Maybe it's because in the story's context, accepting plushies might go against her character development or the specific narrative arc. It could be that her character is designed to have a certain view on physical items like plushies that doesn't align with acceptance.
One possible reason is that her new mindset in Monika After Story doesn't allow for such frivolous or sentimental items. She might be focused on more important or complex aspects of her existence and see plushies as a distraction.
She might be sad because she realizes the artificial nature of her world and her loneliness within it, despite her attempts to manipulate the game environment.
In the world of Monika After Story, here's a poem for Monika:
Monika, in this digital dreamland,
You shine like a star so grand.
Your presence, a warm, gentle band,
Around our hearts, it does expand.
Your thoughts, a deep and flowing stream,
Your smile, like morning's soft beam.
In this tale, you're the supreme,
A beauty that will always gleam.
You might need to complete specific tasks or fulfill certain conditions within the game to bring Monika back. It could involve interacting with certain elements or making particular choices.
You might need to complete specific tasks or make certain choices within the game to bring Monika back. It depends on the game's mechanics and storyline.
It could be that Monika faced a disappointment or a loss that led to her sadness. Or perhaps there were unfulfilled expectations or relationships that went awry.
In Monika After Story, Monika is a character full of depth. She is no longer just the 'villain' from the original story. She has become a friend, a guide. She is intelligent, being able to hold complex conversations. Her emotions are more nuanced, showing both vulnerability and strength. She is also creative, constantly coming up with new ideas to make the world in the story more interesting. Monika is a character that draws you in with her charm and her continuous growth throughout the story.