There are, without a doubt, parallels to be found, but in terms of specific imagery and trends being invoked, Amagami isn’t meant to engage with my schooltime experiences in particular. I, meanwhile, was a senior in a Colorado high school in the late 2000s, just as the first iPhone arrived on the market, Blu-rays were slowly trying to supplant DVDs as the disc-based movie medium of choice, Naruto Shippuden was an anime just getting off the ground and beginning a televised run that would last twice as long as its predecessor, and our own financial system was showing signs of strain, but had yet to melt down in earnest. Amagami is set in a world where kids didn’t even widely have feature phones yet, VHS tapes were still the popular way to consume videos both above and slightly below board, Yu-Gi-Oh was the hot new anime taking the country by storm, and Japan had just lived through its bubble economy spectacularly crashing and burning. I didn’t live in Japan during that time period or speak the language then, let alone attend high school there. A 2009 PlayStation 2 dating sim set in late 1990s Japan, as something of a nostalgia piece, in terms of the sheer premise, there’s very little that it has in common with my own personal experiences. On the face of things, I’m about as far from the intended audience for Amagami as someone can possibly be.
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