Tumgik
#though really TWEWY's perfect for a rhythm game
amcdrawnon · 2 months
Text
Tumblr media
Soundsurf no Tatsujin
29 notes · View notes
sage-nebula · 3 years
Text
Game Review — Neo: The World Ends With You
In 2008 I played a JRPG unlike any other I had played before, or have played since. It was a self-contained story and for the most part I was okay for it to stay that way, though I was always curious what more could be done in the world, and hated how Square-Enix kept teasing us with the promise of a sequel that it seemed would never come. But now, 13 years later, that sequel has finally arrived.
Tumblr media
Overall Score: 9/10
My personal feelings on the story and characters aside, overall Neo: The World Ends With You lives up to its predecessor in terms of gameplay, writing, music, and presentation. Unlike other sequels which fall woefully short of their predecessors, Neo does a fantastic job of staying true to the spirit of the original so that older fans can enjoy it just as much as new fans do. For more detailed thoughts, head under the cut (and onto my blog for formatting purposes).
The Pros: 
The writing, for the most part, is excellent. Again, I have more personal takes on the story and character beats that I’ll delve into on a different post, but in terms of how the dialogue and flavor text are written throughout the game, Neo has shown that the writing staff hasn’t forgotten what makes The World Ends With You spectacular despite it being 13 years. The humor is on point, the character of the fictionalized version of Shibuya that was created is on point. Even just playing the demo I could tell that the charm was still there despite this being written over a decade later and I couldn’t be happier with that fact.
The music is, of course, phenomenal. There are remixes of tracks from the original game that are great, because I’ll never say no to a version of “Transformation” or “The One Star” or “Someday”. But there are also original tracks that are just absolutely beyond fantastic, such as “Kill the Itch” or “Last Call” or “Bird in the Hand”. One of the things that sets The World Ends With You apart from other JRPGs is its music, and how it’s composed to be music comparable with what you could hear on a radio versus being very identifiable as video game music, and Neo delivered on that front yet again with both the remixes and the original tracks.
The gameplay is another area in which Neo shines. It would be impossible to replicate the battle system of the original game, something Square-Enix showed time and time again with their numerous ports and remasters of it. The original game was meant to be played on the Nintendo DS, and specifically the Nintendo DS, in that it was created with the dual screens in mind. As a result, the two partner system just didn’t work on the numerous ports and re-releases, and it wouldn’t be able to work in Neo either due to the fact that none of the platforms it’s releasing on have dual screens. As a result, Neo’s battle system is very different, but also very, very good. The battles are still real time, and you still control all of the characters at once (I don’t think there’s a way to let the AI take over like with the partner in the original game, but I could be wrong on that), but this time they’re all in the same plane of existence and you juggle up to six of them at a time. Instead of passing a light puck to power up a sync fusion, you’re instead bouncing combos in order to work up a Groove, which in turn lets you Beat Drop in what is essentially a version of the sync fusions, albeit not nearly as specific to the characters as the sync fusions were. There were times while playing that having to balance so many characters at once got a bit much, especially when trying out new pins with different reboot times, but overall the battle experience is incredibly smooth and is a perfect rendition of what TWEWY battling should be like on a single screen. Battles aside, there are numerous other areas in which the gameplay shined as well. Starting in Week 2 you gain the ability to move around the map more quickly in a way which integrates the BGM as well (which is important given how much thematic importance is given to music in these games), and in Week 3 you get an even faster method of travel via telewarping around the map. Pins are back, and with a story explanation given for why the characters can use any pins they please, you get different pins to use and elemental affinities to consider when picking out your decks. A new Social Network feature not only gives you additional information on various characters, but also grants you new abilities and can help you keep track of who is who, as well as who has a relation to whom. Little features like this definitely add to the experience of the game and make playing it feel fun, which is always of paramount importance when it comes to video games.
There is a ton of content, which again, is pretty important when you consider that this is a $60 game. Like the original game, there are three weeks of seven days apiece for the main story. In a way, this can make it seem like the game goes by too fast (especially if you binge play it like I did), but also like the original game, there is plenty of post-game content to do as well. For one, we once again get a light-hearted parody bonus chapter in the form of “Another Day”. For another, there are Secret Reports unlocked by completing special missions in each chapter that provide extra background information, as well as an unlockable secret ending as well. So although the main story can go by fast (especially if, again, you just can’t put it down), there is still plenty to do once the main campaign is completed and that’s always the mark of a brilliant game as well.
Speaking of, the game really is difficult to put down. Five hours passed by in a blink for me while I was playing, not only because the gameplay was fun, but because I just had to know what was going to happen next. There were times when I figured I would just start the next day and then put it down, but the next day began with something crazy happening and I had to follow up on it. For a heavily story-based game, this is yet another necessary strength and the developers pulled it off fabulously.
For the most part, the characters were all fantastic as well, newcomers and returning vets alike. The original game shined in how unique it made its characters, and Neo does this as well. The returning cast is (again for the most part) IC but with notable growth in their personalities and demeanors, and the new cast is equally as lovable (or detestable for those that are meant to be detested). Again, since this is a story-based game, having strong characters is a necessary requirement and Neo pulls that off just as splendidly as the original did, with few exceptions.
The game is also beautiful to look at, much like (at risk of sounding like a broken record) the original. The comic book art style has always been incredibly unique and charming, and they integrated the 3D graphics seamlessly with the art style to create a truly beautiful marvel to look at while playing. The character design is also worthy of a chef’s kiss, especially when wise decisions were made behind the scenes to swap the designs of certain characters (namely, Ayano and Kanon originally had each other’s appearance, before a smart decision was made to swap how they looked). All in all, this is a game you never get tired of looking at.
The Neutrals:
Despite there being a wide variety of pins to use (especially since any character can use any pin), there actually isn’t that much of a variety in terms of what the pins actually do. This is partially due to hardware restrictions; in the original game they could have sound based pins because the DS had a microphone, and the touch screen also allowed for different types of inputs as well. But current consoles don’t offer as much in terms of gameplay ingenuity, and as a result you get a lot of pins that are basically just clones of each other, which is a little bit disappointing when you compare it to the original (especially since I haven’t discovered many iconic sets yet, a la Darklit Planets or Brainy Cat etc).
While there are a ton of characters in this game, there is much, much less emphasis put on the citizens of Shibuya who aren’t involved in the Game, which in turn makes it feel like there are less memorable side characters than the last game. For the most part, the citizens of Shibuya are basically relegated to just being possessed by Noise, and that’s it. Whereas we saw their lives carry out over three weeks in the last game (such as Makoto’s evolution in both his social and professional life), here we don’t really get to see that, which is a bit disappointing as well.
The battle gameplay, while very fun and smooth, does feel a little less deep at times than it did in the original game. While in the original you had to learn to balance Neku’s pins with his partner’s psychs, here you’re basically button mashing in a rhythm in order to get the gauge up, which can get a bit tiring if you do a bunch of battles in a row. The fact that the Beat Drops aren’t unique to the characters like the Fusions were is another thing that, while not a huge detriment, still feels a little less special than the Fusions did in the original game.
Neo is a lot more plot-focused than the original, which was more character-driven. Don’t get me wrong, the original definitely had a plot as well, and Neo does care about its characters. But while the deeper aspects of the plot were discovered post-game through the Secret Reports in the original, here the plot intricacies are front and center. And while the first game spent way more time developing its characters and focusing on their inner struggles, here the character issues are mostly pushed to late game in order to focus on the plot. It’s not bad, but it is noticeably different.
You still don’t get to actually see the characters in the clothes you dress them in. While this makes sense (it would be way too much to program in), it’s still a bit of a letdown.
The fashion brands don’t really feature into the plot or world at all, with the exception of Gatto Nero because of who created it. Again, it’s not a huge deal, but I enjoyed how you could see which brands were most popular in different areas of Shibuya in the original, and how you sometimes had to boost the popularity of the brands via doing battle with those pins or clothes equipped in the original in order to clear missions. It made the brands you were wearing actually matter, versus just being fun flavor text.
The Cons:
The time travel mechanic, Replay, is probably the biggest con this game has to offer. While it does have consequences that I won’t spoil here in the very final act of the game, for the most part it completely negated the stakes for the vast majority of the game, because you knew that even if something terrible happened, Rindo would be able to go back in time and fix it. I was never worried about what the characters would encounter as a result of this, except for in a few instances where something bad happened after Rindo had already used his power for the day. This is a noticeable downgrade from the original game, where there were no Do Overs and Neku and the others had to live with whatever consequences the Game had in store for them, which made everything feel that much more dire. In addition to lowering the stakes, though, Replay also loses points for the fact that having to do the same events with slight changes over and over felt like padding. In particular, in the endgame there is a segment you have to go through about six different times, and it felt maddening. While I do feel like Replay was a homage to the Zero Escape games in that it works remarkably similar to Sigma and Phi’s SHIFTing ability (and Fret even calls the Game “the escape room from hell” which again calls to Zero Escape), for some reason it felt far more like a chore here than it did there, possibly because you couldn’t Jump at will here like you can in Virtue’s Last Reward.
I’m personally not wild about the adult/teen romances that were implied in the game, even though thankfully neither of them seemed reciprocated. Namely, Kanon viewed Fret as a kid given that she’s an adult and he’s a teenager, and Shoka never really thought about her relationship with Ayano that deeply even though Ayano seemed pretty in love with Shoka. But even though these relationships weren’t reciprocated, the fact that they were present at all is still something that I’m really just not wild about, and made me feel a bit uncomfortable while playing. (And yes, I know that Ayano and Shoka are said to be sisters in “Another Day”, but the subtext surrounding Ayano’s feelings in specific in the main story is so blatant it’s essentially overt text. I don’t want to get into it here since that delves more into spoiler territory, but I really just was not wild about it at all, especially since that’s the most blatant lesbian rep this series has given us thus far, which is disappointing to me, a lesbian.)
I don’t want to dive too much into this here because of spoilers, but: Neku. From his English voice acting to his writing, he was disrespected up and down in this game. Truly a massive disappointment in every sense of the word, and so he deserves a Con point all to himself.
There is a noticeable lack of minigames in Neo, as well as a lack of variety in the wall missions. We only had one instance of Reaper Review (that I encountered at least). There was no Reaper Creeper, nor was there Tin Pin Slammer, though both were mentioned. As someone who loved Tin Pin Slammer, I was so sad to see it not present at all in this game, and there wasn’t even a suitable replacement for it that we could play on the side, either. As mentioned above, the battles can get a bit boring after a while, so the fact that there weren’t minigames to help break them up truly feels like a detriment to what is otherwise a very fun game to play.
Fret’s Remind ability was a chore every time I had to use it. You had to hold the joysticks at certain positions and if you couldn’t solve it fast enough, you had to reposition them all over again. Maybe it’s just the Switch version that was having the issue, I don’t know, but I found it incredibly finicky and hard to control, which made me dislike every time I had to do it despite loving the little drawings that Fret conjured up when he used his ability.
In cases where Noise could interrupt your entire party at once, I found that I was unable to use pins a second or two before the interruption came. This was most notable with the elephant noise (fuck those elephants, me and all my homies hate those elephants, there were TOO MANY ELEPHANTS in this game) and the final final boss. Again, this could be a bug exclusive to the Switch version, I’m not sure, but it was annoying as heck regardless.
All in all, whatever complaints I may have, this game is extraordinarily fun and a wonderful sequel to an even more wonderful game. I’m incredibly happy with it and I’m glad that it lived up to expectations, particularly considering how long it took to arrive. Now we just need to wait 13 years for a third game. I don’t know about you guys, but I’m ready.
15 notes · View notes