Game Ramblings #145 – NEO: The World Ends With You

More Info from Square-Enix

  • Genre: Action RPG
  • Platform: PS4
  • Also Available On: PC, Switch

I really liked the first game, both the original DS version and the Switch remake. For the sequel, it moved to full 3D. This did mean that combat had to change, but interestingly enough it still had a lot of the same rhythm of combat, so it still felt entirely familiar. This is definitely not a game without its faults, which I’ll get into a bit, but it surprised me how well they converted a uniquely touch experience into something decidedly gamepad-focused.

Combat had a unique rhythm in the original, particularly in the remake. In that one, you’d be trying to switch between using different pins to build up the sync meter, allowing you to throw down a large group attack and heal back up to full health. NEO follows a lot of the same pattern. The terminology has changed a bit, but the core system is the same. What has changed is the inputs to do so.

Rather than screen holds and swipes and taps, you have button hold auras and butt hold charges and taps. In practice it has the same feel and build out – find pins that allow you to get in a rhythm to both maximize opportunities to build up your groove meter, as well as minimizing the times when you have all pins on cooldown – but it’s all on the gamepad, and it’s surprising how easily I fell back into the rhythm of the game.

In a lot of ways, this does open up the first weakness of this game though, it takes a long time to not be incredibly easy. This one follows the same three week structure as the first game, and I’d say it took until about the mid to end of week two before the game, even on hard, didn’t feel like a pushover. The game definitely felt like it was expecting players to have a hard time grokking the combo system, and most of the enemies end up being somewhat pushovers as a result. There are ways for the player to sort of steer their personal difficulty – doing long fight chains without healing, reducing their party level, not buying gear, etc – but ultimately there isn’t a ton of combat challenge in the game until it introduces a few specific enemies types, the shark, the chameleon, and the rhinos. However, the game can generally be beaten via button spam once the player has become comfortable with the combo system and starts taking advantage of filling out the groove meter.

Even then the fights feel less like higher difficulty and more just lower bar for error. Missing the attacks that those types do just pushes a lot of damage on the party, so I had a tendency to slow down a bit more and actively avoid damage. The enemies themselves that are “harder” are more just annoying in mechanics, rather than being traditionally hard. The shark swims through the ground and can’t be attacked, the chameleon goes invisible and can’t be attacked, the rhino has front armor and has to be attacked from behind. It’s less hard and more slower, again causing be to slow down and avoid damage instead. Ya, my rewards weren’t as good, but it generally didn’t matter enough. Because you can sort of guess the enemy type from their overworld icons, you can also actively avoid those fights in order to more efficiently grind. To some extent it is nice that the player can kind of build their difficulty curve in these ways, but I’d have preferred seeing harder mechanics that were still fast paced.

In good news, the bosses don’t really fall into these problems. On hard they feel appropriately hard, and they tend to have more interesting mechanics in terms of the player having to avoid damage. The biggest thing that the bosses felt they did correctly is that there was simply parts where the player simply had to avoid damage, which was a bit change from trash fights where damage is generally shrugged off. This was sometimes achieved through world effects, sometimes through big enemy tells, sometimes through the enemy just being damage immune. However, it always came about as a way to force the player to not attack, which gave a bit of a seesaw feel between big damage pushes and big defense pushes. By the end of the game I was finding myself blazing through the game on normal just to speed things up, then pushing the difficulty up for boss segments and enjoying the difficulty there. That pattern was really rewarding and actually fit a pattern I enjoyed a lot more once I had my late game pin set kind of set for the party.

Narratively it’s also a bit of hit and miss. From an overall perspective, I really did enjoy the game. It plays a pretty good balance of nostalgia for the original and pushing new story content. You have a bunch of new characters and a bunch of returning characters, and the fact that they interact doesn’t feel forced. The gameplay being teams instead of pairs feels well explained. The new Reapers in charge of the current game feels well explained.

On the other hand, there’s a general turn back time mechanic that while important to the end of the story, feels poorly implemented. Going back in time restricts you to single zones and is pretty clearly a bunch of linear paths, so it feels like a forced restriction of exploration. Rather than letting the game continue as normal in these areas, I generally went into a no combat situation so I could see the story unfold as quickly as possible and get back to the more loose structure of general exploration that main segments had.

I think a lot of people will have problems getting into this one, but the original had similar problems. It takes a long time to get into full mechanics and full difficulty. It’s really easy to get into so much combat that you drastically out-level the game. The story assumes you know too much about the previous game and doesn’t really explain some really complicated shit to new users. However, despite all that I really enjoyed the game. Combat – once fully dolled out to the player – has a great rhythm that very few games today have, and when it all comes together in late game boss fights it’s super satisfying. It’s just unfortunate that the game trips a lot to get there, though again I would say the exact same thing about the original.

Mini Ramblings #3 – Nelke and the Legendary Alchemists ~Ateliers of the New World~

This is one that I picked up to scratch a bit of a city building itch. It’s got about everything that I loved in other city builders like My Life as a King, and it’s something that I’ll probably periodically poke at, but a time gate system on the main story is really pushing me into other directions.

Game Ramblings #85 – The World Ends With You: Final Remix

More Info from Nintendo

  • Genre: Action RPG
  • Platform: Switch
  • Originally released on: DS
  • Also available on: iOS, Android

TL;DR

  • Input and visual remake ported over from mobile both work fantastically well for a handheld Switch title
  • Still one of the most memorable soundtracks for an RPG from the DS’ run

This is a pretty interesting game to play on a second system if you originally played it on the DS. While the story is the same and the gameplay clearly takes its base style from the DS release, in practice it’s a much different experience due to the lack of a second screen. What this ends up being is a mix of nostalgia and new that somehow succeeds just as well as the original did, despite the years in between.

The obvious starting point here is combat. The original game had two screens of combat, the bottom which juggled manipulation of touch screen elements, and the top which used d-pad button combos to simultaneously attack two different areas at once. Since the top screen is gone, this version goes all-in on the touch elements. That tweet is just a small example where one of the player’s attacks (via equippable pins) involves dragging around environment obstacles to damage enemies. There’s a whole slew of tap, drag, slash, and hold attacks to equip and it’s all up to the player to find a mix that works best for them.

The combo attack is the reward for playing the game well, and it ends up being core to the changes to the battle system.

What’s most interesting for me was how they replaced the top screen manipulation. Under normal circumstances, the second party member is now just a normal pin. However, alternating each player’s attacks also builds up a meter that allows for a large combo attack to occur. Importantly, this combo attack also heals the party, so it doubles as a defensive maneuver as well. This completely changes the flow of battles compared to the original.

On the DS, my pattern was generally to switch my focus back and forth between each screen, doing a combo on one screen, moving the character to a safe area, then switching to the other screen. Here the focus is on one spot, and the peak way to fight is to find ways to build out your pin set to allow you to smoothly alternate between each character. In practice, this made my playing style a lot more aggressive than the original release. I was no longer too worried about avoiding damage, and in many cases encouraged taking damage so I could stay in close range. I’d maximize my attack alternation, get my combo built up, heal and do big damage to eliminate everything. It made the entire battle system feel completely new, and meant the loss of the unique second screen gameplay was not a negative.

Some of the old top screen gameplay does show up in bosses, and it’s a nice way to make boss fights feel unique.

Boss fights do bring in some of the dual-screen mechanics in a good way however. Boss fights in the original game generally revolved around one or the other character having to do specific actions in order to make the boss damageable or expose weak points. In this remake, that happens through transition points where you gain control of one character at a time to activate these actions. In the example above, the fight takes place in a music venue where one character is on the floor fighting the boss, and the second is in the rafters fighting adds to turn on lights to expose the boss. It basically ended up that the boss fights still felt really familiar and brought in some of the solid dual screen gameplay in a way that didn’t feel forced.

The mobile remake’s visuals really work well on the Switch. Everything is super crisp in handheld mode, and is a significant upgrade over the DS.

I suppose the short version here is that this is a game worth playing. I put way more hours into the DS version than I care to admit, and even for me playing this in the new format was a treat. The mix of old and new gameplay styles from the DS and mobile versions still left me playing an RPG that feels like nothing else on any system. The story was still super engaging, and the soundtrack is one of the best RPG soundtracks I’ve ever heard. If there’s anything I’d hold against this, it’s that playing it in anything other than handheld mode is a terrible idea, but I think it’s worth pulling that Switch over to your lap to give this one a whirl.