RTTP The World Ends With You [NDS]

KayMote

Member
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It's finally time for my very first thread and I couldn't be happier to dedicate it to one of the games that I love the most. Over the past few years since its release it began to dawn on me that this might not only be one of the best DS games or RPGs that I played, but also probably in my Top 10 of all time favorites games – a feeling only further cemented by me replaying this game. Whether you like it or not I don't think you can argue that it's one of the most unique games out there and it definitely hit a nerve with me that I'll try to describe:

I think the game came out just at the right time for me. While offering a very interesting take on a 'Hunger Games'-like setting - long before the book's or movie's hype - with its thrilling and truly surprising twists in regard of how you progressed through the different stages of the game's structure, it also offered me quite some philosophical insights as well. It was just the time when we were reading Sartres 'No Exit' in school – a book about three people trapped in some sort of afterlife each in his personal hell, observing the living world around them from a passive and helpless perspective. The book ultimately comes to the conclusion that “hell is other people” and it was the perfect accompanying piece to the game that also sets you up as this misanthropic character Neku who hovers in a plain between life and death.

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Sure, it might not be the most creative take on a teenage angst story that ultimately comes to the conclusion how each of us is living in his own bubble and eventually has to open up, but it's being told in a beautiful and touching way, since Neku's character transition is incredibly effective due to how close we are to his very thoughts, how ambivalently he is being portrayed at the beginning and how long it actually takes him to show some growth as a character. He reminded me a lot of Cloud from Final Fantasy VII. It's such a tragic and bittersweet conclusion that we as people are only starting to truly introspect oneselves when it's already (almost) too late.
What I also love about this game's setting though is how you really develop a feeling for all these overcrowded places in Tokyo. Not only does it make me wanna visit Japan as soon as possible and inspect all those places in real life it also has this melancholic feel to it – it's a fragmentic reality being portrayed as this place in which anything seems possible and yet so unreachable. It almost feels like a (obviously super stylish) Wong Kar-Wai movie like Chungking Express to me that speaks of the troubles of finding true human connections in the midst of these crowds.
I'm not even gonna start about all the supernatural implications and consumer-critical aspects of the story.

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All is being formed by a truly unique style – maybe some of you might think of these characters as too much of a hipster group, but personally I'm grateful for every single RPG set in our modern times and overall I think the characters are actually clothed in a pretty memorable way. The urban style is also being portrayed in the soundtrack, which might be one of the strongest aspects of the game overall. My urge to replay this game has actually come from listening to some of the tracks again. Whether it's the drifting pulse of the beating urban heart in a song like Calling, the smooth, yet energetic melancholia of the Underground or the funky J-Pop beats in its battle themes, it's a great mix and I'm surprised how great the quality of the song actually is coming out of the DS sound chip.

I haven't even touched on the gameplay yet, but obviously the game's uniqueness is carried on to the gameplay core as well. The mission design of the game has a very clear structure with quite some unique tasks contributing the world's setting and story progression, but it's the fighting mechanics that will probably stun you the most. Not only does the game offer a ton of real time moves for Neku in the form of different pins that vary in the way you use the touchscreen or even the microphone, but it also demands of you to keep the eye on your secondary character – your partner – as well, who is fighting on the top screen. To switch your focus between the screens can be somewhat frustrating at the very beginning, but it offers great and challenging potential to master various amounts of strategies and it's probably one of the games that takes full advantage of the DS's abilities and implements them all in a way that makes the game stand out in regard to its gameplay mechanics.

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The last thing I want to get into is a simple one: options! Sure, there is the usual amount of fighting moves, items etc. just as in any other RPG, but not only does the game manage to implement gameplay ideas in a way that it actually fits the setting (for example all your clothes are produced by different brands and specific brands being 'hot' in an area will give you nice boosts and other bonuses in fights) it has also tons of options that make you as a player decide how you want to design your playthrough. For example at a certain point you can artificially decrease your experience level and also set the game to a different difficulty setting or chain fights with enemies together so that you will have better chances for good drops etc. And don't even get me starting on how many hours you can sink into this game to get certain outfit or fighting pin sets.

I think that's basically it. My love for this truly unique game is endless and if I could convince anyone to pop it into your console again (I think it's also available on the iPad?), to check out some gameplay scenes or to simply enjoy the soundtrack again, it would make me incredibly happy!
Don't forget, The World Begins with You!
 
I'm glad there's so much love for this wonderful game, at least on this site. It's definitely in my top 10 as well, probably top 5. I don't think I've played a game that had such a strong, distinct sense of self ever since.
 
Superb game; a real gem from the DS line that holds up incredibly well. Intriguing combat mechanics with plenty of room for variation and differing playstyles, strange and insightful narrative with just enough camp, and a killer goddamned soundtrack. Absolutely killer.

I've always wondered why a sequel never came about; it garnered enough attention and sales to warrant reprintings on the DS and an iOS port (not to mention the character crossovers in Kingdom Hearts: Dream Drop Distance.) The premise of setting the Reapers' Game in a real world city with a locally-inspired fashion aesthetic is just too good for me to let go. Imagine a TWEWY game set in Paris, or New York or something.

I've probably replayed this game a good five times; guess it's time for the sixth!
 
Oh! How does this version differ? Just in controls? I can't even imagine how you would control your second character with only the touch screen.
I actually can't remember how the second character controls, I think you just control one and the second is a bonus move of sorts, but I found it more natural than trying to control two at once. Plus it remasters all the assets to HD.
 
In my opinion, this game is easily the best thing to come out of Square Enix since Final Fantasy Tactics.

The iOS version completely ruins the unique gameplay mechanics of this game. As far as I'm concerned, the DS version is 100% the definitive one.
 
In my opinion, this game is easily the best thing to come out of Square Enix since Final Fantasy Tactics.

The iOS version completely ruins the unique gameplay mechanics of this game. As far as I'm concerned, the DS version is 100% the definitive one.

While I agree the DS version has better combat and is a better experience overall, I can't underestimate the iOS version's superior visuals and sound quality. The music and visual aesthetics is big part of why I love TWEWY, and iOS version does superb job.
 
While I agree the DS version has better combat and is a better experience overall, I can't underestimate the iOS version's superior visuals and sound quality. The music and visual aesthetics is big part of why I love TWEWY, and iOS version does superb job.

While the presentation is great on iOS, there aren't really any games that play like this game does on the DS. I'll gladly take a hit to the presentation in exchange for that.
 
Loved it on DS. On paper it is everything I hate about jrpg (teen angst, snarky character, trendy setting) but it works really well. I was super excited by the teasing at the end of phone version....and well, nothing happened.

I'm pretty sure it could habe been SE "Persona", very japanese centric, urban take on jrpg with a strong, dedicated fanbase in the west, some decent sales at first...and the IP getting bigger and bigger. But well, no chance it may happen now.
 
Loved the idea of the game, the setting, the innovative systems and the first character you get to meet and learn about.

But come on, from then on it was a really repetitive experience with zero story pay off. I can see how some people got sucked into the world and overlooked all the negatives, but boy was there a lot to ignore as the game went on.
 
Great game, with so much depth and interweaving gameplay systems. It deserves a sequel more than any SE game I can think of.
 
Fantastic game and I agree that DS version is superior version. The dual screen combat is what made the game unique and special. TWEWY is made for DS same way 999 was.
 
Zettai awesome game. Deserving of a sequel, and I say that as someone who isn't all that hot on JPOP or whatever.

I only remember getting seriously pissed about nobody else ever using the wireless sleep badge evolution mechanic around me, so all I ever collected were some ghosts from Access points around my daily commute.

This should have really gotten a Street&Spotpass enabled 3DS port. SquEeeeeeeeeeeniiiiiiiiiixxxxxxxx!!! >:(

Confession time: my brain broke when I had to start paying attention to dpad inputs for a second character on the top screen. It wasn't mandatory, you could get through by just mashing buttons, but the mere existence of that dance dance revolution like input stream made me put down the game for a while. Couldn't take it.
 
Zettai awesome game. Deserving of a sequel, and I say that as someone who isn't all that hot on JPOP or whatever.

I only remember getting seriously pissed about nobody else ever using the wireless sleep badge evolution mechanic around me, so all I ever collected were some ghosts from Access points around my daily commute.

This should have really gotten a Street&Spotpass enabled 3DS port. SquEeeeeeeeeeeniiiiiiiiiixxxxxxxx!!! >:(

Confession time: my brain broke when I had to start paying attention to dpad inputs for a second character on the top screen. It wasn't mandatory, you could get through by just mashing buttons, but the mere existence of that dance dance revolution like input stream made me put down the game for a while. Couldn't take it.
I've never played another jrpg with a combat system that demanded so much of my moment to moment attention. I got locked in with each battle trying to maximize damage on both screens, passing the puck, etc.
 
Superb game, I preferred the iOS port though!

I thought it was super annoying at times, the dual screen light puck system worked much better imo and gave battles a better flow.

That one bat boss is fucking ass in the smartphone version, they didn't accomodate it for the updated battle system *at all*. It was such a slog, the only boss I had to lower the difficulty for to beat
 
Yeah, one of DS's gems. To this day, this game has the best difficulty settings. So many options, with a risk/reward mechanic that worked flawlessly. The dual character controls were a bit fiddly and not very elegant, but it made the game unique. Oh and the story was legit good. Never bothered with the post game content though. That felt a bit too close to tedium.
 
Fantastic game and I agree that DS version is superior version. The dual screen combat is what made the game unique and special. TWEWY is made for DS same way 999 was.

Exactly, I'm honestly surprised that the combat system is not really present in the iOS version (although I don't know how you could implement it on a technical level), since it's one of the very core elements of the game. And of course it's a bit frustrating at the beginning, but I really like how the combat system actually mirrors the story of the game: With every single fight your abilities and your companionship grows once you put in the effort of mastering the relationship and the strategies between your partner. I don't think I would bother to play ther game without this system.
 
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