31. The World Ends With You
Square Enix, 2007: DS Points: 425 Votes: 9
What a blow, what a backslide, what an abandonment of a beautiful dream when we relinquished the dual screen handheld to the dustheap. At first it seemed the delusion of a crackpot, two screens. Crazy Old Man Nintendo up to his madcap whimsies yet again. Yet the DS proved itself time and time again, not just as a viable format for game design, but an essential one. Far more than a gimmick, the system’s dual and touchscreen features radically transformed how games could be presented and interacted with. Developers went wild and brought forth an era of creativity and innovation that we’re unlikely to see again in this fallen, single-screen future.
At the forefront of the wild experiences the DS enabled was The World Ends With You, the most singular game Square ever made. Like its protagonist Neku, the game follows its own values and doesn’t let such tired and dusty concepts like convention hold back its shining stylish ipseity. Nothing in TWEWY works as you’d expect, except for maybe HP. Traversal, battles, talking to NPCs, shopping, leveling, difficulty levels, progression, all work in strange new ways, as if the JRPG tradition had been warped into counterculture graffiti-bedazzled forms just like the game’s enemies.
TWEWY depicts the events of The Reapers’ Game, a metaphysical contest taking place in a sort of Purgatory layer between life and death. Recently deceased individuals (all hyper-stylish teens) are given a chance to return to life if they survive a week of deadly contests. Part of the rules is that this can only be accomplished by teams of two and so player character Neku is forced to team up. This is the fulcrum of both gameplay and story and character development as Neku is a real snotty little shit. He’s a perfectly rendered 15 year old, aloof, self-satisfied and cynical. He’s in desperate need of a wake-up, which comes in the form of Nega-Tokyo where he’s forced to pair up with a cohort of annoying hipsters. For all its bonkers setup, the game really is less about the metaphysical fantasy and anime shenanigans of The Reapers’ Game and more interested in psychological isolation and healthy mental development.
This is stated directly in the game’s title, The World Ends With You, which is explained to mean that one’s experience of existence only extends as far as that person allows the world to penetrate their psychological barriers. Sure, one can live life self-sheltered and cynical, but that will allow for only a narrow avenue to be in the world. What Neku learns over the course of The Reaper’s Game is how to dissolve his barriers and expand his world.
What makes TWETY special is how it actualizes this through several maneuvers. The game doesn’t use typical inventory or level-up systems at all. Rather, character progression is accomplished by frequenting the many trendy restaurants and boutiques of Shibuya, trying a variety of different foods and sporting a wide range of fashion styles. Progression comes from literally expanding your experience and taking a maximalist approach to life. Stagnation is disincentivized and sticking to familiar lanes will slow or even stop stat development.
Even more to the point is the game’s battle system. How to even describe it? By equipping various lapel pins Neku is granted access to various psychic powers like telekinesis or pyrokinesis which are activated by slashing, scratching, or scribbling on the touch screen. So combat comes down to a balance of flicking Neku around the field with the stylus to dodge attacks while trying to perform the various gestures to launch your own abilities. This would be tricky enough, but the game adds a whole other layer. The player also has to manage Neku’s partner on the top screen, who is fighting a simultaneous battle against their own foes. By inputting different combinations on the d-pad the player executes their attacks and defences. Additionally, there is a “light puck” that passes back and forth between the characters, and by timing attacks to correspond with it the player builds up special combos and synergies. It is a lot to manage and requires a splitting of the brain’s attention across both screens that at first feels unnatural or even impossible. But as the game progresses and the player learns to expand their awareness across both screens they are actualizing Neku’s own journey of psychological expansion. The kind of elegant play that can be achieved when the player’s two hands are working in tandem and their attention perceives action across multiple displays mirrors Neku’s own growth and capacity for companionship.
It’s the kind of gameplay/story/thematic harmony that can only be produced through the DS’s unique hardware features. Square’s attempt to update the game to modern, single-screen consoles is noble and works well enough, I suppose. But it is fundamentally a compromise of the original vision and can never recreate the exact harmony of character interiority, gameplay conceit, and stylized counterculture input controls that the original game relished in. The World Ends With You was a startling game when originally released and has only become more so now that we’ve abandoned the halcyon peaks of two-screen gaming for these dour single-screen mires.