommend playing them in the following sequence: Mineo → Takeru → Kei → Kageyuki → Aiji. They are each assigned to a particular X-Day case, and the storyline flows best if you solve them in chronological order.

Mineo is first as he is in charge of April/May, and Shiraishi is fourth with the case in August/September. Aiji naturally must be played last as he only unlocks upon the completion of the four other routes, and he is working to solve X-Day as a whole. Shiraishi can be accessed from the second play through onwards, but I do not recommend it as his route has a lot of spoilers on the overarching storyline.


HOSHINO ICHIKA: Although I have read very mixed reviews on Ichika as a character, I personally really enjoyed seeing her growth over the course of the storyline. She is a rookie cop with unwavering views of justice, and determined to free Shinjuku from the malice that binds it in all the routes. Unremarkable in the police force outside of her skills in marksmanship, it does little to deter her from putting her best efforts into the investigation in order to protect what she holds dear.

Up until the story is set into motion, Ichika is essentially a regular girl living a normal life. Yet suddenly, she is thrust into a life or death situation where she is forced to obey the whims of an unknown assailant. She has no choice but to entrust her livelihood to a group of strangers, all with questionable backgrounds in regards to the law and unable to speak to anyone about her predicament.

Any regular person would have instantly collapsed from the insurmountable pressure, and become paralysed by the fear of death. Ichika on the other hand, rather than being concerned for her own wellbeing; continues to place the needs of others before her own. It only fuels her desire to work harder than ever before, and that to me is a strong show of character.

That being said, Ichika is by no means a perfect protagonist. She is extremely naive at the beginning of the routes, and views the world in shades of black and white. As she delves deeper into the X-Day cases and learns the dark secrets of Shinjuku, her once unshakeable beliefs on the meaning of true justice are put to the test. She is horrified by the prospect that after the suffering she has seen and endured; she can undeniably empathise with Adonis’ ideals.

It is from her experiences over the course of the storyline that she is able to come to terms with their goals. However, rather than accepting their vision for the world at face value; she forms her own resolute sense of justice. It is Ichika’s flaws and weaknesses that enable her to develop as a character throughout the game. Even though her sense of empathy and kindness towards potential criminals is criticised by the other characters, it does not deter Ichika from doing what she believes is right.

It is this aspect that the others lack, which enables Ichika to ultimately solve the cases. Although her personality is inconsistent in some of the routes, I felt that was more so in response to the bachelor’s own character. Naturally whomever Ichika is closest to in each route will have a profound influence on her own personality, and character development.

Another facet I enjoyed about Ichika was the emphasis on the importance of family, and how it is addressed and resolved in all the routes in different ways. It serves as one of the major personal conflicts in the game, that serves as a pivotal point of development which Ichika must overcome. When forced to choose between what one holds dear, and one’s line of duty; would she be able to make such a decision? Would she abandon her own beliefs?

Or would she succumb to being a victim, and come to fully understand the pain and suffering of those who had been forsaken by the justice system? A system that was built to protect the innocent? I felt how Ichika chose to balance both aspects without giving up the other was addressed really well.

One thing I found odd about Ichika that the writers decided to incorporate was her complete lack of knowledge with modern technology. I felt it was a rather unnecessary and negative attribute to have. You would expect in this time era and with her field of occupation, she would at least have basic understanding of mobile games, and video calling.


ENOMOTO MINEO: Mineo is cheerful, comical, kind-hearted and considered the bane of Takeru’s existence. He is often used as the butt of his jokes, and as an errand boy to both Aiji and Takeru. Despite his seemingly lack of resourcefulness to the Agency in solving the X-Day cases, he was previously assigned to Field Operations in Shinjuku before his retirement. This is considered quite the feat due to his young age, and he is a far better detective than his actions would lead on.

Mineo was the character I was the least interested in, and his story contains the least amount of information on the X-Day cases as a whole. His route doesn’t contribute much to the overarching storyline, and it is the most stale out of all the characters. The pacing of his story is very slow for the majority of the route, and it takes a long time for Mineo to finally come to terms with his past and begin the investigation.

Ichika’s role in the storyline really takes a backseat to Mineo’s own personal conflict on the constitution of true justice. As a result, I felt Ichika didn’t really develop as much as a character. Her main role was supporting Mineo and enabling him to finally trust in another person again. What I liked about his route was that Mineo undoubtedly played a direct role in mending the rift between Kazuki and Ichika, due to his X-Day case involving Isshiki.

The interactions between Mineo and Ichika are much more light-hearted, and she is less reserved around him initially due to their similarity in age. They are very alike in personality in the sense that they’re tenacious, resolute in their beliefs and compensate for their weaknesses through sheer will and determination.

Ichika projects this onto Mineo, and takes the lead in stride. It is this that allows her to break down Mineo’s barriers and eventually become accepted as his partner. I still really enjoyed Mineo’s story and character, despite him being the least appealing out of the bachelor cast.

Although his route is much weaker in terms of storyline, there are still plenty of heartwarming moments between the two. Due to how shy, innocent and withdrawn Mineo becomes around women, it makes for some very adorable fluff and hilarious antics in his attempts to conceal his embarrassment.


SASAZUKA TAKERU: Takeru is the extreme tsundere of the group, and strongly dislikes expressing his true feelings. He conceals his affection beneath a myriad of insults and teasing, but despite his prickly nature; he has a huge soft spot for donuts and sweets. Due to his childhood upbringing in America, he is not fond of Japanese flavoured food like Matcha and refuses to communicate with people whom he considers below his intellectual standards.

As a result, he shares a hilarious relationship with Mineo; who he clearly cares for and resents at the same time. In spite of his youthful appearance, he is considered a hacking genius and one of the most talented members that Cyber Division has ever recruited.

Although I know Takeru is one of the fan favourites from the game, his character didn’t actually appeal to me as much as the others. I felt his relationship with Ichika was very disjointed from start to finish, because of how tsundere Takeru was. The dynamic would constantly switch from hot to cold, and then suddenly back to hot with a randomly thrown in ‘sweet moment’ between the two.

It was almost unfair that Takeru had so many adorable moments with Ichika, as well as some of the best CGs in the game. I felt they only incorporated so many to compensate for his clear lack of chemistry with Ichika. Every time Takeru would seemingly improve, he would immediately regress in his treatment of Ichika and his feelings towards her. Despite his condescending attitude and haughty demeanour, his level of maturity at times was second to only Mineo’s.

Ichika herself, was also by far the weakest in terms of personality and character development in Takeru’s story in comparison to all the other routes. She is very reserved, shy, withdrawn and easily embarrassed in this route. Ichika really lacked that same fire, tenacity and conviction that she demonstrated in the others to solve the cases.

Ichika contributed very little to the investigation itself, and although she does do some sleuthing in order to pass Takeru’s ‘tests’ so to speak; it’s uncovering information that the group have already figured out themselves. The whole case is essentially solved by Takeru himself, and Ichika is just there running errands or providing ‘moral support’ in the background.

Every time she attempts to assist him, he immediately shuts her down saying that ‘he just needs her to be there for him’ and she puts in very little effort in dissuading his requests. Whilst I still really enjoyed his route with all the fan service and lovely artwork, it wasn’t very good in terms of both character and relationship development.

In comparison to Mineo’s route, it was much better in terms of moving forward with the storyline. But, it left much to be desired from both Takeru and Ichika’s development as characters. I felt Takeru stayed more or less the same from the beginning of his route, and only becomes slightly softer in his approach towards Ichika.


OKAZAKI KEI: A SP officer assigned to monitoring Yanagi’s detective agency, Kei is a whimsical character who fleetingly appears throughout all the routes. In stark contrast to the nature of his position in the police force, Kei is an air-head, persistent, extremely oblivious to the emotions of others, kind, gentle and treated as a complete nuisance by the agency.

He has interesting quirks such as entering buildings from story high windows, enjoys questionably flavoured snacks, and often falls asleep in dark alleyways. Despite his seemingly aloof and relaxed nature, he is exceptionally sharp and extremely dedicated to his orders as expected of a SP Officer.

I was very excited to play Kei’s route, as he was the character I was most interested in at first glance alongside Aiji. Collar x Malice has a lot of promotional art of them together, as Kei is meant to play the foil to Aiji as his polar opposite in terms of both personality and ideals. Very little is known about him prior to his story and I was interested to see how significant his route would be to the overarching plot.

In comparison to the others, he is the only character not apart of the detective agency and is actively working in the police force. Because of this, the angle of his storyline would naturally be very different from the others. Nothing would have prepared me for the emotional rollercoaster that was Okazaki Kei’s route.

I felt all sorts of emotions whilst playing his story such as happiness, warmth, a lot of frustration, constant laughter and sadness. It’s been a long time since I’ve been so emotionally invested in a route. He is undoubtedly one of my favourite characters and routes in the game.

I felt his past wasn’t so extreme as to warrant a drastic reaction such as his tragic life wish. However, what I really liked in his route was how Ichika handled it. I was really impressed by her character in this story, because the writers finally addressed her shortcomings that were lacking in the previous two routes. She approaches everything with conviction, is strong-willed, decisive and straight forward in what she wants.

It was essentially everything that I had wanted to see from her as an MC. Whilst Kei is extremely stubborn by nature, it does not deter Ichika whatsoever. She stands up to him, isn’t afraid to mince words and doesn’t hesitate to set him straight when he is acting out of line. When push comes to shove, she does not back down to any challenges and is unwavering in her beliefs of what is right and wrong.

It was also nice to see how she approached the X-Day case on her own in this route, without the help of the bachelors at the agency. When she is paired up with the other detectives, Ichika noticeably loses a lot of confidence due to the experience gap and becomes much more reliant on them to solve the cases.

Admittedly, playing through majority of Kei’s route is extremely frustrating due to how oblivious and selfish he is towards Ichika’s feelings and those around him. However, I also felt it was worthwhile build up for even greater character development later on in the story. It made the ending and confession of their feelings towards one another just so much more satisfying to read.

I actually laughed out loud when Ichika did exactly what I wanted her to do, which was quite literally slap some sense into Kei’s warped thinking process. It was refreshing to see how assertive she was in their relationship, and how much she fought to change Kei’s mindset. Even though it took quite some time before they were finally able to come to an understanding of one another’s feelings and desires, it was realistic.

It takes a lot to change someone’s view on life, and Ichika liberated Kei from the meaningless existence he had led the past few years and breathed purpose into him. It’s why he becomes so attached to her, as she gives him a new reason for living; to continue creating new and happy memories, and experiencing so many emotions that he would have never imagined possible.

I just loved their interactions with one another throughout the entire route and it was just the little things that endeared Kei to me like his text messages, the constant worrying and the small gestures that showed how much he truly cared.

Once they finally established what they both wanted and how they felt for one another, their moments together were just so much sweeter and satisfying to read. It felt like all the trials and efforts Ichika had gone through finally reached him. His bad ending is by far the best in the game, and just so utterly despair inducing.

Yūki Kaji did an amazing job as Kei’s voice throughout the route and just perfectly emulated all aspects of his character. The amount of expression and emotion he showed in Kei’s bad ending truly etched into your mind the sheer despair and anguish of the moment. His good ending is also one of my favourites, with Ichika whispering her words of love to him as the sun was rising.

It was just such a great scene, that really showed how much they loved one another. The passion and feelings they had for one another in this route was so palpable, and you could see how quintessential they were to one another’s reason for living.


SHIRAISHI KAGEYUKI: Shiraishi is the Director of the Forensics Department, and an exceptionally skilled profiler. It is because of his undeniable ability and talents that everyone in the force begrudgingly respects him, despite his notorious reputation for being very strange and difficult to work with. He is cold and distant to others to the point of not remembering any names he deems ‘unimportant’, and habitually adorns cat accessories to work.

Due to his years and experience, he has solved countless cases through his extremely accurate profiling and is able to often read people at a glance. He quickly becomes very interested in the heroine, due to his inability to understand the connection between the collar, her pure and innocent personality and her role in X-Day.

I actually had a lot of problems with his route, and it was one of those stories where you’re left wanting so much more. I was really disappointed because of how much wasted potential and angles they had in executing his storyline, and it was all left open-ended even at the conclusion of his route.

As a character, Shiraishi was great. There’s a lot of excitement and curiosity leading into his story, because of how mysterious his personality is. It heavily implies from all the other routes that he clearly has a hidden agenda of some kind. I honestly didn’t expect to like his character as much as I did, due to how abrasive he is at the beginning. He is just so sweet, adorable and innocent in the way that he genuinely doesn’t understand Ichika.

With his ever-growing intrigue, you can just see the amount of effort he goes through in order to win her affections and decipher what makes her happy. For example: when he spends forever lamenting on what gift she would like and finally decides on animal crackers, or when he attempts to cook for her even though he has no idea how. Even his fascination with cats was endearing, because you could see how he related to them.

Their simple dates of just enjoying one another’s company and chasing cats was just so heartwarming. It was the little things that eventually led to them falling in love. It was also great to see Ichika’s friendships with Mukai and Sakuragawa blossom in this route, through their mutual feelings on the Shiraishi Bashing Coalition (at least initially). There were just so many hilarious moments between the trio and you could see how much they genuinely cared for Ichika.

His route pacing and story development on the other hand? Very disappointing. It was really inconsistent how his personality would constantly switch back and forth between opening up to Ichika, before coldly pushing her away again. It just wasn’t properly explained as to why he was acting that way at all. It served as one of the major ‘conflicts’ in his route between the two, and yet it was resolved all too easily considering how long it lasted for. 

Another problem I had with his route was how little the game writers dedicated to fully fleshing out his past. Every bachelor in Collar x Malice had a segment or chapter devoted to recounting their past, what led them to where they are now, their objectives, goals, feelings and the truth about themselves. This was barely addressed in Shiraishi’s route, and you only receive bits and pieces of it here and there from the dialogue of other characters or from short flashbacks.

Although you can more or less make out what happened from these fragmented glimpses of his past, it just didn’t leave a lasting impact. Shiraishi as a character, never properly explained in his own words how he became this way or expressed his feelings on the suffering that he endured. As a result, it’s difficult to fully empathise with his character or develop a strong emotional connection to the pain he experienced.

You would think that for a character with a past that was so integral to forming their current self, the writers would have devoted a lot more effort and resources into it. No one had a past as dark nor as emotional as Shiraishi, and it was the key to truly understanding him. I remember reading up until the very end of his story, holding onto the slim hope that they would address it at some point but it was all for naught.

I also had very mixed feelings on the ending of his route. It left so much more to be desired and the whole situation itself was rather strange. It honestly felt more like a bad ending than a good ending and raised a lot of questions. Why did she have to be confined for so long, and left alone with Shiraishi? How did everyone just naturally accept this as the most reasonable course of action, considering the amount of crimes he has committed?

Normally for amnesiac patients you would assume that interacting with the environment and people they’re familiar with would be more helpful in regaining their memory, rather than being cooped up in an unfamiliar place for so long. Then suddenly, she just magically remembers everything out of nowhere again for the final scene? It was just far too convenient and unrealistic, all for the sake of having a forced ‘happy ending’.

Overall, there was just too little information and writing in developing Shiraishi’s character and fully exploring his past as well as the extent of his trauma. It was really disappointing, since I felt it didn’t give true justice to how lovable and endearing his character really is.


YANAGI AIJI: Aiji is considered the ‘mother hen’ of the group, and the reason as to why all the characters agreed to joining the Detective Agency. A former highly-ranked detective from Investigations Sector 1, he left to pursue the X-Day cases on his own due to investigation limitations within the Police Force.

Aiji is a natural leader, level-headed, thoughtful, reliable and often the voice of reason that breaks up the conflict between the characters in all the routes. He is deeply respected by the others and assists Ichika with many of her problems and personal conflicts throughout the storyline.

Aiji is similar to to Lupin from Code: Realize, and as such he suffers from the same flaws as him. Because they’re both the ‘poster boy’ of their respective games, they’re also the canon route and bachelor that the heroine is truly meant to be with. It’s emphasised in all the routes at least once that Aiji is the best person and safest choice to be Ichika’s partner for the X-Day cases.

He even suggests in many of the routes for you to assist him on his investigation, if it doesn’t work out with the other characters. In contrast to Lupin however, he lacked a lot of chemistry with Ichika due to how much more plot was invested into his route. This made sense as Collar x Malice as a title focuses significantly more on storyline and the romance is a secondary factor.

However, it’s even more lacklustre in his route because rather than only focusing on one case, you’re solving all of them and putting it together to solve X-Day as a whole. It’s the reason as to why his route has seven chapters, in comparison to the standard six. Aiji’s route chapters are much longer in order to explain everything regarding the mystery and overarching storyline. Because of this, the romance starts a lot later in his route in comparison to the others and the first few chapters are purely investigation and main storyline content.

Whilst I did really enjoy reading the unveiling of the plot and the overall storyline became much more interesting; Aiji’s route as a romance-able character definitely suffered as a result.

To make matters worse, Aiji spends the early bulk of his route avoiding and distancing himself from Ichika due to his reservations on their past history with one another and their age difference. I wasn’t really shocked at the revelation of their past, and I honestly thought it was something much darker and unsettling that had unhinged Aiji. I thought he held a much deeper and more significant connection to Ichika, and I was a little underwhelmed by it.

Because of how the beginning of his route was written, I felt the romance didn’t flow as seamlessly as it did in comparison to the other characters. For the most part, it was more like an older brother-younger sibling type of relationship and the overall tone was very platonic. Aiji’s character in itself is almost too perfect to a fault. He is kind, caring, patient, mature, a skilled detective, adept at understanding others, a great listener, supportive and a master of the domestic arts — there’s essentially nothing he can’t do.

However, because there’s nothing to dislike about him; there’s also nothing that stands out about him either. As an audience, you’re meant to like him the most because he is the most ‘ideal’ in terms of character and his route is the most wholesome in terms of storyline. It is the only one that solves X-Day and he is truly able to save Shinjuku alongside Ichika. As such, he has a natural edge over all the other bachelors because of the amount of time invested into his storyline, and he plays such an integral role in all the routes.

That being said, I still really enjoyed his route and he is one of my favourites from the game in terms of overall plot and relationship dynamic with Ichika later on in the story. However, as a standalone character he is just so much less interesting than the rest of the cast.

Naturally as the poster boy of the game, he did have some of the best CGs with the heroine and some very sweet moments in the end. After he’s finally able to overcome his fears and boundaries he placed on their relationship, he is surprisingly very passionate and affectionate.

Design ★★★★★

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I quite liked the drawing style for Collar x Malice, as it really suited the tone and themes of the game. Hanamura Mai is the same artist for the Amnesia series, although the artistic style is notably different between the two games. The game incorporated a lot of CGs for every character, and for the most part they were illustrated beautifully. However, I did notice some inconsistencies here and there in particular CGs in comparison to the character sprites, especially in terms of their facial expressions.

There was also a trend of overdrawn hands, where it did seem disproportionate to the rest of their body. Ichika’s hair in some images looked gorgeous, whereas in others her iconic mullet looked awkwardly cut in comparison to the rest of her hair. Fortunately, the flaws are minor and it didn’t retract from the enjoyment of the game itself. I particularly liked the realistic tone of the backgrounds, as they’re clearly meant to be akin to the real world Shinjuku within Japan. If you have visited Shinjuku before, you can instantly see the likeness to many iconic places.

Another notable aspect that was the highlight of the game design was the number of character sprites depicted. It’s rare to see a title have that many sprite illustrations for even the side characters as well as CGs, and it really helped in fleshing out the game universe. You just become so much more invested in the overall picture of the storyline, and attached to the characters themselves. This is central to the story writing, as without images of the characters they become a lot less relatable as ‘victims’ and difficult to empathise with in the overarching plot.

Other than that, the artwork was very crisp and showed up vividly on the PSVita screen. It is without a doubt one of the selling points of the game, and Hanamura Mai’s artwork progressively improves with every new release.

Music and Voice Acting ★★★★

I really enjoyed the soundtrack in Collar x Malice, and it reminded me a lot of Amnesia. This should come as no surprise as they’re both by the same composer, Manyo. Manyo is one of my all-time favourite Visual Novel composers, and has also composed the tracks for other titles such as the RE:Birthday Song series and the Kara no Shoujo series.

The tracks suited the theme of the game quite well, with a variety of songs that ranged from suspenseful, ominous, emotional, and mysterious for the detective/investigation scenes. I also enjoyed the instrumental pieces used for the heartwarming moments in Collar x Malice. Normally I’m not a fan of Visual Kei, but the tracks by Plastic Tree for the opening and ending really grew on me throughout the game.

That being said, I really liked the opening video for Collar x Malice. I loved all the transitions, themes and motifs. The song suited it perfectly, and it’s one of the best I’ve seen in a while that just really grabs the audience’s attention and interest.

Although I really liked the soundtrack, and it was an overall solid arrangement; there really weren’t any tracks that particularly stood out to me or were notably outstanding. They were standard songs that I expected out of a detective game, and it lacked that little bit extra that would have turned it from a great to amazing soundtrack.

In terms of voice acting, then Collar x Malice incorporated a famous and prolific line up for both the main and side characters. They all emulated the character personalities perfectly, and it definitely enhanced the game experience by a significant margin. In particular, I really enjoyed Yūki Kaji’s performance as Okazaki Kei. I wasn’t surprised by this at all, as he is one of my favourite voice actors that has appeared in a lot of very popular animes and Visual Novels.

He really was able to capture Kei’s oblivious nature, his mischievous innocence, anguish and full spectrum of emotions. His voice is just so soft, lovely yet expressive; it really was a joy to listen to and he truly brought Kei’s character to life. It left a strong impression on me throughout the game, and it really endeared Kei to me by the end of his route.

  • Okazaki Kei | VA: Yūki Kaji | 梶 裕貴 |
    Black Wolves Saga series as Rath Vogart, Diabolik Lovers series as Sakamaki Kanato, Code: Realize series as Finis, Hakuoki: Kyoto Winds as Souma Kazue, Norn 9 series as Yuiga Kakeru, Accel World as Haruyuki Arita, Attack on Titan as Eren Yeager, Final Fantasy series as Hope and Ao Haru Ride as Kou Mabuchi
  • Yanagi Aiji | VA: Morita Masakazu |森田 成一 |
    Yo-Jin-Bo The Bodyguards as Shiranui Yozaburou, Bleach as Ichigo Kurosaki, Rewrite as Kotaro Tennoji and Final Fantasy series as Tidus
  • Mikuni Rei | VA: Toriumi Kousuke | 鳥海 浩輔|
    Period: Cube ~Shackles of Amadeus~ as Poyo-poyo/Shiki Hanamiya, Danganronpa series as Ishimaru Kiyotaka, Diabolik Lovers series as Sakamaki Shuu, Nightshade as Momochi Choujirou, Naruto series as Inuzuka Kiba and Hakuoki series as Saito Hajime
  • Sanjou Keisuke | VA: Maeno Tomoaki | 前野 智昭 |
    Code: Realize series as Arséne Lupin, Taisho x Alice series as Akazukin, Period: Cube ~Shackles of Amadeus~ as Radius and Kenka Banchou Otome as Onaigashima Houou
  • Sera Akito | VA: Hanae Natsuki | 花江 夏樹 |
    Taisho x Alice series as Ookami, Your Lie in April as Kosei Arima, Tokyo Ghoul series as Ken Kaneki, Period: Cube ~Shackles of Amadeus~ as Libera and Aldnoah Zero as Inaho Kaizuka

System ★★★★

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The system in Collar x Malice had an amazing design and layout. I really loved all the themes and motifs that were prevalent throughout the UI, and it really helped set the mood for the game. It incorporated all the basic Visual Novel features such as save, load, CG Gallery, scene replay, skip etc. For a game of this length and having over 30+ endings, they really should have had a ‘skip to next decision’ option. This would have definitely made the game a lot less time consuming to fully clear, and nowhere near as difficult.

As it is a newer Visual Novel, I was surprised that they decided not to incorporate any sprite animations. Whilst I still enjoyed Collar x Malice without it, I generally do prefer games to include them as it just helps set the overall feel of the game.

The game had very smooth transitions for chapter/character introduction animations, sprite overlays, special effects and scene changes. Kei’s epic stand off scene is one that comes to mind, and I liked how the character portraits appeared in the corners when they were speaking. Aspects such as the map movement, dictionary, materials menu and trigger mode all helped build upon the ‘detective/mystery’ genre of the game.

Although trigger mode was very simple in terms of game mechanics, it definitely helped build a sense of urgency and excitement for the climax scenes of the routes. It also logically followed the flow of the storyline, as missing the shot would lead to consequences and a bad ending.

A feature I wished they had improved upon or added more of was definitely the ‘investigation scenes’. In each route, you would only be able to investigate maps once or twice at most and the navigation for it was extremely simple. Essentially, you had to click on everything once or twice to clear the stage. Although I understand Collar x Malice is a Visual Novel first and foremost, it definitely felt a little lacklustre as the investigation itself is the most important aspect of a detective/mystery game.

Although you could collect evidence throughout the game that would then appear in your materials list, it didn’t really serve much of a purpose. It would have been nice if they included a trial or confrontation of sorts where you needed to refer to the evidence you collected, in order to prove that the suspect is guilty.

On a positive note, I really liked the text messaging aspect of the game as well as how is ties into decision points. It just felt very interactive with the characters, and had some pretty comical moments throughout the routes. The affection increase indicators also helped a lot in terms of replayability and uncovering all the endings due to the amount of decision points.

There is also a lot of fan service/extra content that becomes accessible upon the completion of the game routes. It was nice to have some more light-hearted moments with the characters, although I wish they incorporated the bonus CG into the short stories themselves.



In conclusion, Collar x Malice is a great title that I really enjoyed playing. It is definitely one of the better english localisation releases of 2017, and I do recommend checking it out if you haven’t already. It is all-around solid, and there weren’t any notable aspects of criticisms that really detracted from the feel of the game. The storyline, characters and artwork were the highlight of Collar x Malice and a title that is enjoyable for a wider audience.

Although the storyline can be tedious and slow initially to get into and understand, you learn to appreciate the important moral concepts and questions that Collar x Malice attempts to highlight and address. However, if you’re not a fan of darker stories and a heavier focus on the plot; then Collar x Malice probably isn’t the game for you. The romance is a secondary aspect to the gameplay, and solving the mystery comes first and foremost.

Unfortunately, the translation quality this time around wasn’t the best from Aksys Games and was filled with notable errors throughout the game such as typos or spelling mistakes. There were also a lot of issues with grammatical phrasings of certain sentences, and all these errors were correctable with more thorough proofreading.

However, it is not consistent throughout the game overall and still enjoyable to play and read. It will not diminish your understanding of the storyline, or what the characters were trying to convey. It is definitely an aspect that should be notably improved for future english localisations, as players do care when seeing this many errors in a final release copy.

On a positive note, it’s rare for me to like all the characters in a game and I felt the cast of Collar x Malice were very interesting in different aspects. It created a great dynamic as a group, as well as a web of relationships with the side characters in the game. You grow to love all the characters, even the ones outside the main cast and that is a show of good writing.

As the game is lacking in the romance department, I would really love to see the fan disc localised in future. Idea Factory & Otomate have already announced that the fan disc is set to be released in Japan during 2018 under the title ‘Collar x Malice —Unlimited—‘. By continuing to show your support by purchasing the games, it increases the likelihood of the fan disc and future otome titles being released in english.

Thank you to Aksys Games for the review copy, and I look forward to playing their next otome game localisation Bad Apple Wars which is set to be released on October 13th, 2017!

Overall Rating: 4.5/5

Written By Cherry

Period: Cube ~Shackles of Amadeus~ Review

: 2016
PUBLISHER: Idea Factory & Aksys Games
PLATFORMS AVAILABLE: PS Vita (Japanese & English)
GAME LINK: Period Cube: Shackles of Amadeus – PS Vita [Physical]
Period Cube: Shackles of Amadeus – PS Vita [Digital Code]

I was very excited to play Period: Cube ~Shackles of Amadeus~ as it is my first collaboration title with Aksys Games. I was provided with a copy of the game to review in light of its April 28th, 2017 release. I had been anticipating Period: Cube since Aksys Games’ announcement last year of licensing four otome titles in 2017, which I covered in my ‘Most Anticipated English Visual Novels of 2017‘ post. To my delight, the next out of the four to be released is Collar x Malice which was the one I had been looking forward to the most. You can pre-order the game from Amazon here, for the official release date of July 28, 2017!

What initially attracted me to Period: Cube was the incorporation of RPG elements, and an MMORPG as the basis for the universe setting. As I have played many MMORPGs since childhood, this brought about a wave of nostalgia for me. I was interested to see how they decided to approach the RPG gameplay and how much of it would be balanced with the visual novel aspect of the game.

Storyline ★★★


-The Story- 

Searching for clues about your missing brother, you and your childhood friend Hiroya begin playing an online RPG called “Arcadia.”

You’re suddenly enveloped in a flash of light, and awaken to find yourself in a mysterious fantasy world. You discover you’ve been sent inside of the game, and learn that the only way out is to complete it. In a deadly world on the verge of collapse, you become the “Almighty,” the key to clearing Arcadia, and the secret weapon everyone is after.

You and your companions undertake a perilous journey, where love grows as the world falls apart. (Official Website

The website summary actually encompasses the story outline very well, so I won’t delve into it further here. Period: Cube has a very interesting premise that is reminiscent of the highly popular light novel and anime adaptation, Sword Art Online. It immediately appeals to fans of the MMORPG genre and the creators definitely showed their attentiveness to the finer details throughout the story. I loved all the little nuances and references, and they were extremely nostalgic as I’ve played RPGs since childhood.

If you’ve never played RPGs before, then the encyclopaedia entries are very detailed and explain everything concisely. The universe of Period: Cube demonstrated elaborate world-building and were highly reminiscent of aspects you’d find directly from a cohesive RPG title. The immersive overarching storyline really captures your interest and encourages playing all the routes in order to reveal the ‘complete truth’.

However, the plot had many integral issues in terms of storyline explanations and the development of character routes. There were many times throughout the game where I had to re-read many revelations in order to fully understand exactly what had happened, how the events occurred and why. This is a sign of flawed writing and pacing, as the crucial foundations of the storyline were not very concrete or coherent.

It had an interesting premise and collection of unique ideas that weren’t executed to the fullest potential. Many of the strange phenomenons in the game that transitioned into the real world were never properly fleshed out and left me in a state of confusion. I just had so many questions remaining, despite completing all the routes.

How were the players consistently pulled back into the game, despite not being logged in physically? How did this occur regardless of their location? How were the character’s data and minds inputted into the system to begin with? All they did was create a character, and for some reason in a flash of bright light they were sucked into the game. The whole concept of the ‘Period: Cube’ was poorly explained and evident in all the routes, since some characters converted into data could magically return after dying whilst others could not.

Period: Cube was also very difficult to play without a walkthrough and they really should not have used the combat selections as integral choices for the character routes. Although they seemingly didn’t appear to have any significance, they actually did. I was shocked when after thoughtlessly choosing several options, I ended up on a character route after an extremely short prologue and first chapter.

I was also on the completely wrong route and had to replay it several times through trial and error. If you’re expecting Period: Cube to incorporate substantial RPG elements, or have gameplay akin to the Fire Emblem series; then this game really isn’t for you. It is still a visual novel through and through, and only utilises the concepts of an RPG to further the storyline. The ‘combat system’ is extremely basic, and coded as decisions in the game; rather than having any substantial value.

That being said, I still really enjoyed reading the overall storyline of Period: Cube. It was unique, interesting and would appeal more to people who are familiar with RPGs. You can see just how many references are placed throughout the game, and relate to them as an RPG player. The translation was also quite good, with only very marginal typos from all the routes. Some phrasing of words could’ve been better, and there were some sentence cut offs from the original meaning in Japanese. However, they were negligible for the most part.

I would have preferred the prologue and common route to be longer, as you’re not even introduced to all the characters before being locked into their route prior to meeting them. You’re thrust into the game universe all too quickly, without proper build up and introductions. Each route took around 3-4hrs to complete depending on your read speed, which totals to around 30hrs of gameplay.

Character Development ★★★



KAZUHA: As a protagonist, Kazuha elicited very mixed feelings within me. It felt as though every single bachelor fell in love with her at first sight, and their only reason for loving her was because of how ‘cute’, ‘innocent’ and ‘kind’ she was. Not to mention she looks exceptionally young in comparison to the rest of the cast, and age sixteen at most. Although she does develop as a character, it did not feel very satisfying nor was it a substantial change. She is able to stand by her convictions and beliefs by the end of the game for the sake of all the remaining players; and return to the real world.

Kazuha is determined and unwavering in her views of justice and the integral goodness that every person possesses, no matter how many terrible experiences are inflicted upon her throughout the course of the story. It is from finally coming to terms with her own strength, that she is able to call upon the powers of the Almighty. However, this blind trust is also her greatest flaw; she is constantly manipulated by others seeking personal gain and dragged around by all the bachelors fighting for her affection throughout the game.

I felt there was just so much more that could’ve been done with her character, considering all the RPG elements they incorporated into Period: Cube. As the game storyline revolves around an RPG universe, I would have really liked to see the heroine have some progression stat wise. At best, she would be level 5 by the end of the game. It honestly felt pathetic that she barely advanced any levels, when all the other characters were at least five times higher.

Realistically in any MMORPG, she should have never made it past a day in Arcadia without speed levelling and increasing her stats. Not only that, but her combat consists of mainly ‘buffing’ or ‘de-buffing’ allies and enemies from the backline. All the characters then proceed to praise her as if she was a godsend and no one else could’ve done the exact same thing. It felt like such a cop out that her level was pretty much negligible, and just because she’s the protagonist and ‘coincidentally’ the Almighty; she had the ability to one hit kill extremely powerful mobs.

It is because of her almighty status, that she receives constant protection and saved by the bachelors time and time again throughout the game. You would think that in a life or death situation, she would be more proactive to ensure her own survival. Thousands of people have died in the game, and yet Kazuha avoids hundreds of warranted deaths because she is the protagonist. Ironically, the only times when Kazuha is truly assertive in what she wants and wishes to do is in the bad endings of the game.

It was really disappointing to see how much great potential she had to develop as a character with the overarching storyline and universe, and none of these concepts were utilised at all.

I recommend playing the character routes in the following order: Radius → Astrum→ Demento → Zain → Libera → Hiroya→ Poyo-poyo due to storyline spoilers and flow of events. Poyo-poyo can only be unlocked upon the completion of Astrum, Libera and Hiroya’s routes. I have the completed walkthroughs for the game here.


RADIUS: Renowned as a solo player who never forms parties with others, he is the strongest player of the demon faction. Radius is a powerful fencer, who owns the ‘Infernal Shadow’s Edge’ which is part of the Trinity of Swords required to clear the Ark; the final dungeon within Arcadia. Radius saves Kazuha when she separates from Hiroya and is attacked by enemies. He trades her his most prized Shadow’s Edge to regenerate her health, and Kazuha narrowly avoids death upon completion of the mission.

They temporarily return to the real world, and the two coincidentally meet one another at the hospital. He is cold, blunt and aloof and wishes to have nothing to do with the heroine. He sharply rejects her attempts at friendship and camaraderie, asserting that he works alone. The heroine is confused by the disconnect between his cold words and kind actions, as in spite of his uncaring demeanour; he had saved her life countless of times. She soon comes to discover the reasons behind his distrust towards others, and the suffering he has endured in the past.

Radius is extremely similar to Kirito from Sword Art Online, and jaded by the exact same experiences. He suffers from survivor’s guilt, after his entire party and close friends are killed on a quest expedition for the Shadow’s Edge. Radius is burdened by their final words, and believes himself to be a coward for abandoning his comrades. He views himself undeserving of the life given to him, and yet lacks the courage to face death. This confliction forms the crux of his character, and the inner dilemma that causes him to distance himself from others.

As a result, he finds Kazuha’s complete acceptance of her precarious situation bewildering; and becomes angered on her behalf. Radius views it to be extremely unfair, how she was unknowingly thrust into a life or death situation because of her honourable intentions to save her brother. Now she is being hunted by all of Arcadia, due to her status as a powerful ‘tool’ and disregarded completely as a human being.

Radius admires her inner strength and perseverance; qualities which he sorely lacks in spite of his physical prowess. As Radius spends more time with Kazuha, he comes to fall in love with these aspects of her personality and confides in her his dark past and inner torment. It is through his experiences with her that he is able to come to terms with his anguish, and relinquish the burdens he has carried for so long.

Radius’ route was initially quite irritating to play, due to his constant refusals of the heroine and his cold assertions for her to stay away from him. At every opportunity, he would assume she was stalking him and disrespecting his wishes of wanting to be left alone. He is very fickle in his emotions, and continually switches between resenting the heroine completely; to saving her every time she is in trouble.

However, as a character he develops significantly over the course of the storyline and has some great romantic moments with the protagonist. He becomes very soft towards the heroine when he falls in love with her, and priorities her wellbeing above all else. He is no longer afraid to die or face the future, if it is for her sake. Radius even bows his head to the guild Forte, and uncharacteristically begs them to party with him to save Kazuha.

He had the best CGs and romantic scenes with the protagonist in the game, and was unexpectedly passionate when in love. He also spent the most time with her in the real world in comparison to the other characters, which was reflective in his CGs. Radius’ route was overall the most well-rounded in Period: Cube, as it properly developed his character and relationship with Kazuha over the course of the story.

There was slow, notable progression and I could understand his reasons for falling in love with Kazuha. She had always looked at him as the person he truly was, rather than exterior appearances, fame or fortune. She is able to accept him within his darkest moments, no matter how many times he pushed her away and did not allow his cold rejections to faze her. Her own perseverance and selflessness for others inspires Radius to overcome his own personal demons and accept that it was not too late to atone for his past mistakes.


ASTRUM: The famous guild leader for the dungeon speed-runners Clarius, and representative of the Angel Faction. Unlike the demon faction, the angels are organised and possess guild roles; enacting proper chain of commands and efficiently battle dungeons together. Although highly respected and revered for his immense strength and tactical game knowledge, Astrum is also well known as an avid role-player within Arcadia. Despite it being a game, Astrum’s mannerisms and flowery dialogue are extremely exaggerated and reflective of his in-game character role.

He is the owner of the ‘Divine Blade of Light’ which is the other piece of the Trinity of Swords required to clear the Ark. Astrum falls in love with Kazuha at first sight due to her beauty and status as the ‘Almighty Amadeus’ and lovingly refers to her by that title throughout the game. He rescues her and Hiroya in the woods, and welcomes them to the Celestial Palace.

However, his actions incur the wrath and jealousy of the other angels; as they view him treating Kazuha favourably despite being unable to use the powers of the Almighty. Hiroya’s presence as a demon is also unheard of, and the atmosphere becomes tense as they continually put off expeditions to the Ark; despite the impending Jaws of Death threatening to consume Arcadia.

I had very mixed feelings about Astrum’s route initially. I was intrigued by his appearance in Radius’ story as his direct counterpart and complete opposite in personality. I didn’t mind his roleplaying and found it hilarious, as it was in line with the RPG elements of the game. It added a lot more comic relief and a light-hearted tone to Astrum’s route. His character is also a reference to RPG players in real life, as many do actually enjoy roleplaying and I’m sure every RPG enthusiast has done it at least once before.

However, I found his overly affectionate feelings towards Kazuha difficult to believe and understand. He essentially falls in love with her at first sight without any proper build up or development. Astrum completely favours her over everyone else, despite the questions and anger directed at his complete disregard for his own position. As a leader, it was unfair that he showered her with special treatment without any proper justification or explanation.

Because of this, for the bulk of his route in spite of the kindness he showed to Kazuha; his feelings felt rather shallow and disingenuous. It felt as though his only reasoning as to why he had special sentiments towards her was due to her status as the Almighty, and because of how ‘cute’ and ‘kind’ she was. However, upon meeting his real life persona Asou Tohru… needless to say, I instantly fell in love with his character.

Sakurai Takahiro did such an amazing job with voicing Tohru’s persona, and perfectly captured his awkward social tendencies and mannerisms of speaking. He truly brought his character to life, and it always amazes me how he is able to play so many diverse personalities. Although I was initially confronted by his sudden rejection of the heroine upon meeting her in real life, it was explained quite well afterwards.

It revealed Tohru’s insecurities and his lack of self-esteem, as he was afraid that Kazuha had become disillusioned by how ‘uncool’ he was in the real world. A stark contrast to the confident and powerful leader of the Angels as Astrum, Tohru in real life is teased by his peers for his lack of social skills and constantly compared to Kazuha’s older brother, Shiki Hanamiya. No matter how hard he tried, his efforts remained unrecognised and forever labelled as second place.

This creates a major inferiority complex within Tohru, and he uses Arcadia as an escape from the real world. At least in the game universe, he could emulate the character that he aspired to be. I was really disappointed that they didn’t delve more into this backstory with Shiki, since it formed such a major crux to Tohru’s character and personality. It is through Kazuha’s belief in his abilities as his real life persona, that gives him the confidence to finally best Shiki.

She asserts that there are only things that Asou Tohru can do, that no one else can replicate. I found the long-running gag of Shiki completely disregarding Tohru’s presence hilarious, considering Tohru’s entire world revolved around being second place to him. Although I absolutely loved Tohru’s character, his relationship and feelings towards Kazuha at the beginning lacked a lot of foundational development and proper progression.


DEMENTO: The notorious PK’er (Player Killer) who appears throughout all the character routes. Demento has the status of ‘Fallen’ which is branded on his chest as a symbol of killing other players throughout Arcadia. He captures Kazuha an innumerable number of times in Period: Cube and forces her to use the powers of the Almighty, at the cost of her own safety and life. He wishes to to see what would happen when a player affiliated with neither the angel or demon factions clears the Ark, and whether the whole world’s balance would be destroyed by his actions.

He was once apart of the guild Clarius and completed many dungeons in the same party as Astrum. However, he one day kills a Demon and experiences an unforgettable thrill that begins his downward spiral into corruption. Astrum overlooks the incident as Arcadia does encourage the killing of other faction players and Demento has yet to be branded. He becomes addicted to replicating the sensation and begins mindlessly killing all players of both factions. As a result, he is eventually banished from the guild.

It explained why Demento was so powerful despite his poor weaponry and levels. Players with the ‘fallen’ status are punished for their actions, reset their level upon killing and are unable to equip any items other than the basic default gear. As he regularly played with Astrum, it can be assumed he was fairly high level prior to his branding. Astrum forever lamented his decision and wondered if there was more he could’ve done to prevent Demento’s demise.

I had a lot of issues with Demento’s route and character overall. Regardless of his actions being committed in the game world, he still enacted irreversible murder without remorse. Thousands of people died from Idiopathic Coma in the real world because of his cheap thrill and he showed complete disregard for Kazuha in all the routes. He uses her for his own selfish means of entertainment, and I could not even fathom as to how Kazuha developed feelings for him at all.

This was exacerbated by the fact that his route is only three chapters long and branched directly from Astrum’s route. It then led to the question of: Astrum treated you with nothing but kindness, and yet for some reason you were compelled to fall in love with the guy who kidnapped and threatened to kill you? There was just so little time and writing developed to his character that I’m unsure as to why he was incorporated at all.

It became almost irritating and predictable at how without fail in every single story, he would appear sooner or later for no other reason than to cause unnecessary drama and create anguish by murdering other players. It was never truly justified as to why he killed players in Arcadia either, other than it giving him the sensation of truly being alive and some satisfaction in his monotonous daily life.

Why did he not feel alive to begin with? What were the reasons as to why he lacked so much purpose? If he had no reason for living, why did he pray for life every time he killed someone else? How can he wish for himself to live, when he killed others without thinking by the hundreds? His route was just so painfully ironic, it was almost laughable at how essentially nothing was explained about his character, past and reasoning.

In his good ending he suffers from amnesia and as a result, his crimes are ‘erased’ from his memory and enables him to have a bittersweet happy ending with Kazuha. To me, this was quite a cop out as countless people still died because of his actions but he is essentially cleansed of sin and responsibility. After all, even though the murder can never be trialled in the real world; the knowledge of his actions would burden him until the end of his lifetime. If not for his amnesia, he never would have been able to attain happiness.

Although he did have some cute moments with the heroine and one of the only few characters who had a proper kiss CG, I simply could not overlook his actions and poor writing for his story. His contribution to the overall storyline was minimal and regardless of whether or not he was in Period: Cube; it would not have altered the events of the plot at all.


ZAIN: An NPC (non playable character) within the world of Arcadia, he usually resides in Adventurer Town to guide new players with tutorial information and provides quests to complete. Unlike other NPCs, he receives a reprogramming and orders to protect Kazuha. This gives birth to human-like tendencies, and a lapse in memory in regards to his original purpose and origins as an NPC. As Zain is originally not human, he experiences many difficulties in understanding human emotions and customs.

Zain is incredibly kind to Kazuha and very helpful in assisting her when she becomes separated from Hiroya. He quickly becomes extremely attached to her, as he experiences so many new things and powerful emotions with Kazuha. His feelings transcend into obsession, as he becomes consumed with unhealthy thoughts of possession and expecting Kazuha to mirror his own feelings. This angers his creator and causes immense confusion within Zain, as he become unsure of his own identity and sense of self.

Again, I had a lot of problems with Zain’s route. His overall storyline was extremely confusing for the most part and filled with many convenient plot holes that were never truly explained or fully delved upon. I could understand that Zain experienced a lot of turmoil due to his conflicting desires, the interference of his creator/the voices within his mind, and his lack of understanding with the nature of humans. However, a lot of his actions and key scenes with Kazuha were very disturbing and manipulative.

The scene where he forcefully attempts to merge himself with Kazuha, in order for them ‘to share the same feelings’ made me so uncomfortable reading. He was quite literally physically and mentally violating her, and forcing his own emotions and thoughts on her; something which he knew more than anyone else was mentally debilitating and extremely painful. His feelings towards Kazuha to me were very selfish, and entirely based on inciting guilt.

Kazuha would always feel guilty imagining how lonely Zain would be without her, and how she could never go anywhere without him because of how worried he would be waiting alone. It was just an unhealthy relationship from start to finish and due to Kazuha’s ‘kind nature’ she could never seperate from him for very long. It was also sad how the only method he could transcend from NPC to the real world with Kazuha, was through the death of Demento.

The concept of their minds merging was explained very poorly and all too coincidental for the events of the story to occur. Essentially in order to for them to be together, it required the death of someone else. Again, his route honestly didn’t really contribute to the story nor his character and I would have preferred much longer stories with the others who actually played a role in the overarching plot. It felt like he was implemented just for the sake of having another character and Zain’s route directly tied into Shiki’s story. It felt like it was two routes dedicated to Shiki, rather than a stand alone route for Zain.


LIBERA: A nekama (person who portrays the opposite gender online) who uses his cute appearance and deceptively feminine mannerisms to attract the attention of countless males in Arcadia. He is surprisingly popular and amasses many friends with his outgoing and talkative nature. They regularly invite him on missions and gift him with rare items and gold, asserting that they’ll protect him on their quests.

Despite playing the game since beta, he is fairly low level and prefers to stay within town to socialise rather than accompanying parties on missions. He is also quite mischievous and haughty, often stealing other player’s gold and selling gifted items for his own benefit. Unlike the other characters in Period: Cube, Libera does not wish to clear the ark and desires to remain in the game world. He prioritises his own safety above all else, and fears death with every fibre of his being.

I found it pretty hilarious how throughout the game, everyone more or less doesn’t notice that Libera is a guy in real life despite how obvious it is from his voice. For the most part, I didn’t really feel the ‘romance’ aspect from Libera’s route. His initial feelings towards Kazuha and kindness are all fabricated, and he expresses vehemently that he only ever desired to use her for his own sake or to pawn off to a high-level player.

He views her as a prized asset that is beneficial for his own survival in Arcadia. Despite his cold words, when Kazuha is in trouble; he always manages to be there at the right moments to save her. Although he claims to prioritise his own life above all else, he constantly places himself at risk in order to protect Kazuha. This encourages the heroine to truly get to know Libera, and what warped his perception on the world.

His story is rather tragic, and explains Natsu’s contribution into the overarching storyline. He has been plagued by illness and a weak body since birth, rendering him to a sick bed at the hospital. As a result, he is unable to properly attend school and make friends; unknowing of which day would be his last.

His beloved elder brother Natsu is what holds their family together, and is admired and deeply respected by Libera. He is talented, handsome and intelligent; and decided to create Arcadia for Libera’s sake as the only thing he could play at the hospital were video games. The notion of transcending death and eradicating illness also enticed Natsu, as it would be the cure to his brother’s health issues.

It made sense as to why Libera preferred the social aspect of Arcadia, due to what he lacked in his life. He feared death because he knew better than anyone else what it was like to face each day, knowing it could be his last. In Arcadia, the options were limitless on what he could do in comparison to the monotonous life he lived in the real world. With Natsu’s accident, it shattered their family apart and he comes to believe that he should’ve taken his brother’s place.

Although he contributed immensely to the overarching storyline, the romance aspect of his route left much to be desired due to his age, and the rocky beginnings of their relationship. Not only that, but he created a female character which prevented him from truly expressing his feelings towards Kazuha for the bulk of the game. The romance honestly felt rather forced, and it was more befitting as a platonic route. I actually preferred a route with Natsu instead of Libera, since I felt they actually had chemistry in every story in Period: Cube.

It was really disappointing that the story was told from Libera’s perspective instead, even though it would’ve made so much more sense if Natsu was the selectable character. He had such an important impact on the creation of Arcadia and the overarching storyline, and I was genuinely surprised in how they decided to approach his backstory. The closest thing we got to a Natsu route was Libera’s good ending CG, where he essentially grows up to look exactly like Natsu (laughs).


HIROYA: Kazuha and Shiki’s beloved childhood friend, and neighbour since they were little children. He has long admired Shiki due to his intelligence, strength and fortitude when it came to Kazuha, and aspired to be more like him for her sake. Hiroya is traumatised by Kazuha’s accident that left her prone to fainting and she experiences many lapses in memory as a result. He views it to be entirely his fault, due to his thoughtless actions as a child that inadvertently led to the accident.

He vows to become stronger and wholeheartedly dedicates himself to becoming a better man capable of protecting Kazuha. He reluctantly allows Kazuha to join him in Arcadia due to her heartfelt request to find her brother, which leads to the events of the storyline. The story branches when Kazuha either chooses to separate from him in Minta Woods upon an ambush, or decides to remain by his side.

I honestly felt really bad for Hiroya in all of the routes, because he essentially plays second fiddle to every single bachelor despite him being there for Kazuha from the very beginning. He accepts her choice no matter the circumstances in the end and supports her completely in her decisions. Hiroya only desires her happiness and everything he does is for her sake.

Although he makes a lot of Kazuha’s decisions on her behalf, he always tries to keep her best interests at heart. This is also an issue with his route, as he does not allow for Kazuha to decide for herself what she wishes to do and develop the confidence to voice her own beliefs. In Radius’ route, he completely dispels her concerns and tunnel visions on prioritising her own safety at the cost of her own wishes.

His route is very cute, fluffy and had a predictable romance because the feelings were always there to begin with. It is obvious no matter which route how much he cares for Kazuha and his feelings are as blatant as ever. Because of this predictability however, I didn’t feel as much attachment to him as a character. As the poster-boy of the game I did expect a greater focus on the romance with the heroine, and his contribution to the overall storyline.

There were really no surprises in his route, and follows the standard events and typical interactions reminiscent of the childhood friend trope. I did like his unhindered dedication and determination to improve himself in regards to the heroine, as it demonstrated out of all the bachelors that he truly was in love with Kazuha and it was understandable as to why.


SHIKI: Normally I wouldn’t reveal the identity of this character (which I haven’t in my walkthroughs) but Aksys Games already spoiled it on their official game website. I do spoiler tag my character development section, as I personally find I cannot delve into my complete thoughts on a character, without revealing major events of their story. If you haven’t played the game in it’s entirety yet, I highly suggest not reading this character section.

Shiki is the elder brother of Kazuha, and the reason as to why all the events in the story occur. He created Arcadia in the pursuit of an eternal utopia, where humans transcend the possibility of death and illness. This is due to Kazuha’s accident from childhood, that instills fear within him that human lives are not indestructible and can be taken away in the blink of an eye. Young Kazuha asks Shiki to promise and fulfil her wish of living in a world without pain, and a world where they could be together forever.

This drives Shiki to grant her desire and he is able to access the Akashic Records; which is the embodiment of all knowledge within the universe, from the beginning of time. It provides him with the answers to create the world that Kazuha is seeking. However, due to her lapses in memory she soon forgets many of the moments they shared together and their promise.

Only Shiki alone remembers their promise, and this is why Kazuha found his actions so unfathomable throughout the entire story. It is due to this unworldly knowledge that enables Shiki to create technology far beyond the realms of human capabilities, and essentially achieve the level of a God.

It also explained as to why no matter how much Tohru tried, he could not surpass Shiki’s intellect and why he topped the university despite never studying. Due to his obsession with the notion of granting Kazuha’s wish, he disregards all other factors and obstacles impeding his success. He becomes warped by his fear of Kazuha eventually forgetting him or dying, and willingly sacrifices dozens of lives to ensure her wish comes true.

His feelings for Kazuha are on a completely different magnitude, and despite him knowing his actions were morally wrong; he was too far gone to stop. He is filled with regrets, self-loathing and ironically watches every other bachelor end up with Kazuha in all the other routes. I honestly found it difficult to believe that he was not Kazuha’s genuine sibling, due to their interactions and similarity in appearance throughout the game. Despite the constant assertions that they were not related, I found myself highly skeptical of it.

As a romantic interest, he was exceptionally creepy in his nighttime expenditures whilst Kazuha was sleeping and I inwardly cringed at many of their moments together. However, I felt his story definitely answered the many questions that were left open-ended in the other routes. It offered a plausible and holistic conclusion that tied up all the loose ends of the storyline, and was a satisfying read considering all the other routes never addressed Shiki’s conflict and reasoning for his actions.

He is left as an amnesiac and confined to the hospital in all the other stories, which really built the drama and anticipation for his route. His good ending made a lot of sense, as realistically he could never experience happiness otherwise. His stained hands and lonely years devoted in solitude to Kazuha’s selfish wish was irreversible and had completely twisted his personality. Turning back time was very befitting of the theme of the game, and enabled Kazuha the newfound confidence to relive her life without the impairments of her physique from the accident.

It returned the lively childhood and close relationship she had lost with both Shiki and Hiroya. It also provided Kazuha with the decisiveness to affirm her own feelings and stance when it came to her brother. In the new timeline, Shiki does not impose his emotions and desires on Kazuha, and is respectful of her decisions. She chooses of her own accord to be with him, and is finally able to truly fall in love with Shiki this time round.

What I liked about his route and all the other stories was that Kazuha never deludes herself into thinking she loves him, and genuinely reveres their relationship as platonic. It is only in the new timeline does she fall in love with his true personality. Although Shiki is cold-hearted and borderline insane in all the routes, I could sympathise with his character and reasoning. The bad ending itself was quite interesting, as it demonstrated rather literally how repetitive a utopia without death would be.

The characters relive the same day over and over, and although there is no pain or suffering; there is also no ‘true happiness’. It rectified the recurring motif and theme of the game, that life is a gift to be cherished in both the good and bad times despite the short life span of humans.

Design ★★★★

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This was one of the aspects that captured my interest from first impressions, and was definitely one of the highlights of the game. I loved how many MMORPG elements they incorporated into the design and artwork. For example: the outfits reflecting the class/race for each of the bachelors and even the side characters had very memorable and distinct costumes.

One of the notable elements of Period: Cube was that the main bachelors each had a different sprite for their real life appearances, and how they looked in game. As a player it was exciting to anticipate when you would eventually meet them in the real world and how they differed from their in-game personas.

The unique weaponry was also a very nice touch, as well as the additional ‘glow’ effects on special ability activations. The backgrounds were so incredibly gorgeous, and they really brought the game to life. It was reminiscent of the maps and dungeons typical to an RPG, and Kuroyuki’s art style definitely suited the theme of the game.

I felt that Period: Cube really brought out the full potential of the OLED PS Vita screen, and definitely showcased the impressive and crisp graphics. There were plenty of CGs for every bachelor, although I found that Kuroyuki (the artist for the Black Wolves Saga series) had a noticeable trend of drawing awkward half-kiss expressions on the characters in Period: Cube. As I have played her previous works before and quite liked her unique artwork, this was rather surprising to see.

It was disappointing as it felt like some characters definitely had better kiss scenes than others, and was a downgrade to previously released titles with art by Kuroyuki. In terms of consistency between the CGs and character sprites, then the game did fairly well. I really loved how many unique monster designs they incorporated into Period: Cube, and the definitive attentiveness to the RPG aspects were great to see.

Music and Voice Acting ★★★★★

For me personally, this was without a doubt the standout aspect and highlight of the game. I was amazed at how phenomenal the OST was, and loved all the tracks immensely. I was really impressed with the battle BGMs, especially “Battle Finale” since it honestly felt like something that would come out of a high-quality RPG game. Rarely do I ever hear a game OST and instantly feel the need to listen to the soundtrack on repeat.

The piano tracks were so lovely, and really inspired the pianist in me to actually try and learn them myself. The voice acting was fantastic as well, encompassing a highly prolific and famous cast line up. Even the side characters had very memorable voices, such as Jocus being voiced by Morikubo Shōtarō. They did such a great job at emulating the character personalities, and really built a strong level of attachment to all of them by the end of the game.

I personally felt Sakurai Takahiro (Astrum) especially, as well as Okamoto Nobuhiko (Hiroya) and Maeno Tomoaki (Radius) had notable performances in Period: Cube. As I already mentioned earlier, Sakurai truly captured how endearing Astrum’s character and personal conflictions were. I found myself laughing out loud, and feeling all sorts of emotions when reading and listening to his character’s dialogue. It’s amazing to see how well he can personify so many different character personalities, and my last game I played was him voicing Mejojo von Garibaldi from Black Wolves Saga — Bloody Nightmare —.

This actually gave me a lot of mixed feelings, because if you’ve played the BWS series you’ll understand exactly what kind of character Mejojo was. It’s just a testament to his skill as a voice actor, to be able to reproduce and play any type of character trope. It was also nice seeing Maeno again from Code: Realize as Lupin, and he perfectly expressed Radius’ transition from cold to loving towards Kazuha.

  • Astrum | VA: Sakurai Takahiro | 櫻井 孝宏 |
    Danganronpa series as Kuwata Leon, Black wolves Saga series as Mejojo von Garibaldi, Grisaia series as Kazama Yuuji, Naruto Shipuuden as Sasori, Final Fantasy series as Cloud Strife, Anohana as Atsumu Matsuyuki, and Psycho-pass as Shogo Makushima.
  • Hiroya | VA: Okamoto Nobuhiko |岡本 信彦 |
    Black Wolves Saga series as Pearl, Maid Sama! as Takumi Usui, Haikyu!! as Yuu Nishinoya, and Gekkan-Shojo Nozaki-kun as Mikoto ‘Mikorin’ Mikoshiba
  • Libera | VA: Hanae Natsuki | 花江 夏樹 |
    Taisho x Alice series as Ookami, Your Lie in April as Kosei Arima, Tokyo Ghoul series as Ken Kaneki, and Aldnoah Zero as Inaho Kaizuka
  • Shiki | VA: Toriumi Kousuke | 鳥海 浩輔 |
    Hakuoki series as Saito Hajime, Naruto series as Inuzuka Kiba, Danganronpa series as Kiyotaka Ishimaru and Nightshade as Momochi Chojiro
  • Radius | VA: Maeno Tomoaki | 前野 智昭 |
    Code: Realize series as Arséne Lupin, Taisho x Alice series as Akazukin, and Kenka Banchou Otome as Onaigashima Houou
  • Zain | VA: Hirakawa Daisuke | 平川 大輔 |
    Code: Realize series as Count Saint-Germain, School Days series as Itou Makoto, Hiiro no Kakera as Oomi Suguru, Taisho x Alice as Cinderella and Diabolik Lovers series as Sakamaki Raito

System ★★★★★

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The system was another fantastic aspect of Period: Cube and definitely matched up to the music and voice acting. I loved the system user interface (UI) and design, and it felt very crisp and smooth to navigate. The attentiveness to the detail reflective of an RPG were consistent throughout the game and followed the thematic motifs of Period: Cube. It really left a strong and lasting impression, especially if you’ve previously played RPGs and can relate to the references much better.

It provided statistic pages for all the characters, displaying their items/gear, class information and love affection towards the heroine. Depending on the events of the story, the HP Gauge of the character actually does change and I found myself checking on it periodically throughout the game.

The system incorporated great battle animations such as character sprite transitions upon using abilities, monster kills, spells, glowing weapons, affection increase etc. It definitely brought the RPG game elements to life, and I really liked the map movement of the game which reflected the time of day.

This is also shown on the game’s loading screen, which had three different landscapes based on morning, afternoon or night. Period: Cube had all the basic functions of a visual novel such as CG Gallery, scene recollection, music list, and save/load slots. I liked the extra unlocked character profiles of the bachelor’s real life personas upon completion of their route, and the bonus ‘his perspective’ segment that had a bit of fan-service dialogue.

However, I do wish these were a little longer in length and came with a CG as it’s technically the ‘after-epilogue’ endings of the routes. The skip speed was very fast and the jump button was a life saver considering how vague the options of this game were at times. This definitely helped so much when writing my walkthrough and manoeuvring through the game routes.

As Period: Cube is still purely a Visual Novel, the combat system was extremely basic; however, it was nice that the creators tried to incorporate it into the game. I personally didn’t think that they should’ve used the combat select options as important route deciders, as it made the game unnecessarily more difficult than it should have been.

The encyclopaedia is very useful and a helpful feature for players who have never played an RPG before and ensures that the game is enjoyable for a wider audience. However, for players accustomed to the RPG elements then the definitions were very basic and common knowledge. I also really liked the blinking, mouth and hair movements of the game, since it showed up really nicely with the PS Vita graphics.



In conclusion, Period: Cube is a good game. With the stellar game design, system, voice acting and music; it definitely made it a worthwhile title to try and support english game localisations. It had gorgeous visuals on the PS Vita screen, and far better music and voice acting than I would have ever anticipated. It had an awesome opening and is sung by Joelle, who has contributed the vocals to other games such as Final Fantasy XIII-2 and Bravely Default.

It incorporated a notable amount of gameplay, CG art and many character routes to choose from. Although the storyline left much to be desired in its execution, it still had an interesting premise and captivating elements in all the routes. It really needed more cohesive explanations to some of the glaring plot holes in several of the character stories. The incorporation of the protagonist Kazuha with the combat system was also quite poor, and I was really disappointed by how minimally it impacted the storyline.

I honestly preferred less dateable characters overall, and more writing time devoted into fleshing out the bachelors that had significant contribution to the overarching plot. Personalities such as Zain, Demento and Libera were nice to have, but not necessary to the overall storyline. With or without their involvement, it didn’t significantly alter the key events in Period: Cube nor would I have sorely missed their presence.

I preferred more writing focus and character development on Radius, Astrum, Hiroya, and Shiki as well as replacing Libera with Natsu. To me, that would have offered a more memorable connection and attachment to the characters; as well as better explanations on the overarching plot. Rather than dedicating screen time to new character stories that were half-done anyways, they could have addressed the many prevalent plot-holes.

Although they incorporated a lot of cute character and relationship moments with all the bachelors, it wasn’t really enough to overlook the subpar plot explanations. I honestly felt stronger attachments to the side characters of the game, which is an indicator to how two-dimensional some of the bachelors really were. The highlight of Period: Cube was definitely the impressive world-building, music, voice acting, and UI design; and to me that was what really swung the game from a 3.5/5 to a 4/5 rating.

I do recommend giving the game a try, as I did enjoy the storyline and immersive graphics on the PS Vita. I particularly enjoyed Radius’ route and Tohru’s character, who were definitely the standouts from the game. Thank you again to Aksys Games for the collaboration, and I’m definitely looking forward to their next otome slated release of Collar x Malice on July 28th, 2017!

Overall Rating: 4/5

Written By Cherry

Period: Cube ~Shackles of Amadeus~ Poyo-poyo Walkthrough


Official Website: Aksys Games
Game Link: Period Cube: Shackles of Amadeus – PS Vita [Physical]
Period Cube: Shackles of Amadeus – PS Vita [Digital Code]
If you would like to read a full review of the game, you can read it here.

* Poyo-poyo can only be unlocked after completing Astrum, Libera and Hiroya’s routes. *

Common Route

  • Use knife
  • Use knife
  • Both of you, just calm down.

Character Route

Good Ending

  • Use knife
  • All right, I trust you!
  • If you say so, Poyo-poyo.
  • Then, I guess half is all right.
  • My brother could have come home.
  • I’m the one that’s sorry.
  • I’m sorry for worrying you.
  • … Tell me your favourite food.
  • Don’t say that, please.
  • Run
  • Apologize to Ira.
  • I don’t want a world like that
  • I won’t lie.

Merry Bad Ending

  • Title Screen → History→ Poyo-poyo Route → Chapter 7
  • Kazuha’s Almighty Level 4
  • Poyo-poyo’s Affection 0
  • I want to be with everyone
  • I love you.
  • I hope tomorrow will be a good day (repeat day)
  • But, something feels strange… (end day)

Period: Cube ~Shackles of Amadeus~ Hiroya Walkthrough


Official Website: Aksys Games
Game Link: Period Cube: Shackles of Amadeus – PS Vita [Physical]
Period Cube: Shackles of Amadeus – PS Vita [Digital Code]
If you would like to read a full review of the game, you can read it here.

Common Route

  • Use knife
  • Use knife
  • Hey, don’t attack Hiroya.

Character Route

Good Ending

  • We don’t have to rush.
  • Step back
  • You’re already helping me a lot.
  • I want us to work together, Hiroya.
  • Use knife
  • I need to ask Radius, too.
  • If it’s not a big deal, then tell me.
  • I think we can be honest.
  • You’re making me blush…
  • I really want to go with you guys.
  • Observe
  • Hiroya didn’t do anything wrong!
  • I think you should do it, Hiroya.
  • I don’t want to be separated from you either.

Merry Bad Ending

  • Title Screen → History→ Hiroya Route → Chapter 7
  • Kazuha’s Almighty Level 5
  • Hiroya’s Affection 0
  • How about Radius?
  • Don’t lose to my brother.

Period: Cube ~Shackles of Amadeus~ Zain Walkthrough


Official Website: Aksys Games
Game Link: Period Cube: Shackles of Amadeus – PS Vita [Physical]
Period Cube: Shackles of Amadeus – PS Vita [Digital Code]
If you would like to read a full review of the game, you can read it here.

Common Route

  • Use knife
  • Run
  • Run

Character Route

Good Ending

  • Scream
  • Yes. I trust you.
  • Thank you very much.
  • Then, you should find something.
  • You’re Zain, that’s who.
  • Please be here when I come back.
  • Use knife
  • I’m just glad you’re safe.
  • You’re special, Zain.
  • Poyo-poyo looks hurt.
  • Please don’t do anything cruel.
  • Do you promise?
  • Play harp
  • I wanted to talk with you.

Merry Bad Ending

  • Title Screen → History→ Zain Route → Chapter 7
  • Kazuha’s Almighty Level 6
  • Zain’s Affection 0
  • I was worried about you.

Period: Cube ~Shackles of Amadeus~ Libera Walkthrough


Official Website: Aksys Games
Game Link: Period Cube: Shackles of Amadeus – PS Vita [Physical]
Period Cube: Shackles of Amadeus – PS Vita [Digital Code]
If you would like to read a full review of the game, you can read it here.

Common Route

  • Use knife
  • Use knife
  • I think this person’s right…

Character Route

Good Ending

  • I think I’d like to rest.
  • I was just surprised.
  • You should come too, Libera.
  • Play harp
  • I want us to fight together, Libera.
  • You’re Libera, aren’t you?
  • I was just surprised.
  • Wait. I still want to talk to you.
  • I could at least go to the entrance…
  • I’m not going back.
  • That’s really sad.
  • Play harp
  • I’m sure you can do it, Riku.
  • Increase ally strength

Merry Bad Ending

  • Title Screen → History→ Libera Route → Chapter 7
  • Kazuha’s Almighty Level 4
  • Libera’s Affection 0
  • Have confidence!
  • Slow enemy movement

Period: Cube ~Shackles of Amadeus~ Demento Walkthrough


Official Website: Aksys Games
Game Link: Period Cube: Shackles of Amadeus – PS Vita [Physical]
Period Cube: Shackles of Amadeus – PS Vita [Digital Code]
If you would like to read a full review of the game, you can read it here.

Common Route

  • Use knife
  • Play harp
  • I said don’t talk about him like that.

Character Route

Good Ending

  • I can do it myself.
  • My heart is pounding.
  • I feel kind of bad.
  • Use bow
  • Thank you for worrying about me.
  • I’m alright, please continue.
  • Use bow
  • Yeah, that was a handle.
  • You’ve already finished it.
  • Increase ally strength
  • Demento, stop it!
  • I’m genuinely interested.
  • Use bow
  • Stop it already!
  • I’m not planning on dying…

Merry Bad Ending

  • Title Screen → History→ Demento Route → Chapter 7
  • Kazuha’s Almighty Level 6
  • Demento’s Affection 0
  • I’m sorry…

Period: Cube ~Shackles of Amadeus~ Astrum Walkthrough


Official Website: Aksys Games
Game Link: Period Cube: Shackles of Amadeus – PS Vita [Physical]
Period Cube: Shackles of Amadeus – PS Vita [Digital Code]
If you would like to read a full review of the game, you can read it here.

Common Route

  • Use knife
  • Play harp
  • It wasn’t him. It was my fault.

Character Route

Good Ending

  • I’m just a little embarrassed.
  • It’ll actually make me more nervous.
  • I’ll do everything I can.
  • Use bow
  • I was thinking the same thing.
  • Please, let me stay here.
  • Use bow
  • I’m sorry, Toru.
  • I can’t help you.
  • Increase ally strength
  • Astrum, stop!
  • You’re not at fault
  • Yes, I do.
  • Don’t push yourself
  • I’ll fight with you.

Merry Bad Ending

  • Title Screen → History→ Astrum Route → Chapter 7
  • Kazuha’s Almighty Level 5
  • Astrum’s Affection 0
  • Do we really have to fight?

Period: Cube ~Shackles of Amadeus~ Radius Walkthrough


Official Website: Aksys Games
Game Link: Period Cube: Shackles of Amadeus – PS Vita [Physical]
Period Cube: Shackles of Amadeus – PS Vita [Digital Code]
If you would like to read a full review of the game, you can read it here.

Common Route

  • Use knife
  • Run
  • Play harp

Character Route

Good Ending

  • Where did we meet before?
  • No, I won’t run away.
  • I’m sorry for asking.
  • Play harp
  • My friend is hospitalized here.
  • Thank you so much
  • Grab onto Demento
  • He’s my friend…
  • Mochi with grape filling
  • Both versions of you are cool
  • I don’t want to go home, though.
  • I wish I had been by your side
  • I’m glad you’re safe

Merry Bad Ending

  • Title Screen → History→ Radius Route → Chapter 7
  • Kazuha’s Almighty Level 5
  • Radius’ Affection 0
  • I missed you