The World Ends With You Review
Teenage clicks.
Version tested: DS
I'll be the first to admit that games reviewers can easily become jaded, brave martyrs that we are. Playing so many games does mean that the uninspired offerings need to work harder to make an impression, while games that innovate become glittering gems to be treasured. And, sometimes, the elements that jump out of the mire aren't always the first priority of the everyday gamer. The end result is that any game that arrives on the crest of a hyperbolic wave, festooned with praise for its fancy new ideas, can make you - the common peasants who have to pay for your games - suspicious of anything heralded for its fresh thinking.
The World Ends With You could certainly fall into that trap. Released last summer in Japan as Subarashiki Kono Sekai (or "It's A Wonderful World"), it's since been praised to the high heavens for the way it reinvents the RPG, making use of the DS and its unique properties in ways that make even the most hardened hack sit up and pay attention.
Of course, I'm using RPG as a sort of catch-all description, since the game flits between genres like a hummingbird, slurping up delicious nectar from fighting games, adventure games, even social management games like The Sims. Such eclecticism alone would be impressive, yet what makes The World Ends With You so surprising - and often so oblique - is that almost every element of the game is delivered in a way you've not seen before, and then proceeds to offer even more depth beyond those daunting first impressions. It's a dizzying experience.

The countdown for each new challenge appears on your palm. How very Logan's Run.
There are some familiar genre touchstones though and our lead character, Neku, is one of them. Like all good RPG heroes, he's fifteen, moody and afflicted with convenient amnesia. At the start of the game he passes out and wakes up in Tokyo's achingly hip Shibuya district. Nobody can see him, and he's somehow obtained a black pin (or badge, as we'd call it) that allows him to read people's thoughts.
Then he receives a cryptic text message - "Reach 104. You have 60 minutes. Fail, and face erasure." Clearly it's not referring to the camp pop duo. Neku has somehow found his way into the Reapers Game, in which disaffected youths must survive seven days of trials and challenges set by the hooded Reapers. Paired up with Shiki, a bubbly young lass, Neku is thrown into a world dictated by complex rules, cryptic puzzles and frequent combat, and you're coming along for the ride.
It's the combat that dominates the game, and the Stride Cross Battle System is also where much of the hype is coming from, so let's start there. The gameworld is populated by creatures known as Noise - weird animalistic manifestations of our urban malaise. Neku can see them as floating shapes when he activates his black pin, and clicking on them initiates an encounter. The gameplay then splits into two, with Neku fighting on the touch-screen using the stylus while his partner battles on the top screen, controlled with the d-pad or face buttons. Both characters are separate but battling the same foes and sharing the same health gauge.
Neku's attacks are dictated by the pins he wears - all of which level up with use - and activated by carrying out the appropriate stylus taps, sweeps and scribbles. His partner, on the other hand, must navigate timed combos to the left or right depending on where they want to strike. Success on one screen sends a green "light puck" to the other character, where it can be increased and rallied back by yet more successful combat. In this way, increasingly powerful attacks can be built up.
There's no easier way of explaining this bewildering system, other than to say watch a video
, but suffice to say the effect is much like patting your head and rubbing your stomach at the same time. And only having 30 seconds to get it exactly right, or you'll die. Yes, the game is hard, with a learning curve that initially has more of the vertical about it. While most RPGs warm you up with fights against rats or gooey blobs, The World Ends With You ramps up the difficulty almost immediately and, coupled with the unique combat system, the result can be exhilarating but also deeply frustrating.

You can even use your psychic powers to manipulate ouija boards and scare Japanese schoolgirls.
There are ways to offset this rude awakening though. You can automate the top screen (though this means you'll be unable to fully explore the combo system) and later on you're able to restart the battles at an easier setting. Neither completely compensates for the harsh pace, however, and if the game has one major flaw it's that it doesn't do enough to ease you in. Much like those Magic Eye pictures, I suspect there'll be a significant number of players who will simply be unable to get the knack and walk away muttering about hype. While that attitude won't get you anywhere, young man, the game itself must take some of the blame. The punishing process of grappling with so many new elements at once teeters on the tightrope between addicting challenge and off-putting chore.
And that's a shame, since the longer you play, the more the game reveals. It's no exaggeration to say that this may be the deepest game on the DS. Take Neku's pins, for instance. There are 300 to be found, all of them able to be levelled up, moved around into different configurations or assigned to sub-slots for additional combat options. Each of Neku's partners throughout the game can earn stars by completing card-based combos during combat. At every turn, there's a fresh idea, itself built on a foundation of yet more fresh ideas.
For instance, Neku's psychic powers also enable you to immediately see what all the milling NPC characters are thinking about, with their thought balloons opening up yet more info when clicked. Sometimes you get vital clues to your current task, most of the time it'll just be a glimpse into their personality. The comments can get samey, but as an alternative to walking around, clicking on each person in turn, it's quite brilliant. But that's not enough. No, the game goes deeper still, and as you grow more adept at using your powers, you're later able to pick up memes from one person and then transplant those thoughts into others. Not only does it work as a clever gameplay mechanic for delivering and solving puzzles; it's even a sly commentary on modern society.
Speaking of sly commentary, even fashion plays an important role in the game. The impossibly trendy Shibuya district isn't just a funky backdrop for the action; it's the heartbeat of the game. As you move from one area to another, so the styles and fashions change. Present yourself accordingly and you get yet another stat boost. Yet even this concept looks positively vanilla when you look at some of the other ways the game uses the DS to continually tweak your statistics. Thanks to the rarely used internal clock, you can earn experience while the DS is switched off, for instance.
Not by a huge amount, and it tails off the longer you leave it, but as a way of encouraging players to keep the game in the slot and turn it on each morning, it's undeniably nifty. Wireless is another way of boosting your stats. Connect with a fellow player and you can swap stuff, just as you'd expect. However, enter Mingle Mode and the game will give you benefits just for being in the vicinity of any Wi-Fi DS owners, regardless of what they're playing. Again, it serves a dual purpose - as an interesting gameplay addition, and as a way of furthering the social theme of the game in the real world. Really, the games-as-art pundits are going to have a field day with this.

This does make sense. No, really, it does. Trust me.
And here I am, banging on, and I haven't even had a chance to talk about the ice-cool artwork or the impossibly catchy soundtrack, both of which would be worthy of paragraphs of praise in most reviews. Judged purely as a piece of game design, The World Ends With You is a staggering achievement. It's easily one of the most original and confident games you're likely to see on any current platform - though the fact that it could only ever work on the DS is surely part of the genius.
However, I can't quite bring myself to give it the glowing endorsement of a 9/10 simply because it often feels like the designers were so much in love with their audacious new ideas that they neglected to put down a welcome mat. The game throws a lot of information at you, and then takes its time actually making sense of it. While this works in the context of the story, it makes for a frustrating introductory period made all the more distancing by Neku's irritating petulance. JRPG heroes are almost always selfish whiners to start with, but this surly little brat really isn't any fun to be around and it's easy to grow tired of his monosyllabic sulks long before he reaches the end of his (rather predictable) character arc.
The World Ends With You, then, is the sort of game I desperately hope will leave some scratches on the unyielding grey carapace of modern games design once it's bounced off into inevitable obscurity. It's bold, inspiring and bubbling over with dozens of ideas, any one of which would be cause for celebration in most games, but the over-reliance on a daunting sink-or-swim combat system that will leave many players gasping for breath ultimately counts against it. A truly brilliant game, it's just a shame that it couldn't ease off on the information overload and make that brilliance easier for everyone to appreciate.
8 / 10
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Comments (43) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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It looks the business and the learning curve sounds hard enough to keep me interested
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At any rate, I'm getting this. For the batshit-insane O_O alone.
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No, top screen control is via the d-pad if you're right-handed or the face buttons for lefties, not both. It's still quite a test of coordination though.
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I've been looking forward to this for ages and seeing it listed under "crud released on the ds" this week had me worried. An interesting involving game that has genuine style (please pay attention EA) the same way Jet Set Radio did. Sold.
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Kidding aside, I think the review is spot on as the game is great but combat, man! I am still having problems after 5 hours in with controlling both screens as usually having one get arse kicked, so have found best to leave on auto the top combat screen. Others may be able to cope better but that may be more to do with having the natural ability to do two different things at once (ie top of head and tummy thing) rather than a sign of a gamemaster!
Good use of DS hardware though, would never translate well to any other format.
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Just have to get Prof. Layton first.
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/is worried
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Exactly what I thought - no idea at all what's going on there. I suppose I am nearly 30...
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Some games just aren't meant to ease you in.
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BTW, anyone who takes the tube, fancy leaving your DS's in Mingle Mode at all? I could really do with the PP!
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Damn, Max Power beat me to it >.< I read the same thing, had to stop and stare at the text for a while lol!
Been tracking this game for a while, I love the Jet Set Vibe it gives off, aswell as the innovative looking gameplay, looks very confusing but then I know it'll be one of those games you have to actually play yourself to really understand what is happening.
Whenever Square step outside of their traditional RPG agendas, I feel things usually go horribly wrong, I'm glad that this doesn't look, or feel like that has happened this time around...but then I said the same thing with The Bouncer too... T_T
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Art style I'm impartial to, the music I think is naff, and the ridiculous emo-'I hate people' beginning is absurd, but that isn't so important to me in light of the gameplay.
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I hope it has a skip dialogue and ignore story button!
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As for the review, I feel that this could perhaps been a nine rather than eight if you'd take into cosideration the relative lack of RPGs on the DS (at least compared to its predecessor, the GBA), plus the fact that this game is a definite step away and forward from the tried and tested RPG formula. I also felt that Dan's description of combat sounded perhaps overtly dramatic. Yes, in the first half hour it is pretty confusing to have to control both characters at once, but it quickly becomes second nature, especially once you understand the dynamics of the combat (passing the green puck dictates most of it with formidable combos becoming possible as the time passes) and you earn some Shiki stickers that allow the upper screen character to block. As any good JRPG combat system, this one is about clever combos rather than raw enthusiasm and this is emphasised throughout the game.
I will not exaggerate to say that this is one of the most satisfying combat system I've experienced on the DS because it
* encourages strategic approach to each battle with careful selection of pins for the particular area and your own longer term plans,
* encourages tactical thinking in battles with the emphasis on combos (and at the same time doesn't hit you over the head with it because for the most of the inital couple of days you can let the upper screen character play on automatic),
* gives you the highly pleasing tactile approach to actually engage the enemy in realtime (somewhere between Zelda and Ninja Gaiden Dragon Sword). It simply feels great to pick up a car with the stylus and smash the enemies with it.
What IS somewhat daunting and what MIGHT scare some people away is the amount of info the game throws at you in the first few hours. Seriously, if the game didn't already suck me in through gameplay and story (excellent writing and presentation, btw), I would consider whether to play on because of all the stuff you are expected to read, understand and apply. But all this depth definitely ends up being rewarding and all the time you spend in initial reading and experimenting with all the options you have at your disposal actually turns out to be beneficial to your final enjyoment of the game. Highly recommended for anyone itching to play a deep and involving game that is only enhanced by being on the particular platform. Probably a future classic.
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I hope it has a skip dialogue and ignore story button! "
Well, if it helps, it IS written very well even though it is true you mostly get the usual anime/RPG philosophy and characterisation. There is no way to skip the story parts but I didn't find them difficult to endure in any way. Your mileage may vary, obviously, but I don't think anyone would actually be iritated with the story enough to abandon the game because of it...
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I do admit the dev went a bit overboard with the multitasking, eg, you can make your partner evade attacks by pressing up or down which requires paying carefull attention to enemies movements on the top screen whilst attacking with neku.You will need two pairs of eyes to manage all that.
Still loving this game so far, easily one of the best games i have ever played on the ds
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I find the main character extremely grating. One of those rpg kids you want to fucking punch in the face.
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Oh no.
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Great review too.
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It's brilliant, this. Absolutely brilliant. Easily one of the best games on the DS, and probably the best thing I've played all year.
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So you couldn't help but stare at teenage dicks for a while?
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/buys
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Tee-hee...well now that you mention it...
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Bye!
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