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The full cast of Your Turn to Die, including both main characters and minor ones. Beware of spoilers!


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Main Game Participants

    Sara Chidouin 

Sara Chidouin

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The main protagonist of Your Turn to Die, Sara Chidouin is an Ordinary High-School Student who has a reputation for being a 'Samurai Girl', a name she earned in the throes of high school for being extremely intelligent overall, especially for her age. It's unknown when she became friends with Ryoko Hirose, but she meets her other best friend Jou "Joe" Tazuna in highschool. However, Sara soon finds herself being stalked by an unknown individual, and their frequent high-tailing of wherever Sara went soon proved to be immensely stressful on Sara. This eventually motivates Joe to escort her home one night... Upon their arrival, they find Sara's home broken into and Sara's mom sprawled unconscious throughout the floor. Joe tries to dial for the police, while Sara goes upstairs to see if her dad's okay... and the last thing she remembers is several hands gliding behind her back, pulling her into the darkness of her room...

When she wakes up, she finds herself alongside Joe in what seems to be the same death trap, and the two only have five minutes to escape before the table they are strapped to folds on them and crushes them to death. After a narrow escape, the two regroup and eventually find themselves alongside nine other people who have been brought here and gone through similarly harrowing "First Trials", as Sara recalls the electronic announcer declared. Regardless of such, Sara soon finds herself in a life-and-death situation, and with almost everyone looking up to her for guidance, she soon finds herself responsible for preserving the lives of everyone present to the best of her ability.


  • Adaptational Wimp: In the manga adaptation, she takes a noticeably more passive role within the group. For example, when Gin's trapped in the mirror room, Sara stands back and lets Keiji, Q-taro and Reko do all of the heavy work.
  • The Ace: Despite being an Ordinary High-School Student on paper, she shows a remarkably sharp wit and major charismatic air to herself, and this causes her to frequently lead the discussions in the Main or Sub-Games while only being matched by Sou and Keiji in her deductions. Which actually perfectly explains why she's statistically-proven to be the most likely candidate to win the Death Game out of anyone else, because of her intelligence and persistence even given what she's very likely to be going through at the time.
  • All-Loving Heroine: Deconstructed horribly. As it becomes quickly apparent, being a Magnetic Heroine with a care for everyone trapped in a game that will have people die is not a good combination for one's mental health, especially when Sara personally blames herself for every single death that happens, even when logically she shouldn't blame herself for things that are very often beyond her control. This seeps into eventually causing permanent damage after Joe's execution, where Sue Miley's sadistic act of baiting Sara into saving Joe from his Cruel and Unusual Death by only prolonging his suffering destroys her utterly, and causes her to develop a series of nasty psychosis problems up to and including mass hallucinations, potential PTSD and further hallucinations of a demonic version of Joe blaming her for making him suffer. Ouch. Even after fracturing entirely, she still holds this quality and tries her best to be there for all of the survivors, usually at the cost of herself. Depending on her actions in Chapter 2-2, this can result in things getting somewhat better for the time being... or much, much worse.
  • Ambiguous Disorder: One could definitely argue that after Joe's death in Chapter 1-2, she possibly begins developing signs of Post-Traumatic Stress Disorder and potentially even schizophrenia. She begins having extreme nightmares and hallucinations of everyone who died blaming her for what she's done, up to including her hallucination of Joe causing extreme emotional stress right down to making her have panic attacks whenever Joe's brought up. Whatever the case may be, Chapter 2-2's events could potentially mitigate it enough to have Sara become semi-functioning (for now) throughout Chapter 3... or get much, MUCH worse to the point she is forced to go to Tia Safalin to get a mindwipe of her memory of Joe entirely, and even this doesn't mitigate her trauma entirely whenever her Tragic Keepsake of Joe comes up... and even then, it's a sign things can always, always get worse.
  • Break the Cutie: Chapter 1-2 and Joe's execution wasn't very kind to her. At all. She so utterly breaks that she becomes a disheveled mess of self-loathing and Survivor Guilt, to which from then onwards the game's genre shifts from a mere Deadly Game Visual Novel to outright Psychological Horror; she needs to keep her Sanity Meter from going too low, otherwise she'll go completely mad from grief and self-loathing at feeling directly responsible for Joe's death.
  • Broken Ace: Even given her social and deductive intelligence, it still doesn't change the utter brutality her mind goes through by virtue of feeling responsible for the deaths of Joe and everyone else who died, and she develops herself into an utter mess of psychotic problems that could be the very thing that either helps her win or stops her from snapping entirely.
  • Broken Bird: Whatever confidence she once had is destroyed utterly after prolonging Joe's suffering during his execution, simultaneously destroying her sanity in the process and leaving it on a very, very fragile balance. Fail to find a balance in that, and she'll either end up with permanent brain damage from too many mind wipes or outright go insane from pure grief.
  • Character Development: Even after becoming emotionally brutalized due to Joe's death, she still copes with her trauma and more often than not is slowly becoming the unofficial leader of the group through her magnetic charisma and decision skills. Where this takes her remains to be seen, but frankly one could already summarize from Chapter 2-2 that it will either get gradually better (for now)... or much, much worse.
  • The Chosen One: She is considered to be the most likely person to win the death game by the significant margin of 15.5%, which is heads above anyone else.note  Though given how much of a mess she wounds up becoming thanks to trauma, she isn't particularly thrilled about this.
  • Deconstructed Character Archetype: Of the Ordinary High-School Student trapped in a circumstantially life-and-death Deadly Game and eventually becoming the unofficial leader of the survivor group by virtue of their magnetic personality and status as a Hope Bringer, in a similar vein to Makoto Naegi from Danganronpa: Trigger Happy Havoc and Junpei from Nine Hours, Nine Persons, Nine Doors. Only what happens instead is different; the trauma of losing the ones she loves as well as her lack of the emotional fortitude required to deal with the deadly circumstances surrounding her and the pressure of leading others to safety causes her to completely lose it, and depending on your choices, outright go permanently insane from grief and self-loathing. Of course, if you play your cards right, Sara can reconstruct this archetype and find a Heroic Second Wind from Sou's sacrifice and stabilize herself as a result. Whether it sticks remains to be seen, but it's definitely a step-up from her going mad from grief in the worse outcomes.
  • Defective Detective: Played with. She's actually no detective when it comes to the profession like Keiji is, but when it comes to the socially deductive bits of the Main Game and anything else that requires similar deduction skills, even being traumatized hasn't dulled her wit one bit, and she's frequently on the nose as much as Keiji and Sou (the former whom, as mentioned, is an actual detective, while the latter outright is a cunning and highly-intelligent Manipulative Bastard). And of course, well, she wounds up a traumatized mess for reasons covered above.
  • Disappeared Dad: We don't know much about either of Sara's parents, but we know enough about Mr. Chidouin to know even he especially was socially distant from his own daughter. Given implications strongly point to him potentially being the one who masterminded the Death Game, this could potentially mean him eventually becoming an outright Archnemesis Dad.
  • Dude Magnet: She's strongly implied to eventually have the affections of Keiji, Gin and Kai.
  • The Empath: Despite being more logical than her best friend Joe, she's still highly emotive and often in-tune with others' suffering, feeling a sense of responsibility to look after them and protect them from danger, which is best shown in her attitude towards Kanna and and any of the survivors. Arguably, this causes her far more harm than it does good, due to having empathy yet lacking the emotional intelligence to understand every death that happens isn't necessarily her own fault, especially in a Deadly Game that is quickly revealed to have rigged almost everything about it. Because of this especially, it's a major reason why Joe's death breaks her utterly, and sends her careening down a path of self-destruction if AI Joe doesn't pull her out of it.
  • Even the Girls Want Her: She can mention in an optional conversation with Kanna that a female underclassman once sent her a love letter.
  • Exhausted Eye Bags: In Chapter 2-1 onwards, she sports these to demonstrate just how physically, mentally, and emotionally exhausted and traumatized she is after the events of Chapter 1-2. This is to show how much of a visibly grieving wreck she is between the guilt of Joe's death in particular and the hallucinations caused by said guilt.
  • Fashionable Asymmetry: Some of her bangs are long enough to cover the side of her face, while the rest are cropped short right above her other eye, with the rest of her hair pulled back in a high ponytail.
  • Freak Out:
    • At the end of Chapter 1, she completely breaks down after Joe's death, and begins suffering extreme hallucinations of him. It's made worse by Sue Miley rubbing in the fact after Joe's execution that she prolonged his suffering.
    • At the end of Chapter 2, if you kill Kanna, Sou activates a hostile Joe AI who angrily mocks her for being a "murderer" out of spite, triggering an emotional breakdown that wipes her memories of Joe entirely.
  • Heroic BSoD: To say this is her reaction to Joe's death is the Understatement of the century, to the point it could very well have caused permanent damage.
  • Heroic Second Wind: She can get much better, at least for the time being, if Sara sacrifices Sou to save Kanna. This results in Sou using his last moments to follow through on finishing a friendly Joe AI, whose comfort of her proves to be more than enough to stabilize Sara's spiral of grief; not enough to outright cure her, but certainly enough to help her stay sane for at least the rest of the Death Game. Whether this sticks, however, is something that remains to be seen.
  • Heroic Self-Deprecation: She's unable to see herself as anything but cowardly and useless after her best friend Joe Tazuna's death, despite being ultimately trusted and seen as the heroic leader by nearly everyone. Even worse, she personally blames herself for every singe person who died in the Death Game so far, which quickly proves to be an extremely toxic mentality for someone trapped in a Deadly Game, and quickly contributes to her gradual degradation in mental health.
  • Her Own Worst Enemy: By far the biggest threat to Sara isn't even the Death Game (though that's very much a second-place concern), but her own ability to come to terms with her Heroic Self Depreciation and realize that she can't save everyone or even most of everyone, which in turn proves to be a massive reason for her mental breakdown after Joe's death. Whether or not she grows to be able to accept that what happened to her wasn't her fault would mean the difference between life and death.
  • Hope Bringer: What Joe and Kai believe her to be, although she herself doubts it very much. She doubts this even moreso after Joe's death, which stomps out any self-esteem she had left.
  • Hurting Hero: Her in-game portraits during Chapter 2 do their best visibly to show how much emotional and mental trauma Chapter 1 has left her in such a short time.
  • It's All My Fault: Due to her attempts to prove responsible for the survival of everyone around her, this comes at the very real cost of her blaming herself for each and every death that inevitably happens. This is what ends up destroying her so utterly in the event of Joe's execution, something she couldn't have controlled given a.) it was both impossible for her to persuade everyone to vote for Joe after she deduced that he was the Sacrifice, b.) Joe was a Dead Man Walking by drawing the Sacrifice Card, and c.) even if by some miracle Joe survived the first Main Game, him alongside Kai, Kugie and Nao were not even being considered as candidates, meaning he was inevitably going to die anyways since all four of them were extra luggage the masterminds of the Death Game actively wanted dead, presumably for the assumption of knowing too much. Either way, Sara shouldn't blame herself, yet her extreme Survivor Guilt and resultant self-loathing still makes her due so out of feeling responsible for having protected him.
  • Laughing Mad: If her Sanity Meter gets too low in Chapter 2-1, one of the bad ends has her go completely insane following the mother of all Freak Outs, and is reduced to laughing madly and hysterically as the trauma becomes too much for her to bare.
  • I Let Gwen Stacy Die: Because of her strong empathy for everyone else trapped in the Death Game and almost everyone looking to her for guidance, she will blame herself in the potential advent of their deaths. This quickly proves more than capable of potentially destroying her, as the building Survivor Guilt and especially Joe's death as an important friend causes her psyche to become irrepairably damaged. If she doesn't come to recognize it isn't her fault, this will destroy her sanity outright.
  • Magnetic Hero: Downplayed and Deconstructed. While she can still sway others to her side, this doesn't always work as well as she'd like, she blames herself when things go horribly wrong, and some of the other participants distrust her specifically because it seems like the others are putting too much faith in a seemingly ordinary high school girl.
  • My God, What Have I Done?: Takes the progression of the game and people who die very personally, feeling no short supply of pain for all she's forced to do even when it's not her fault. This can get so bad that it eventually ends in her going completely insane or suffering permanent brain damage from too many mind wipes within Chapter 2-1's bad ends, and even after dodging those fates there's no guarantee that it's an end to her many, many emergent mental problems.
  • Mysterious Past: Much of her past is up in the air and is often called into question. From what can be gathered, her father may be someone who's working with and/or masterminding the Death Game, which only raises more questions as to what is so important about her involvement in it and why it is.
  • Nice Girl: Though dialogue options can make her come off as more or less caustic or distrustful, at the end of it all she's consistently someone with the best interests of the group at heart, no matter what happens.
  • Nervous Wreck: A lot of Chapter 2 has her as a neurotic, emotionally-damaged young woman who is quite literally a single stone's throw away from completely losing it... something that's even reflected in gameplay, given her increasingly erratic and messy behavior the lower her Sanity Meter goes, contributing in her outright snapping entirely in some of the bad ends.
  • OOC Is Serious Business: Given how much she loves Joe and doesn't want to forget him even with the pain that causes, the fact that she would go to Tia with requests for mind wipes of the last few days and then just forget him entirely is the first sign things have gone to shit if she votes for Kanna in Chapter 2-2, where the even-handed trauma of having indirectly murdered Kanna and Sou's Roaring Rampage of Revenge in the form of AI Joe insulting and mocking her for her failures proves so devastating that she resorts to brain-wiping herself. Which, even worse, would not even end up being a permanent solution either way, and it may very well get much, much worse if signs with her reaction to her Tragic Keepsake of Joe is sign enough.
  • Red Baron: She's known by the students of her school as the "Samurai Girl", virtue of her keen intellect, excellent debating skills and, as it is revealed in her optional conversations with Gin, her experience in the kendo club. Sara, naturally, never really considered much on the subject of that title, finding it a bit ridiculous to begin with.
  • Replacement Goldfish: Kanna impresses on Sara because of her resemblance to her deceased big sister. Becomes outright deconstructed if Sara chooses to kill Kanna in Chapter 2-2, where the two's emotional attachment to one another and Kanna's relationship with Sou causes him to retaliate by reprogramming AI Joe to emotionally torture her instead of heal her, which has devastating consequences.
  • Sanity Meter: As part of the Genre Shift that happens after Joe's execution in Chapter 1-2, Sara begins developing a meter that shows how much she's hallucinating and how badly the hallucinations are tearing apart at her sanity. Chapter 2-1 then becomes a balancing act of preventing the Sanity Meter from reaching 100, which is easier said than done given the wrong dialogue choices can and will result in that meter decreasing. You can go to Tia in order to mind wipe her and restore her sanity back to normal, but do this too many times and it will cause permanent brain damage - either instance, her Sanity Meter reaching 100 or using the mind wipes too many times, is liable for a Non Standard Game Over.
  • Sanity Slippage: She starts off fine at the start of the game, but then Mishima, Joe and Kai die in that order and their deaths - especially Joe's - causes her to exhibit serious emotional damage and become a dysfunctional wreck as a result. This can be improved temporarily if one chooses to execute Sou... or get much, much, much worse if she executes Kanna, provoking Sou's retaliation and her sinking so deep into self-hatred that she requests a mind wipe of her forgetting Joe completely to prevent her from completely going mad from guilt and self loathing.
  • Survivor Guilt: Reinforcing her emotional trauma and Ambiguous Disorder, Sara ends up internally coming to believe she should have died instead of Joe, having so little self-respect and confidence in herself as a result of Joe's execution that it could very well result in her spiraling further if the player lets it.
  • Teen Genius: For someone who's only in her second-year of high school (supposedly) like Joe, she quickly shows her chops as someone who's really good at persuasive arguments and deductive reasoning, outright keeping up with some of the smartest members of the survivors such as Keiji and Sou. Thankfully, while her mental well-being degrades most everywhere else, her sharp intellect does not diminish one bit.
  • Tragic Flaw: Her strong empathy, lack of emotional maturity and tendency to blame herself for the deaths of everyone else. She will quickly internalize each potential death as her own fault without stopping to realize she's not at fault for something that's clearly the engineering of the Death Game's masterminds than anyone else, and this mentality can and will destroy her if she doesn't let go of her grief and try to prove responsible for the survival of everyone around her. In fact, part of why Sou ended up creating AI Joe revolves around that knowledge Sara can't stand back up on her own two feet without her being reassured that what happened wasn't her fault - something that nobody could get through to her except Joe.
  • Tragic Keepsake: When Joe and Sara were younger, Ryoko won a dog keychain from an arcade and gave it to Sara, whom in turn would give it Joe as a gift for his birthday. Eventually, it becomes one of the only things Sara could remember Joe by after he bites it, which makes it even more tragic when that very keepsake proves to be a massive trigger for her whenever it's brought up or seen.
  • Trauma Button: Between her extremely strong emotional bond with Joe and his execution being engineered in a way to break Sara utterly, anything that comes to remind her of Joe in any way sends her into a fit of hysterics and PTSD, usually accompanied by crying and flashbacks. The sheer trauma of having proven responsible for making Joe's death prolonged is also what stops her from pressing the button that could've Mercy Killed Nao during her execution, to which she ends up being completely unable to do it due to Nao's screams for mercy.
  • Trauma Conga Line: The whole game is one giant Trauma Conga Line for her! She ends up being kidnapped and put into a Deadly Game that already resulted in nine other people's deaths from it merely beginning, she went on to witness Joe's Cruel and Unusual Death and unknowingly helped contribute to prolonging it, goes nearly insane from grief and ends up being haunted by hallucinations of Joe and the rest of the deceased, all of which can and will degrade her sanity until she snaps entirely, and everyone still looks to her as a leader for the survivors. She just can't catch a break, can she? Thankfully, this seems to be alleviated in the route where Kanna lives... but if she dies, prepare for it to get much worse overall.
  • Trauma-Induced Amnesia: In Chapter 2, if she votes for Kanna, the malicious Joe AI breaks her so hard that her brain goes and deletes Joe from her memories.
  • Walking Spoiler: It's basically impossible to really talk about her character in any great detail without bringing up her going mad from grief after Joe's death in Chapter 1-2.
  • Would Hurt a Child: Can completely cause Kanna's death in Chapter 2-2 if you vote for her. This doesn't end well.
  • Young and in Charge: Despite effectively being a minor, Sara's deductive skills and Magnetic Heroine characteristics has almost everyone looking to her for advice and leadership. This quickly shapes up to be a Deconstructed Trope, however, as Sara's high intelligence yet still-developing emotional maturity means she'd inevitably feel responsible for each and every death that happens to everyone. It's to the point Sou openly questions and even distrusts her for how everyone can put their faith in someone so young, and he's not wrong, either; between all of the death that happens around her and especially Joe's death crushing any self-esteem and mental well-being out of her, she would have gone insane from it all had not Sou with AI Joe stepped in.
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    Jou "Joe" Tazuna 

Joe Tazuna

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Sara's best friend and classmate who is dating her other best friend, Ryoko Hirose. A cheerful and bubbly young man, Jou "Joe" Tazuna is considerably less academically gifted than Sara is, but he makes up for it with a charming personality and having some sense of common sense that most others would likely lack for his age. After Sara was threatened by an unknown stalker, Joe escorts her home one night; revealing happily how his first date with Ryoko went, the two eventually go back to Sara's home only to find that somebody broke in, and Sara's mom is sprawled about unconscious. While Sara goes upstairs to look for her dad, Joe tries to alert the police of a break-in, and that's the last we see of him before both he and Sara are kidnapped by the masterminds of the Death Game.

After using his quick thinking to help himself and Sara escape their First Trial in one piece, Joe soon finds himself alongside 9 other people and Sara in a facility deep below the surface, trapped in a Deadly Game, and resolves to continue to protect Sara at all costs, or die trying.


  • A.I. Is a Crapshoot: Inverted. If Kanna doesn't survive Chapter 2, Sou outright edits AI Joe to be incredibly abusive as opposed to comforting her like he was originally programmed to do. The end result ends up causing Sara to have a Freak Out so bad she goes to Tia to forget Joe entirely.
  • All for Nothing: Possibly the worst part of his Batman Gambit was that it didn't actually keep Sara safe like he wanted it to. In fact, the end result of Joe's death was that it broke Sara so utterly that she would've been in a worse state than what Joe could've foreseen, effectively rendering his original motive for his last gamble basically moot. It could be further rendered for nothing in any of the bad endings after Chapter 1-2, or this could thankfully be subverted for the most part if Sou carries through with programming AI Joe, which in turn helps stabilize Sara's downward spiral.
  • Always Save the Girl: Joe was willing to put himself at massive risk of death if it meant ensuring Sara's safety. Which is why he came up with his Secret Test of Character: either the other participants stay true to their word, to which he would die but Joe would place faith in the survivors looking after Sara, or they would break their promise and vote for Joe, to which Joe would take Sara and leave everyone else to die. Regardless of the outcome, Joe felt like Sara would remain unharmed, and that's something Joe was fine with dying over. Which only made what happened to Sara after Joe's death all the worse.
  • Animal Motifs: Dogs. He wears dog-related charms on his person, and is every bit as friendly, loyal and energetic as one. Additionally, if he's briefly brought back as an Benevolent A.I., he says to Sara that "I'll always follow ya. Y'know... like a dog!".
  • Anime Hair: One wonders how much hair gel he uses to keep his spiky hairstyle sticking up. In one of his fondness events in Your Turn to Shine, he even states that it caused his classmates to think that he worked at a Host Club.
  • Back from the Dead: Sort of. He's still dead, but Sou programs an AI version of him to be able to comfort Sara given all she's went through.
  • Batman Gambit: How he ultimately comes to his final conclusion. He claims to be the Sage to the others under the circumstance that everyone promises not to vote for him, and then he'd vote for himself. If they went against their word and voted for him, it would have proven in his mind that the majority were bad people, leading to him taking Sara and escaping the game. When they don't and keep their word, it allows him to accept that they're good people, and trusts them to look after Sara even though they're the reason he's going to die.
  • Benevolent A.I.: If Sou doesn't survive Chapter 2, this is how he's briefly brought Back from the Dead. Sou programmed AI Joe beforehand to give Sara a much-needed pep talk that clears her head of the hallucinations tormenting her. Of course, whether or not Sou stays true to his objective is something that depends on if he's voted to be the sacrifice of the second Main Game.
  • Beware the Nice Ones: Hoo boy. Despite being one of the nicest people in the entire cast, if not the nicest person full-stop, he shows just how clever he is and almost pulls off a Secret Test of Character gambit to get all the cast sans him and Sara killed. The only reason he didn't succeed was him not wanting to kill everyone for nothing, especially if they turn out to be good people, so he puts himself at serious risk if it means them proving to them he can trust their judgement.
  • Big Little Brother: Mishima asks him to take on the role of Kanna's younger brother, despite the fact that Joe, as a high school student, is obviously older than the middle school-aged Kanna. Joe understandably complains that he's supposed to be the older brother.
  • Boy Next Door: Pretty much fits this character archetype to the letter. He's friendly and down-to-earth, and exhibits a surprising amount of emotional and social intelligence, but has only known Sara since high school. Despite this, however, he's hardly anything resembling one who completely wears his heart on his sleeve; he can and has showed a lot of cunning and forethought in the past, as well as possessing a surprisingly tough composure when presented with a dangerous situation.
  • Crucified Hero Shot: The manga adaptation's depiction of his Cruel and Unusual Death has him dangling from the Wrigglers in mid-air with his arms outstretched. And much like Christ, he died as a sacrifice.
  • Cruel and Unusual Death: He gets Impaled with Extreme Prejudice by wriggling, metal tubes that drain all the blood out of him. As if that weren't bad enough, it's also very much psychological torture for poor Sara as well; Sue makes it seem that Joe can be saved if Sara presses the wriggler's deactivation switch fast enough to regurgitate blood to his system, but even this is just to serve as a nasty Hope Spot designed in mind with breaking Sara outright. And as a final insult to injury, Sara's desperate attempt to save Joe just prolongs his death and makes him suffer more.
  • Dead Man Walking: It's revealed in Chapter 2-2 that by virtue of them having been brought into the Death Game as unintended extra baggage, Joe, Nao, Kugie and Kai were practically doomed from the start, and the masterminds behind the Death Game actively wanted those four removed from the picture at all costs. Which is why the Floor Masters actively manipulated events to ensure that they would either be voted off as a sacrifice or manipulated to obtain the Sacrifice Card. The exact reason aside from "they weren't supposed to be here" isn't yet known, but it can be safely assumed for now their presence in the Death Game supposedly meant they saw too much about it period and needed to be eliminated as a result.
  • Didn't See That Coming: Type 2, of the Known Unknown variant. He knew he was most likely going to die the second he drew the Sacrifice card, so he pulls a last-ditch gamble to have the other players vote for him so he can take Sara and get the hell out of dodge. Unfortunately, he proves unable to really let himself be responsible for the deaths of nine people if he doesn't know they're good people or not, so he stages a Secret Test of Character to knock out two birds with one stone: either they stay true to his desire to not vote for him (meaning he'll most certainly die, but that would prove to Joe the survivors are good people and he can trust Sara's well-being with them), or they go against his word and vote for him, which would prove they're mostly bad people and give him reason to leave with Sara. Either way, Sara is kept safe, but one thing he doesn't adequately plan for is how Sara would respond to his demise, and he assumed that the cast would be there to watch after Sara in what he knew what was going to traumatize Sara. He didn't expect, however, how bad it would be, nor how his execution was designed from the ground up with torturing Sara emotionally with a nasty Hope Spot then gaslighting her to make her feel like she only prolonged Joe's death. Either way, his efforts to ensure that Sara is safe ends up being All for Nothing, solely because something he knew was a risk wasn't something he could accomodate in the short time he came up with his plan.
  • The Empath: Very similarly to his best friend Sara; Mishima says to the effect that he's a "people's person," and he instinctively knows how to understand how people act and appeal to their better nature. However, something that separates him from Sara is Joe having a shocking amount of emotional maturity by comparison, and by extension shows he's more than capable of channeling bad events into positive energy.
  • Face Death with Dignity: For someone who's about to die a very, very messy death, Joe handles his impending demise pretty damn well, accepting his fate as the sacrifice and reassuring Sara that he loves her, and that he couldn't see anyone in their group as bad people. Seemingly subverted once his execution begins, clearly being in pain and struggling to hold onto dear life.
  • Famous Last Words: "I love ya Sara... You're my best friend!"
  • The Gadfly: Downplayed. He's a sweetheart, but he's absolutely Not So Above It All. His first act when Sara would pass out before coming to meet up with the other nine players is obfuscate not knowing Sara just to see how she'd react.
  • The Heart: One of the most personable people in the game, being generally upbeat and encouraging, even despite his initial misgivings of the others.
  • Heroes Love Dogs: Has a dog charm poking cutely out of his breast pocket and a bone-shaped charm on a necklace looped loosely around his right arm. Fittingly, he has the personality and cheer of one.
  • Heroic BSoD: Sara catches him in one soon after finding the Sacrifice card. He hides it pretty well and shakes it off once she prods him a bit about it.
  • Hidden Depths: Seems like a cheerful young boy who acts his age, but he is far, far more clever than he lets on.
    • He's generally the first before almost anyone else to notice when something's off emotionally speaking, owing to an extremely high amount of emotional intelligence. He's the first one who brings up the possibility of a traitor in their midst, a deduction that becomes correct given Kai's task of scouting out and bringing each participant in the Death Game to the facility. He also shows himself as extremely cunning and more than capable of lying if he needs to, having fooled nearly everyone in the first Main Game that he's the Sage except some of the most perceptible candidates (such as, fittingly, Sara), before only losing his clout due to his empathy making him unable to truly manipulate people he wants to have faith in.
      Mishima: I suppose you've more interest in people than in knowledge, Joe.
      Joe: Huh... Never thought about that before.
      Mishima: That's why you can befriend many people, and why you're loved.
    • Plus, just because he's not exactly as sharp knowledge-wise as Sara, Keiji and Sou does not mean he's stupid. You actually control him during the First Trial as you have to figure out a way to save Sara from the death trap she's strapped to and canonically manages it.
  • The Lancer: Quickly buddies up with Sara at the start of the Death Game to act as both her assistant and main number two, and in many ways right down to the ways both he and Sara are similar and different, they reflect off of each other quite well. Sadly, it doesn't last.
  • Nice Guy: Easily one of the nicest characters in the game, if not the nicest. A genuine, loyal friend to Sara, Sou programming AI Joe to be true to his original personality comforts Sara and all but says she's better than she thinks she is and that he has zero hard feelings about what happened. This especially extended to how he was in his final moments of life - the reason why he didn't go all-in with becoming a Manipulative Bastard in order to save himself and Sara? He didn't want to do that if everyone here wasn't a bad person, especially if the survivors turn out to be genuinely good people. Which is the full reason why he established his Secret Test of Character in order to see whether or not he can trust them with Sara's well-being; if they were good people, they wouldn't go against his word, and when he's proven right, he has zero hard feelings and doesn't hate anyone for what's happened, even when he knows that means he'll die.
  • No Good Deed Goes Unpunished:
    • Had a date with Ryoko, but returned to the school so he could walk Sara back home, since he was aware of her stalker situation. During the subsequent attack, he tries to help and gets knocked out and kidnapped for his troubles. Though he has a Doll counterpart and AI as well, which brings up the question whether or not he was an intended target or not...
    • Doubly so given his decision of giving everyone a chance to be true to their word. The whole reason why he began his gamble in Chapter 1-2 is because he wants to ensure that Sara's safe more than anything, but doesn't want to go all-out if it means the people he'd be convincing to vote for himself weren't bad people. So he ends up pulling off his request for everyone to not vote for him as opposed to the opposite, all because he wanted to make sure he could trust them with Sara - which, of course, had the effect of killing him off as a result.
  • Oh, Crap!:
  • Only Known by Their Nickname: His legal name is Jou Tazuna, but the phonetic similarity between the Japanese Jou and the English Joe often lead to him being nicknamed as such. This persists throughout vgperson's translation, and Joe seems to have no qualms with his nickname in the slightest.
  • Platonic Declaration of Love: He gives one to Sara just before he dies. He says it again later on as an AI on the route in which Sou dies.
    "Sure enough... It's hard for a guy and a girl to say this sorta stuff to each other, huh...? I love ya, Sara! You're my best friend!"
  • Platonic Life-Partners: He and Sara love each other dearly as best friends, being a somewhat inseparable trio before the game alongside Sara's other best friend/Joe's girlfriend.
  • Sacrificial Lion: Joe's death has a catastrophic impact on the plot and shows that nobody is safe from getting killed, and if you're lucky enough to not be among the death toll, you're certainly not getting out unscathed emotionally either. It's because of Joe's death that sets Sara off on a spiral of self-loathing and trauma, and effectively establishes what this visual novel is all about.
  • Small Role, Big Impact: Joe is, in chronological order, the second one to die, and as such generally didn't have as much screentime as some of his other compatriots. Still, Joe's death proves to be exactly what kickstarts Sara's psychosis and the stakes being established as life-and-death, and the impact of his death affects the story's plot all the way to the present.
  • Smarter Than You Look: Comes off as silly and carefree, but demonstrates a downright shocking degree of foresight and consideration towards Sara's distress over her stalker pretty early on. It gets even more impressive in the first Main Game, where he shows just how cunning he is by being able to manipulate everyone into thinking he is the Sage so that they would vote for him, at least until Sara figures out he's lying at the last minute.
  • Spell My Name with an "S": While vgperson primarily uses Joe, Sara also mentally refers to him as Jou during his introduction.
  • Stuffed into the Fridge: He gets killed pretty gruesomely at the end of Chapter 1 so that Sara, his best friend, gets some wicked trauma over it.
  • This Is Gonna Suck: As noted in Oh, Crap!, his reaction upon losing the Main Game wasn't panic, but a gradual, deathly-silent realization he's doomed, and then resignation over the fact that he's going to die.
  • The Unchosen One: As mentioned in Dead Man Walking, he alongside Nao, Kugie and Kai were not supposed to make it past the First Trial, or to the first Main Game. They weren't even supposed to be there; because they'd have likely saw too much regarding the Death Game's leaders when they weren't supposed to be there, and were likely engineered to die as soon as the Floor Masters could find a way that'd work while still not expose the blatant rigging of the game.
  • Un-person: Downplayed in the scenario that Sou survives Chapter 2, causing him to edit AI Joe into a malicious force out of petty revenge. Sara doesn't remember him, but does recognise his Tragic Keepsake, and everyone else (e.g. Keiji and Ranmaru) remembers him.

    Keiji Shinogi 

Keiji Shinogi

https://static.tvtropes.org/pmwiki/pub/images/keiji_3.png
A laid-back and flirtatious police officer who has a habit of calling himself "Mr. Policeman" and saying things to tease others. Being a very casual and calm individual overall, he passes no opportunities whenever possible to mess with somebody, and underneath his calm demeanor lies a razor-sharp intellect and surprisingly troubled past. He very much seems to be the kind of individual who would be fine with letting others take the lead under an obfuscated laziness, but when he's needed, he's easily one of the most useful allies to Sara when it comes to figuring out information whenever it comes up. Strangely, he's content in, if not encouraging, letting Sara take the lead, due to faith in her ability to manage things. It can be assumed age-wise, he's in his 20s.

Introducing himself to Joe and Sara as a "friendly neighborhood police officer," Keiji quickly shows he has what it takes to keep up with the brightest minds of the Main Games and Sub-Games, despite it being inevitable that his past will catch up to him.


  • Accidental Murder: During a police pursuit, someone claimed that the criminal had a weapon and were about to shoot. As it turns out, the claim was made on false pretenses and Keiji ended up killing his childhood hero, Mr. Policeman, something that very much haunts him to the present day. The next time someone died because of him, it was... far less accidental.
  • Aloof Ally: Very similarly to Kai, though he's still distinct from him by virtue of Kai being the person who wounded up stalking Sara solely to serve as her guardian while at the same time wounding up as a pawn in the masterminds' plan, while Keiji seems to be pretty much on Sara's side from the beginning. Mostly. Either way, he's content to let the others do what they want while he does his own thing, and further unlike Kai, he's more willing to cooperate when the time comes, though he prefers to take a backseat to things.
  • And Then What?: Even if Keiji survives the Death Game, there's very few places left for him to go after the fact; he's not only out of a job given his time as a officer ended badly, but his Murder by Inaction of Megumi Sasahara would ruin him if it ever went out and would very likely as a consequence see him in the same handcuffs he brandished once upon a time. Either way, one genuinely has to wonder where Keiji has left to go given what he's pulled over the course of the Death Game.
  • Ambiguously Evil: It's really hard to talk where he places on the moral spectrum exactly, especially after Chapter 3-1-A. Given he was the reason why Megumi was murdered alongside his take on how Mr. Policeman die directly contradicting with Midori's take, and Keiji legitimately being traumatized while Midori's an unambiguous liar, it suddenly becomes a mess to sift through his allegiance or even to confirm what he said lined up with the truth of the matter, especially given the other two related to the incident are dead and the information regarding them have likely died with them, given Keiji's own biased account on the matter and Midori being very unlikely to share the truth of the matter. Either way, the circumstances behind Megumi's murder and the death of Mr. Policeman are very hard to properly figure out without leaving more questions than there are answers. It remains to be seen whether or not Keiji is telling the truth or something else, given we haven't heard Megumi's story on the matter... so far.
  • Ambiguous Situation: We have no idea what really happened during the shooting that took the life of Keiji's childhood hero, Mr. Policeman, nor do we know what the lead-up to the events were or even what the facts were beyond the accounts of two highly unreliable and mutually-contradicting narrators. Why did Midori/Sou Hiyori stage the situation in the first place? How much did Mr. Policeman's life fall apart and what happened between Keiji's first meeting with him and him being fired? Was he even fired like Keiji thinks he was? Could it even be Mr. Policeman and not a look-alike? Was she in the right, or was just being a Dirty Cop because the officer knew too much? And most importantly, why did Keiji leave Megumi for dead in their First Trial, why were they even abducted together, what was their real relationship and was Megumi even the person Keiji thought she was? There's frankly way, way too many questions compared to the answers, which are doubtful if they are even that truthful to begin with since both of the individuals recounting their side of the story were both Unreliable Narrators of the highest caliber.
  • The Atoner: Despite clearly having an incomplete take on the circumstances otherwise, his guilt over what happened over Mr. Policeman is very real, given he wouldn't have reacted with such visceral trauma to guns, and genuinely wants to do better to make up for it given it still affects him to the present. In addition, we also don't know what the full reason why his captain made the deal to get him off the hook for the shooting he caused, which Keiji implying that it left him with some kind a debt to her, while his flashback suggested she had a personal fondness for him of some kind.
  • Belated Backstory: We only learn more about his past late in the Death Game, to which even that seems to be a bunch of dubious information at the best of times.
  • Believing Their Own Lies: If he's not telling the truth about the circumstances of Megumi's death or even the full picture, it can definitely be noted that it's possible the trauma from what happened to Mr. Policeman ended up really hurting him in the scheme of things, and he's shown to be incapable of actually telling the truth, which can be seen by how much he didn't even bother to talk about Megumi's murder at his hands.
  • Berserk Button: As Midori learns, telling Keiji that you're responsible for engineering his trauma is not a good idea. At all.
  • Borrowed Catchphrase: Seems he picked up the tendency to call himself 'Mr. Policeman' from his childhood hero.
  • Brilliant, but Lazy: The man is a downright genius when it comes to social and intellectual deduction, being only matched by Sara and Sou when it comes to how fast he realizes circumstances, which when combined with his keen eye for smaller details means he could've easily solved a lot of the details if he wasn't just so lazy. Which, to some extent, actually makes perfect sense if you think his side of the story is the truth: of course he wouldn't be nearly as inclined to help out, given he certainly has a mess of issues that make him far more hesitant in intervening without bad memories coming to the forefront.
  • Broken Pedestal: Megumi Sasahara, his captain and trainer as an officer, made an unspecified backroom deal to get him out of trouble for shooting an unarmed man, with implications that this was done to put him under her thumb. Even moreso, there's also the extra detail of him coming to conclude he's the one who ended up firing Mr. Policeman and send him down his path to death, which disgusted him enough that he left the force, and when they reunited kidnapped during the first game, he deliberately allowed her to die. Of course, one has to remember that Keiji gives a very biased account of the events, and it's kind of hard to know just what the hell he's talking about or if he's even telling the truth. We don't even know much about Megumi other than information recounted by other people, both of whom have proven to have agendas with the truth as opposed to actually pursuing it. This means it becomes far more difficult to effectively decide whether or not what's the truth and what's not, especially given that he still facilitated the murder of another woman, if by indirect action.
  • Beauty Equals Goodness: He's a very handsome man, and despite his laziness, seems to have a great head on his shoulder and remains a firm ally to Sara. Still, it becomes very hard to know just how much he's being honest and how much he's simply lying.
  • Cooperation Gambit: Completely dumbfounds Sou with one in the Second Main Game due to teaming up with Q-taro.
  • The Cynic: In a similar vein to Sou Hiyori, he's definitely one of the most deadpan and pessimistic members of the entire group, but the difference between the two is that Keiji seems much more able at making a place for himself within the group.
  • Cynicism Catalyst: The whole deal with him shooting his childhood idol and Megumi being involved in a dirty deal twice has eroded what little idealism he had left after the shooting, causing him to quit the police force altogether.
  • A Day in the Limelight: Chapter 3-1-A focuses pretty much exclusively on him and his relationship with Sara.
  • Deadpan Snarker: He can definitely have some absolutely biting sarcasm depending on the circumstances.
  • Defective Detective: Unlike the other example of this trope who fits the criteria, Sara, him fitting this trope does not come from him being a driving force in each of the social and intellectual deductions they make (though there's plenty of that too), but him actually being a detective and cop by his own metrics. Him shooting his childhood hero seriously screwed him up, and while his trauma is far, far more well-managed by contrast compared to Sara, he still has a major trigger when it comes to guns.
  • Defrosting Ice King: Downplayed. He's pretty aloof and obscures his intentions, but hardly outright cold. That said, though, he certainly warms up to Sara and to a lesser extent, the other survivors as the story continues onward.
  • Delinquent Hair: A flashback reveals that his hair is naturally darker than the blond he keeps it at in the game.
  • Dirty Cop: Albeit not willingly... sort of. He genuinely wanted to be a good police officer, but ended up getting his childhood hero killed by his hands and after taking several levels of cynic, he ends up leaving the person who got him off the covering this murder, to die.
  • Dirty Coward: Downplayed. His response to not being able to hear Gin's voice anymore during their search for him on the first floor? Time to book it. Upon hearing Sara's refusal, however, he quickly changes his mind.
  • Does Not Like Guns: Ironic, given his supposed occupation, but he admits to being afraid to use the things. He reveals that this is because he once shot and killed what he shortly afterwards discovered was his own childhood hero, an action made even more traumatizing by his status. While he doesn't completely freak out at using a gun during his fight with Midori, at least as much as Sara would freak out when Joe's brought up, it still is something that could even cause him to vomit if he doesn't end the fight quickly enough.
  • Dumb Muscle: Very quickly proven wrong. He's in physically great shape for a ex-cop, and his wit is just as good as someone with his past would necessitate.
  • Exhausted Eye Bags: It's subtler than Sara's eye bags, but there's a clear notion just from his level of energy that he's more than a little bit messed up in the head as well.
  • Face of a Thug: Downplayed. With his lemon-bright blond hair, small pupils and somewhat offputtingly laidback demeanor, several other participants distrust him at first. It’s yet to be seen whether or not they’re right to, but he is certainly legitimately shady. Despite this, however...
  • Fair Cop: ...he's a Rare Male Example of this trope, being very much a Hunk and an outwardly attractive man.
  • Freak Out: It's a lot more subtle compared to Sara's two Freak Outs, but he driven to such a state of rage and hopelessness that he immediately begins screaming how he'll kill Midori after his part in Keiji's traumatic past is revealed.
  • Friend to All Children: He's usually a lot more gentler with his words with Gin or Kanna. Though there are several moments where he seemingly prioritizes himself and Sara over their well-being.
  • The Gadfly: He isn't above lightly teasing Sara and the others, claiming to be amused by their reactions.
  • Genius Bruiser: He's pretty damn well built overall, being a reasonably fit and firm man relative to his age. But what's by far his best asset is not just his strength, but his incredible intelligence and perceptive skills - he's one of the only people among the 11 players left from the First Trials who can keep up with either Sara or Sou as a direct result of whatever conclusions they both come to. It certainly explains the fact his rate of winning the Death Game according to the simulation results are at an impressive 9.5%, making him the third most likely of any of the game's participants to be able to win it outright, and higher than the resident Dumb Muscle in Q-taro.
  • Get A Hold Of Yourself Man: He very often proves to be an anchor of sanity for Sara whenever her hallucinations get really bad, and it's a major why the two end up developing a bit of a friendship as a result. When he ends up having his own brand of a panic attack after Midori digs up his past trauma, the favor's returned by virtue of Sara and everyone else who survived up to this point helping him win his duel against Midori.
  • Hand Behind Head: Typically has one hand resting on his neck or rubbing the back of his head.
  • Handsome Lech: Described as a ladykiller in the main story, and admits to successfully hitting on a bunch of women when drunk in the side game, though onscreen he’s yet to go past the somewhat questionable tendency to consistently call Sara cute.
  • Heroic BSoD: Has one when Midori shows him the gun he was traumatised over after using it to shoot an unarmed criminal dead (that turned out to be the former policeman who inspired him into joining the force as a child) and collapses on the ground, with a series of flashbacks to boot. This very quickly turns into a Roaring Rampage of Revenge.
  • Hidden Depths: Despite being the epitome of Brilliant, but Lazy, he clearly wasn't always like this: he's completely genuine when he tells Sara about his desire to join the police force, and on top of showing a remarkable intelligence, he also was initially hard-working and possessing a strong desire to prove himself as a good police officer... all of which changed for the worse after the mess that led to him shooting his childhood hero.
  • Hurting Hero: Keiji, let's just say... has issues.
  • I'll Kill You!: Shouts this word-for-word when Midori the reveals that he tricked him into shooting not only an unarmed criminal, but that said unarmed criminal was the policeman who Keiji admired when he was a boy.
  • Insistent Terminology: Has a tendency to refer to himself as 'Mr. Policeman' or 'your friendly policeman' note . While this is probably meant to reassure the others, it seems to come off as False Reassurance to them at times...
  • It's Up to You: Serves as a way of reinforcing this; a Running Gag is him encouraging Sara to take the lead, even when it comes to tasks he seems better suited for.
  • Jerk with a Heart of Gold: Technically not even a completely straight example, given his jerkish qualities are only shown whenever his past is brought up, and he's generally a lot more aloof than he is just mean.
  • The Lancer: After Joe bites it, Keiji steps in to act as Sara's biggest investigational assistant and her Number Two. Unlike Joe, it seems to be sticking for the time being.
  • Meaningful Name: Though he uses different kanji to spell his name, 'Keiji' can mean 'Detective'.
  • Moral Myopia: He holds feelings of guilt and hatred over having been the one to kill his personal childhood hero, but he shows minimal qualms with leaving Megumi to die out of a desire for vengeance, despite her desperate pleads for rescue. This is highlights how much of a mess he's become and how far he's fallen, as well as his struggle to acknowledge what he did, instead of pretending like nothing's happened.
  • Murder by Inaction: What his First Trial boiled down to. Both he and his former boss Megumi were trapped in a Death Trap and Keiji made his escape while Megumi couldn't. Afer weighing the actions for whether or not to leave Megumi alive or feed her to the wolves, he decides on the latter out of revenge for Megumi's (alleged) corruption. When we first meet him proper, he acts like absolutely nothing happened, and when inquired if he knew more due to the video, obfuscates ignorance altogether.
  • My God, What Have I Done?: This is Keiji's feeling on shooting his childhood hero. To this day, he feels like he should've been punished for it, but Megumi pulling strings to bail him out permanently embittered him on the idea of justice.
  • My Greatest Failure: Accidentally killing his childhood hero.
  • Nerves of Steel: Keiji very rarely outright loses his apathetic attitude in the face of imminent danger. Which makes any prolonged emotion a sign something bad is going to happen.
  • Number Two: Makes himself this to Sara when the group dynamics are barely starting to form, which everyone naturally finds strange and suspicious, but even if he does have a lot of highly questionable moments, so far he's pretty consistently seemed to be on the right side.
  • Oh, Crap!: Keiji almost never loses his composure even during extreme situations, and if he does, he's generally quick to bounce back to it and resume his jokey tone even in the face of danger. So when he loses his composure and cannot switch it back on, it's a sign something has gone very wrong. As far as we know, this only happened three times: once when he has a Freak Out after realizing he killed Mr. Policeman, the other when Midori gladly reminds him of his trauma, and the other if you vote Nao and effectively get everyone except Nao and Sara killed by virtue of Nao having the Sacrifice card.
  • OOC Is Serious Business: While there are moments he's prone to anxiety when he relives trauma, Keiji's generally still laidback and relaxed, and able to bounce back quite quickly. However, when Midori taunts him by revealing he actually fooled him into shooting an unarmed criminal, who turned out to be the same policeman Keiji admired as a child, Keiji snaps into an angry rage shouting he'll kill him.
  • Odd Friendship: A cynical, jaded police officer making friends with an studious and emotionally traumatized teenager is definitely the kind of relationship that'd raise eyebrows, and much of the cast comments on it.
  • Police Are Useless: Zig-zagged. Keiji and what other officers we've seen are by no stretch of the imagination useless when it comes to doing their job, but if his side of the story is to be believed, they were however, very corrupt. Either way, his experiences as a police officer seriously embittered him on the very idea of the police being there to protect and serve.
  • "Rashomon"-Style: Without Megumi and Mr. Policeman's input, it's impossible to know what the truth is of what happened during the shooting, given of the four people involved in it, two of them are dead and the other two are highly Unreliable Narrators, and both of their take-aways from the incident have contradictory facts to each story. This makes perfect sense though, given Keiji himself was heavily traumatized by the incident and can't really give a very nuanced take on the matter, while Midori is a notorious liar and possibly even more of an Unreliable Narrator by contrast.
  • Roaring Rampage of Revenge: He gets over his Heroic BSoD when Midori reveals that he was behind the voice encouraging Keiji to shoot the criminal. Keiji immediately declares that he'll kill him and flies at him in a rage... which doesn't bode very well when Midori ends up trapping him in a coffin.
  • The Smart Guy: Possibly one of the smartest, if not the smartest, people of the entire cast. Which makes obvious sense, since he is a cop, and by no means an incompetent one. Just a really screwed up one.
  • Sour Outside, Sad Inside: Despite presenting himself in a lackadaisical air and generally as someone who's very carefree and apathetic, he has a lot of deep-seated issues and deliberately self-sabotages himself out of fear of screwing up again. Which makes sense: two of the biggest mistakes of his past were a direct result of his own recklessness.
  • Stepford Smiler: See Sour Outside, Sad Inside. Just because he can be quite the Deadpan Snarker doesn't mean he doesn't do a good job at faking a carefree and friendly attitude despite his feelings of failure.
  • Straight Man: Despite being a bit of a snarker himself, he usually finds himself reacting to the antics of some of the wackier party member's in any one of the game's brief moments of levity.
  • This Is Unforgivable!: The second Midori reveals himself as the one who helped trick Keiji into murdering Mr. Policeman, Keiji goes ballistic, swearing up and down that he's a dead man for what he did.
  • Trauma Button: Seeing the gun that he was using when he was manipulated to killing his childhood hero is enough to drive him into a panic and later a rage.
  • Trauma Conga Line: Let's see... ended up being responsible for his childhood hero's death, was bailed out with a dirty bribe despite not wanting to be, left the force out of disgust only to then be kidnapped for a Deadly Game that can most likely result in his death, and his past coming back to haunt him in the form of the person who help make him murder said childhood hero, and on top of that has to use the very said weapon that killed said hero... yeah, Keiji really had it rough.
  • Unreliable Narrator: It's strongly implied, if not outright noted by Midori, that the account Keiji gave for his side of what happened is very much one-sided and not the full picture of what happened - though given Keiji refuses to hear it and how Midori himself is a Consummate Liar and a fellow Unreliable Narrator, it's impossible to tell if either of them are telling the truth. If they are, though, then it's very possible that what happened that led Keiji to shoot his childhood hero is recounted in wildly different perspectives from each other, each one irreconcilable from one another.
  • Would Hurt a Child: Out of all the cast who votes for the final candidate in 2-2 (and thus plays a part in causing a tie), Keiji is the only one who votes for Kanna to die without much visible regret.

    Kanna Kizuchi 

Kanna Kizuchi

https://static.tvtropes.org/pmwiki/pub/images/kanna_0.png
A timorous and nervous girl who's still in middle school, Kanna Kizuchi is the adopted little sister of Kugie Kizuchi, and being around 13 or 14, she's definitely one of the youngest players of the Death Game. Despite her age and the fact that she wounds up being scared by the nature of the Death Game, she still tries her absolute hardest to be there for the survivors of the First Trial, even at the cost of her own well-being.

Having been adopted from an orphanage at a young age, Kanna is not blood-related to Kugie, though she still considers her a sister - despite the fact they initially did not get along very well and Kugie refused to even call Kanna her little sister, and one day the fraught relationship between the two caused Kanna to run away from home for a bit and cry to herself in a park. This is where she would find her signature bucket, crying into as an extension. She was visited by a boy who tried to talk to her, but Kugie ended up going directly to Kanna and ended up thinking that the boy was bullying Kanna - and at the time, calling Kanna her 'little sister' for the first time ever. The incident would caused their relationship to morph into something far healthier, and the two wounded up being far closer overall.


  • The Atoner: Desperately sees herself as this, trying to make up for her failure to save her big sister to the point of offering her life to safe both Sou and "Big Sister Sara".
  • Bring My Brown Pants: Wets herself after witnessing Mishima's brutal demise, with Sue Miley cruelly pointing it out and mocking her for it.
  • Bucket Helmet: Has a blue bucket on her head. Gin is the only one to point it out, using it as the basis of his nickname for her.
  • Character Development: If she isn't executed at the end of Chapter 2, Sara will note how it seems like she's become stronger and less timid, and she disavows her previous heroic martyr mindset.
  • Cruel and Unusual Death: If she's the one who gets the most votes at the end of Chapter 2, she's executed by having seeds implanted in her, which grow rapidly and burst out of her body. Despite Tia's insistence that it will be painless, she's quite clearly shrieking in agony before she slumps over and expires. Averted if Sou is sentenced to death in her place.
  • Declaration of Protection: Surprisingly the one to make this declaration herself, vowing that it was her turn to "protect her big sister". The meaning of this declaration becomes a major point in the 2nd Main Game.
  • Didn't Think This Through: She believes that, since Sou's skills can be far more useful than her own, everyone should vote for her to have him continue to help. However she doesn't take into consideration if Sou, who has grown deeply protective of her, would want to help them.
  • Exhausted Eye Bags: Has these when first met.
  • Face Death with Dignity: She tries to do this, but Reality Ensues and she dies painfully.
  • Failure-to-Save Murder: Blames herself and struggles with a Guilt Complex over not being able to solve her First Trial and prevent her big sister's death. This is not helped by Sue Miley going out of her way to emphasize the notion that she could have done so.
  • Happily Adopted: As it turns out. Though Downplayed in that Kugie bullied her badly after she was first adopted, and Kanna smiled through it because she didn't want to make any trouble or upset her new family. She got to this trope eventually by all means, but it wasn't easy.
  • Heroic Sacrifice: Attempts to arrange this in Chapter 2 by attempting to trade for the Sacrifice card and spare Sara from it, as well as spare Sou from killing her by proxy. Later tries to rally the remaining players to vote for her for the sake of 'logic', seeing herself as a liability.
  • Last Request: Should Sara vote for her, her very last request to Sara is to get a hug from her.
  • The Load: Sees herself as this, playing into her guilt and martyr complexes until she's convinced that she can serve the group best through self-sacrifice.
  • Martyr Without a Cause: Shows shades of this constantly, demonstrating an almost pathological guilt complex over her big sister's death. It's to the point that she willingly tries to offer herself as a sacrifice (as well as The Sacrifice) to protect Sara and Sou at her own expense. In fact, Sou chastises her for exactly this during chapter 2-2.
    Sou: You really are a kid, Kanna. A thoughtless kid with a backwards notion that if she dies it'll solve everything!
  • Morality Pet: Has a habit of being this for people. Reko is unconditionally kind to her at all times, acting protective towards her. Then, she sort of takes on Sara as a surrogate older sister, naturally prompting this as well. She also winds up being this for Sou, the entire impetus for his dramatic character change at the end of chapter 2, after spending much of the game as his lackey.
  • Mutually Exclusive Party Members: In Chapter 2-2, she becomes this with Sou. If you vote for Kanna at the end of the second Main Game, Safalin oversees Kanna's execution, consisting of her becoming a human plantstem. If you vote for Sou instead, he manages to defuse his collar and escape, only to be mortally wounded by the security systems.
  • Nervous Wreck: Starts off in a bad way due to how poorly her First Trial went, given how her sister was killed by it.
  • Nice Hat: Her hat's a little bucket.
  • Not Quite the Right Thing: She believes that since the vote is mainly between her and Sou, that she should be the one voted to die since Sou's skills are too valuable to lose, especially after deciding to reconcile and work together with others. However she doesn't seem to take into account how Sou himself may feel about this, seeing as she had been his Morality Pet, and just how much he'd resent and antagonize the people who went against his wishes to be voted out instead of her.
  • Smarter Than You Look:
    • Despite her easily abused naivete and childishness, she recognizes that Mishima, Joe and Sara are lying to her and calls them out on it at first, though they manage to convince her to trust them.
    • She also figures out that the cellphone message she's shown in Chapter 2 is a fake meant to encourage her, and not from her sister. From that same chapter it's also revealed that she helped Sou figure out the password for the laptop using her own resourceful thinking.
  • Shrinking Violet: Due to her trauma. This may factor into why her potential death in 2-2 involves creeping vines.
  • Spanner in the Works: Her attempt to trade for Sara's Sacrifice card ends up revealing a gigantic discrepancy that reveals Gashu's attempts to rig the Main Game and kill off Nao.
  • Third-Person Person: She tends to speak in third person often. While this a common trait of child speech in the Japanese language, it comes off as unnatural in English.
  • Toxic Friend Influence: Played With. Sou does in fact, use her to help him after earning her trust. However, he does actually care for her significantly, listens to her suggestions and tries his best to keep her safe.
  • Trauma Conga Line: Poor girl's already in the middle of a Heroic BSoD when Sara first meets her, and the game (and Sue Miley) is far from kind to her...
  • We Hardly Knew Ye: Not Kanna herself, but she certainly feels this way towards Sou in her version of 3-1. She laments that she barely got to truly know him, and asks to see his journal when it shows up in the chapter.

    Q-taro Burgerburg 

Q-taro Burgerburg

https://static.tvtropes.org/pmwiki/pub/images/q_taro.png
A baseball player who recently made his way into the big leagues. He has an odd name and a distinctly strange mix of foreign accents, but he attempts to mean well. Even if he isn't as brave as one might expect of him.

  • The Big Guy: Towers above the rest of the cast, and is much more physically muscular than them too. It's remarked that he looks more like a pro wrestler than a baseball player.
  • Cooperation Gambit: Completely dumbfounds Sou in the Second Main Game with Keiji.
  • Cowardly Lion: For all his fear and desire to protect himself first and foremost, Q-taro also has moments where he throws all caution to the wind, such as tackling Miley at the end of their first Main Game, Taking the Bullet for Gin in the Final Attraction if he has to, and threatening Safalin at gunpoint if Kanna is chosen to be executed.
  • Dirty Coward: Despite his size, he's extremely quick to be hesitant or distrustful of others, willing to screw them over for his own safety and benefit. In chapter 2-1, Gin needs to be hit with deadly venom twice in order for Q-taro to finally intervene on his behalf, and even then only if you fail to finish the final argument section in time. That same chapter also has a bad ending achievable wherein he allows everyone to die to escape the game alone. He's not completely without nobility, and his Character Development brings more of it out of him by the second part of Chapter 2, but this is a defining trait of his for much of his part in the game.
  • Eagleland: Subverted. He's a big, muscly, boisterous sportsman literally named after burgers and BBQ, but he really isn't all that stereotypically American, and says that he's Japanese. It's implied he may be mixed race of some kind.
  • Everyone Has Standards: Despite him obviously not wanting to die, Q-taro doesn't really want to sacrifice others, either. Take his behavior during 1-2's Main Trial: while he suggests the weakest members of the party as potential candidates, he also pushes for them to defend themselves, becoming extremely upset at Kanna's Martyr Without a Cause behavior. And while he points out that the Sage is an easy target, that doesn't mean he wants to vote for them.
  • Hesitant Sacrifice: Fearing death, he hesitates twice to take the shot of venom to save Gin. He goes through with it if Sara fails to push the fake Reko off the platform. He and Gin both survive.
  • Hidden Depths: He's not the brightest member of the cast by any means, but he's extremely far from the Dumb Muscle he might come across, able to be very clever when he needs to be. This is best exemplified first in the bad end of chapter 2-1 where he manages to gather 200 tokens to escape alone while still having 40 of his own (and is only either 10 or 20 away when he approaches Sara for the last of them, depending on if you made an earlier trade with him) and second during chapter 2-2's main game, completely convincing the cast that he's the keymaster when he's actually the sage, the single most vulnerable role in the Main Games.
  • Jerk with a Heart of Gold: Even when he starts the game out as a very openly self-centered, pragmatic person, this doesn't mean he lacks the capacity to care about others, demonstrating this repeatedly throughout the first chapter and a half before his Character Development kicks off into high gear and even the "jerk" part fades.
  • Made of Iron: He takes a lot of abuse in stride over the course of the game. Being struck with poison, being tased, and being stabbed in a very short span of time, none of these things seriously afflict him, and in the latter's case, he's still able to pull off vital physical assists against Midori not long after. He attributes ability to take an injury to how much he works out.
  • Manipulative Bastard: Surprisingly, he can be this. In 2-1 he manages to get all the tokens he needs to buy the secret path to escape without anyone sans Sara being suspicious (and even then, that was because he was acting very shifty near the very end) which then promptly dooms everyone else once he leaves.
  • My Greatest Failure: He seems to deem voting for Kai to be this, as he quickly become the most determined person out of the cast to understand his motivations and what he was up to before his death.
  • OOC Is Serious Business: Sara figures something's up with him because he's acting very shady and suspicious. She's right.
  • Parental Abandonment: Never knew his parents, with the caretakers at his orphanage being the closest he's ever known.
  • Punny Name: When written out, his name is shortened to B.B. Q-taro. Aka BBQ.
  • Shout-Out: His name and physical appearance (huge mixed-race guy with a hat) are references to Jotaro Kujo, specifically to an arc in the manga where he used "Qtaro" as an alias.
  • Suspiciously Specific Denial: When debating over who should be the Challenger for the Russian Roulette game, he makes a point of declaring that he "ain't thinkin' a single thought about keepin' my own hide safe."
  • Taking the Bullet: A major indicator of his Character Development can potentially come on the route where you fail the argument in 2-1, taking a decent-sized shot of venom in Gin's place to end the game. If this happens, he only wishes he'd done it sooner.
  • Took a Level in Kindness: He spends much of the game being surprisingly cowardly and quick to distrust or throw others under the bus, but acts much nicer in Chapter 2-2 after he and Gin's lives were at risk. Makes sense if he just had to throw his life on the line for him, but it seems the incident was affecting enough that the development sticks whether he needed to or not. Highlighted wonderfully in chapter 3-1, wherein he's the one to deliver a massive speech to the group about the Power of Trust, and refusing to betray and kill one another for the sake of the game.
  • Unskilled, but Strong: In Your Time to Shine, he has the highest fighting stat but also the lowest crafting stat.
  • Unwitting Instigator of Doom: His First Game was a much easier one than the rest of the cast's: deliver a box to the central area, and then distribute a bunch of seemingly-innocuous cards around for the cast to find. Having no way of knowing the significance, he managed to get the Sacrifice card to Sou, which in turn enabled his manipulation of Kanna and Joe ultimately winding up the Sacrifice card's true holder.
  • What the Hell Is That Accent?: Lampshaded. He has an odd way of speaking and says it's probably a mix of several accents, since his orphanage was home to people from several countries.
  • What You Are in the Dark: In 2-1, when given the option to leave the Death Game early (which would kill everyone else immediately) or have the hundred tokens he gathered refunded, he chooses the former.
  • Would Hit a Girl: Threatens to shoot Safalin in an attempt to protect Kanna if the player votes for her, and later knocks Mai unconscious when she tries to kill him.
  • Wouldn't Hurt a Child: His justification for the final vote he throws in Chapter 2 is that sacrificing a child (Kanna) for the sake of adults (Sou) is "demonic".
  • Younger Than They Look: He's called old at certain points, much to his protest. With Mishima the oldest participant at thirty, he must be somewhere in his twenties.

    Sou Hiyori 

Sou Hiyori (Shin Tsukimi)

https://static.tvtropes.org/pmwiki/pub/images/sou_0.png
A self-proclaimed 'freelancer'. Presenting himself as a weak-willed, feeble young man, he spends some time helping Sara throughout her investigation as her partner.

  • Beware the Nice Ones: He seems like a relatively affable, and weak-willed guy for most of chapter 1, if a bit shady, until the Main Game where it promptly becomes clear he's easily the most tricky and dangerous member of the group.
  • Big Brother Instinct: While Sou initially simply abuses Kanna's naivety to act as a pawn for him, he quickly feelings develop into this for her. Although his unwillingness to trust the others leaves a wall between the two of them and everyone else, he does end up trying his best to look out for her in his own way.
  • Character Development: An interesting case. Sou eventually learns over the course of Chapter 2 that he needs to trust other people and be open with the rest of the group since they're all victims, and attempts to reconcile halfway into 2-2, being much more honest and open about things he never would have before. He even volunteers himself to be voted for in the Main Game, when previously he had manipulated and lied to have Kai die instead of him.
  • Cooperation Gambit: Pulls a beautiful one on the fake Mishima A.I. with Nao in 2-2.
  • Cruel to Be Kind: He's quite quick to write off Kanna in the second Main Game, citing to vote for her because she's a liability. However, it's later revealed he was only doing this because he believed she was the Sacrifice (which she would have been if Gashu not interfered) and was effectively attempting to save her. Once he realizes she doesn't actually have the card, he berates her willingness to sacrifice herself, though is more than willing to be voted for in her place.
  • Dead Man Walking: Despite being a candidate unlike Joe, Kai, Nao and Kugie, Sou's survival rate is a whopping 0.0%, suggesting that his AI has never survived a single simulation. Depending on who you vote for in the Second Main Game, he may prove the organisers right.
  • Dead Person Impersonation: Alice killed the real Sou Hiyori over two years before the start of the game, and Shin Tsukimi took up his name.
  • Death Equals Redemption: Should you condemn him to death in 2-2's climax, he's mortally wounded by the security system during his escape attempt. He uses his last moments to set up the Joe A.I., granting Sara the courage necessary to continue moving forward.
  • Deconstructed Character Archetype: He's a raging, uncooperative dickass in the vein of similar characters from other visual novels like Byakuya Togami in Danganronpa: Trigger Happy Havoc or Dio in Virtue's Last Reward. Then it's revealed that the organizers performed several simulated games with AI before the main show, and his antisocial and antagonistic personality resulted in him dying in every single one of them, prompting them to give him a 0.0% chance to survive.
  • Do Not Call Me "Paul": If he survives Chapter 2, he refuses to retake his real name and continues to go by "Sou".
  • Dying Alone: It's entirely possible for him to die this way in 2-2. After being shot at by the facility's security system and rendered head-to-toe in his own blood, he spends his last moments heading towards the Room of Rubble and activating AI Joe, just before he bleeds out from his injuries. By the time Sara finds him slouched over a keyboard, it's already too late.
  • Evil Cannot Comprehend Good: Or 'Wild Cards don't understand the Power of Trust', as he gets incredibly pissed off when the others rise to Sara's defense.
  • Evil Gloating: Makes a point of taunting Sara and Joe during Chapter 1-2's Main Game, as well as gleefully mocking Kai after he's sacrificed.
  • Fatal Flaw: His unwillingness to trust others. He's cunning, but his adamant refusal to believe in other people leads him to jump to negative conclusions even if the answer has made itself obvious and not as negative as he was lead to believe.
  • The Friend Nobody Likes: Kanna is the only person who really has any fondness for him at all. Everyone else thinks he's really shady and unreliable at everything but computers. His unpopularity is probably why, statistically, he's said to have a zero percent chance of surviving the game.
  • Go Out with a Smile: If he obtains the majority vote in 2-2's Main Game, the final CG shown before he passes away has him staggering towards the Room of Rubble with a Tearful Smile, dying at peace knowing that a child wouldn't be sacrificed for his sake.
  • Heroic Sacrifice: He can potentially do this in 2-2, successfully getting the majority vote to save Kanna once he realizes she didn't have the Sacrifice like he believed for almost all of the Main Game.
  • Hero Killer: Does this indirectly multiple times, all out of a desire to ensure his survival. His actions get Mishima,note  Joe,note  and Kainote  killed.
  • Hesitant Sacrifice: Despite wanting to be voted for in place of Kanna, he doesn't actually want to die. He makes his best attempt to live, but it's all for naught. He tries to make the best use of the time he has left.
  • I Lied: He lies a lot, sometimes to seed mistrust among the other players or just to compensate for his natural unpopularity in the group. Sometimes he admits to it fairly easily, like when admitting he lied about getting amnesia in Part 2. Given his track record, Sara and the others suspected as much anyway. This adds a level of ambiguity to his misremembering of the second Main Game in his version of 3-1, because while he’s pulled exactly this before, by now the player has seen Sara’s trauma make her outright forget Joe.
  • Jerkass: Once his true personality is revealed, it's shown that Sou is very self centered, a nearly compulsive liar, and willing to manipulate others to his own ends as often as possible if given the opportunity. His AI suggests that he wasn't always like this, however.
  • Jerkass Façade: Though his trust issues are real, as are the hostilities that come of it, it is heavily implied at points that he’s doing somewhat of a bit in the game, made even more apparent when we meet who he took the name off and see how he influenced him. If alive to that point, Shin makes his utter contempt of Midori clear, too. All around, it’s pretty apparent that he’s trying hard to be someone he’s not because he knows that he’s supposedly guaranteed to die.
  • Jerkass Has a Point:
    • While he's extremely mistrustful and outright suggests Sara planted it, he makes a good point about Kugie having neither the time nor ability to write a hateful message to Kanna on her phone in the middle of their trial, hence why he writes it off as a forgery.
    • After the details of his first trial is revealed, where the survival statistics were gruesomely explained in excruciating detail to him, it would make sense that as the person least likely to survive he would be most suspicious of the person with the highest chance to survive: Sara.
  • Jerk with a Heart of Gold: Admittedly, it's buried deep down at first, but it's there. It especially makes itself apparent all throughout Chapter 2, where he shows his protectiveness over Kanna, and that after he gets past his fear of being betrayed and discarded, he makes a point of working with the others.
  • Kick the Dog: His constant taunting of Kai as it becomes more and more clear they'll vote for him.
  • Manipulative Bastard: Spends much of Chapter 1 and 2 using almost everyone for his own gain, effectively throwing a wrench in much of Sara's and Keiji's plans.
  • Meaningful Name: There's a simple but Significant Anagram in his name: Sou = Uso, or 'Lie'. In addition, Hiyori means 'Sunny weather', while Shin means 'Truth' and Tsukimi means 'Moon viewing'.
  • Morality Pet: Played With at first, played straight later. Kanna is initially used as a lackey by Sou, albeit one he treats kindly. As time goes on, this becomes a much more genuine relationship with her, and tries to watch out for her due to his suspicion of all the others in the group.
  • Mutually Exclusive Party Members: In Chapter 2-2, he becomes this with Kanna. If you vote for Kanna at the end of the second Main Game, Safalin oversees Kanna's execution, consisting of her becoming a human plantstem. If you vote for Sou instead, he manages to defuse his collar and escape, only to be mortally wounded by the security systems.
  • Older Than They Look: He looks to be around Sara's age, he's actually over 20 as his name is on the list of names to drink.
  • Only Friend: Kanna's the only person who really gets along with him or gives him the benefit of the doubt.
  • Pet the Dog: Regardless of his intentions, he managed to give Kanna the strength to continue by erasing the possibly faked message from Kanna's big sister cursing her, and replacing it with an encouragement to live on. Downplayed as it results in Kanna resolving to sacrifice herself for him and Sara instead.
  • Playful Hacker: He's the resident computer expert when he's feeling helpful.
  • The Resenter: While he openly displays his distrust of Sara and the others in 1-2 onward, he becomes this in his version of 3-1.
  • The Social Darwinist: An interesting variation: Sou wholeheartedly believes that the strong will discard the weak when they deem fit, and considers himself to be one of the weak. This stops him from working with the likes of Sara and he uses his wits and trickery to attempt to stay on top of the game for this not to happen.
  • This Is Unforgivable!: Says this and a mix of I'll Kill You! should you vote for Kanna, as he had been desperately begging for you to vote for him instead of her, and deciding to actively work against the group instead of helping the others like he had done so earlier and Kanna had hoped.
  • Unmoving Plaid: Unlike the Convict's stripes, the pattern on his scarf never moves.
  • Unwitting Instigator of Doom: Of all the things he intentionally does, the one thing that throws a wrench into everything is his faked message from Kanna's big sister. If not for that message, Kanna may not have resolved to sacrifice herself in Chapter 2-2, leading to the Sadistic Choice.
  • Villain's Dying Grace: While it is quite unwise to refer to him as a bonafide villain, he does serve as the main antagonistic force within the group for the first two chapters. Nevertheless, if he's voted for on his request in Chapter 2, he's shot to death by the facility's security system for a subsequent escape attempt, and activates AI Joe for Sara's sake in his last moments. He even refers to it as his "final present".
  • Weak, but Skilled:
    • In Your Time To Shine, he has by far the weakest fighting stat of any character (even lower than Kanna and Gin's) but makes up for it in his high foraging stat and decent crafting stat.
    • He's shown to be pretty physically weak, struggling to open a cabinet door and being out of breath afterwards in 1-1 but is incredibly good with technology.
  • Wild Card: For most of the game, it's never quite possible to tell whose side he's on beyond "his own." The ending of Chapter 2-2 can either have him die doing some good for the cast so Kanna may live, or declare his hatred for them all and become their permanent enemy should she die in his place... Though he does continue to work with them in 3-1 to survive.
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    Reko Yabusame 

Reko Yabusame

https://static.tvtropes.org/pmwiki/pub/images/reko.png
A musician with a tough-as-nails persona. Despite seeming abrasive and rough around the edges, she's actually quite a caring person. More accurately, her general personality can be described as "kind to the weak, harsh on the strong."

  • The Ace:
    • In the minigames during 2-1, Reko is one of the best choices due to her great reflexes and memory being a great asset and decreasing the difficulty of many of them.
    • It is revealed in 2-1 that she is considered an ace in regards to music as well, even before she made it big with her first band. She was quickly labeled a child prodigy, which she ended up resenting.
  • Character Development: An interesting case, as we meet Reko after it had already happened. Before her brother's imprisonment, Reko was harsh on everyone, men and women alike and even resented her brother for his act of murder. Her doll counterpart demonstrates this best, being generally more selfish and harsh to those around her, while also showing some insecurity of how others perceived her. However, two and a half years later (when we first meet her) she has seemingly mellowed out, as she's not nearly as bad as she used to be, and is much more understanding of those around her.
  • Child Prodigy: Used to be regarded as one; started writing music while still in elementary. Things started going downhill for her once she was labeled 'gifted', though...
  • Cool Big Sis: Though Kanna imprints more on Sara, she's the one who acts more to her like this.
  • Cruel to Be Kind: She makes a point of being kind the younger participants, but she's not above doing what's necessary. Such as smashing the Mishima A.I. to help Nao.
  • Determinator: She's noted by Sara to be a rather determined person, doing her best to stay strong no matter what the situation.
  • Does Not Like Men: Downplayed, but she admits to being more distrustful of and quick to judge them, on top of holding them up to a high standard. She feels a bit guilty about this, regretting that she insulted Mishima and labeling him a "nutty professor" before his death.
  • Dropped a Bridge on Him: Her death in the version of 2-1 where she dies is remarkably abrupt and unceremonious, especially compared to the deaths of other main characters. After showing up for the first time in quite a while, she briefly argues with her doppelganger over which of them is the real Reko before a knife is dropped in front of them. The fake Reko quickly grabs it and stabs the real one, killing her instantly.
  • Empty Eyes: After her brother's death in Chapter 2-2, Reko's eyes become pupil-less and empty. In turn, she becomes more aimless and consumed by grief.
  • Fingerless Gloves: Wears a pair of these. Sara accidentally pulling one off in the Room of Lies is a major hint that the Reko who exits said room with a pair is a fake. If the real Reko dies in the ensuing chapter, Alice and Nao each take one as a Tragic Keepsake.
  • Heroic BSoD: With Alice dead in Chapter 2-2, Reko shuts down and becomes very depressed and aimless. She still interacts with the others in a kind way, but her mind is mostly somewhere else.
  • I Just Want to Be Normal: If the player buys her Personal Information, it's suggested that she feels this way by her AI, who states she may have been harsh towards her brother because she resented him for being 'normal' and not having to deal with the pressures of everyone's expectations.
  • It's All My Fault: Cries out that her brother's death, as well as her brother murdering someone, was all her fault after his death in Chapter 2-2.
  • It Was a Gift: Her "precious bongos" were a joke gift from her brother but after he got arrested, she held onto them. Unfortunately, the Fake Reko will destroy them in disgust towards Alice once he works together earning them back and unknowingly presents it to her.
  • Jerk with a Heart of Gold: An aggressive punk girl in personality who has a very soft side for the weak and vulnerable, while being critical and harsh on the strong.
  • Mutually Exclusive Party Members: In Chapter 2-1, she becomes this with Alice. If you fail to figure out how to save Gin or refuse to push the fake Reko to her death, the fake confronts the real Reko and murders her in a rage when Ranger decides to execute her. If you do push the fake to her death, Ranger tricks Alice into thinking he killed her and then kills him when he attacks him in a blind rage.
  • The Nicknamer: Downplayed, but has a tendency to refer to others by nicknames, such as calling Mishima 'nutty professor' and Sou as the 'beanie' guy.
  • Nice Job Breaking It, Hero!: Downplayed. Her precautionary measure of keeping the door open in case an escape is needed ultimately hides the rules of the practice vote that were detailed behind it, escaping everyone's notice until it's too late and resulting in Mishima's ultimately avoidable demise. Though no one but herself blames her for a reasonable decision, with Kai even pointing out that the room was laid out in such a suspicious way that the kidnappers almost certainly planned for that.
  • Ore Onna: Though she also uses 'watashi' at times. Fake Reko doesn't, and it's an important distinction between the two (sadly lost in the English version).
  • Red Oni, Blue Oni: Forms this with Nao due being the more cool headed of the two. She's also the blue to Alice's red.
  • Reformed Bully: That aforementioned soft side apparently only came into existence within the last couple years; she used to be cruel and harsh towards everybody, weak or strong, as well as much more selfish. She's long past that by the time of the game. The Fake Reko highlights this difference fantastically during her time present in 2-1, going so far as potentially killing her true self in a futile attempt to survive.
  • Stage Name: Combined with Spell My Name with an "S"; vgperson's translation compromises by saying she goes by Reco when performing.
  • Together in Death: Potentially can do this with Nao in 2-2 if she died in 2-1.
  • Your Makeup Is Running: The heavy mascara around her eyes naturally starts streaking when she cries, as her Doll counterpart demonstrates.

    Nao Egokoro 

Nao Egokoro

https://static.tvtropes.org/pmwiki/pub/images/nao.png
A student currently attending an art college. A former student of Mishima's, she's quite defensive of the Professor and quite rattled by the events that happen around her. Nonetheless, she's quite kind, and sensible if a bit dependent on other people.

  • Alas, Poor Yorick: Taken Up to Eleven when Miley is cleaning up Professor Mishima's corpse, Nao becomes incredibly protective of Mishima's decapitated head, and runs away with it. She proceeds to hide with his head, refusing to give it to anyone in her temporary insanity.
  • Apologizes a Lot: She repeatedly says sorry as she is one of the people who vote for Kai.
  • Bring My Brown Pants: Blink and you miss it, but she wets herself as she is getting her chest crushed in by a vice.
  • Buxom Is Better: Her personal information as seen in Chapter 2 makes a comment about her large bust. Sara, if she reads it, understandably sees it as sexual harassment.
  • Character Development: She goes from being heavily dependent on others and skittish to being independent, and brave.
  • Cooperation Gambit: Pulls a beautiful one on the fake Mishima A.I. with Sou in 2-2.
  • Declaration of Protection: Declares that she'll do the hard decisions for Sara near the end of 2-1.
  • Eccentric Artist: Downplayed; her appearance is more eccentric than her personality, and while she has her quirks, they're pretty overshadowed by her Trauma Conga Line.
  • Face Death with Dignity: As the Sacrifice of Chapter 2-2, Nao knows she's going to die. After a brief attempt to convince Sara to vote for her, she accepts it, thanks the others for being her friends, and says she's stopped shaking and wants to see the professor again...only to spend her last moments begging not to die and refusing to let Sara hit the Mercy Kill button.
  • Good Is Not Soft: While one of the nicer participants, she's very protective of Professor Mishima, and can prove herself perfectly willing to push the Fake Reko to her death.
  • Heroic BSoD: Hit extremely hard by Mishima's death, especially as she feels responsible for it. Much of her character development from there involves overcoming that incident, even as new horrible happenings are piled on.
  • Meaningful Name: Egokoro means having a natural aptitude for art, or good artistic taste.
  • Messy Hair: Has long, cardinal red hair that spikes out rather like a hedgehog's.
  • Nervous Wreck: She's easily one of the characters that take to the game the worst at first, running off and hiding after the first death in the game.
  • Nice Job Breaking It, Hero!: By choosing the real Reko to save, she causes the Fake Reko to stab her alternate and then die soon after.
  • Please Wake Up: Does this with Mishima after his death.
  • Red Oni, Blue Oni: The red to Reko's blue, being far more emotional than the latter, though Reko is rather outspoken herself, she manages her emotions better.
  • Screw Destiny: The death game's organization writes Nao off as one of the people to die in the first trial. Come 2-2, and she can actually win it if her gambit pays off.
  • Together in Death: Unless she's voted for as the sacrifice, she gets a small scene being together with Mishima and potentially Reko.
  • Took a Level in Badass: She goes from spending most of Chapter 1-2 terrified to personally pushing the Fake Reko, cooperating with Sou to perform a very believable gambit to manipulate and delete the fake A.I. trying to manipulate her and can potentially win the game by way of having priority in a tie as the Sacrifice.
  • Tragic Dream: Wishes to paint a portrait and present it to Kazumi as thanks.
  • Tragic Keepsake: In the path that Reko dies, Nao keeps one of Reko's gloves and gives the other to Alice.
  • Trauma Conga Line: The game really isn't kind to Nao in particular, who seems to have to undergo something horrible and traumatic every single half-chapter.
  • The Unchosen One: Like Joe, she was not one of the candidates that were supposed to make it past the first trial. The fact that she had made it to the Second Main Game is such an affront to Gashu that he cheats to give her back the Sacrifice card she initially had.
  • Zero-Approval Gambit: Absolutely no one feels good about Nao's gambit to be picked as the sacrifice and win the game, if she gets her way, the others feel hurt and betrayed. Nao's relief at living another day is mixed with her regret at the circumstances. She reassures Sara that despite her guilt, she will shoulder all the blame and guilt for them both.

    Kai Satou 

Kai Satou

https://static.tvtropes.org/pmwiki/pub/images/kai_4.png
A mild-mannered house-husband with long, sleek black hair. Seems remarkably calm and collected, given the circumstances...

  • Aloof Ally: Deconstructed. While he is generally helpful to the group, he's so obviously suspicious in his behavior that nobody fully trusts him. As such, he gains the majority vote and dies. Everyone is more and more heartbroken with every subsequent revelation of just how Good All Along he was, being the most important person to their quest to escape the game even posthumously.
  • Because You Were Nice to Me: His entire reason for helping Sara's Dad and their family for real instead of merely being a spy as intended. Not that the bar was set very high to begin with.
  • Better to Die than Be Killed: Slits his wrists after seeing Joe's Cruel and Unusual Death and realizing he's next.
  • Cannot Tell a Joke: While examining some mannequins with liquid-filled heads, he suggests that their kidnappers might intend for them to use them as a source of hydration. Sara takes the comment seriously, leading him to apologize.
  • Creepy Good: He's noted to be offputting by several characters, but is ultimately Good All Along.
  • Defector from Decadence: He was part of the organization running the Death Games and was embedded with the Chidouin family specifically to get close to Sara, but her father's affection for him led him to devote himself to the family genuinely and try to protect Sara from the game.
  • Defiant to the End: His Famous Last Words amount to: “This is... resistance. Our lives toyed with to our enemy's whims, we are unable to save even a single person... As we die off, this is... my feeble... resistance. But it is one large step... toward counterattack...! It is a step I was able to take... because you bought me time. It is surely... not futile. I entrust them to you...! Our regrets...!! Our hopes...!! I... am satisfied.”
  • Frying Pan of Doom: Carries kitchen utensils around at all times, but his trusty frying pan is the one he seems most attached to and proficient in.
  • Ineffectual Loner: His attempts to find a solution to the death game is ultimately hindered by his own lack of support and gets him killed, while the main casts gets further and lasts longer as they rely on each other.
  • It Was a Gift: His apron is a gift. It was from Sara's Dad.
  • Laser Guided Tyke Bomb: Defied. He had been trained as an assassin since he was a child, though he failed to be willing to take another life. He eventually becomes a house husband instead.
  • Long-Haired Pretty Boy: Whose Curtains Match the Window, as both his hair and eyes are a stark, cool black.
  • Not So Stoic:
    • When he breaks down during the first Main Game, pleading with the others to vote for Sou instead, as he freely admits that he doesn't want to die.
    • We also see him with a panicked expression when Sara flashes back to the night she was kidnapped and realizes in retrospect he was trying to warn her.
  • Out-Gambitted: This happens to him twice. He's out gambitted by Sou, who ends up casting enough doubt on him to get the majority to vote for him. The second had him get outgambitted by the organization that set the Death Game in motion, he tries to pose as their contact, but they easily see through his attempt and mock him for it.
  • Poor Communication Kills: By being quiet about vital information due to his lack of trust. He is voted by the majority due to the fact no one quite trusts his intentions.
  • Stalker Without a Crush: He is in fact the stalker Sara is so afraid of, and he often watches her from the shadows, though it's not due to romantic intent. He was given responsibility of protecting Sara by her father, though since neither divulge this information, she assumes the worst.
  • Story-Breaker Power: Being a trained assassin, a former member of the Death game's organization, and having previous knowledge of the layout of the building makes Kai a potentially extremely powerful asset. Sadly, he seals his own fate by refusing to let the others know about any of this, and ultimately cannot win the trust of the majority.
  • Supreme Chef: He's noted a few times to be a rather good chef, making a few comments on what dishes he'd like to prepare during the Death Game.
  • Tears of Joy: He hides it behind his frying pan, but he's very evidently crying when Sara's father gave him a new apron.
  • Thou Shall Not Kill: Despite being raised as an assassin from a young age, he could not find it in himself to kill someone else. However, that doesn't mean he wouldn't threaten or injure others if he had to.
  • The Stoic: One of the most reserved participants, maintaining his cool in the face of various unpleasant developments.
  • Tranquil Fury: Remains deathly calm even as he bashes Sue Miley over the head with his frying pan.
  • The Unchosen One: Much like candidates Nao and Joe, Kai was never supposed to make it past his first trial, let alone make it to the First Main Game.
  • Would Hit a Girl: Has absolutely no problem whacking Sue over the head with a frying pan.

    Gin Ibushi 

Gin Ibushi

https://static.tvtropes.org/pmwiki/pub/images/gin_2.png
As an elementary schooler, Gin is the youngest of the game's unwilling participants. Stands out all the more due to his animal-themed attire, with his pointy-eared hood, paw gloves, and cat-shaped cushion that he normally hugs to his chest.

  • Adorably Precocious Child: He may have moments of Troubling Unchildlike Behavior, but he's mostly a young, energetic child who tries his best to be as helpful as he can be.
  • Amazingly Embarrassing Parents: Some dialogue with him in the bar indicates that his step-father drinks too much, which is a fact that annoys him. Despite AI!Gin claiming to generally like his step-father, his opinion of him seems to be generally derisive. According to him, when his step-father is drunk, he often causes trouble, and always gets yelled at by his mom and apologizes. Gin says that it's pathetic and that he doesn't have any dignity as an adult.
  • The Baby of the Bunch: The youngest participant of the Death Game, being only in elementary school.
  • Brutal Honesty: Tends to be very blunt with others and doesn't mince words, such as when he responds to Sou introducing himself as a 'job-hopper' by declaring that he lives hand-to-mouth. Ironically, he then promptly adds that Sou should have lied and claimed to have steadier work.
  • Cooldown Hug: He can give one to Sara when she's on the verge of a breakdown again.
  • Companion Cube: Mew-chan, his cat cushion.
  • Everyone Has Standards: Despite openly not liking Sou, or even really trusting him, he doesn't want him to die.
  • From the Mouths of Babes: While he insists that he doesn't hate his step-father, he's very frank about disliking how he gets drunk and 'causes trouble' and thinks of his excessive apologies as 'pathetic', and worries about his mother overworking herself.
  • Just a Kid: Bristles at any implications of this, getting upset if others seem condescending or dismissive towards him just because of his age.
  • The Medic: During the minigames of 2-1, Gin will be the only member of the cast that can heal Sara.
  • Nice Guy: While he can give Brutal Honesty now and again, he is easily one of the more nicer characters in the game and tends to try to stay positive and optimistic despite the situation he is in.
  • Precocious Crush: Clearly has a developing crush on his 'Big sis Sara'. His AI promises to sweep her off her feet when he grows up, and there are various moments in his negotiation events where he can talk about playing using Sara, or retroactively having her do whatever he wants as a result of his winning a game of tag, (though Sara protests she never promised such a thing and he agreeably lets it pass). This also complicates matters during the First Trial, when he tries to avoid revealing some evidence he believes might incriminate her.
  • The Nicknamer: Refers to everyone with nicknames pertaining to some aspect of their appearance or personality.
  • The Nose Knows: His is pretty strong. It's even a mechanic briefly in one chapter.
  • Security Blanket: His clothes and cushion actually function as this; wearing and carrying them help him feel more confident.
  • Verbal Tic: Frequently peppers 'meows' and 'woofs' into his speech.

    Kazumi Mishima 

Kazumi Mishima

https://static.tvtropes.org/pmwiki/pub/images/kazumi_4.png
A teacher who's well acquainted with Nao, as she used to be one of his students. Has a somewhat off-putting air about him, but he tries to look out for the younger cast members.

  • A Day in the Limelight: While Your Turn to Shine serves as one for all of the characters, his route was the first to be finished and made available in the game's test version, thrusting him into the spotlight.
  • Bad Liar: His attempts to hide the fact he smokes are rather poorly hidden, as noted by Sara.
  • Break the Haughty: In a Flashback, he describes his younger self as 'more conceited than the average person', saying that he got quite the reality check by failing his college exams.
  • Contractual Purity: In-Universe: As a teacher, Kazumi decries the practice of smoking, and stammers unconvincingly when Sara suggests that he wants to smoke the cigar he found. The narration also notes that he cuts open the cigar with practiced ease.
  • Cool Teacher: An all-around nice guy who looks out for the rest of the cast, especially his former student, Nao. He also doesn’t have any problem with gay or transgender people, as revealed in Your Time to Shine.
  • Creepy Good: He's noted by several characters to be creepy for his eccentricities, but is ultimately as good as Nao insists.
  • Face of a Thug: Mishima looks incredibly creepy, with his wild poof of gray hair, tiny, shiny glasses that hide his eyes, constant smile and exaggerated gestures, but seems to be nicer than he first appears.
  • Former Teen Rebel: Your Time to Shine expands upon the main story’s implications, revealing outright that he was a bit of a "hoodlum" growing up.
  • Good Smoking, Evil Smoking: It's heavily implied that he smokes, and craves a chance to do so when presented with a cigar, though he unconvincingly tries to hide it.
  • The Hyena: Prone to chuckling a lot in a rather 'Mwahaha' sort of fashion.
  • Meaningful Name: His surname comes from Mishima, Japan, and a style of ceramic pottery associated with the region.
  • Milking the Giant Cow: His portraits generally have him doing this at all times.
  • Not Quite the Right Thing: An unintentional master of this. His attempt to help Kanna by lying about the nature of their shared First Game only makes things worse when Sue Miley reveals the Awful Truth to her immediately after his death. It's later revealed that he convinced Nao to vote for him as part of a plan to ensure her safety, but accidentally left her saddled with immense guilt over helping cause his death.
  • Off with His Head!: A postmortem example. Once his collar burns through his neck, Nao attempting to wake him leads to his falling off his body.
  • Oh, Crap!: He's rather confident when talking to Sue Miley, believing the practice vote to be nothing serious and jokingly insulting her, the realization that his collar is burning through his neck quickly causes him to panic.
  • Posthumous Character: Appears in an early bit of 2-1 as an A.I., much to Nao's relief. However, when she eventually breaks off contact with him to move forward, he asks Reko to be Cruel to Be Kind by destroying him to ensure Nao couldn't go back on her word.
  • Reasonable Authority Figure: One of the most level headed characters of the main casts, he tries to watch out for both the younger participants and his former students.
  • Sacrificial Lamb: He's the only one of the main cast to die within Chapter 1-1, largely to establish just how much the Death Game doesn't mess around. Thankfully though, it also partially subverts this trope by having there being a real impact from Mishima's death, right down to the scars it wounds up inflicting on everyone else, including Kanna and especially poor Nao.
  • Scary Shiny Glasses: His eyes only become visible during his death.
  • Smoking Is Not Cool: Insists as much, though it's heavily implied that he has experience with cigars.
  • Team Dad: Highlighted most in his interactions in Your Time to Shine; he takes quite naturally to this role as the oldest player. He was trying to in the main story, but wasn’t really around long enough for it to take.
  • Verbal Tic: Occasionally ends his laugh with a "Mwahaha..." Further contributing to the evil scientist look he has.
  • What Happened to the Mouse?: Nao flees with his head in a box, but when Keiji and Sara finally get a chance to check it, the head is gone, and the first Main Game brings no answers as to what happened to it, something that Keiji points out to Hayasaka in Chapter 3-1.
  • We Hardly Knew Ye: While it really cannot be said he doesn't have a clear-cut personality compared to everyone else, his death in Chapter 1-1 means he has by and large the least amount of screentime compared to the rest of the main cast. Thankfully, though, it seems to subvert them being forgotten, as there's a very real impact Mishima's death has on the story and especially to Kanna and Nao.
  • Younger Than They Look: Despite his grey-hair and rather mature personality, as the oldest member of the main cast, Mishima has been confirmed to be around 30 years old.
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    Gonbee Yamada 

"Gonbee Yamada" Alice Yabusame

https://static.tvtropes.org/pmwiki/pub/images/alice_5.png
Discovered by Sara in 1-2, a prisoner by the name of "Gonbee Yamada" is a petty thief who is hot blooded and speaks with a rather dramatic and refined way of speaking, unwilling to trust the other participants, he takes some convincing to work with others though he's nicer than he first seems. His real name is Alice Yabusame, estranged brother of Reko Yabusame, and his real crime is murder.

  • Ambiguous Gender Identity: Your Turn to Shine has him reveal that his mother raised him as a girl until he confronted her about it. It is left unclear whether this means he was Raised as the Opposite Gender or is Transgender.
  • Atrocious Alias: "Gonbee Yamada" is pretty much immediately remarked on as an extremely weird, fake-sounding name after he blatantly makes it up on the spot. In fact, "Gonbee" is more or less the Japanese equivalent to "John Doe," referring to an unidentified person, while "Taro/Hanako Yamada" is commonly used as the Japanese equivalent to "John/Jane Smith".
  • Big Brother Instinct: Does not take Reko's hostage situation well in Chapter 2-1 after finding out. This can either lead to his death or his grief at the loss of his sister being so great he has to erase negative memories of her.
  • Cold Ham: Mixes this with Large Ham, he is very dramatic with his a rather refine tone of speech and yet he lapses into Suddenly SHOUTING! quite often.
  • Cooperation Gambit: By the end of Chapter 1, after Alice reveals his murder of Sou Hiyori, Alice and Keiji can be seen teaming up behind the scenes, despite their being a criminal and a police detective respectively. An alliance of mutual convenience to discover who Shin Tsukimi truly is.
  • Cowardly Lion: Of a nobler sort than Q-taro. Though far more easily frightened than he likes to let on, he's shown time and time again that he's perfectly willing to use violent force against the various Floor Masters. This is especially prominent both at the end of 2-1, either immediately leading to his death or in the aftermath of Reko's, and in his variant of 2-2, wherein he attempts to attack Gashu more than once.
  • Delusions of Eloquence: Lapses into a fancier speech pattern at times.note 
  • Does Not Like Guns: He's certainly even more frightened of them than the rest of the cast. Consistently, a threat at gunpoint has been the easiest way to get him to back down from something, and at first he fears and distrusts Sara specifically because she's carrying one.
  • Dramatic Irony: He's utterly convinced that Reko is the real deal because of her very harsh and cold treatment of him, which would be right three years ago, but Reko has gone through some serious Character Development since then.
  • Dreadful Musician: By his own admission. He was only in a band to fill up space.
  • Exhausted Eyebags: He's very drained from the loss of his sister, his messy hair and eye bags reflect this extremely well, even after his initial grief at her loss. They only go away once Safalin erases his negative memories of her.
  • Foreshadowing: When asked for his name, he starts with "Ya-" before pausing and giving his full name, hinting that this is not his true name.
  • Full-Name Basis: Pointedly refers to Sara with her full name to emphasize his distrust.
  • Gender-Blender Name: It's less pronounced to a Japanese audience, but the rest of the group nonetheless gets confused when Reko confirms the sibling named Alice is her older brother.
  • Go Out with a Smile: After being fatally injured by the exploding doll head and passing out, he wakes up briefly, just in time to see Reko is still alive. When she says she wants the two of them to be brother and sister again, Alice smiles before finally dying.
  • Heroic BSoD: Reko's death hits him extremely hard, to the point he needs his negative memories of her to be erased to truly move forward.
  • Hidden Depths: He may be a bit of a dumbass Paper Tiger, but he's an extremely emotionally sensitive person under that, able to extend his protective streak beyond just Reko to other members of the cast.
  • Jerk with a Heart of Gold: He acts as hostile, intimidating, and distrustful as one would expect a hardened criminal to be, but under that he's not a bad guy at all, showing quite a compassionate side when he does come to respect and trust members of the group. Must run in the family.
  • Made of Iron: Subverted. While he manages to survive longer than a person should with a massive gaping hole blown out of his stomach, it still ultimately kills him.
  • Malicious Misnaming: In vgperson's translation of the game, he refers to Q-taro Burgerburg as "Cubetaro Hamburger" early on in order to get back at him for calling his alias old-fashioned.
  • Manly Tears: He quietly sheds a few tears when his attempt to reconcile with Reko goes horribly wrong.
  • Multicolored Hair: On top of it being a bright blue, he dyes his hair magenta and lime green.
  • Mutually Exclusive Party Members: In Chapter 2-1, he becomes this with Reko. If you fail to figure out how to save Gin or refuse to push the fake Reko to her death, the fake confronts the real Reko and murders her in a rage when Ranger decides to execute her. If you do push the fake to her death, Ranger tricks Alice into thinking he killed her and then kills him when he attacks him in a blind rage.
  • My Greatest Failure: Considers the crime that got him imprisoned, murdering Sou Hiyori, to be this. He knows he deeply hurt the victim's family, his own family and possibly most importantly, his sister. He spends much of his time in 2-1 trying to make it up to her, though he's aware she has no reason to forgive him.
  • OOC Is Serious Business: Soon after his sister's death, Alice is despondent for nearly the rest of the chapter, the fact that he accepts Safalin's treatment and immediately brushes off Reko's death like it was nothing is a big indicator something's wrong.
  • Odd Friendship: With Keiji, a policeman.
  • Peek-a-Bangs: His hair covers his right eye.
  • Paper Tiger: He acts very tough, but he's not as much of a threat as he tries to make himself out to be. To the main cast at least.
  • Red Oni, Blue Oni: The Red to Reko's blue, being the more hot headed and impulsive one of the two.
  • Stock Costume Traits: Found dressed in a black and white striped jumpsuit, complete with handcuffs dangling off one wrist. This naturally makes him look more suspicious. He lampshades that Japanese prisoners don't normally even dress like this.
  • Tragic Keepsake In the path that Reko dies, Nao gives Alice one of his sister's gloves. Along with the broken bongo pieces that the Doll Reko broke.
  • Unreliable Expositor: His explanation of how he ended up separate from the other participants is clearly slanted to some degree, with a touch of Self-Serving Memory.
  • Walking Spoiler: Absolutely none of the main cast are even aware he's around until chapter 1-2, and his true name serves as a major clue during the First Main Game.
  • Why Did It Have to Be Snakes?: He's terrified of guns, running and hiding at the sound of gunfire, and fainting once Sara finds him with her gun still on hand. He's also scared of ghosts.
  • You Gotta Have Blue Hair: Bright blue bangs paired with a magenta and lime green-dyed buzzcut.

    Other Players (Chapter 3- 1 spoilers) 
Though twenty people originally entered the game, eight of them did not survive their respective versions of the Saw-like First Game, and are only known about through information learned about them later on. Six out of eight are brought back in Chapter 3-1A onwards, and this folder contains many spoilers involving them.

Tropes that apply to the other players as a whole:

  • Back from the Dead: Sort of. All of them except for Kugie and Megumi are "revived" as dolls in the third chapter and partnered up with the survivors.
  • Cruel and Unusual Death: Suffered by each and every one of them.
  • Dwindling Party: Seems to be that way, you can potentially lose both Anzu and Shunsuke in 3-1A and none of them are expected to survive once their power runs out.
  • Establishing Character Moment: They're all given this upon being brought back in 3-1A.
  • Exposition Fairy: When they're brought back, they must give most of the information that Midori told them to the main cast, as Midori thought it'd take too much time to relay that information again.
  • Foreshadowing: Before the player learns about any of their fates, their names all appear on the board indicating who is and is not allowed to drink.
  • In-Series Nickname: To differentiate them from dolls, they're given the nickname "Dummies".
  • Minion with an F in Evil: Technically, they are Midori's minions (as well as the Death Game's as a whole) but most are actually quite nice to their partners. Downplayed however, as their survival depends on their partner staying close to them. Even when it is revealed their true roles are to kill their partners before Midori is killed, they don't outright turn against them as much as they do nonviolently hamper their attempts to kill Midori, and even then, most of them aren't exactly happy about it.
  • Posthumous Character: Naturally, they're all not in the game because they all died, but we do get to see or learn about them anyway.
  • Red String of Fate: Non-romantic example, but a literal take on this example is how the pairs are made with the humans and the dummies.
  • Ridiculously Human Robots: When revived, they are near indistinguishable from humans, down to even having skin that feels the same. Hayasaka even complains that he feels like he's being strangled, even though as a machine he does not need to breathe.
  • Support Party Member: Midori brings them back with this express purpose of them being this.
  • Walking Spoiler: Considering they were all killed during the First Trial, it's hard to talk about them without spoiling that all but two come back in 3-1 and what roles they had before and after.
  • We Cannot Go On Without You: The Dummies are forced into a variation of this: If they go too far from their human partners, it is their heads that will fly off, and the humans will be fine and continue without penalty. This is to encourage them to stick close and work with their partners. Also so they can have an excuse to be near their partner while contemplating whether or not to kill them.
  • What Measure Is a Non-Human?: Subverted. They are quickly considered to have just as much value as human lives by the main cast, everyone treating them no different as if they were human.
  • We Hardly Knew Ye: Sara even bemoans the fact that, good or bad, she'll never get the chance to know these people. Later on, she does.
  • Your Days Are Numbered: Midori claims that the dolls have a limited charge time, and the dummies fear their personalities will be erased if this happens.

Kugie Kizuchi

https://static.tvtropes.org/pmwiki/pub/images/makka5.png
  • Ambiguous Situation: In chapter 2-1, Sara finds the room where Kanna and Kugie had their First Trial, complete with a cell phone on which is a message written allegedly by Kugie cursing her younger sister. Sara and Sou both write it off as a forged message meant to mentally scar poor Kanna further, and while this is likely (as Sou points out, Kugie didn't exactly have a lot of free time during the First Trial), it technically isn't confirmed.
  • Big Sister Bully: Used to pick on Kanna after her parents adopted her. Even when they reconciled, she still blamed Kanna for it, claiming that her acting cheery creeped her out.
  • Big Sister Instinct: She learns to be protective of her sister after she believes that she was being bullied (the "bully" in question was actually trying to cheer her up because of how Kugie treated her), and she prioritizes Kanna's safety over her own.
  • Bury Your Gays: Kanna confirms in Your Turn to Shine that Kugie is attracted to women. Kugie didn't even manage to survive the First Trial and is one of only two first trial victims not to get brought back as a doll.
  • Jerk with a Heart of Gold: She was apparently able to be quite mean to her younger sister sometimes, but ultimately did care about and defend her from others. During the First Trial, the same type as Joe and Sara's, she even freed her before saving herself.
  • Not Quite the Right Thing: It's reasonably likely that, had she freed herself first, she could have perhaps saved Kanna as well as herself. Her poor younger sister was so nervous and terrified that she died.
  • Relationship Reveal: Kanna mentions to Mishima in the side game that her older sister was asked out by a kind-looking adult woman and was only going to reject her if Kanna herself had objections.
  • Satellite Character: Gets the least focus and characterization out of all the Death Game participants and mostly just exists as part of Kanna's backstory. What little we do know about her is mostly related to her relationship with Kanna.
  • Straight Gay: Apparently she was into women, given Kanna's comment about Kugie leaving the final decision about her going out with an gentle-seeming adult woman to Kanna, but there is no way to know this unless one plays Your Turn To Shine. Justified on what little we see of her, it's solely focused on her relationship with her sister.
  • The Unchosen One: Along with Nao, Joe and Kai, Kugie was never supposed to make it past the First Trial, let alone make it to the Main Game, and of the four, she's the only one who didn't.

Megumi Sasahara

https://static.tvtropes.org/pmwiki/pub/images/cara20_1.png
  • Ambiguous Situation: We don't really know the full reason why she made the deal to get Keiji off the hook for the shooting he caused, with Keiji implying that it left him with a debt to her, while his flashback suggested she had personal fondness for him of some kind. 3-1, meanwhile, lends greater credence to her poor character by showing her regarded with fear by the rest of the police force, and likely knew that she was setting him up to murder someone he dearly respected.
  • Asshole Victim: Notably in that she seems to be the only one of the participants to fit this trope, being a corrupt cop who stood to blackmail Keiji while he was on the police force.
  • Broken Pedestal: To Keiji, having made a backroom deal to completely cover up his shooting of a person. This was enough of a blow that, when they reunited for the game, he allowed her to die.
  • Dirty Cop: A detective who made shady dealings to protect her subordinate. Though if 3-1 is any indication, Keiji was hardly anything special. She was always used to viciously corrupt dealings.
  • The Dreaded: A younger Keiji was warned at the station not to mess with her.
  • Satellite Character: She is a Posthumous Character who isn't revived in Chapter 3, and her plot relevance revolves entirely around her role in Keiji's backstory.

Naomichi Kuramada

https://static.tvtropes.org/pmwiki/pub/images/cara95_1.png
  • Ambiguously Brown: The only dark-skinned member of the cast.
  • Atrocious Alias: Apparently, he went by "The Convertible Of Destruction", Anzu rightfully asks if he was bullied.
  • Black Dude Dies First: He's the only one of the initial 20 to have dark skin. He was also one of the first 8 to die.
  • Blood Knight: He's extremely quick to resort to violence when the opportunity presents itself, and is the most eager to fight the Obstructors.
  • Boxing Battler: He's a boxer, and he puts his skills to good use against the Obstructors.
  • Dying Declaration of Hate: Made one to the captors as he was dying, saying he would kill all of them.
  • Irony: The papers that Sara finds list him as, statistically, the second most-likely person to survive the game. He's killed before he can even meet anyone else in the group.
  • Smarter Than You Look: He seems like a meathead upon first impressions, but you don't get to be the second likeliest to win the game by being stupid; he outranks people like even Keiji and Q-taro.
  • Squashed Flat: His First Trial saw him having to somehow press a button before the walls between him crushed him to death. He just barely failed.
  • You Gotta Have Blue Hair: Has layered multicolor hair — navy blue on the bottom, transitioning into progressively lighter shades of blue, leading up to several longer strands of lime green sprawling across the top of his head like a lightning burst.

Shunsuke Hayasaka

https://static.tvtropes.org/pmwiki/pub/images/cara94_1.png
  • Beware the Nice Ones: A pretty affable guy, even perhaps a mild Butt-Monkey who winds up proving to be quite subservient very quickly, but interestingly enough, the fifth likeliest to win the game.
  • Butt-Monkey: Is always targeted first by Obstructors, nearly gets killed in a reactivated trial, can get killed by books. and gets pushed around quite easily.
  • Dying Declaration of Hate: Like with Naomichi, he also makes one to his captors and even Sara, promising to curse their names from hell.
  • Extreme Doormat: He gets pushed around very easily, going with what most people tell him.
  • Pendulum of Death: His First Trial involved one of these.
  • Replacement Goldfish: Keiji implies that he's become this to Gin for Mishima, who had worked and bonded with him during the very first half-chapter of the game briefly.
  • Small Role, Big Impact:
    • Doesn't survive the first game and is only briefly seen via recording in Chapter 2-2, but he seems to know even more about Sara's mysterious greater part in this game than she herself does.
    • 3-1 does reveal another major part he played: he provided Asunaro with the medical records for every player in the game, providing detailed information that likely allowed them to tailor all sorts of things to the cast.
  • Wouldn't Hurt a Child: Heavily implied. Even before the Dummies true roles are revealed, Hayasaka seems nervous at the fact his partner is a child. Even when the truth is exposed, he regretfully and calmly stops Gin from trying to get involved.

Ranmaru Kageyama

https://static.tvtropes.org/pmwiki/pub/images/cara91_1.png

Mai Tsurugi

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  • Alas, Poor Villain: Q-taro's rousing speech to the group after just being stabbed by her essentially pushes this. Sara herself notes that she "couldn't help but see her as anything but human in that moment".
  • Boom, Headshot!: Had to choose between two guns to fire at herself in her First Trial, and chose wrong.
  • Didn't Think This Through: She can actually net you a bad ending if you listen to her suggestion in the library, setting off a firework which sets the whole place on fire.
  • Evil Chef: She's the first one of the dolls to attempt to murder their partner, stabbing Q-taro and admitting she was always thinking of when to do it.
  • The Fake Cutie: She seems fairly nice and adorable, keeping a chipper smile and squeeing at most things at the first opportunity, but the truth is she's probably the least stable of the Dummies.
  • Huge Guy, Tiny Girl: Even with her large hat, she doesn't even come up to Q-taro's shoulders.
  • In the Back: Attempts to kill Q-taro this way.
  • Nice Hat: Her big, puffy cap resembles a bread bun, reflecting her profession as a baker.
  • Southpaw Advantage: Played with. Her First Trial suggests that the gun in her left hand was the one which would have ensured her life. Unfortunately for her, she picked the gun in her right.
  • Sweet Baker: Is a baker, and has a bubbly, cheerful personality.
  • The Tease: She likes to do this often, much to other's discomfort (especially Q-taro's) due to the tense situation they are in.
  • Technicolor Eyes: Her eyes stand out not just due to their bright, amber hue, but with how the borders are darker than the rest, lacking visible pupils.

Anzu Kinashi

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  • Beware the Silly Ones: She's a bit of a useless clown throughout chapter 3-1, but places sixth overall in terms of likelihood of victory.
  • Butt-Monkey: Suffered through an especially gruesome and stressful First Trial, and died horribly when she couldn't figure out how to escape. Her distinctive hood was then stolen by Ranger. Later, in Chapter 3-1, she's the first potential victim of the new round.
  • The Ditz: Her suggestions aren't much help at any point of the chapter she's introduced in.
  • Forgetful Jones: Her Establishing Character Moment is forgetting the piece of exposition that she's supposed to tell the main cast.
  • Impaled with Extreme Prejudice: Her First Trial involved being chained at the ankles to the floor, and when she failed, she was stuck from all sides with sharp objects and left to bleed out.
  • The Load: Is completely useless in all of 3-1's puzzles, with her contributions only wasting time if you go with them.
  • Non-Ironic Clown: She has a side job as a clown, though she seems a bit insecure about it and immediately asks Sara if she thinks it's weird.
  • Replacement Goldfish: Has some elements of this for the surviving Yabusame sibling when she's paired up with them on the third floor.
  • We Hardly Knew Ye: If you fail the first minigame in Chapter 3-1, she dies at the end of the scene when the dolls are first met, mere minutes after being properly introduced.
  • White Mask of Doom: Her clown mask looks remarkably like one.
  • You Gotta Have Blue Hair: Bright blue with hot pink bangs framing the sides of her face, with the latter matching her eyes.

Hinako Mishuku

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Floor Masters

    Sue Miley/Hoemy 

Sue Miley/Hoemy

https://static.tvtropes.org/pmwiki/pub/images/sue_1.png
The "Laughing Doll" Sue Miley. She is the Floor Master of the first and second floors, delightfully cruel and sadistic, she guides the survivors of the First Trial and teaches them about the First Main Game, over which she presides.

  • Arc Villain: Of chapter 1 as a whole, particularly 1-2.
  • Breaking Speech:
    • Delivers one to Kanna after the Test Vote, exploiting her fear that that she could have saved her sister by insisting it was fully possible.
    • Later does the same to Sara after Joe's death.
  • Cruel Mercy: Her modus operandi. She offers Sara what appears to be a chance to save Joe, but is really just a way to extend his suffering further and leave her feeling more responsible for his death. She's also the one to tell Shin about the survival rates in his first trial, which seems to give him a chance to save himself by becoming Sou, but which really just makes it hard for him to cooperate with the group out of his own mistrust.
  • Demoted to Extra: After chapter 1 ends, the cast is no longer on her floor. She does still reappear a handful of times throughout chapter 2, but they're much briefer.
  • Dragon with an Agenda: Gleefully cruel to the cast, but it's clear from her actions that she's up to something that doesn't quite align with the interests of all of the game staff. During the second chapter, her sole in-person appearance during 2-1 has her giving Sara the full version of the simulation statistics, which Gashu was taken back by after finding out she'd done it. She wanted Rio Ranger's chip under the pretext of it being a risk to the game's security, but its use to form an escape route was ultimately useless to the cast, as she must have already knownnote . Lastly, her final appearance in 2-2 is immediately before the main game to tell the entire cast that Gashu interfered with it, demonstrating that she's opposed to his vision for the game.
  • Even Evil Has Standards: Despite being a rather cruel person, she greatly disapproves of Gashu's bending of the rules to his favor, giving a major hint that he had changed something to the main cast before being cut off.
  • Evil Gloating: She enjoys gloating over the deaths of the victims of the games, taunting the survivors for being unable to save their murdered friends.
  • Giggling Villain: As befitting her name, a lot of her dialogue is peppered with laughter. At one point, she's so consumed with laughter over Trolling the participants that it takes a bit for her to catch her breath and continue her spiel.
  • Human All Along: Interesting and early-revealed example, but her bleeding when struck by Kai, especially later contrasted with the Bloodless Carnage of Fake Reko and Ranger, makes it clear she's flesh and blood. Nobody really ever bought that she was a doll because of this early incident, or really seems to entertain it with the others afterwards.
  • Punny Name: Sue Miley, the Laughing Doll, referencing her near-constant beaming. (Her Japanese name, Hoemy, uses similar wordplay.)
  • Sadist: She's a rather unabashed one at that, delightfully doing things to make the cast feel despair in all sorts of ways.
  • Troll: She says and does things to upset the cast and get under their nerves for no other reason than she can.
  • Villain Reveals the Secret: Gleefully takes advantage of how Mishima, Sara and Joe misled Kanna about the nature of their shared First Test to try and shatter her trust in them.
  • Verbal Tic: She happens to laugh a lot near the beginning or end of her sentences.

    Rio Ranger/Toto Noel 

Rio Ranger/Toto Noel (later Rio Laizer/Coco Roel)

https://static.tvtropes.org/pmwiki/pub/images/rio_0.png
The "Dressup Doll" Rio Ranger, Vice Floor Master of the third floor with Tia Safalin. He is noted for his rather abrasive and callous personality, he looks down upon humans and he makes a point of wearing articles of clothing of the deceased.

  • Adaptational Early Appearance: He appears at the end of Sara and Joe's First Trial to watch them fall down a pit in the manga adaptation, while in the game, he first shows up at the beginning of Chapter 2.
  • Alas, Poor Villain: Both Gashu, his father, shooting him and discarding him as trash, and his last moments as Rio Laizer are both portrayed somewhat sympathetically, with Gin admitting he some degree of sadness for him in his last moments.
  • Arc Villain: Of chapter 2-1.
  • Artificial Human: One of two Floor Master dolls that are actually non-human.
  • Artificial Family Member: Due to having the same "Father" (even referring to him as such) Ranger is technically the son of Gashu and the brother of Kai.
  • Boom, Headshot!: How he ultimately meets his end, though he hangs for a bit longer.
  • Co-Dragons: With Tia Safalin.
  • Creepy Crossdresser: Double subverted. The participants are not as bothered about him wearing a skirt as they are about the fact that he got it from a dead girl.
  • Envy: Seeing how cruelly Rio Ranger treats humans, Sara comes to the conclusion that he hates them due to envying them. Indeed, his father installed in him a sense of inferiority to humans which drives everything he does.
  • Eye Color Change: Whenever he's being particularly deranged, his eyes turn into a mix of brown, grey and black.
  • Inferiority Superiority Complex: His whole demeanor towards humans stems from the fact He's envious of them.
  • Jerkass: Though none of the floor masters are nice people, Ranger is easily the cruelest of the lot, reveling in it in a way only Miley really comes close to. On one route, he's even the only floor master to actually directly kill somebody, murdering Alice gleefully with his own doll-robot-sister's head if the player chose to push her to her death in the Impression Room.
  • Lack of Empathy: While all Floor Masters have some level of this, Ranger's is notable in that he revels in it and is the most explicit about how little he cares for the lives of humans.
  • My God, What Have I Done?: How his last moments are spent once Tia properly installs a sense of empathy into him.
  • Nice, Mean, and In-Between: Due to his personality as a rude, caustic, and unpleasant person, he qualifies as the Mean to Gashu's Nice and Tia's In Between.
  • Off with His Head!: Gashu kicks his head off after shooting him.
  • Punny Name: Rio Ranger = 'Re-arranger'; Toto Noel is a play on 'Put in order/rearrange'. Realizer and Coco Roel ("to gain a heart," basically), what his name becomes when he gains a full set of human emotions, refer to the state of horrified reflection in which he spends his final living moments.
  • Ridiculously Human Robots: Rio Ranger is nearly indistinguishable from a human, his eccentricities and Fantastic Racism towards humans being the only real giveaways that he's not.
  • Red Oni, Blue Oni: The Red to Tia's Blue, due to being loud, impulsive and chaotic between the two.
  • Robbing the Dead: His outfit consists largely of clothes and accessories of people killed over the course of the game, including those who never showed up.
  • Rummage Sale Reject: Due to, again, his outfit consisting mainly of clothes swiped from those killed off in the game. One video shows him wearing much simpler attire while mocking one of the first eliminated.
  • Tears of Remorse: Shortly before he deactivates for good, and after the compassion and kindness he was meant to have is restored, he's shown weeping over all the cruel murders he's committed.
  • Walking Spoiler: Anyone looking at his sprite for a bit will realize he's wearing Joe's hair pin, Mishima's tie and Kai's apron, all of which indicate these three won't get past the first chapter.
  • Younger Than They Look: Despite looking and acting like a young adult, it's implied he was only activated shortly before the Death Game started.
  • Your Approval Fills Me with Shame: During Hinako's first trial, annoyed that she hasn't struggled or put up any resistance, he shows up to taunt her, just to get some kind of response out of her. Rather than feeling mortified or regretful, she thanks him. This infuriates him to the point that he starts beating her corpse and screaming at her to suffer.
  • You Have Outlived Your Usefulness: Why Gashu kills him.

    Tia Safalin/Hannaki 

Tia Safalin/Hannaki

https://static.tvtropes.org/pmwiki/pub/images/tia_6.png
The "Crying Doll" Tia Safalin, Vice Floor Master of the third floor with Rio Ranger. Teary eyed and much more hospitable than her partner, Tia Safalin also runs the medical office, offering her service to help those in physical or psychological distress.

  • Bitch in Sheep's Clothing: She seems rather nice compared to the two other Floor Masters we've seen, and while she isn't the worst of them, it's clear that she's still a rather cruel person who's interested in her own well being rather than anyone else's.
  • Co-Dragons: With Rio Ranger.
  • Eye Color Change: Like Ranger, her eyes change color when her sadism is full blown, at which point her eyes become a spiral mix of red and green.
  • False Reassurance: Should Kanna be voted for she attempts to quell everyone's pleas to let Kanna live by saying she won't feel a thing as she experiences her Cruel and Unusual Death, but as it commences it's pretty clear that the poor girl's terrified and feeling plenty of pain.
  • Faux Affably Evil: Pretty shamelessly wants the cast to keep playing the Main Games (particularly as it's later stated that her own life depends on the game proceeding properly,) but that doesn't mean she won't be hospitable about it. When questioned on her loyalty on the Kanna death route, though, she makes clear that she is only being hospitable because she was ordered to, by who is heavily implied to have been Gashu.
  • Human All Along: Like with Miley, though with her this is revealed in a more downplayed fashion, cutting her hand and showing it bleeds to demonstrate the floor's medical facilities.
  • The Medic: Runs the medical office in addition to being a Floor Master, offering all her supplies to the pariticpants should they need them.
  • Nice, Mean, and In-Between: The In Between for Gashu and Ranger, being generally affable and helpful, but not without her moments of cruelty.
  • Pet the Dog: Subverted. Her act of helping Sara with her hallucinations can end up with Sara being addicted to the machine that rids her of them, delightfully grinning and wanting her to do exactly as she says from then on. Her offer of wiping away negative memories from Reko/Alice seems nice, but the end result is someone who disregards the loved one's death and is more of a way to have them continue in the Death Game than helping them emotionally. Lastly, her act of giving Rio Laizer his empathy only served to make him feel great regret and remorse for what he's done, dooming him to spending his last moments being absolutely miserable.
  • Punny Name: Tia Safalin sounds similar to 'Tears are falling'. Hannaki means 'Half-crying/on the verge of tears'.
  • Red Oni, Blue Oni: The Blue to Ranger's Red, being the more calm, composed, and gently spoken between the two.
  • Sadist: In comparison Sue Miley's own unfiltered sadistic glee present when she does most things, this seems rather subdued But nonetheless, Tia has her sporadic moments of blatant sadism.
  • Slasher Smile: Maybe not surprisingly, she's got one of these despite her fairly kind demeanor.
  • Sherlock Scan: She can tell Sara's mental state and the status of her hallucinations just by looking at her.
  • Sole Survivor: Of the three Floor Masters of the third floor, she's the only one that survives.
  • Token Good Teammate: She's kind to the cast, attends to their medical and mental needs, and seems to carry out her duties with regret. She also provides Ranger with his kindness and compassion programs so he could realize what he lost before he died, and gives Sara the chip in his head, which contributed to the escape attempt. This is all in stark contrast to Sue Miley, Rio Ranger, or the Reception Doll's behaviors. But in a subversion, if you vote for Kanna, Q-taro attempts to appeal to Safalin's supposed better nature and she sets him straight with a cruel smile that she is their enemy, even if she's acting nice. Even contributing to the escape attempt didn't mean anything in the end since the exit was blocked before the game even started, and she likely knew this. Meanwhile, providing Ranger his kindness and compassion programs only served to leave the newly-formed Rio Laizer a short life and agonizing death in misery and regret.
  • We ARE Struggling Together: She makes it perfectly clear in Kanna's route that she's in the same boat as the rest of the cast, but this is a defied trope, as her role makes it impossible to cooperate with anyone else.
  • Would Hurt a Child: Can be the one to deliver Kanna's Cruel and Unusual Death without real concern for her as much as she is concerned for her own life if she doesn't.
  • You Gotta Have Blue Hair: Green, actually.

    Reception Doll 

Reception Doll/Gashu Satou

https://static.tvtropes.org/pmwiki/pub/images/cara16_1.png
The "Reception Doll." Polite and seemingly unflappable, he is not a Floor Master, but rather runs the prize counter of 2-1.

  • Abusive Parents: What else could one count putting Kai through something like this? He also seemed to view him extremely poorly due to his refusal to become an assassin. On top of that, there's his treatment of his robotic "son," Ranger, even going so far as to kill him.
  • Affably Evil: He does generally treat the cast politely, even if ultimately he's willing to screw with people's lives for the sake of results he wants. He rigs the second Main Game to guarantee Nao's death, and kills himself rather than being willing to give the cast a break after his trick is revealed. His politeness appears genuine and unfailing throughout every scene he's in, and he's all too happy to get along with the cast when they try to socialize with him, and only stands to make his villainy all the more unsettling.
  • Arc Villain: Of Chapter 2 as a whole, particularly 2-2.
  • Asshole Victim: Despite not being the worst of the floor masters, no one's especially concerned about his death as much as they are what his death means for the Second Main Game. Mainly, that it has to continue.
  • Atrocious Alias: He briefly goes by "Uncle crabstache" when referred to by Gin, Played for Laughs.
  • The Bad Guy Wins: He ultimately gets what he wants: For Nao to die and the Death Game to continue, despite not living to see the results.
  • Chekhov's Gunman: During the first half of chapter 2, he's just the creepy guy who runs the prize corner, but of the three characters introduced in 2, he's perhaps the most significant.
  • Disc-One Final Boss: Though he reveals his importance to the story late into 2-1, with Kai posthumously warning about the possibility of facing him, he kills himself without a second thought in the second Main Game.
  • Go Out with a Smile: For an instant before he shoots himself, he's shown with a tiny, creepy smile on his face as he encourages the group to continue the death game in his absence.
  • Human All Along: Despite presenting himself as a Doll, it turns out he's very much human. Being the father of Kai and all, he'd have to be.
  • Kick the Son of a Bitch: While Gashu is by no means better than Ranger, and in fact why the Doll acts the way he does, he's the one to fatally wounds Ranger for not playing his role as intended.
  • The Man Behind the Man: He's one for Tia and Ranger, despite it seeming like he was a lackey of theirs.
  • No Name Given: He's simply known as the Reception Doll, which stands out compared to the other "Dolls" who are all named.
  • Nice, Mean, and In-Between: The Nice compared to Tia's In Between and Ranger's Mean, seemingly supportive of the cast no matter what they do.
  • Offing the Offspring: He's noted to be Ranger's dad and referred to as such after he mortally wounds the doll. And he was also indirectly (by "virtue" of being associated with ASU-NARO) complicit in his biological son Kai's suicide.
  • Oh, Crap!: He pulls a rather jarring one once Sara reveals the statistics papers she was given, it being the only time he breaks out of his seemingly serene behavior. However, it disappears just as quickly as it came when Sara doesn't immediately know what it means.
  • Outliving One's Offspring: Kai is dead by the time he even shows up. Even worse, he never even mentions his son, and their shared family name and Kai's own word on his laptop are the only things confirming their relation.
  • Shopkeeper: Runs the prize counter in 2-1.
  • The Stoic: His expression rarely ever changes no matter what the circumstances are.
  • They Look Like Everyone Else: Compared to the other Floor Masters, the Reception Doll looks rather unassuming and mundane.
  • The Un-Smile: His smile is noted to be rather unsettling.
  • Walking Spoiler: It's pretty hard to talk about him without revealing his true identity or the role he plays.
  • We ARE Struggling Together: Despite being a Floor Master, he too has a collar and is under the threat of death unless he plays the role given to him.
  • Yank the Dog's Chain: When it is revealed he cheated in the Main Game and is left with the option of dying or giving a 24-hour extension, he chooses the former as to rip the hope from everyone's eyes.

    Midori 

The Real Sou Hiyori

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The doll of the Real Sou Hiyori. His human counterpart was killed by Alice, but he now resides as a Floor Master of the fourth and fifth floors. Despite acting friendly, he's quite fond of getting under other people's skin and has every intention to murder the main cast if he's given the chance.
  • Asshole Victim: As it turns out, Midori's human counterpart was far from a nice person in any meaning of the word.
  • Badass in a Nice Suit: Wears a black suit and also proves to a formidable adversary.
  • Blatant Lies: He nearly kills Hayasaka by reactivating an old trial, and when he shuts it off claims that it was an accident.
  • Brilliant, but Lazy: Heavily implied. He sets up traps and anticipates the movements of the others rather well, but he often complains about things taking too long and leaves the Dummies to give exposition instead.
  • Canon Name: The name available at default is "Midori".
  • Creepy Blue Eyes: His are drawn very differently from the rest of the cast's. There's no reflection or depth - just a long gaze.
  • Dissonant Serenity: He rarely drops his faux-cheery demeanor.
  • Early-Bird Cameo: He's shown on Kai's laptop in 2-2, and appears in 3-1.
  • Faster Than They Look: Has absurd reflexes in a standoff, much to Keiji and Shin's chagrin.
  • Faux Affably Evil: He acts like an old friend to everyone he meets, especially Shin. Granted, they actually were old friends.
  • Hello, [Insert Name Here]: He asks Sara to give him a new name at the beginning of Chapter 3. The default is "Midori." He does refuse to share a name with anybody in the rest of the cast (or be renamed to his old name, for that matter), though, telling you to "pick another" if you try.
  • Identical Stranger: Well, not quite identical, but he sure does bear a strong resemblance to his impostor, Shin Tsukimi.
  • I Lied: Much better at it than Shin, being able to manipulate both the former and Keiji into doing what he wants before his death. It's a trait he keeps after his revival.
  • Leitmotif: Has one of his own, fittingly titled "Madman."
  • Manipulative Bastard: And quite the cheerful one at that. Notable in his past involvement with Shin, who he manipulated into getting close to him back in highschool, in order to steal his information for the Death Game. It's explicitly stated he enjoyed seeing his fear and horror at these actions. Quite unsurprisingly, Shin reacts as if he's about to be sick upon seeing his later return as an AI. He also disguised himself as a police officer and joined the force, where he deliberately misled Keiji into thinking an unarmed criminal had a gun. Keiji shot the criminal dead, but found out too late that the man he had killed was his childhood hero.
  • Master of Disguise: He's able to disguise himself as a highschool student and a policeman to successfully manipulate both Sou and Keiji respectively despite neither going to that school or being on the force.
  • Meaningful Rename: He needs a new name because Shin took up his name. Downplayed with the default option, 'Midori', which simply means green. It can be Played for Laughs if the player chooses anything from a Double Entendre to something downright ridiculous.
  • Perpetual Smiler: It takes a lot to shake the grin off his face.
  • Posthumous Character: Alice swears left and right that he killed him, and certainly has been in prison over it for years, but Kai's laptop notes that he's extremely significant to the game in some way he doesn't know. He comes back - albeit as a doll - in 3-1.
  • Psychopathic Manchild: Despite seemingly friendly, he's quite homicidal and acts quite childish, insisting on playing games, hiding, and then consistently complaining about how bored he is waiting for the others to find him.
  • Talking the Monster to Death: Downplayed. When Midori finds the cast inside his personal IT room, he pulls a gun on them and threatens to kill four of them. Sara has the option to ask him if he'll really be satisfied by simple violence, which uncharacteristically unnerves him enough to stop.
  • Toxic Friend Influence: Heavily implied with Shin, as the latter looks ill whenever he sees or talks about him but has undeniably picked up some habits of manipulation and lying from him.
  • Troll: He messes with just about everyone if only for the very fact he enjoys doing it.
  • Walking Spoiler: It's hard to talk about him without revealing he's been brought back to life.
  • You Gotta Have Blue Hair: Like Safalin, he has green hair.

Other Characters

     Meister 

Meister

The Room Master of the 1st floor's Blue Room. A talking painting that goes by the name of 'Meister'. In order to acquire Miley's arm, he forces the five people stuck in his room to play Russian Roulette. He's to the point with his rules, but somewhat impatient.

  • Affably Evil: In comparison to every Floor Master, he's virtually a saint. He forces five of the participants into a game of Russian Roulette and is a bit too eager about it, but otherwise acts decently and doesn't try anything extra cruel against the participants.
  • More Than Meets the Eye: When trying to name Midori after someone you already met, he smiles and gives a quip before asking you to pick again. Try naming him Meister? He'll drop the routine, frown and just ask Sara to pick again. This is the Midori whose rap sheet includes getting Keiji to kill his childhood hero and tormenting Sou as his 'friend'. Just what did Meister do to earn such a response?
  • Out of Focus: He's only relevant for the first half of chapter one, and even then that's only with his Russian Roulette challenge. After that, he falls silent and Miley takes over with him never making a re-appearance. Justified, considering he's a painting stuck in only one room. Can't exactly do much otherwise. And with the participants moving up the floors, it's likely he might never gain importance again. It's worth nothing, though, that he resembles the Man from the Memorandum in Gashu's room.
  • Russian Roulette: Forces Sara, Joe, Kai, Q-Taro and Keiji to go through a variation of it if they want Miley's arm.
  • Starter Villain: He's encountered before any of the Floor Masters, and serves as a "lesser" version of them in a way. He oversees the part of the first chapter that contains the game's first debate section, and unlike later ones it's possible for it to be done with no casualties.
  • Warm-Up Boss: His antics serve as a way to introduce the player to more of the debate portions of the game.

    The Doll 

Doll Reko

The doll that replaces Reko in the Room of Lies. Her memories are up to date, but her personality is three years behind the real Reko, as a result she's much significantly less kind to people and more selfish. She initially believes herself to be the real deal, though as evidence builds against that, her emotional state quickly becomes unstable...

  • Cloning Blues: No matter how the moments of her life are spent after realizing she's a copy of the living Reko, they're horrible experiences for her.
  • Failure Is the Only Option: There's no way for her to survive the events of 2-1. Even if you choose to let her live, she dies in the very next scene.
  • The Farmer and the Viper: If you choose to spare her life, she'll kill the real Reko in the very next scene (though this does indirectly prevent Alice's death).
  • For Want of a Nail: She is the nail in the end of chapter 2-1. If killed, her head will be recovered shockingly quickly by Ranger and used as a bomb to murder Alice on the spot. If either spared or not definitively caught, Alice will live on and be able to divulge more of what he knows about the overall plot, but Doll Reko herself will stab her original self.
  • Hidden Depths: She shows a much more insecure side of Reko's character, wondering even before learning the truth about herself if people hate her and seeming afraid of the prospect.
  • I Just Want to Have Friends: By all indications.
  • Jerk with a Heart of Gold: Less there than her present self, but this is still Reko Yabusame, minus three years of Character Development. Even if she's more selfish now than she would become later, she shows the capacity to do better things for people on occasion and definitely could have become kinder had she ever had the chance.
  • Kick the Dog: Destroying the "precious bongos" Alice worked hard to give to her and then insulting him immediately afterwards.
  • Kill and Replace: Subverted. Ranger really wants everyone to think this happened, but the real one is still alive, at least throughout the sub game.
  • Killing Your Alternate Self: If her head isn't used to blow a hole in Alice's body, then she'll end up fatally stabbing the human Reko.
  • OOC Is Serious Business: Reko suddenly starting to act a lot crueler to the people around her is taken as a pretty huge red flag by the lot of them.
  • Ore Onna: And unlike her human self, she never drops this. It's an easy sign that something is amiss with her.
  • Talking the Monster to Death: Played With. Desperate to live, Doll Reko threatens to kill Nao and Sara if she's not chosen as the Reko to save. Nao successfully talks her out of her threat by pointing out she'd never kill her friends, but she immediately kills the human Reko instead out of despair and fear.
  • What Measure Is a Non-Human?: The game makes no attempt to sugarcoat it; its artificial intelligence-based characters are completely alive, sapient, and aware. Doll Reko, already showing a much more insecure personality than her human self, naturally takes really poorly to the idea that her life is valued less than that of the human characters'.
  • Yank the Dog's Chain: She was never meant to last past the Final Attraction, and even if she does and kills her human self out of a desire to live, she's killed moments later.
  • Your Head A-Splode: Her head explodes on to Alice and kills him if you choose Reko to live.

    Mr. Chidouin 

Sara's Father

https://static.tvtropes.org/pmwiki/pub/images/cara17_1.png

  • Amazingly Embarrassing Parents: Goes into a maddened rage at the thought of anything happening to his daughter, something Kai takes in stride, implying it not only happens a lot but is ultimately harmless overprotectiveness.
  • Benevolent Boss: He's remarkably kind to Kai: treating him well, joking with him and praising his efforts, as well as rewarding him with his red apron as a gift. One that touches him so much it causes him to cry.
  • Nice Hat: When he shows up at the end of 2-2.
  • Offing the Offspring: Circumstances point to him working with and/or being the mastermind behind the Death Game. In that case, he has calcuated an 84.5% chance of his own daughter's death.
  • Overprotective Dad: He's rather quick to jump to the conclusion that Kai's fondness of her means that he has a crush on her, and declares that he won't allow such a thing to happen. Potentially subverted, with the heavy hint that he's an active overseer of the Death Game.
  • Poor Communication Kills: Opted to keep Sara Locked Out of the Loop regarding their family's 'guardian angel', whom she knew as her stalker, which might have saved her considerable heartache, anguish and fear, not to mention leaving her more willing to trust him in the actual game.
  • Walking Spoiler: It's only going to get harder going forward to talk about him without the knowledge that he seems to be one of the final floor masters, or at the very least actually involved with the game in some way, appearing in person at the end of the "spare Kanna" route's chapter 2-2.

    The Memorandum Man 

The Memorandum Man

The Man from the Memorandum appears as the subject of a painting and the author of a journal in Gashu's secret room. Many years ago, he took part in a Death Game similar to the one the cast finds themselves in and survived.
  • Ambiguous Situation: About his feelings for the leader girl in his Death Game. Were they romantic or did he just appreciate her qualities so much that he held the same standard towards other women he dated?
  • Despair Event Horizon: Has this after the death of the leader girl during his game's third victim conference. It got to the point he couldn't really love any other woman since they couldn't fill the void she left.
  • Hero of Another Story: Subverted. He gives an account of his participation in the Death Game, but it's clear that while he did live, he wasn't the hero of it. Instead that went to a school girl who was eerily similarly to Sara. However...he also reveals it didn't end well for her.
  • Suspiciously Similar Substitute: His personality is eerily similar to that of Sou Hiyori's, with a few variations.
     The Obstructors 

The Obstructors

Dolls that are scattered around the fourth floor of the Death Game's facility who are meant to, as their name suggests, impede the participants by trying to kill them. Proceeding safely requires the cast to cooperate to stop them, as failing to do so will get someone killed. As of the released chapters, only three Obstructors are known: A Mummy fought in the Graveyard, a Book Horde in the Library and one known as Maple found in the Discussion Room.
  • Attack Its Weak Point: After burning its bandages, a bright red jewel is revealed to be the Mummy's weak spot.
  • Ax-Crazy: For most of them, all they want to do is kill one of the participants and can't be reasoned with unless the cast manages to either destroy or figure out the puzzle in time.
  • Beware the Nice Ones: Maple is the nicest of the lot and the most humane, only really wanting to talk with anyone who enters her room. According to a guide in-game, she is also the strongest of them.
  • Cruel and Unusual Death: Deliverers of such ends. The Mummy stuffs Anzu into a coffin and has it crush her alive while the Book Horde eats away at Hayasaka.
  • Evil Laugh: The Mummy has one when killing Anzu if not beaten in time.
  • Hero Killer: Potentially. Both Hayasaka and Anzu can be killed during the fight with the Book Horde and Mummy respectively.
  • I'm a Humanitarian: Err, well, Dollitarian. The Book Horde's method of killing Hayasaka.
  • Meaningful Name: Maple, who wears a pancake hat with maple syrup running down it.
  • Mini-Boss: All of them act as this for chapter three and proceeding means facing them.
  • Self-Duplication: The Book Horde keeps multiplying itself until there are enough of them to devour a whole person.
  • Shock and Awe: The Mummy starts off being electrified. Disabling the electricity requires destroying its armor.
  • Token Good Teammate: Maple. Unlike the others, she is perfectly content with just staying in the Discussion Room and talking with the participants about their feelings instead of attacking them.
    Touko Rikuno 

Touko Rikuno

https://static.tvtropes.org/pmwiki/pub/images/cara97_7.png
Introduced in Your Time To Shine, she's a university student who washed ashore on Memory Island.
  • Idiot Hair: A long one that reaches out over the side of her head.
  • Robinsonade: She's been stuck on the island for quite a while. Mishima encounters her when he comes across a boat she's been trying to repair.
  • Unkempt Beauty: Even with the tattered clothes and long, dirty hair, she's still quite a pretty young woman.
    Jin Mutou 

Jin Mutou

https://static.tvtropes.org/pmwiki/pub/images/cara98_1.png
Introduced in Your Time To Shine, he's an engineer who washed ashore on Memory Island.
  • Beard of Sorrow: Sports a bit of stubble from the time he's been washed ashore.
  • Robinsonade: Just like Touko, he's in pretty bad shape from staying on the island for so long.
    Rei 

Rei

An amnesiac who only appeared via diary he left behind in Your Time To Shine. However, by the time his notebooks had been discovered he had long since passed away with the island's 'curse' making him forgotten.
  • Hoist by His Own Petard: He was the one who created the island world...and ended up getting killed for his troubles. Though, in fairness, he did say that someone else had already taken to using it.
  • Posthumous Character: By the time his diary is discovered he's been dead for quite a while.
  • True Companions: Seemed to have that relationship with the other twelve castaways, if him leaving his diary and the device capable of returning his memories for them to use was any sign. Of course, on the only route on which they discover this, the island has begun to break apart.

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