#i don't wanna include character tags cuz i don't wanna be the fucker that interrupts someone's search for fanart of their fave
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my thoughts on neo the world ends with you
long but probably not very good to read. spoilers and allat
i have to admit that i have a knee-jerk resentment towards a lot of the twewy franchise outside of the original game. every port and remake and reimagining of the original is simply worse off because something fundamental about what made the original experience so fantastic is removed. granted, this is often out of necessity for it no longer being a DS game, and from a business perspective, something like the anime adaptation only makes sense when a sequel is coming out practically immediately after the anime ends. still, in regards to these rereleases, i can easily see them as things that only add to the franchise rather than remove from them. the mobile port, despite screwing with the art style and the gameplay, added new music that is on par with the original game's score. the anime adaptation, despite its truncation, occasional mischaracterization, and format the story was not made for, looks pretty great and is still fun enough to be an effective recap, which was its precise purpose. it is much harder to say the same for final remix.
final remix is a port of a port; it maintains the streamlined and exponentially less engaging gameplay of the mobile version. granted, it comes with new pins which work well enough with this new base, but that doesn't change the problems i have with these fundamentals. to make up for that (as well as bridge the gap between it and neo), final remix comes with "a new day": a continuation of the story that is necessary to experience in order to understand neo.
to be blunt, a new day is where my previously mentioned resentment began. the story it tries to tell is so emphatic on its mystery that it foregoes any actual depth. as something that is expressly being tacked onto the original story rather than its own entity, its poor quality leads to directly detracting from that story.
the reaper's game (for og twewy at least) was meant to act as a symbolic prison for neku that colored every bit of his progress. yes, his character development is fairly blatant, but if anything, it benefits from that. the framing of the reaper's game actually makes the arc more grounded in how arduous it is, in how it was so much longer than neku could have ever expected, in how it hurt in all the ways he was scared it would.
it's all perfectly embodied by the fact neku is still wearing his headphones when the original game ends on the sublime emotional note of him taking them off. it's careless storytelling, to such an extent that it colors everything that came before it as the last canonical events we get to see, made all the worse by how it (and consequently, the game) ends with Neku dying. again. the only thing that keeps me from being completely outraged at the comical disregard of his arc is that it at least doesn't take away his emotional development.
there's also the iffy characterization overall, once again to serve a mystery the plot cannot afford to answer the larger reaching implications of. mind you, there's nothing outright OFFENSIVE about its portrayals (i actually think fake joshua is the best example of characterization in the whole thing; it's fun to show what a character is by what they aren't), but it's all just so vapid. forgive me for being smarmy enough to use an antimetabole, but when you go through a whole-ass video game that has its plot function in service to its characters, playing such a blatant sequel-bait that has its characters serving the IDEA of a plot feels like a disservice to those characters. if there's a connection to be felt, it's not indicated or made stronger by what happens here; it's all for the sake of hype.
i'm rambling, but hopefully that embodies my emotions going into neo comprehensively enough. i couldn't help but see a new day as utterly counterintuitive, and as a result, i had my typical territorial nature for my favorite things cranked up to twelve. i couldn't even fully trust the original staff with this game. for a while, i couldn't shake the feeling that the franchise of twewy outside the original game tarnished my experience with it. i did everything i could to convince myself to go full "death of the author": everything that isn't the original game simply isn't canon. but that didn't feel right to me, so i still kept this deep curiosity in me. then, about two and a half years after its release, i started up neo and spent my winter break exclusively on playing it through to the end (college made it so if i didn't finish it then, i'd have to wait till the summer).
this FINALLY leads me to my thoughts on the game this post is supposed to be about.
in a word, neo feels derivative. mind you, that's by no means the full story. for certain aspects, that description is either deeply unfair or outright untrue; for others, it's frankly generous. holistically, however, it feels like a continuation of what twewy had to offer, when it could've been an evolution. this by itself would make it worse than the original, but then there are times where it can't even accomplish that much.
on that note: the presentation.
og twewy didn't just have a fantastic style, but phenomenal direction. it was a multi-pronged refutation of the idea of "style over substance". the pause menu alone is so informative, yet so digestible because of its adherence to the game's style, what with its inspired choice of music and cute lil thumbnails for all the menus you can navigate to from there. there's also accounting for what players will most often check the menu for and an effort to make such features particularly accessible. the shining examples of this are dedicating nearly all of the top screen to the map and the fact that all the combat options aside from the pins (your level, partner behavior, game difficulty) are available on that screen, rather than hidden in another menu. hell, credit where it's due, the rereleases' version of this menu are all just as good; the attempt to depixelize the visuals makes it look a little too much like a gacha game for my liking, but absolutely nothing about it was changed in such a way that it becomes harder to navigate
in general, i think ui/ux design is way more important in games than it's given credit for, though that's undoubtedly changed in recent times. it's always been listed as a separate career from other graphic design jobs, and rightfully so, but for games especially, it can't be stressed enough how much they make or break a game's flow and "vibe". fact of the matter is, a significant chunk of a player's time is going to be spent in menus no matter what. i'm sure there's exceptions to this, but all i can think of is very primitive examples like pong which obviously don't apply to what i mean. as a result, making those menus feel fun and/or natural to use elevates the entire experience in ways even the most diligent game developers might not realize. an article from gamesradar has a translated quote from persona 5 director katsura hashino which really emboldened my feelings on the topic
"In Japan, UI design is often handled by new employees. ... Top level designers are usually in charge of characters and background graphics, with the UI being secondary. I think that’s a mistake. That’s why Atlus' UI designers are paid so well."
(side note: as great as the menus in p3r mostly are, the change for the in-battle menu from the revolver chamber is criminal. i know they still kinda have it, but i still prefer what the original did)
with all that said: neo twewy has three pause menus.
the first menu, which i will call the main menu, is where most of the options that relate to gameplay are. your current objective, social network (no jesse eisenberg in sight), equipment, map, and collectible progress. each of those five things i mentioned are their own menu within this menu, except for equipment which is actually two menus in threads and pins (to be fair, just like twewy).
the second menu, which i’ll call the pause menu, has all the shit that give off system setting vibes. saving, loading, going to the title screen, volume control, subtitles (always yes), voice track (we’ll get to that), the works. worth noting that this menu has absolutely no style to it. it is laughably barebones. sauceless, if you will.
the third menu, which i’ll call the combat menu, has all the combat options twewy had at the bottom of its main menu. this menu is also pretty lacking in sauce, though i suppose there’s only so much that could be done without it feeling obtrusive.
an insane person would argue this is a good translation of the immediate access in twewy’s ui. this division means less navigation is needed for certain option and it makes clutter a non-issue (in theory). while i’m sure this is true for some, for me, it became a consistent headache which would often undermine what i think are its design goals. the main menu’s subdivisions are a good example, but i actually didn’t have too much of a problem with it since switching between the menus was fairly snappy. the pin menu, however, was COMICALLY clunky. it becomes far too difficult to navigate your list as soon as week 2 starts. neo is a home console game, so there is zero need for a single pin to take up THAT much space on the screen, especially when that same pin at a different level of progress is listed separately, effectively doubling the amount of shit you have to sift through. the attempts at giving me shortcuts and filters ended up only confusing me. by the end, i resorted to exclusively consulting the full list every time, because even if it was tedious as all hell, at least i understood it and could eventually memorize the positions of things.
granted, it’s not all bad. you can actually access the combat menu while you’re in the main menu, so you can experiment with your level and view the drop rates in the noisepedia simultaneously. this version of the map, while it takes extra steps to access, also has features twewy’s map did not, namely the ability to see the kinds of noises that spawn in an area. you can even zoom in and out! for some reason!
these undeniable improvements are not only things twewy did not have, but in some cases (i.e. the map's new features) couldn’t have. however, it’s still missing the forest for the trees; the fundamental flow is still so disjointed that these features feel like a bandage on a tumor. i fully concede this next complaint is at least partially on me, but i cannot tell you the number of times i pressed the button for the wrong menu. because each menu has important shit that i need frequent access to, my muscle memory for the “i need menu things” neurons are always confused. if i’m not wasting time by going to the wrong menu, i’m wasting time by hesitating on pressing any button in case i’m wrong.
i’m being cruel here to an extent, and i acknowledge that. in isolation, these problems aren’t even a fraction as damning as i make them out to be, but when it’s something repeatedly experienced throughout the entire game, i cannot ignore how i dread having to interact with these menus and how they color my experience. granted, you could argue these complaints refute my thesis statement on neo being derivative. it may have failed, but is this not neo trying something new? to that, i would make the distinction that this is not a case of neo evolving, but rather, simply adapting.
allow me to branch back out to the more general subject of the game’s presentation.
i am by absolutely no means going to be calling the presentation of neo bad. that might be shocking to hear after me going so hard on the ui of all things, but i'm not an idiot. the soundtrack is a delight ("the beginning of a happy life" is genuinely, no bullshit, honest to god one of my favorite vg songs i have ever heard), the visuals are never any worse than ok (fret's design is by FAR my favorite, but i also liked shoka, rindo (mainly just his mask continuing the theme of neku's "hear no evil" with "speak no evil"), and susukichi), and when the two combine, it consistently achieves a familiar vibe throughout.
VERY familiar.
again, the presentation of neo is not bad. i would go so far as to call it good overall. but i genuinely struggle to think of any way it substantially iterates on what twewy has to offer. from where i'm standing, it feels like a complete copy-paste (with one exception that i swear i will get to soon cuz this is now like my third time alluding to it).
it's a bit of a mainstream example, but when you look at something like final fantasy, there's a clear throughline in the presentation of pretty much the entire series. even at its most vibrant and cutesy, there's this particular breed of gothic or sci-fi or—and i truly do not mean this disparagingly—edgy you can feel in the foundation of a final fantasy game. conversely, even at its darkest, final fantasy has its own brand of whimsy and bombast in chocobos or summons or the bajillion leitmotifs throughout the franchise. through it all, final fantasy has maintained a strong fundamental identity, but has managed to express it in a myriad of ways that, rather than dilute said identity, only bolster and refine its spirit.
i use final fantasy specifically because of its similarities to twewy. granted, these similarities are largely surface-level, but that's also kinda my point. final fantasy as a franchise achieves the variety it does through acknowledging what is fundamental to it and innovating off of that. by contrast, twewy (the franchise, not the game) is afraid to change its spirit and seeks purely to preserve it. because of that, the only way you could really differentiate twewy (the game, not the franchise) and neo at a glance is because of the hardware they are on. acquiescing to the merciless march of time, rather than embracing it.
that's why i still think my complaints about the ui ultimately fall back on the critiques of neo being derivative. while the problems with the ui in isolation seem like the developers trying something new, when you look at neo holistically, it is so clearly just an attempt at merely adapting, and sometimes it feels like neo fails even on that level. it isn't even innovation by necessity; every change feels like a sacrifice more than anything.
and on that note: gameplay.
i would say i generally enjoyed playing neo. the overworld exploration is very bog-standard, but i still appreciate it. remind is cute (it and telewarp's mechanics are obviously scripted but successfully "feel" cool to use) and dive fights are cool. i didn't mind the lack of fast travel, and in fact ADORED beat's soundsurf. having it add to your groove makes so much sense it hurts, and i love what it does to the music. but all of this is kinda window dressing when compared to the combat.
i'm sure my utter obsession with rpg (especially traditional rpg) gameplay aids my love of neo's combat, but i think most people can appreciate the gameplay loop. assigning party members to specific buttons is an undeniably fun concept. the hyper-customization of the combat is also something to be admired (to an extent); i'm sure i'm not particularly special for this, but i adore any opportunity to play a game "my way". the pin list is a teensy bit bloated with repeated ideas but with a higher number and/or different and somewhat arbitrary "element", but i sincerely love it overall. with how diverse the ideas are, there's a shocking few that i would consider objectively worse than the others. for example, the strength of the game's combo system "groove" means that a pin having a lower power doesn't actually make it necessarily worse, since less damage per attack allows for longer combos, which allows for more liberal and consistent use of the special moves unlocked by reaching the 100%, 200%, and 300% thresholds. inversely, as a compulsive grinder, the game's progression felt fairly natural even when i was pretty blatantly overprepared. fights are incredibly busy, and the boss fights especially are designed so that a single mistake can become a slippery slope of punishment. i died fairly frequently, particularly from getting too big for my britches and taking on a reduction chain i just couldn't handle. thus, fights never felt thoughtless the whole way through, which i was frankly REALLY impressed by.
i would accredit each of these compliments (or a stronger version of them) to twewy (to the point where i'm strongly tempted to derail this whole thing into how much i fucking love twewy's gameplay), but to its credit, neo does take different ways to get there in a lot of cases. to be doubly fair, though, as i've previously stated, these different approaches feel like they needed to happen rather than resulting from a distinct and passionate vision. to be TRIPLY fair, though, what's here has so much polish and depth that there was clearly some kind of passion present. my mind made a strong connection to kingdom hearts; i am not a big kh fan, so that is either indicative of just how similar neo and kh are (that someone like me could point it out) or how ignorant i am to action rpgs (accusing neo of being similar when it's really not). i'm open to either option.
the hyper-customization also feels like a double-edged sword, in that there is virtually no difference in how each of the six party members play. making your party members distinct from a gameplay perspective is INCREDIBLY important, because it's such an effective tool of storytelling. for better or worse, how a character performs during gameplay will directly influence how a player will view that character holistically. if, either by pure luck or bad game design, a character underperforms, a player is inclined to view that character less fondly. while neo's method of little if any distinction seemingly circumvents this slight dice roll, it closes off a unique opportunity entirely and settles for something that feels a little bland. mind you, this doesn't change anything about what i liked about the game's customization and customization as a whole. i do believe, generally, that the more customization the better, but that can't be an excuse to homogenize the party members.
none of how the game handles levelling up and stats really helps this. yes, characters will have different tastes in terms of food (leading to potential bonuses on top of the stat increases that food already does), and some clothes will have secondary benefits exclusive to certain party members, but it's not nearly enough.
i'm tempted to say that the solution to this would be to find a better balance, and that is still true on a fundamental level, but i also don't think making party members distinct and customization are mutually exclusive, or even necessarily things that mitigate the capacity for the other. if you want to go as extreme as what neo attempts, then yes, a focus on customization will undermine uniqueness, but there's also ways to let them heighten the other. in twewy's case, the dynamism of neku's gameplay vs the static "gimmicks" of his partners spoke not only to the personalities of each character individually, but also of neku's relationship with those partners and with people as a whole. more contemporary and popular examples of this would be pokemon (especially nowadays with nature mints and streamlined ev training) and persona (especially 5 royal).
the latter of the examples i bring up is an interesting one to me: taking advantage of a protagonist who is a canonical blank-slate (not to say joker or any persona protag from 3 onward has no personality, just that they are wild cards) to let them fit whatever mold the player wants. it's a big indicator of what i mean when i say that customization and uniqueness can coexist, because in this case, they're two almost completely separate spheres that manage to function without overpowering the other. when they DO interact, such as with the intended evolution of the mc's personas or the customization allowed for non-mc party members, it only enhances what it touches.
i should stress, despite these critiques, that i think neo's gameplay is good. i had fun with it. there are aspects of it, such as its pin selection, that i found memorably impressive. but i want to stress why i stick so strongly by my thesis—that neo is derivative—even for its best aspects.
and on that note: the story.
let's get the big thing i've been alluding to out of the way: i ADORE neo's localization. i really, truly, sincerely think there wasn't a single time in the entire game where i felt some piece of dialogue was awkward, and that is not only a compliment for the localizers, but for the writers as well. don't get me wrong, i could sometimes notice that things were localized, but that realization never jarred me. rather, it made me that much more confident about what that piece of dialogue could tell me about the character saying it, the situation they're in, and/or their relationship(s) to whom they're talking to.
i won't act like it's absolutely perfect, of course. however, my complaints come from failures to achieve the goal of localization, rather than with the innate nature of the practice. for example, probably my biggest hang-up on it is that it undersells a lot of the sentiment when shiki and neku finally reunite, though the voice acting is partly responsible for that (likely moreso the voice direction rather than the actors themselves, but i can't say for sure).
back on the positives, i do find the english voice acting pretty good. miranda parkin as nagi is my personal highlight; her performance reminds me a LOT of erica lindbeck's futaba sakura, and you should absolutely look into her work on her youtube channel "ParkinArt" when you get the chance, because she is superbly talented. shoutouts also go to xander mobus as kubo (i struggle to think of a sleazier voice) and pretty much every returning va.
in general, i am pretty massively defensive of localization and localizers; whole lotta people who don't know shit spouting, well, shit. to be fair, i'm not much better, but at least i'm on the side of the people who do this shit for a living. and i'm also on the side which appreciates those people for the work they do, because i can't help but feel like it's really fuckin hard. you're not just translating the literal words, but finding ways to synthesize it to maintain the SPIRIT. This short video by "Jehtt" about the opening line of Sonic Adventure is an excellent example of what I'm talking about.
youtube
as for the content getting localized itself, final remix (and specifically a new day) made it clear that whatever sequel comes out, it's going to be some kind of direct continuation of what's been established, rather than a self-contained story in the same universe or something along those lines. personally, i would've preferred the latter if a twewy sequel HAD to exist, and to its credit, my favorite things about neo twewy's story tend to be the things which THEORETICALLY make it stand on its own. obviously, your enjoyment is enhanced if you play the first game, but there's enough in neo to make it possible for someone who doesn't to still understand it.
for example, new characters are fun, even if occasionally half-baked. i'll get the riff-raff out of the way: the shinjuku reapers felt like goofy personifications of gimmicks that served their purposes well enough, coco is a bit less annoying this time, tsumugi is hilariously half-baked after being hyped up as much as she was, hazuki... exists, and i struggled to see any of the other team leaders as more than an impetus for other characters (though i am DEEPLY grateful kanon isn't as bad as she could've been). speaking of which, how about those characters?
my favorites were nagi and fret; i see their concepts as a bit tropey, but executed well all the same. the ways their arcs intertwine were surprisingly compelling; nagi's dislike of fret wasn't just a weird gag, but an inevitability of fret's compulsion to put up a front and nagi's keen perception and hatred of "fake" people. once nagi learns why fret puts up this act as he makes an effort to move past that instinct, they start bonding almost immediately as she tells him more about her inner workings and that she'll take care not to be so judgmental thanks to his influence. the reveal that she got fret on elegant strategy after the events of the game made me smile way more than the game trying to get me to like rindo and shoka as a couple ever did.
on that note, i could take or leave rindo as a protagonist, and in general, my interest in the shinjuku reapers (especially shoka) waned as they became more significant. that's not BECAUSE of their significance, mind you, simply that they ended up disappointing me in one way or the other (with the possible exception of kaie who was just kind of a silly little guy). it comes back, yet again, to my thesis on this game failing to meaningfully iterate. i understand and agree that there's a lot of value in establishing parallels between characters, even if the plots of their stories are disconnected. i would go so far as to say it's ideal to make a sequel expand on the subtext of what's been established like that, as long as it and what's new bolster each other. in the case of rindo, i struggle to appreciate things about him that aren’t some extension of neku when he was a protagonist. i found his arc about making his own decisions sudden and a bit inexplicable, especially with how blatantly it was stated. felt like a case of saying a character was having a specific arc without actually giving them that arc.
as for shoka, i do like her more than rindo. in fact, it’s her relationship with him that made me lose interest; it felt like all the things that endeared me to her, like her relationships with the other shinjuku reapers and her brand of snark, got pushed to the side in favor of said relationship. it dominated everything else about her character in a way it felt like it just didn’t with rindo. granted, this could just be because he’s the protagonist, and her “snark” is a surface level reason to like her. however, i don’t find that first concession to be an adequate excuse, and it was precisely her personality that got me interested in the character to begin with, only for it to feel discarded (albeit probably not completely, i’m sure there’s a cute lil moment or two i’m forgetting). considering shoka’s love of gatto nero and shiki’s presence in the game, i imagine the parallels between the two have to be somewhat intentional, including with their relationships to their respective mc. like with rindo, these parallels make it hard for me to appreciate the character, but unlike rindo, shoka’s parallels seem to actively oust the things unique to her, as opposed to rindo’s leaving little opportunity for appreciable distinction to begin with. again, i ultimately prefer shoka, as tis better to have loved and lost than to have never loved at all.
that just leaves the three elephants in the room/party: all of them are returning characters. two of them are characters you played as in twewy.
i do want to make it clear that even at my most territorial, i don't think i was ever completely against the idea of there being returning characters; if anything, my ideal twewy sequel would actually feature characters like joshua or hanekoma more prevalently than they were here. rather, much like most things, it comes down to how you implement them, and neo does so in a way that pretty blatantly relies on them. even that isn’t a necessarily a bad thing, but remember what i said about this story attempting to stand on its own?
what shocks me about their sheer prevalence is that very little of it feels necessary. i don’t get the feeling that any of the og gang were needed to make this story work on a thematic level (as happy as a lot of their scenes together made me), and in fact, as i alluded to with rindo and shoka, it actually seems to impede or dampen a lot of what the game is trying to go for. i see it as perhaps the single most blatant example of my thesis statement. neo plays with the concept of a self-contained story, but is unable to let go of what's already there, innovate enough on the franchise and original game’s core, and pull through with something standalone, because it seems generally unwilling to embrace change, and consequently, key aspects of creativity and what makes a good sequel. i understand if others don’t share this opinion, but to me, it really feels like neo only changes when it has to, and that reflects in the changes it makes as well as the ones it doesn't.
and on that note: the conclusion.
sorry this feels so disparate. i definitely wouldn't call neo a bad game, and in fact, i think given some time, i can comfortably call it good. plus, i can, after some difficulty and deliberation, say it and even final remix's existence only add to og twewy. impulsive territorialism be damned, it makes me happy to see stories and characters i love be added on to like this. the aspects i consider bad, even if they might be fundamental, are not enough for me to avoid embracing and appreciating the good. my silly little headcanons are not “threatened” by things like final remix, even if it felt like they would be in the moment. it is still possible to imagine all my favorite characters living happily ever after with each other, even that cunt with the mop for hair joshua, and if anything, certain scenes in neo only add to those delusions. i may have complained about them, and i do stand by those complaints, but i cannot deny how much i love them in isolation. i think the only thing that could've made me hate them is mischaracterization, but the only instance of that which stuck out to me (neku and shiki reuniting) seems to be a translation issue, and the real sentiment of the scene aligns far more strongly with my views of the characters.
that said, i'm still definitely disappointed by it all. neo's derivative spirit felt very pervasive to me the whole way through, and by the end, i felt a strong urge to replay twewy. that's not a necessarily bad instinct to have after playing a sequel, because it's the idea of "wanting more". it is, however, bad in this case, because it was a mix of that and the idea of "wanting better". i wanted to play something where these good ideas were new, or better yet, something where the new ideas were good. as it stands, i'm left the slightest bit hollow; just enough to be noteworthy, but i still feel like a dick for bringing it up.
i'm happy i played this game. i may very well play it again in the future. there's aspects of it i like to the point of loving. and yet, i hesitate to say i like it.
my feelings on this game continue to be jumbled, even after all this. still, writing a lot of it out definitely helped, and it was really fun to make! thank you oh so very much for reading; i hope you enjoyed it!
oh, and i would rather rip my dick off than play scramble slam again-
#ntwewy#neo twewy#neo the world ends with you#twewy#the world ends with you#might be forgetting smth#ah well maybe later#i don't wanna include character tags cuz i don't wanna be the fucker that interrupts someone's search for fanart of their fave
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