Finished
The World Ends with You. Bear in mind that this review is coming from a person who has been
wearing a red skull pin on his hat for the past 15 years (as an ironic representation of my part as a mindless consumer in a capitalist system).
This was one of my favourite games ever when I was 17, but replaying it now, honestly I can't say it really holds up. It has style, I can give it that. It has so much style it oozes from every part of the game. Beyond style, though, it doesn't have a lot. It has a little story about a loner finding friendship and expanding his world that's kind of cliche, but its so short that it doesn't really get a chance to do much with any of its characters or with its premise. Like, Shiki is Neku's emotional drive for 2/3 of the game, but their entire interaction basically consists of arguing over the value of friendship and like one conversation about insecurities. I like the characters (including the minor side character you see throughout the game), they're fun, but they have no depth.
The same goes for the rest of the story. Like a game where dead people compete to earn another chance at life is cool, but in execution it makes no sense. What characteristics is this game trying to evaluate in determining whether a person is worthy of another chance at life? In the first day a ton of people seem to be wiped out by noise before they even get a chance to form a pact and fight back, what does that prove? Is it only people who are skilled in spiritual combat that deserve another chance? A few of the missions tend towards helping people, but a lot of them are just 'defeat the noise' or 'defeat the game master'. The rules of the game are so nebulous and loosely defined that it really doesn't make sense in retrospect. A reaper's goal is to eliminate players, their power and life span is determined by how many players they erase, the game is weighted heavily against players and traps and tricks are allowed, and the game master (always made out to be a highly valuable and extremely skilled individual) themselves must be killed for the players to win. All this together makes me wonder why the game even exists, because everybody running the game
really doesn't want anybody to win. Like, our little group of protagonists learning their life lessons and getting a second chance is completely incidental to the way the game is structured or the goals of any of the major players in the larger plot. Also, how does someone coming back to life even work? Everybody has been dead for 3 weeks, wouldn't their sudden resurrection be kind of a big deal? "Hey Shiki, didn't you die three weeks ago?" "I got better!"
The twists and overarching reveals in the ending are also extremely muddy. Again they are cool, but don't make a ton of sense when you consider all of the game events together. Also my man Sho gets totally dunked on off screen in the ending, and that's enough to raise legitimate concerns about the competence of the writers on its own. Speaking of Sho, and the first game master, but what was with their obsession with math and cooking respectively? I wonder if that was a localisation thing, because it doesn't actually seem to have any basis in their designs, actions, or really anything.
I could probably go on for 10k words and analyse every part of the story, but nobody wants to read that so I'll cut it here and talk about the gameplay. Again on a surface level, it's cool. You get all these neat little pins with different abilities and you can mix and match, and level them up and evolve them in different ways. Then there's all the different equipment, and food mechanics, and different partner abilities, and it's all irrelevant window dressing because the gameplay is
hot garbage! All that stuff is there to mask how terrible the game is to play if you actually want to be challenged and engage with its battle system. For starters the RPG mechanics cause their usual problems with the difficulty curve and make it almost impossible to find an appropriate level of challenge. I played on Ultimate difficulty (NG+) with the partner set to manual and no equipment and I didn't have to think until the GM fight, and then it was so hard I eventually had to put equipment on Shiki. Then the entire second game went back to pretty easy, and in the third game with Beat it was so trivial again that I took off all his gear and breezed through until I got to the doubles fight with Lollipop and Pinky. This was the hardest fight of the game for me and took me over an hour of retries.
This is a good time to talk about the partner mechanics. It's so bad, I have no idea what they were thinking. It's as if the designers independantly came up with two gameplay systems and mashed them together without any thought of how they would work together. First problem is that the timing for your partner to block is very precise. You need to hit the block button when the opponent's attack connects or you are going to get hit. Sometimes the opponent will fire a barrage at you and you will get hit anyway since your block only lasts a second. Sometimes you can jump and avoid damage, but a lot of attacks home in on you. You also cannot block while you are attacking or jumping. You need to break off the attack and then block. It requires constant focus for your partner to not take damage. Second problem is that each partner has a unique mechanic that requires attention in order to build up combo points and be able to use special team attacks. This isn't a huge deal, but it requires more focus to actually do than I was able to give it, and most of the time I just mashed right or left and took whatever I got. Shiki's also requires pure guesses and just sucks in general even if you are trying to do well at it. The worst part is how the combos are integrated. You need to hit right or left a number of times and then up or down to select either the top, bottom, or middle branch of the combo. This would be difficult enough if the branches were always the same, but it's different every time you attack. Sometimes you need to hit right twice then up then right five times, other times you need to hit right six times, then up, then right twice. In other words, it requires attention and exact button presses.
Now if you haven't played this game, you might be thinking "well that all sounds fairly simple, what's the issue?" Well the issue is that you can't give all your focus to the top screen because you also need to focus on the entirely different set of mechanics on the bottom screen. And you
need to avoid damage on the top screen! During the Lollipop/Pinky fight they get the partner mechanic where they swap an aura back and forth after landing hits and do double damage whenever they had this aura. This was so much that Pinky could do a one hit kill on Beat with the wrong attack. But if I just focused on blocking with Beat, I wasn't doing any damage with either character and would Neku would get killed. Eventually the way I won was by focusing Neku on stunlocking the character on the bottom screen, mashing attack and trying to block when I could with Beat, and just praying that everything went well. If Pinky ever got the aura, that was game over.
The rest of the game after that was fairly easy because I gave Beat a bit of equipment that boosted our HP, which was fine until I faced the final boss as Neku only. Now, you may be thinking, as I was that the game may have been a lot more fun if you didn't have to focus on two screens at once and just played as Neku on the bottom. Wrong! The touch screen controls are often fiddly, slow, and your hand ends up blocking part of the screen. When you are trying to dodge through a bullet hell, this is not a lot of fun. This fight took me a long time too, and I did so little damage that it was over 5 minutes before Shiki would wake up and start giving me an attack boost. And I'd often get trapped in a bubble, and be unable to break it with the pins I had equipped in time before I got a OHK from the boss. I can't tell you how many times I'd get hit because I was in the middle of an attack and be unable to get the game to register that I was trying to drag Neku to dodge rather than to continue to attack. It's just kind of bad.
Honestly, I still think a game that divides your attention has potential, but the designers really need to focus on that aspect to make it work. There needs to be a rhythm to it, and distinct audio tells that can help you react defensively even when your vision is directed towards the other screen. Really, the game is fine as is if you are playing on normal with the partner set to auto. The RPG mechanics cover up all the flaws in the gameplay by letting you just power through the game with stats. It's only when you are looking for the game to really challenge you that the flaws become apparent.
Overall, I still like TWEWY. It's always going to have a special place in my heart, but from a critical perspective, it's a bit shoddy. Like a massive artistically designed heap of garbage.