If it fell upon you to recommend a game to an avid gamer that was like nothing they had ever played before, could you do it? It’s easy to find games that build upon their predecessors with new features, or boast about a gimmick that makes it stand out in a sea of genre clones. They’re a dime a dozen. But every so often, an amazing thing happens: A company takes a chance on a brand new IP, with fresh characters, distinct gameplay, and a sense of style that binds it all together into a cohesive and compelling product. One such game is Square-Enix’s The World Ends With You for the Nintendo DS.
If you haven’t heard of it, there’s probably a reason for that. The game is just over a year old now (I’m not the timeliest of writers) and its hype has died down. Secondly, it’s on the Nintendo DS, which, for some reason, seems to be an excuse for gamers to write off good games. Well, their loss.
The World Ends With You (TWEWY henceforth) is set in modern day Shibuya, a bustling crossroads of culture in Tokyo. For the uninitiated, think of it like the Times Square or the Piccadilly Circus of Japan. All the area’s major landmarks are faithfully recreated, and the area’s sub-districts are left in tact, despite some name changing to protect the corporate. The music fits the style, taking a page from the Persona series, and launching into fully vocalized Jpop, an amazing feat for being crammed onto a DS cart. Although, the repetitious nature of a few tracks in particular can be brain-grating.
Players assume the role of Neku Sakabara, a total hater who wakes up in the street without his memories, a ticking timer burnt into his hand, and a pin (the kind you pin on your jacket) in his hand that lets him read others’ thoughts. It only gets trippier.
He receives an email on his phone, instructing him to get to the “104” building, or “face erasure.” Neku comes to find out that he has been sucked into a deadly game of cat and mouse – the Reaper’s game – and if these first ten minutes of gameplay sound frantic, I’m here to tell you that the next 15 hours before you finish it don’t ever really let up.
It’s a shame I can’t go into more detail without ruining things. The story in TWEWY is one of its crowning achievements, unraveling the answers to twists as quickly as new ones are introduced. And if anything is left unanswered, it’s intentional – the end game gives you the opportunity to complete challenges as you shed light on the background of the game.
The characters give you a reason to do that, too. Despite looking as though they were the rejected designs from the Kingdom Hearts concept book, they’re all very real and very hip. I called Neku a hater, because he begins the story as a typical anti-hero, cursing the world and all the people in it for the sheer fact that they exist. He’s the kind of hero that leaves a bad taste in your mouth, that cliché, emo-tastic character that Square-Enix just can’t seem to escape from. But the mark of a good story is when the characters actually progress, and TWEWY offers that for each character they introduce, whether they play for the good or the bad guys. So, as a word of forewarning, give Neku the chance he deserves; he won’t let you down.
I should also say the localization team did a bang-up job bringing Shibuya to life in a way that a North American player would expect it to sound, making use of slang and jargon that despite being a little forced at times, really add to the immersion. Players earn “bling” at the end of battles, and the typical RPG- style equipment is aptly named “threads.” The option to run from battle? “Gotta bounce.” It may sound cheesy out of context, but it’s so rare for localization teams to have the opportunity to go the extra mile like that. The text flows from one character to the next in stylish, comic speech bubbles, and the voiced lines have excellent delivery, especially the actor voicing Neku.
But ya know, as much as I’ve talked up all the previous points, it’s the gameplay itself that inspired my original paragraph about just how unique this game is. The game takes full use of the Nintendo DS, implementing the dual screens and the stylus into the battle system. You control Neku on the bottom with the stylus. Depending on what “pins” you have equipped, you can do anything from scratching at an enemy to set it on fire, tapping the screen to fire lightning bolts, or making quick slashes to bring him in for some melee combat. These are only three of hundreds of combinations.
That in itself, not so amazing. Novel, but not amazing. So here’s the kicker: while you control Neku on the bottom screen, you are also asked to control Neku’s partner on the top screen using the directional pad. (Or the buttons for us sad lefties out there.) Using the pad/face buttons, you navigate through a series of button presses in order to reach the end of a branching path, hoping to create enough combos to activate the “fusion attack” between Neku and the partner. Additionally, as you combo with the two combatants, a “light puck” passes between them, adding exponential damage as you successfully pass it back and forth.
Suddenly the fighting system becomes as frantic and fast-paced as Shibuya itself, no doubt a calculated move on the development team’s part. Making that connection kinda blew my mind.
It certainly takes some getting used to, and I don’t think I ever really got it down to the science that many players probably did. I had to practice a great deal at the beginning, but I found that even in the battles that meant nothing, this insane fighting system was fun, and never grew as tedious as a typical RPG’s battle system tends to do. I never really felt like I had mastered it, which kept me on my toes throughout the entire game, again, unlike a typical RPG.
But TWEWY is anything but typical. It also has quite a few features that allow you to tailor the game to your experience. You can adjust the difficulty on the fly. On easy, you gain less experience. On hard, item drops increase. If the battle system is overwhelming you, can you set the AI to take over your top screen should you find yourself neglecting it. Your pins gain experience while you have the DS off for up to seven days. If you get game over, you can retry the fight on an easier difficulty. Little things this, that wouldn’t have been necessary, only make you appreciate the game and its ground-breaking approach even more.
Did I mention that your clothes and pins also have a brand, the popularity of which change as you venture through Shibuya? Or that you can feed your characters food to improve stats? Well, that’s how deep and involved the game is. It’s not everyone’s cup of tea; I’m sure of that. But if you’re tired of the same ol’, same ol’, or if you want a real gaming experience like you haven’t had since the “old days,” (whenever those were for you,) I can’t recommend TWEWY enough. The game will never apologize for itself, and it shouldn’t have to. Everything about it is a fine-tuned product, and you will walk away with what you allow yourself to put into Neku’s very personal journey of trust, friendship, and self-discovery.