Breaker Hearts (Free RPG) Introduction, Impressions, and Strategy Notes

ブレイカーハーツ(フリー・RPG)紹介・感想・攻略メモ game
This post can be read in about 20 minutes.

I played and completed the RPG "Breaker Hearts," which was created using the WOLF RPG Editor.
Tweets on Twitter,Article by Mogura GamesI learned about the game through that and became interested in playing it.
This game is so meticulously crafted, with a sophisticated system and interface, that you wouldn't even guess it was made using RPG Maker.

The combat difficulty seems to be on the slightly higher side.
My first playthrough took about 5 hours, but including collecting all the endings, it took about 8 hours in total.

Game Overview

Breaker Hearts is an RPG where you command four girls and fight to reach "Shinzui".
Combat is mostly automated, with the only action the player can take to intervene is during the "Awakening" phase (explained later).
If you set the actions and conditions, they will act accordingly, and the enemy will not act outside of the rules.
Since there is no element of chance involved, puzzle-solving thinking is required.


During conversation events and other similar situations, you can obtain "Kokoro" (hearts) corresponding to each character depending on your choices.
We'll use these hearts to strengthen our party.
The ending branches depending on your emotional state, so you need to pay attention to the number of choices you make while playing.

Exploration

This command takes you to "Shinzui" and attempts to break through the layers.
Enemies and rewards are placed along the way through the levels.
Even if your entire team is wiped out, there is no penalty; you are simply returned to your home base.
Since you cannot heal between battles, you need to prepare in advance, taking into account all the battles on each floor.

Please note that any rewards you obtain along the way will not be lost even if your entire party is wiped out.
Therefore, it's a good idea to aim to win the first battle and obtain the rewards first.
Winning all battles will allow you to clear a floor and advance to the next floor.

Operation

This is the screen where you set the "Heart Equipment" (i.e., skills) you obtained as rewards.
The commands are executed in order from the top row, and if the conditions are not met, the process moves on to determining the next action.
During exploration, you cannot change your settings midway, so think carefully before setting them.

The combat in this game is fundamentally trial and error, so you'll probably spend a lot of time racking your brain over this screen.
When your plan works exactly as you intended, you'll experience a great sense of satisfaction.

memory

This command allows you to view various episodes by consuming "memory fragments" obtained during exploration.
Characters, given different roles than in the main story, perform various fables.
Depending on your choices, you can gain "Kokoro" (heart/spirit), acquire new "Kokoro" equipment, or unlock awakening commands.

transaction

This command allows you to dedicate the hearts you've acquired to the shop employee, Naru, to enhance your stats.
You can freely rearrange the parameter allocation, so if you get stuck in battle, try experimenting with different settings.
Once you've used a transaction, you'll be able to execute it from within the "Operations" command.

battle

The battles are turn-based and automated, with characters acting in order of their speed.
Since both allies and enemies act according to predetermined conditions, if you don't change any settings, the battle will have exactly the same outcome.

The "Awakening" command, unlocked by fragments of memory, is a command that temporarily boosts your abilities in exchange for consuming MP.
This effect can be activated at the start of a turn, and once activated, it cannot be canceled until the battle ends.

In the awakened state, MP decreases each turn, and when it reaches 0, the character enters a berserk state.
When it goes berserk, it will repeatedly attack the enemy regardless of the plan.
In this game, where the number of times you can use your attack methods is limited, intentionally causing an attack to go berserk can be a perfectly valid tactic.

Review (no spoilers)

I watched all the endings from A to C, collected all the flashbacks, and completed the game.
To put it simply, I think it's a work that might not appeal to everyone, but I was completely engrossed and enjoyed it.
In this section, I will try to write my impressions without spoiling the content for those who haven't played the game yet.

I was really drawn into the game right from the opening.
The game naturally drew me into its world through questions directed at the player and tutorials that guided me through the gameplay.
Although there are many unknowns, I sensed that things were starting to move forward, as the protagonist's appearance would allow us to continue our investigation.

The battle is in the free game 'Runner's EclipseThis fighting style is reminiscent of "[Title of previous game]", where you program your actions and patterns to fight.
However, since this game features multi-on-multi battles rather than one-on-one combat, it's difficult to fully predict the outcome of the battle before it even begins.
I found it fascinating how even a small change in one person's actions can drastically alter the outcome, much like a butterfly effect.
Once you get used to it, you can also use awakening commands and buffs/debuffs effectively to overwhelm your opponents.
Rather than having a single clear solution to each battle, I felt there was a certain leniency to the gameplay, where you could overcome challenges as long as you were generally on the right track.
Conversely, it could be said that this system encourages players to take on the challenge of in-depth gameplay.
This isn't the type of battle where you can win by simply mashing buttons, so it might not be suitable for people who don't want to think.

The characters were clearly distinct and had appealing personalities.
The riddle-like conversations, which don't quite match the characters' appearances, differ from typical RPG dialogue and have a depth reminiscent of a visual novel.
The text changes depending on your choices, and there's quite a lot of it, so I think you'll enjoy playing through it multiple times.
People who don't enjoy reading might be a little taken aback if they play this game expecting a typical RPG.

The graphics had a consistent style and seemed to harmonize well with the game's atmosphere.
The girls' evil expressions were perfectly suited to the ominous content of their remarks, and I was satisfied with the variety.

As for the music, the memorable, melancholic tunes created a nice atmosphere.
In particular, the background music played when setting up strategies at home, and the background music during exploration and battles, are surprisingly catchy and never get boring, even though you listen to them for extended periods.

I think the story will be something that players will have different opinions on depending on their own sensibilities.
The interpretation of the story is explained to some extent within the game.
I think this is a work that doesn't reject either stance: whether you delve deeper into the topic and think about it further, or simply accept it superficially.
I thought it was a nice touch that a replay mode was provided after clearing the game, making it easier to replay the game and collect all the events.

Walkthrough (contains spoilers)

The combat in this game might be a little difficult to get the hang of for those who aren't used to it.
If you find it difficult, we recommend carefully reading the "manual - basics -" and "Hint - strategy notes -" included with the game.

Below are the strategy notes I wrote while actually playing the game.
This entry was written after playing version 1.00 of the game.

Overall tips

Tips for trial and error
For now, let's jump into battle as part of our exploration.
This could lead to problems such as someone being defeated too quickly, or wasting powerful attacks on enemies with low HP.
I believe the basic approach to conquering this game is to address and correct each of those issues one by one.

・Stats to raise
I think you should prioritize strengthening your character in the following order: Attack Power ≥ HP > Defense Power.
In my case, I hardly touched speed or elemental resistances.
(If we utilize these points, we might actually be able to tackle this more smartly.)

• Clothing to wear
Equipment that increases attack power, HP, and defense is directly useful, so prioritize equipping it.
Also, make sure to equip attacking characters with plenty of offensive capabilities.
Be careful with buff/debuff-type equipment that increases/decreases abilities, as if you don't set it, your character might end up constantly performing that action.

Strategy by layer

・More
By the time you reach the second match, you'll probably realize that you've used each character's moves surprisingly few times.
Since it will stop taking any action once it runs out of uses, it's important to time its awakening and enter a berserk state appropriately.
If your MP reaches zero and you go berserk, you can continue to attack at 1x power.
If you focus on strengthening your HP and attack power, you should be able to fight.

・Two layers
This is probably the time when you start to worry about your teammates who are getting taken out so quickly.
By strengthening Megumi's HP and defense and awakening her using "Aria of Vanity," you can reduce the damage taken by the entire party.
Setting Shizuku's "Heal" and "Allies with HP 50% or less" in addition would make the setup even more solid.

・Three layers, four layers
Because there were so few enemies, I was able to get through without having to go through a lot of trial and error.

・Five layers
This might be the first major hurdle.
The "grudge" in the final battle has high resistance and defense, and cannot be damaged while in its berserk state.
It will be important to conserve each member's powerful techniques and unleash them when they are awakened.
Adjustments are needed, such as setting a technique to be "unique" to prevent its overuse in the first three battles, or using buffs and debuffs to enhance the effectiveness of a single attack.
A recommended strategy is to save one hit of Touka's "Crimson Tyranny" (which includes her double awakening) and set up the rest of your team to handle the first three battles.
Make sure to collect hearts and don't neglect strengthening your stats.

・Six layers
There are many battles, but there are no enemies that are immune to attacks while berserk, so I think you can win even by brute force if necessary.

・Seven layers
Let's break through with a quick attack strategy right from the start.
In the first battle, there are enemies with resistance to each element, so set up each of your allies to attack enemies that they are not resistant to.
Allocate a high amount of attack power to each member, and choose equipment combinations that also increase attack power.
If your teammates are still somewhat intact after the first battle, the second battle shouldn't be too difficult.
In the third battle, use your Awakening ability and try to reduce as much of the enemy's HP as possible in the first turn.
The enemy's attack power is high, so a long battle is unlikely. Let's aim for a quick victory.
I think you can win if you experiment with different timings for using your Awakening skill during the first and second battles.

・Eight layers
The first match is the toughest, and I think the key to victory will be how well we can minimize the damage we take there.
The strategy is to concentrate attacks on Megumi, who doesn't have high offensive capabilities, and then she'll withstand the attacks with her final awakening.
The other members should focus their high-damage attacks on enemies with low HP, aiming to eliminate them one by one.
If three or more people survive, that would be a great result.
I don't think the second and third matches will be too difficult.
The enemy's attack power in the third battle isn't very high, so if everyone goes berserk and the battle drags on, I think we can win without any problems.

・9th layer
In the third battle, "Heartbeat" will only act when your HP is at 100% or below 50%.
Therefore, if you manage your HP correctly, you can time your awakening to coincide with "Heartbreak" and inflict massive damage.
If you can manage Touka's HP while keeping in mind how you cleared the fifth floor, and conserve her until the third battle, you should be able to fight with ease.

・Ten layers
Since it's only one match, it requires some puzzle-solving trial and error, but I think it's easy to do.
Based on using the final awakening Heartbreak as the first move against opponents with low resistance, let's build a strategy by skillfully adjusting the order.
Since defense is hardly necessary, prepare by allocating all your mental equipment and stats to attack power.
Even for enemies with low water resistance, since their resistance is still 50, you might need to consider your team composition somewhat.

・Shinzui
The current amount of "Kokoro" (hearts) stored in the upper right corner of the screen determines the individual character's route.
Please note that the number of hearts you've dedicated to Naru is irrelevant.
Make sure to increase the number of hearts of the character you want to see, even if it's just by one more than the other types.
If all types are present in equal numbers, it results in Ending B.

In the case of ending A, it's almost like an event battle, and you can even change your strategy during the battle.
Since there's no time to allow the opponent to attack, the only way to win is to use the final awakening Heartbreak on the first turn.
Even if you get defeated, you can start over immediately, so there's no need to worry too much.

In Ending B, there is a battle between allies, but before the battle begins from the second turn onwards, you can click on the heart icon on the chest of the character's portrait.
Click on the character's heart each turn to see their individual ending.

If you have poured 15 or more of the four types of hearts into Naru, you will proceed to Ending C.

- After clearing the game
If you choose to start a new round, only your "Heart" will be reset, and you can carry over the Heart Gear you've acquired.
In subsequent playthroughs, the "Annihilate" command will appear on the exploration screen. Pressing this command will allow you to proceed to the next floor unconditionally.
Rewards can be obtained as usual, so it is possible to complete the game without engaging in any combat.
(In early versions such as ver1.00, there is a bug where you will not receive rewards if you carry over your save data and play through the game again, so please be careful.)
Unused "Memory Fragments" can be carried over to subsequent playthroughs, so if you want to, you can use the final awakening from the first floor.

Additionally, you can select "Recollection" from the main screen to check any uncollected events.
During flashbacks, choices will appear, which is convenient for checking changes in emotional state and reviewing the differences in text.

Heart level increase/decrease table based on choices

These are the increases and decreases in Kokoro's stats, mainly obtained through flashbacks and repeated playthroughs.
"Option 3" means the third option from the top.

conditionsPrevious logOption 1Option 2Option 3Option 4Option 5
OP1"What does a dream mean to you?"赤地風水─
OP1"What comes to mind when you hear the word 'prayer'?"地風水火─
OP1Third question: "If you could have your wish granted from this list, which one would you choose?"火地風水─
OP1Question four: "Which of these attributes do you admire?"地水風火─
OP1This time it will go up smoothly, so don't worry.火水地風─
       
Further breakthroughWhy was the power to fight given to us, but...?Fire 2water 2earth breeze 1──
Breaking through the third layerWell, that's true.Fire/Water 1earth breeze 1───
Breaking through the fifth layerYeah, you're right. Sorry.Wind 2Earth 2Earth 2water 2Fire 2
Breaking through the 7th layerWe won't know until the very last moment, but...Wind 2Earth 2Fire 2water 2 
       
First visit to the storeLord Brain. You can do as you please with this world and these girls...Wind 2water 2Fire 2Earth 2 
Second visit to the storeI suppose that unintentionally showed up in my phrasing.Fire 2water 2Earth 2Wind 2─
Third visit to the storeI am aware of that as well.Fire 2Wind 2Earth 2water 2─
This is my fourth visit to the store.It's not anything that noble.Fire 2Earth 2Water wind 1──
       
Fire 5 or higherBut what I really love is...fire earth 1Wind 2water 2──
Fire level 10 or higherHey, Blaine. Can I ask you something? ...water 2Fire 2Wind 2Earth 2─
Fire 15 or higherOh, Blaine. You were here, sorry I didn't notice.water 2Fire 2earth breeze 1──
Fire 20 or moreBecause you must be our despair.water 2Wind 2Earth 2Fire 2─
       
Water 5 or moreEven you, who feel that way, know us...fire wind 1Mizuchi 1───
Water 10 or moreLet's just keep destroying things, just like we've been doing...Wind 2Fire 2water 2Earth 2─
Water 15 or moreHowever, I do want to respect the wishes of those around me.Earth 2Wind 2water 2Fire 2─
Water 20 or more...Because I don't deserve to love anyone.Wind 2water 2Earth 2Fire 2─
       
Earth 5 or higherI wonder if it hurts?Wind 2Earth 2Fire 2water 2─
Earth 10 or higherShe thinks of me... no, never mind.Next choiceMizuchi 1───
Earth 10 or higherI wonder what she thinks of me...Wind 2Earth 2water 2Fire 2─
Earth 15 or higherOr is it simply my weakness for blurting out whatever I'm thinking...?water 2Earth 2Wind 2Fire 2─
Ground level 20 or higherThe emotion of fear is—Fire 2water 2Wind 2Earth 2─
       
Wind 5 or higherBut, to give that to "someone" somewhere far, far away...water 2Fire 2Wind 2Earth 2─
Wind 10 or higher...Yeah, I wouldn't want to live in a world like that.water 2Earth 2Fire 2Wind 2─
Wind 15 or higherIf you hadn't aimed for it, the idol known as "Brain" would never have existed...Fire 2Earth 2Wind 2water 2─
Wind speed 20 or higherNo matter how pointless it may be, no matter how ridiculous it may be.Fire 2Earth 2Wind 2water 2─
       
AwakeningMy master has finally arrived. Let's go for a walk right away, meow.Fire 2Wind 2Mizuchi 1──
Awakening AfterThank you for telling me.Mizuchi 1fire wind 1───
lonelinessNo textFire 2Earth 2Wind 2water 2─
After the lonelinessOkay, I'll do that.Wind 2Fire 2Earth 2water 2─
justiceSometimes, people are burdened with sins that can never be forgiven...fire earth 1fire earth 1fire wind 1Wind 2When re-selected, Water 2
Justice AfterWell, then why not just enjoy the absurdity of it all?water 2Earth 2Fire 2Wind 2─
heroWe have to decide, don't we? I, we—Earth 2Wind 2water 2Fire 2─
Hero After—The way it decayed while laughing was very...Fire 2fire earth 1water 2Wind 2Earth 2
slaughterSince we only have one life, if we're going to take one, we should at least...earth breeze 1Fire 2water 2──
After the SlaughterWe, the people you're spending time with, are here.Fire 2Mizuchi 1Wind 2──
sorting* Varies depending on the number of people abandoned? 0, 1, 2, or 3 peopleEarth 2Mizuchi 1Mizuchi 1Wind 2─
After sortingIt's all for the sole purpose of saving more people.Earth 2water 2Fire 2Wind 2─
cravingWhat is this feeling?Fire 2Earth 2water 2Wind 2─
After the thirstsurely.earth breeze 1water 2Fire 2 ─
atonementPlease forgive me. I myself will never forgive myself, not ever...water 2Earth 2Fire 2Wind 2─
Atonement AfterYou defiled someone's property without permission or authorization, and yet you have the nerve to bark like that.Wind 2Fire 2Earth 2water 2─
Ending* No change in mood level.─────
After the endingIt's lonely, isn't it?Fire 2Water wind 1Earth 2──

Review (contains spoilers)

About my origins

After the second playthrough, when "Annihilation" becomes available, I collected hearts without engaging in any battles, and I discovered that my core emotion was "sadness."
It seems that there is a lot of the Water element, but otherwise the balance is not very strong.
It might be a case of self-loathing, but I'm not particularly fond of Shizuku, while Touka is a character I like.
Although Touka looks like a sporty girl at first glance, she gives off a strong impression of being intelligent.

Thoughts on memorable scenes

There were so many memorable scenes in "Breaker Hearts."
There are many scenes that can only be seen in conversations that result from choosing specific options.
While it's a game that can be played through multiple times, it's positioned as a game for self-reflection, and I felt that the design strongly emphasized the uniqueness of each playthrough.

I will discuss each point individually below.

This scene, set against the backdrop of memories of "slaughter," is described as "something that may be a way to pass the time for the players, but is real for Touka and the others."
This type of dialogue and staging appear repeatedly in this work.
Even though players might ultimately consider it just dialogue within the game, hearing it said like this really hits home.
This was a situation that made me realize I shouldn't just pick an option randomly, but should think carefully before making a choice.

 

This is the scene from Shizuku's A ending when you choose "I want to destroy Shizuku too."
Even though I chose and published Touka's "Slaughter" out of curiosity, I ended up choosing it again for my first playthrough here as well.
Because Shizuku readily accepted our wishes and then died, it ended up being a bitter conclusion, though it was my own fault.
I regret the choice I made out of curiosity.That might be my true nature.

This is a scene from "Megumi Kokoro 3" when you choose "Can't I become stronger?"
It's understandable that they would get angry if someone said something like that to them, especially when they're trying their best while enduring the fear.
The sharp criticism of our carefree attitude really struck a chord with me.

After I made the excuse that "it was a misunderstanding","I hope you'll use me, a useless pawn, to crush all the enemies. It would be a great help. Your way of passing the time gives meaning to our lives."Those lines are incredibly ironic.

In addition, the flavor text for the character's outfits includes poetic comments that spark the imagination.
In particular, I find it interesting that the text on the equipment that increases each resistance is a message directed at each member.

Analysis (contains spoilers)

At first glance, this game appears to be an RPG with unique combat, where you explore dungeons while deepening your relationships with four girls.
However, when I actually played it, it was a game that gave me a completely different impression than I had before playing it.
Taking into account Naru's "Tell me the truth about everything" and Touka's A ending, I'd like to try to come up with my own interpretation of what this work was all about.

The following sections contain spoilers, so it is recommended that you read them after you have completed the game.

 

What is "Breaker Hearts"? Depth 1

On the surface, Breaker Hearts could be described as a kind of psychological test designed to help players confront themselves.
As Nar explains, the game provides players with various experiences to encourage them to confront themselves.
Through interactions with four girls whose themes are joy, anger, sorrow, and pleasure (or more accurately, anger, joy, fear, and sadness), you will experience various things and be prompted to confront who you are as a person.



We players are constantly asked what viewpoints we agree with in various situations labeled as "memories."
Even though we call them "memories," their significance is ambiguous, encompassing content that may have happened in the past and content that may happen in the future.
By the time you arrive in Shinzui, you'll notice a bias in the types of hearts you acquire, and you'll be able to clearly identify your own attribute.

What is "Breaker Hearts"? Depth 2

I mentioned that this work is like a psychological test, and I'd like to elaborate on that point a bit more.
The player's name is Brain, and they are giving instructions to four girls (representing joy, anger, sorrow, and pleasure).
This relationship is similar to the relationship between the brain and emotions in humans.

If you look closely at the names of the enemies that appear in this game, you'll find that they are named after abstract concepts that represent various real-world events, such as "laziness," "mercy," "family," and "ideals."
The opening scene depicts how the four of them were unable to win on their own, and only managed to win when Brain arrived.
This suggests that you can't succeed by letting your emotions get the better of you.
I believe that the combat in this work depicts how emotions are organically controlled by the brain, which acts as a command center, and how characters confront reality.

According to the "manual" included with the game, each parameter is explained as follows:

Excerpt from the game's bundled text file, "manual - basics -"

・Shinso
The power of feelings that surround the heart.

HP Heart Point
It is the mental strength to face difficulties.

MP Mental Point
It is the mental strength needed to maintain one's humanity.

·attack
It's primarily about believing in yourself.

·defense
It is primarily the ability to never doubt one's own correctness.

·speed
It's primarily the ability to avoid getting lost.

・Various attribute resistance
It's primarily about the ability to adapt to different values.

These strengths are all abilities that help you overcome various challenges in life.
The gameplay of this title, "Breaker Hearts," can be seen as being modeled after life itself.

What is "Breaker Hearts"? Depth 3

In the previous section, I wrote that the gameplay in "Breaker Hearts" might be a metaphor for life.
From here on, I will write about my interpretation based on that premise.
There might be some leaps in logic or forced connections in some parts.

I interpreted this work as "a game in which the player experiences a 'life flashing before their eyes'."
It's that fleeting, life-changing experience right before death, where your entire life flashes before your eyes in an instant.
The "shinzui" part likely refers to the end of a life flashing before one's eyes, which seems to align with the idea that one dies once they reach that point.
The four girls exist to help the protagonist confront their inner selves, so it makes sense that they disappear once they reach Shinzui, having fulfilled their role.

The following table lists the names of the enemies on each floor.
I think the first layer, second layer, third layer, etc., represent different stages of life, such as 0-10 years old, 10-20 years old, 20s-30 years old, and so on.
Some of the words are a little hard to grasp, but somehow they seem to correspond to events of each age group.
The enemies on the tenth floor can be said to be the four girls themselves.

hierarchyorder    
even more1LazinessPeace and tranquilityfaith 
 2nap   
 3musicPeace  
double layer1dedicationmercyLove and hatedependence
 2pleasurefamily  
 3Solitary   
three layers1destructionprotectionLamentation 
 2anger   
four layers1famecouragearrogance 
 2glory   
five layers1hunting   
 2retaliation   
 3Counterattack   
 4Karma   
six layers1blind loveObsessionbetrayal 
 2distrustsuspicion  
 3envycravingrespectawe
Seven layers1idealeveryday lifestudyHarmony
 2self   
 3desire   
Eight layers1funeralTearsSacrifice 
 2separationprovidence  
 3sorrow   
nine layers1growthRendezvous  
 2funeralbirth  
 3heartbeat   
ten layers1fraternityresignationpassionFertility

Death typically progresses in a sequence where the heart dies, followed by the brain.
This made it seem to me that the brain dies after the girls who represent the heart.
In this work, "Breaker Hearts" seems to encompass not only the meaning of "something that destroys the heart," but also the meaning of "something that stops the heart."

I'm losing confidence as I write this, so I'll add any better interpretations I come up with.
Besides the "life flashing before your eyes" theory, there were various other ideas, such as the theory that "the player in a vegetative state aims for cardiac death" and the theory that "there is a device that analyzes and copies brain data."
When the game starts up, there's a visual effect indicating it connects to some kind of system, so I suspect something mechanical is involved.
I think you can enjoy interpreting this part quite freely.

Miscellaneous notes on other questions

In addition, I will discuss other scenes and moments in the work that caught my attention.
Please understand that there is no particular conclusion to be drawn.

In "Fuuka Kokoro 2," if you select the option "What will happen to the child?", the conversation will shift to the topic of childbirth methods.
In that context, an unfamiliar term, "excited birth," comes up.
The term "excitation" exists, but "excitation-induced birth" seems to be a neologism. Therefore, the fact that this topic is being explained using a newly coined term suggests that it has significant meaning.

Excitation, in quantum mechanics, refers to an object possessing high energy (according to Wikipedia).
If we consider that there is a method called "excitation-induced birth" in Fuuka's world, then it can be assumed that their world is an extremely small world of elementary particles and atoms.
The line, "If you can mix two of those landscapes that are the source of everything and somehow create a new landscape without it collapsing, then for the first time, new life will be born" (from Fuuka's dialogue), reminded me of particle accelerators that collide elementary particles trillions of times.
This might suggest that quantum mechanical properties are deeply involved in the behavior of the brain.
(Quantum brain theory)

The identity of the four girls who were in Shinzui is a point of interest.
My interpretation is that it's probably a conceptualized entity representing emotions different from those of the four party members.

「Plutchik's Wheel of EmotionsAccording to this source, humans are said to have eight primary emotions.
If Fuuka, Megumi, Shizuku, and Touka are each based on the themes of "joy, fear, sadness, and anger," then perhaps the four members of Shinzui represent "trust, surprise, disgust, and expectation."

 

As we discussed in our initial conversation, Nar's role is likely that of a support system for this analytical device.
However, I believe that the hearts of the four girls are poured into them, making them the closest characters to the player, even though they exist only within the story.
If the C ending, which is the Naruto route, is considered evil, then I think it can be seen as an ending where the original purpose (for the player to confront themselves) is not fulfilled.

 

Here's another recommendation: a compilation of free RPGs featured on this blog.
A collection of articles introducing recommended free RPG games.
For other games featured on this blog, please see this article.
A compilation of gaming-related articles featured on this blog.
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