
There have been a good number of grade A releases recently (I’m still working on GTA4, and recently picked up On the Rain-Slick Precipice of Darkness), but the one that has me completely hooked is The World Ends With You, an unconventional RPG for the Nintendo DS by Square-Enix.
I’ll confess, I had initially more or less dismissed the game because its J-pop aesthetic really turned me off. However, when people around me started raving about it I suspended my cynicism and decided to check it out. What I found was a game that combines three ingredients that I usually go a bit nuts for: fun and fast-paced combat, focus on collection (of pins, in this case) and continuous accumulation of small stat bonuses. In many ways the game reminds me of the highly underrated Mega Man Battle Network series. MMBN2 was one of my favorite pre-DS handheld games, but I’ll try a little harder to convince you of its greatness some other time.
One of the coolest things about The World Ends With You is the fact that the designers were not content to follow RPG conventions. It’s as if for every small aspect of the game, they thought to themselves: “How can we do this differently?” Indeed, the sheer number of interesting and strange mechanics they came up with is staggering. Don’t take my word for it, here’s a summarized spoiler-free list:
- Two Screen Combat: The combat takes place over two screens, with both party members fighting the same enemies asynchronously.
- Separate Input Modes: The bottom screen character is controlled entirely by the stylus, the top one by the control pad.
- Rhythmic Combat: To fight effectively, you must chain combos rhythmically between the two screens.
- Elemental Spectra: Instead of the usual fire/water/thunder/etc RPG elements, TWEWY has positive/negative/neutral elements.
- Trend Bonuses: Wearing pins that are trendy in a particular region of Shibuya nets combat bonuses.
- Trend Setting: Wearing pins in an area will also gradually make that brand trendier.
- Befriend Shopkeepers: Buying from the same shopkeeper frequently will unlock the hidden abilities of certain outfits.
- Digestion: Eating food nets small stat bonuses, but it must be gradually digested in combat.
- Reading Minds: You can read people’s minds, and often must do so to advance the story.
- Implanting Ideas: You can implant ideas into people’s minds, which is also used to advance the story.
- Fight When You Want: All regular combat is player initiated.
- Run When You Want: You can escape from any normal fight at any time.
- Mingle Mode: You can leave your DS in “mingle mode” and receive XP bonuses when another DS is wirelessly detected, even if they’re playing a different game.
- Custom Shops: If you detect another player playing TWEWY while in mingle mode, you will be able to buy pins and items from their custom shop (and vice versa.)
- Away Time: You get XP bonuses for time spent not playing the game for up to 7 days.
- Controllable Difficulty: You can switch between easy/normal/hard difficulty at any time. Playing on harder difficulties simply nets you better loot from enemies.
- Controllable Level: Your character’s level is on a slider, and can be adjusted at between fights. Fighting as a level 1 when you’re really level 20 nets you big drop bonuses.
- Chaining Enemies: You can choose to fight more monsters in a row to increase the likelihood of pins dropping.
- Shared HP Bar: The shared HP bar is double sided; the top player takes damage from the top, the bottom player from the bottom.
- Integrated Minigame: Every attack pin in the game doubles in a surprisingly fun minigame called Tin Pin Slammer.
I’m sure some of these mechanics have been used by other games in the past. However, what’s really important here is that the developers weren’t satisfied with following genre conventions. They took design risks everywhere, but ended up with a remarkable game with mechanics that really gel. It takes a lot of courage to put out such a unique and interesting game, and I highly urge you to check it out.






