It made me happy as a fan of the original after years of baiting with anime and mobile ports. Look at the state of Persona franchise, total trannies and fag festival western fans. I'm cool with it not breaking out, gives TWEWY more soul. Not cope, I really am happy and I don't want more people to find out about it.
By having a better written version of the Keyblade Graveyard scene since the characters aren’t presented as idiots during the scuffle in NEO. In KH3, the Guardians of Light all stand around and do nothing while their friends get absolutely wrecked by the villains, which is dumb because at that point, they should be alert for anything as the majority of the team has already faced a lot of different challenges and were at a battlefield. Compare that to the NEO cast thinking they were done with the battle after Shiba and for good reason since he has hyped up by everybody to be the big bad boss, only to get blindsided by Kubo. In KH3, all the wielders just gave up if they weren’t named Riku. They get their redo and it’s implied that they remember what happened last time. And then they proceed to do the same exact thing as the first attempt, only to get their asses bailed out by Lingering Will, Namine, and the Union X guys. In NEO, this doesn’t happen and for good reason because everyone gets blindsided by a threat that literally no one saw coming. The second time around, they are actually prepared to fight the bird Noise. They still fail because they are outnumbered but at least they try and do quite a bit to stop it. Rindo doesn’t time travel again because he has a concrete plan to save his friends but just out of a selfish desire to have this chance. He can recognize the irrationality of trying to face the challenge again and this is consistent with his character growth and arc instead of just coming out of nowhere like Sora’s Power of Waking.
With Ishibashi on the writing team for KH4 I have higher expectations than I did for KH3. I'm wondering what the rest of h.a.n.d is up to. A team that understands synergy and freedom as much as they do deserves to helm KH4. I'm fucking sick of all these modern games that duct tape a shit ton of flashy things together but it all flows like garbage.
>Rindo's full theme doesn't play until the final boss, because it's the first time he makes a real decision and commits to it. >post-game his character portrait is smiling
I love it.
Having never played the iOS or Switch Beeson of TWEWY, I'm almost mad about how much I liked Coco in NEO.
>iOS or Switch Beeson of TWEWY,
You ain’t missing much. DS version is still the best one overall.
I've heard, but I only knew about Coco from hearing she was in stuff that was added on later and from the description I expected to hate her.
I loved it but it seems to me that Nagi went completely underdeveloped, didn't get much of an arc like Rindo, Fret and even Shoka which is a shame since she was one of my favorites.
Nagi doesn't get much growth, but you can see her become less hostile towards normalfags as a whole over the course of the game, especially Fret. Oddly enough that makes her growth similar to Neku's, but with gatcha instead of graffiti.
>but you can see her become less hostile towards normalfags as a whole over the course of the game, especially Fret.
Nagi’s problem with Fret wasn’t really that he’s a normalfag. Her problem with him was that him acting in the overly fake manner that he did screamed to her that he seemingly had no regard for how his attitude and actions towards others made other people feel in service of his own self-interest and she fundamentally cannot get along with other people of that nature, as shown with how she dismisses Motoi entirely off the bat when the crew first meets him because she could tell that there was something off about his attitude. The sidequest with Eiru is an excellent example of this since Fret’s advice is "don’t worry about what other people think. Hell, you should just stop caring in general" while Nagi’s advice suggests that Eiru needs to learn to embrace his differences, find acceptance with his insecurities and build a stronger foundation for his character through that acceptance. However, once it was revealed that Fret’s attitude was due to him trying to unhealthily cope with his trauma and not because he was seemingly unconcerned for the feelings of others, she’s far more understandable towards him and empathizes with his grief.
>really interesting and detailed character writing that rewards careful examination of the casts’ actions and ideologies >incredibly well-done combat systems with a lot of room for synergistic builds and strategies as well as action game skill >really solid enemy/mob/boss design >one of the coolest approaches to difficulty tuning I’ve seen in games
It’s a shame that the TWEWY games don’t get much more love.
It’s kind of a blessing in disguise that the games aren’t more popular imo since we don’t run the risk of threads getting absolutely destroyed by secondaries. Especially when there’s already autists trying to derail them.
The games also dump new pins on you pretty frequently so you can continuously experiment and not pigeonhole yourself into one playstyle. I played FF16 on release and it was awful how long you were stuck with just two eikons. It made the first 40% of the game feel incredibly repetitive.
Yeah, even from the beginning, you can still experiment with quite a bit. >OG TWEWY >staggering Pyrokinesis to get the full damage and take out the frogs in the beginning quickly >juggling enemies with Force Rounds >using the sub-slot mechanic to cancel out of attacks such as Thunderbolt so that Neku isn’t a sitting duck mr >using the power of the Light Puck to boost the HP intake of healing pins >slashing the stylus in a particular way to have the icicles of Ice Risers appear from left to right or vice-versa to better control your juggles >using obstacles as both defense and offense against Noise >canceling out enemy attacks/status effects via Shiki’s fusion
>NEO TWEWY >using Massive Hit to turn enemies into projectiles >using wallsplats to open up enemies to the Aerial Assault damage bonus >stopping Heavy Slugger’s combo string early to prevent sharks from entering back into the ground as well as get a Beatdrop prompt early >using Azamaru to pull off reversals on enemies >using Firestorm to extend juggles/aerial status on enemies >darting Lance Lunge’s finisher to catch multiple foes at once >taking advantage of Force Round’s piercing abilities >the entire Mashup system >controlling multiple party members from afar using pin buffering tactics to set up particular combos >using Vehicular Assault’s ability to leave lingering objects behind as an defensive knockback tool >having Time Bomb pins set each other off via close proximity >can chain up to five rounds from the start
I personally like to use Heavy Slammer so that I can set up for Aerial Assault via bouncing while also keeping enemies near the ground so that I maintain a good view of my surroundings.
Yep. The collisions do about half the damage of the base attack (elemental weaknesses aren’t taken into account) and they can be very useful for controlling the space around you via knocking enemies down. On top of that, you can even pull off some ricochet strats like it’s a game of pool.
The dinosaur noise filtered me for the entire game. When they start to spawn in Week 2 I never dared fight them ever again for the remainder of the game.
I loved it but it seems to me that Nagi went completely underdeveloped, didn't get much of an arc like Rindo, Fret and even Shoka which is a shame since she was one of my favorites.
Nagi actually does have an arc, it’s just incredibly subtle. analyses people and feels them whether she wants it or not, and due to being a combination of simultaneously open minded and very direct, those not true to themselves strike her as very wrong, in the wrong, or plain bizarre, as we can see from how coldly she treats Motoi and Fret at first. She’s true to herself, and to others, and someone not reciprocating on the same level is a bad thing in her book.
However, as we get to see throughout the game, she begins to lighten up towards Fret and if you look closely at how she interacts with him, she progressively becomes less outright insulting towards him and more distant and hesitant once she puts together than he might actually have a reason to be putting up a front. By the time week 3 rolls around she's not insulting him at all, often engaging with friendly banter with him because she's realized that Fret is a genuinely good person who acts fake as a coping mechanism. Most of this realization starts showing up during week 2 because Fret gets stressed enough by the situation they're in to let the "mask" slip on multiple occasions— you can see that Nagi's expression changes when her portrait is present during these instances because she starts to put it together. While her arc isn’t as pronounced as the others, it’s still there nonetheless and revolves around her learning that she does not need to dismiss people right away and look past the surface, exploring in learning how to nuance so to speak.
On top of that, she begins to step up into her role as the team mom and develops from just passively commenting on the tensions between party members on the sidelines to actively stepping up to the plate and helping to comfort her younger team members.
I hated her for most of the game. I just don't like the otaku archetype. Towards the end though she became one of my favorites. When everyone was losing their minds she kept her shit together and helped them get through the day
EVERY NIGHT I LIE IN BED
SUGAR PLUMS ALL UP IN MY HEAD
OHHHHHHH
BENEATH MY CHRISTMAS TREE
I WASN'T GOOD ENOUGH
SO SANTA DID NOT GIVE MEEEEEE
MY OWN PS3
THIS LUMP OF COAL
IN MY STOCKING'S KILLING MEEEE
Why do you say that? I played both P5 and TWEWY Neo and I didn't come to that conclusion. Nagi is a college girl obsessed with her mobile dating sim gacha game, Futaba is shut-in that can't talk to people normally. Nagi can hold a conversation outside of her game like a normal person too, she's just lazy about the way she dresses.
Overall I found the NEO soundtrack worse than the original TWEWY soundtrack.
Scramble is fucking dope though
I honestly prefer NEO’s soundtrack more than OG TWEWY’s though that’s mainly because I found the rock-focused approach to be more my liking as well as the lyrics to be much better written and more relevant to the themes of the game overall.
Agree, but props to NEO TWEWY for giving some bosses actually unique tracks (that one track for Susukichi / Scramble / Last Call / Unpainted / World is Yours) - OG had Transformation for Minamimoto, I guess
I downloaded the demo and still felt ripped off. What a turd
Honestly the gameplay progression in NEO TWEWY sucks >haha pin decks are locked behind plot progression, enjoy swapping pins all the time manually per fight (OG had four available decks from the start) >Killer Remix is piss easy to achieve and it permanently breaks game's balance with less effort than some OG's pin combos
>Killer Remix is piss easy to achieve and it permanently breaks game's balance with less effort than some OG's pin combos
Killer Remix isn’t even the best option in the game. Mashups will do shitloads more damage with the right set-up.
>Killer Remix isn’t even the best option in the game.
The issue is that it's piss easy to achieve - you just stack multi-hit pins, use them and watch Groove reach 300%. And then it's tons of free damage + ton of i-frames + huge ass heal. And then next wave starts (if it starts) with all pins ready and you just repeat the process.
In OG the same thing was locked behind upper screen management, and you actually had to pay attention to partner's minigame thing to reach Fusion Lv.3. But it was actually hard and like 95% of players just mashed partner's screen in hopes that they're doing something productive while focusing on Neku's screen.
Not even fancy Noises that lower your Groove were an issue to Killer Remix spam (outside of maybe wolves once they start dashing around at very hihg speed if you didn't kill them early).
>The issue is that it's piss easy to achieve - you just stack multi-hit pins, use them and watch Groove reach 300%.
The issue with that is that only does it take more time to do (which is going to be murder on your overall ranking if you want to level up pins), but it also decreases in damage, which is especially noticeable against shit like the rexes in Another Day since it doesn’t even take out half of its health. Meanwhile, Mashups remain far more relevant damage-wise, are excellent crowd control tools, and can hit elemental weaknesses. Just look at this fight and see how the Killer Remixes don’t do jack-shit outside of refill your pins.
>which is going to be murder on your overall ranking
I had S rank in all of my normal fights, it was never an issue for me
Dives sometimes had leftovers but they give you tons of extra time so it didn't matter >if you want to level up pins
Just wait until postgame and farm Kubo's birds (blue Noise) on Easy - most of pins will be mastered after that fight and you can beat it easily with a set of 6 garbage pins, it's how I quickly mastered most of my pins for trophy. For pins with high level and slow exp gain I just farmed pufferfish in high chains because I needed money anyway.
>In OG the same thing was locked behind upper screen management, and you actually had to pay attention to partner's minigame thing to reach Fusion Lv.3. But it was actually hard and like 95% of players just mashed partner's screen in hopes that they're doing something productive while focusing on Neku's screen. >not just using Sweeper and Entanglement to wipe out a large majority of encounters in Week 2/3 >not using puck-boosted Burst Rounds to take out huge chunks of enemy/boss health
I can play this game too, anon. Not to mention that you don’t even get Killer Remixes until the end of Week 2 in NEO and even then, Mashups are going to be more fun to use as well as build up to Groove in a much faster manner. Hell, even using shit like Black Hole and Stop the Music is a more effective tool than just spamming all of your attacks since that actually builds up Groove faster AND leaves your pins open to do attacks. The way I see it, Killer Remixes are a noob trap. Yeah, they can be handy for when you want to get a quick heal and reboot your pins but the point of the fights is that you don’t want to take damage overall since it effects your ranking and that blasting through a round automatically recharges your pins anyway.
Depth to me is when you have multiple options and have to consider which options are the best for a given situation, and have to weigh the pros and cons of each option, which in turn leads to different playstyles and solutions and in that regard, NEO TWEWY actually does this quite well. There were a lot of times in my playthroughs where I had to consider what pins would work best with one another as well having to decide on-the-fly whether to use a Mashup now in order to do damage and build up more Groove now or save it up for a Killer Remix and blast the round away for a full health restore, which could potentially leave me at a disadvantage in later rounds. It also helps that you don’t gain health back throughout rounds to make the decision-making more palpable.
>Not to mention that you don’t even get Killer Remixes until the end of Week 2 in NEO
And my point since original post is that any sort of difficulty goes away after you get it, and it's not like the game is really difficult in the first place (just like with OG TWEWY I beat NEO on Hard Level 14 as soon as I unlocked Hard, because playing on lower difficulty / higher level felt too easy - too bad Ultimate is locked behind postgame in both games). Yes, you can play it differently, but if it werks then why bother? It's like Super Mario Odyssey giving you a huge potential for playing levels differently thanks to wide set of movement abilities, but the game never asks you to do that (there are no such levels where you need it) and you can just rely on simple stuff to 100% it. It's fine if you want self-imposed challenge playthrough but that's kinda it.
The only time I swapped to slightly different pin set was during Rhyme's dive where I brought two freeze pins to slow down t-rex's ass with ATK buff. But that was it - even ultra instinct Sho was just "bait him to dash and then throw a projectile pin (which doesn't proc hs seal gimmick), rinse repeat until he dies" so I never had to look deep into combos.
3 weeks ago
Anonymous
>Hard Level 14 >not Hard Level 1 with no stat boosts
You’re missing out. >It's like Super Mario Odyssey giving you a huge potential for playing levels differently thanks to wide set of movement abilities, but the game never asks you to do that (there are no such levels where you need it) and you can just rely on simple stuff to 100% it. It's fine if you want self-imposed challenge playthrough but that's kinda it.
The point of TWEWY as a series is self-expression. From the threads that you wear to the pins that you use to the difficulty and challenges you set on yourself. If you just do the bare minimum in either game, you’re never gonna have fun with the systems in place. Don’t just be a lame-ass nerd. >"bait him to dash and then throw a projectile pin (which doesn't proc hs seal gimmick), rinse repeat until he dies"
It’s actually far more effective (and fun) to want him to proc his eye gimmick since that leaves him open to huge counterattack damage.
3 weeks ago
Anonymous
>You’re missing out.
ok weird flex >The point of TWEWY as a series is self-expression. >Don’t just be a lame-ass nerd.
ok that came out of nowhere
it's a game dude, chill and don't be so sensitive
3 weeks ago
Anonymous
Nah, he’s right. You do kind of sound lame.
3 weeks ago
Anonymous
>name-calling
cool so this discussion reached its lowest point of pyramid
3 weeks ago
Anonymous
>complaining about name-calling on Ganker of all places >on Ganker even
3 weeks ago
Anonymous
You sound boring as fuck, man. You’re missing out on the joy of comboing Sho or Shiba to the point that they can’t even begin to try and touch you. Or using barrier pins to get past Ayano’s own barrier and attack her with melee options. Hell, playing stylishly is actually far more practical in the long-run since you get increased damage and faster progression towards building up Groove.
3 weeks ago
Anonymous
>using the Time Mashup/status effects on Susy K so that he never gets the chance to attack or summon more minions
Remix is piss easy to achieve and it permanently breaks game's balance with less effort than some OG's pin combos
You fell for the meme. Most people like to think of Mashups as just another ultimate to save up as opposed to just another pin for you to combo with and so, they tend to write these off as sub-optimal compared to Killer Remixes. However, what they don’t realize is that Killer Remixes actually decrease in damage on each successive higher difficulty while Mashups will still hit hard thanks to multiple factors such as elemental weaknesses, pins that combo well into them, status infliction, and more.
Also, 2Rook in OG TWEWY exists.
Even barring that, you also have >game giving you Ice Blow on W1D2 and with enough SDPP (insanely easy to do since you can just save the game, turn the date up to seven days at a time for SDPP, and repeat), you can get Ice Risers, one of THE strongest pins in the game with how the Efficiency works as early W1D3. >With two DSes and/or some Mingle PP (which is weighted differently to add 20 times more experience to account for some people potentially not being around enough with a handheld) and Shutdown PP, you can evolve Masamune to the strongest variant of Shockwave known as Yoshimitsu as early as W1D5. This same method can also be used for Love Me Tether to Sweet Talk Tether, Meteor Magnet to Meteor Spike, Murasame to Kusanagi, Octo Squeeze to Vacu Squeeze, One Stone Many Birds to One Stroke Vast Wealth, Fiery Spirit Spirited Fire to Blue Blood Burns Blue (with the pin being B-ranked so that you can equip two in the same deck), and more >Tin Pin Custom is acquired automatically as early as W2D2 and it can easily be the strongest pin the player has at their disposal despite its deceptively low attack due to how much high Efficiency Burst Rounds have, making most mob fights and even bosses a joke >Once you max out the Wild Boar shopkeeper at 104, you can gain access to Lazy Bomber in Week 3, which will make stationary enemies such as mammoths, and the penultimate and final bosses an absolute joke since they will take the full brunt of the damage from the Time Bomb psych >Lightning Pawn is one of THE most busted pins in the game, with its ability as a Spark Core psych having it be able to circle an enemy and juggle it like it’s a game of hot potato, which includes several endgame bosses such as Uzuki, Kariya, Konishi, Taboo Sho, Kitaniji, and Goth Metal Drake. And you can get access to this as early as W3D2 by fighting a Psychedelifox on Normal in order to get Thunder Pawn and evolving it via Shutdown
OG TWEWY is easy as hell to break.
Adding even more onto this. >Speaking of the above point, you can gain access to several powerful pins/psychs just by changing the difficulty to lower levels in your main playthrough. For example, you can gain access to Sweet Talk Tether by fighting Melodi Corehog on Easy as early as W3D3 and gain access to Thunder Rook by fighting Neoclassical Drake on Easy and evolve it to Lightning Rook via Shutdown and repeat this process so that you can gain access to 2Rook as early as W3D5, letting you blast away the rest of the endgame with no trouble at all. >The epitome of this is Goth Metal Drake, who you can fight on W3D5 on Normal in order to gain access to Her Royal Highness, THE best Turbo Gauge pin in the game and you can repeat this process to go in and out of the area the boss spawns in. With this pin, you can greatly decrease the rate at which pin gauges are depleted and combine pins such as Lightning Rook, Lightning Pawn, and Sweet Talk Tether to stunlock, juggle, and combo the endgame bosses to death with no problem >The LASS set in general. The correct set of four grants an insane level of offense and defense at 50% health, often meaning 0 damage on the user and high amounts of damage to the enemy. There's even pins and threads which automatically inflict SOS at the beginning of battle and combine this with several high Efficiency Psychs and you can make the majority of encounters your bitch >You can get the Plumeria Studs as early as Week 1 by trading in lesser pins such as Rare Metals and 10 Yen, both of which are incredibly easy to rack up via the Noise around you, to gain access to Regeneration III. On top of that, Regeneration threads can STACK, meaning that you can essentially have Neku and his partner tank through large chains and boss battles with no problem >speaking of healing, you also get the ability to use SDPP to evolve Crackle Pop Barrier into Splish Splash Barrier on W2D3, one of the best healing pins in the game
For the Japanese+Urban JRPG fix Devil Survivor 1+2 and Persona
Gameplaywise I can't think of anything, they're both unique, Valkyrie Profile 2 comes to mind as somewhat similar to NEO (you have one party member mapped per button and you're also supposed to combo these together)
If you mean exactly like neo or Twenty, its a hard sell in general. its a one of a kind experience that you can't replicate even if you have similar settings or even gameplay
PC probably could have worked better than Switch honestly
You could have keyboard + mouse to simulate buttons + touch screen (that's basically how I played it the first time since I had to emulate)
Hope you’re excited for the new mobile game! Can’t wait til they reveal the exciting new protagonist group the Lights to fight the Darnkesses for control of the X-blade! 🙂
You anons have any specific pin/enemy interactions that stuck out to you in your playthrough? I remember dying to Suzy at the end of week 1 when none of my pins could trigger a beatdrop, but the switching to an assassin strike pin and feeling super satisfied
I'll never understand how the original TWEWY Final Mix wasn't ported to PC. I'm glad that the sequel is and is finally on Steam (after stupid EGS bullshit), but since the two are so related the original is a major benefit if it was available on PC native. Not to mention that the most game content is only in Final Mix (and that the Switch version of Final Mix doesn'tseem to offer Japanese audio/voice in any version that has ENG subs/UI).
That's because TWEWY is a mobile/handheld game, the whole pin evolution part is dependent on it. If they wanted to release it on steam or on a console other than the Switch they would have to rework this which apparently they don't want to.
For the Switch they already did this. You can play it entirely with a (single!) joycon, and it would be even easier to get it to work with a mouse/keyboard. It would be an amazingly easy rework and probably better than the "solo mix" mobile titles by far. Hell, keep the touchscreen option on Steam, you've got a legions of Deck players not to mention other users who would make use of it, but as long as you supported the other forms of input similar to what they did with Switch, they'd be fine - not just fine, better than probably any other version.
Kino of the highest fucking order. It's so exeedingly rare for me to be super hyped for a game and for it to exceed my expectations. I was actually scared to start playing at first because i didn't want my hopes to be ruined. It's a once in a lifetime kinda thing.
I wish more games were made with the same design philosophy as NEO. I fucking hate that it gets no recognition whatsoever. I'm not even asking for it to be popular, just recognized and appreciated.
It’s not completely perfect. You can see some of the ramifications of rewrites and such (ex. The Beat/Neku disguise). But it is better than I could have hoped, and the passion that shone through in the first game hasn’t dulled a bit all these years later. The dumbstruck excitement I had when they revealed the game after that 2nd countdown was honored
What made me drop this game was not letting me have all 7 party members at once in post-game. It's like yeah, I get Sho back, fuck yeah, but who the fuck do I trade out for him I love all these characters FUCK and I got frustrated at myself and stopped playing.
It's silly, I know, but it's a weird problem that I struggle with. Still love this game. Totally worth the wait. I wish Square didn't have a goddamn hateboner for the series.
OP here, I haven't even played the game but I just played the song in Theatrhythm and loved it.
I think I'll give TWEWY a try again, loved the presentation and all but it just didn't really grab me, I think I got to the third day or something.
>start a 20-chain battle
>CHASE starts playing
ROUND AND ROUND WE ENJOY THE CHASE
ROUND AND ROUND WE ENJOY THE CHASE
ROUND AND ROUND WE ENJOY THE CHASE
CHASE
One of the rare issues with the game is one track repeating itself in chain battles.
500 000 PEOPLE A DAY
2500 CROSS AT A TIME
>long wanted sequel succeeds where Kingdom Hearts 3 failed
where did it succeded? nobody fucking played this shit
t. someone who finished NEO 4 times
It made me happy as a fan of the original after years of baiting with anime and mobile ports. Look at the state of Persona franchise, total trannies and fag festival western fans. I'm cool with it not breaking out, gives TWEWY more soul. Not cope, I really am happy and I don't want more people to find out about it.
Being emotionally satisfying and having a time-travel plot element that is tied to the main character’s arc that doesn’t feel half-assed.
By having a better written version of the Keyblade Graveyard scene since the characters aren’t presented as idiots during the scuffle in NEO. In KH3, the Guardians of Light all stand around and do nothing while their friends get absolutely wrecked by the villains, which is dumb because at that point, they should be alert for anything as the majority of the team has already faced a lot of different challenges and were at a battlefield. Compare that to the NEO cast thinking they were done with the battle after Shiba and for good reason since he has hyped up by everybody to be the big bad boss, only to get blindsided by Kubo. In KH3, all the wielders just gave up if they weren’t named Riku. They get their redo and it’s implied that they remember what happened last time. And then they proceed to do the same exact thing as the first attempt, only to get their asses bailed out by Lingering Will, Namine, and the Union X guys. In NEO, this doesn’t happen and for good reason because everyone gets blindsided by a threat that literally no one saw coming. The second time around, they are actually prepared to fight the bird Noise. They still fail because they are outnumbered but at least they try and do quite a bit to stop it. Rindo doesn’t time travel again because he has a concrete plan to save his friends but just out of a selfish desire to have this chance. He can recognize the irrationality of trying to face the challenge again and this is consistent with his character growth and arc instead of just coming out of nowhere like Sora’s Power of Waking.
Funny you mention that because the plot of both is basically exactly the same right down to the redo finales except Neo is actually properly paced
With Ishibashi on the writing team for KH4 I have higher expectations than I did for KH3. I'm wondering what the rest of h.a.n.d is up to. A team that understands synergy and freedom as much as they do deserves to helm KH4. I'm fucking sick of all these modern games that duct tape a shit ton of flashy things together but it all flows like garbage.
Your garbage game won't ever be relevant
Meds
IT'S ME (WHAT!)
AGAINST THE WORLD SO
JUST LET ME GO AGAINST THE STORM
WHEN YOU SPEAK I FEEL RAGE
OPEN UP YOUR EEEEEEEEEYYYYYEEEEES
TRAAAAAAAAANSFORMAAAATION
TRAAAAAAAANSFORMATIOOOOOOOOOOOOOON
I DON'T SELL MYSELF TO GET SUCH A REEEEPUTAAAATIOOOOON.
AND IIIIF MY ONLY LIIGHT IS THE LOOOOONELY STAR ABOVE
Best girl of all
Zero seven seven three four.
ew
Based Coco chad
Ew.
>Rindo's full theme doesn't play until the final boss, because it's the first time he makes a real decision and commits to it.
>post-game his character portrait is smiling
I love it.
Having never played the iOS or Switch Beeson of TWEWY, I'm almost mad about how much I liked Coco in NEO.
>post-game his character portrait is smiling
Wait, really? Which one?
on the equipment menu.
I've heard, but I only knew about Coco from hearing she was in stuff that was added on later and from the description I expected to hate her.
Nagi doesn't get much growth, but you can see her become less hostile towards normalfags as a whole over the course of the game, especially Fret. Oddly enough that makes her growth similar to Neku's, but with gatcha instead of graffiti.
>but you can see her become less hostile towards normalfags as a whole over the course of the game, especially Fret.
Nagi’s problem with Fret wasn’t really that he’s a normalfag. Her problem with him was that him acting in the overly fake manner that he did screamed to her that he seemingly had no regard for how his attitude and actions towards others made other people feel in service of his own self-interest and she fundamentally cannot get along with other people of that nature, as shown with how she dismisses Motoi entirely off the bat when the crew first meets him because she could tell that there was something off about his attitude. The sidequest with Eiru is an excellent example of this since Fret’s advice is "don’t worry about what other people think. Hell, you should just stop caring in general" while Nagi’s advice suggests that Eiru needs to learn to embrace his differences, find acceptance with his insecurities and build a stronger foundation for his character through that acceptance. However, once it was revealed that Fret’s attitude was due to him trying to unhealthily cope with his trauma and not because he was seemingly unconcerned for the feelings of others, she’s far more understandable towards him and empathizes with his grief.
>iOS or Switch Beeson of TWEWY,
You ain’t missing much. DS version is still the best one overall.
>only the sleeves are see-through
Such a tease.
>really interesting and detailed character writing that rewards careful examination of the casts’ actions and ideologies
>incredibly well-done combat systems with a lot of room for synergistic builds and strategies as well as action game skill
>really solid enemy/mob/boss design >one of the coolest approaches to difficulty tuning I’ve seen in games
It’s a shame that the TWEWY games don’t get much more love.
It’s kind of a blessing in disguise that the games aren’t more popular imo since we don’t run the risk of threads getting absolutely destroyed by secondaries. Especially when there’s already autists trying to derail them.
The games also dump new pins on you pretty frequently so you can continuously experiment and not pigeonhole yourself into one playstyle. I played FF16 on release and it was awful how long you were stuck with just two eikons. It made the first 40% of the game feel incredibly repetitive.
Yeah, even from the beginning, you can still experiment with quite a bit.
>OG TWEWY
>staggering Pyrokinesis to get the full damage and take out the frogs in the beginning quickly
>juggling enemies with Force Rounds
>using the sub-slot mechanic to cancel out of attacks such as Thunderbolt so that Neku isn’t a sitting duck mr
>using the power of the Light Puck to boost the HP intake of healing pins
>slashing the stylus in a particular way to have the icicles of Ice Risers appear from left to right or vice-versa to better control your juggles
>using obstacles as both defense and offense against Noise
>canceling out enemy attacks/status effects via Shiki’s fusion
>NEO TWEWY
>using Massive Hit to turn enemies into projectiles
>using wallsplats to open up enemies to the Aerial Assault damage bonus
>stopping Heavy Slugger’s combo string early to prevent sharks from entering back into the ground as well as get a Beatdrop prompt early
>using Azamaru to pull off reversals on enemies
>using Firestorm to extend juggles/aerial status on enemies
>darting Lance Lunge’s finisher to catch multiple foes at once
>taking advantage of Force Round’s piercing abilities
>the entire Mashup system
>controlling multiple party members from afar using pin buffering tactics to set up particular combos
>using Vehicular Assault’s ability to leave lingering objects behind as an defensive knockback tool
>having Time Bomb pins set each other off via close proximity
>can chain up to five rounds from the start
I personally like to use Heavy Slammer so that I can set up for Aerial Assault via bouncing while also keeping enemies near the ground so that I maintain a good view of my surroundings.
>using Massive Hit to turn enemies into projectiles
NEO has collision mechanics?
Yep. The collisions do about half the damage of the base attack (elemental weaknesses aren’t taken into account) and they can be very useful for controlling the space around you via knocking enemies down. On top of that, you can even pull off some ricochet strats like it’s a game of pool.
It always feels weird playing the start of OG TWEWY again and having to wait until Day 4 to be able to unlock chain battles.
Good. It's a 2000s series for us boomers, away with the zoomer scum.
NOT EVERY WOMAN LIKES IT ROUGH
NEVER TOUCH ME AGAIN
IM NOT A BIG FAN
DONT BE MAD DONT BE MEAN
best one by far, god I love this game, hopefully they make a third one in ten years or so
IT’S ME
AGAINST THE WORLD
makes me kinda want to replay this game tbh.
that soundtrack really is a banger
BUT I'VE FOUND SOME CLARITY
MY LIFE'S TOO PRECIOUS TO LIVE SHACKLED BY INSECURITYYYYYYY
IT'S SUPPOSED TO BE HARD
IF IT WASN'T HARD
The dinosaur noise filtered me for the entire game. When they start to spawn in Week 2 I never dared fight them ever again for the remainder of the game.
That’s what you use status effects for, bro. I recommend Dynamite Darts in particular.
OPEN UP YOUR EYESSSSSS
TRANSFORMATION
TRANSFORMATION
I loved it but it seems to me that Nagi went completely underdeveloped, didn't get much of an arc like Rindo, Fret and even Shoka which is a shame since she was one of my favorites.
Nagi actually does have an arc, it’s just incredibly subtle. analyses people and feels them whether she wants it or not, and due to being a combination of simultaneously open minded and very direct, those not true to themselves strike her as very wrong, in the wrong, or plain bizarre, as we can see from how coldly she treats Motoi and Fret at first. She’s true to herself, and to others, and someone not reciprocating on the same level is a bad thing in her book.
However, as we get to see throughout the game, she begins to lighten up towards Fret and if you look closely at how she interacts with him, she progressively becomes less outright insulting towards him and more distant and hesitant once she puts together than he might actually have a reason to be putting up a front. By the time week 3 rolls around she's not insulting him at all, often engaging with friendly banter with him because she's realized that Fret is a genuinely good person who acts fake as a coping mechanism. Most of this realization starts showing up during week 2 because Fret gets stressed enough by the situation they're in to let the "mask" slip on multiple occasions— you can see that Nagi's expression changes when her portrait is present during these instances because she starts to put it together. While her arc isn’t as pronounced as the others, it’s still there nonetheless and revolves around her learning that she does not need to dismiss people right away and look past the surface, exploring in learning how to nuance so to speak.
On top of that, she begins to step up into her role as the team mom and develops from just passively commenting on the tensions between party members on the sidelines to actively stepping up to the plate and helping to comfort her younger team members.
I hated her for most of the game. I just don't like the otaku archetype. Towards the end though she became one of my favorites. When everyone was losing their minds she kept her shit together and helped them get through the day
ENOUGH IS ENOUGH
EVERY WOMAN LIKES IT ROUGH
DON'T YOU TOUCH ME AGAIN
TIL YOU JOIN MY ONLYFANS
EVERY NIGHT I LIE IN BED
SUGAR PLUMS ALL UP IN MY HEAD
OHHHHHHH
BENEATH MY CHRISTMAS TREE
I WASN'T GOOD ENOUGH
SO SANTA DID NOT GIVE MEEEEEE
MY OWN PS3
THIS LUMP OF COAL
IN MY STOCKING'S KILLING MEEEE
I'm glad people like Nagi. She's great, problem for SquareEnix is she wasn't the Shiki fap bait replacement to advertise the game but that's alright.
I just hate that Nagi is indistinguishable from Futaba in nearly every way.
If you actually think that, you legitimately haven’t been paying attention to either game.
Nagi feels like someone you would actually get to know IRL if you went to high school/college. Futaba feels like a fantasy
Why do you say that? I played both P5 and TWEWY Neo and I didn't come to that conclusion. Nagi is a college girl obsessed with her mobile dating sim gacha game, Futaba is shut-in that can't talk to people normally. Nagi can hold a conversation outside of her game like a normal person too, she's just lazy about the way she dresses.
They have literally nothing in common, hell Nagi might even be considered a anti Futaba.
I get the feeling that one day with a ton of rewinds is gonna make me hesitant to replay the game in the future.
Beat a best.
I downloaded the demo and still felt ripped off. What a turd
>he doesn’t like comboing niggas
I honestly prefer NEO’s soundtrack more than OG TWEWY’s though that’s mainly because I found the rock-focused approach to be more my liking as well as the lyrics to be much better written and more relevant to the themes of the game overall.
If you haven’t used Sho’s kick as way to turn enemies into projectiles, then you truly haven’t been living.
Overall I found the NEO soundtrack worse than the original TWEWY soundtrack.
Scramble is fucking dope though
Agree, but props to NEO TWEWY for giving some bosses actually unique tracks (that one track for Susukichi / Scramble / Last Call / Unpainted / World is Yours) - OG had Transformation for Minamimoto, I guess
Honestly the gameplay progression in NEO TWEWY sucks
>haha pin decks are locked behind plot progression, enjoy swapping pins all the time manually per fight (OG had four available decks from the start)
>Killer Remix is piss easy to achieve and it permanently breaks game's balance with less effort than some OG's pin combos
>Killer Remix is piss easy to achieve and it permanently breaks game's balance with less effort than some OG's pin combos
Killer Remix isn’t even the best option in the game. Mashups will do shitloads more damage with the right set-up.
>Killer Remix isn’t even the best option in the game.
The issue is that it's piss easy to achieve - you just stack multi-hit pins, use them and watch Groove reach 300%. And then it's tons of free damage + ton of i-frames + huge ass heal. And then next wave starts (if it starts) with all pins ready and you just repeat the process.
In OG the same thing was locked behind upper screen management, and you actually had to pay attention to partner's minigame thing to reach Fusion Lv.3. But it was actually hard and like 95% of players just mashed partner's screen in hopes that they're doing something productive while focusing on Neku's screen.
Not even fancy Noises that lower your Groove were an issue to Killer Remix spam (outside of maybe wolves once they start dashing around at very hihg speed if you didn't kill them early).
>The issue is that it's piss easy to achieve - you just stack multi-hit pins, use them and watch Groove reach 300%.
The issue with that is that only does it take more time to do (which is going to be murder on your overall ranking if you want to level up pins), but it also decreases in damage, which is especially noticeable against shit like the rexes in Another Day since it doesn’t even take out half of its health. Meanwhile, Mashups remain far more relevant damage-wise, are excellent crowd control tools, and can hit elemental weaknesses. Just look at this fight and see how the Killer Remixes don’t do jack-shit outside of refill your pins.
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>which is going to be murder on your overall ranking
I had S rank in all of my normal fights, it was never an issue for me
Dives sometimes had leftovers but they give you tons of extra time so it didn't matter
>if you want to level up pins
Just wait until postgame and farm Kubo's birds (blue Noise) on Easy - most of pins will be mastered after that fight and you can beat it easily with a set of 6 garbage pins, it's how I quickly mastered most of my pins for trophy. For pins with high level and slow exp gain I just farmed pufferfish in high chains because I needed money anyway.
>In OG the same thing was locked behind upper screen management, and you actually had to pay attention to partner's minigame thing to reach Fusion Lv.3. But it was actually hard and like 95% of players just mashed partner's screen in hopes that they're doing something productive while focusing on Neku's screen.
>not just using Sweeper and Entanglement to wipe out a large majority of encounters in Week 2/3
>not using puck-boosted Burst Rounds to take out huge chunks of enemy/boss health
I can play this game too, anon. Not to mention that you don’t even get Killer Remixes until the end of Week 2 in NEO and even then, Mashups are going to be more fun to use as well as build up to Groove in a much faster manner. Hell, even using shit like Black Hole and Stop the Music is a more effective tool than just spamming all of your attacks since that actually builds up Groove faster AND leaves your pins open to do attacks. The way I see it, Killer Remixes are a noob trap. Yeah, they can be handy for when you want to get a quick heal and reboot your pins but the point of the fights is that you don’t want to take damage overall since it effects your ranking and that blasting through a round automatically recharges your pins anyway.
Depth to me is when you have multiple options and have to consider which options are the best for a given situation, and have to weigh the pros and cons of each option, which in turn leads to different playstyles and solutions and in that regard, NEO TWEWY actually does this quite well. There were a lot of times in my playthroughs where I had to consider what pins would work best with one another as well having to decide on-the-fly whether to use a Mashup now in order to do damage and build up more Groove now or save it up for a Killer Remix and blast the round away for a full health restore, which could potentially leave me at a disadvantage in later rounds. It also helps that you don’t gain health back throughout rounds to make the decision-making more palpable.
>Not to mention that you don’t even get Killer Remixes until the end of Week 2 in NEO
And my point since original post is that any sort of difficulty goes away after you get it, and it's not like the game is really difficult in the first place (just like with OG TWEWY I beat NEO on Hard Level 14 as soon as I unlocked Hard, because playing on lower difficulty / higher level felt too easy - too bad Ultimate is locked behind postgame in both games). Yes, you can play it differently, but if it werks then why bother? It's like Super Mario Odyssey giving you a huge potential for playing levels differently thanks to wide set of movement abilities, but the game never asks you to do that (there are no such levels where you need it) and you can just rely on simple stuff to 100% it. It's fine if you want self-imposed challenge playthrough but that's kinda it.
The only time I swapped to slightly different pin set was during Rhyme's dive where I brought two freeze pins to slow down t-rex's ass with ATK buff. But that was it - even ultra instinct Sho was just "bait him to dash and then throw a projectile pin (which doesn't proc hs seal gimmick), rinse repeat until he dies" so I never had to look deep into combos.
>Hard Level 14
>not Hard Level 1 with no stat boosts
You’re missing out.
>It's like Super Mario Odyssey giving you a huge potential for playing levels differently thanks to wide set of movement abilities, but the game never asks you to do that (there are no such levels where you need it) and you can just rely on simple stuff to 100% it. It's fine if you want self-imposed challenge playthrough but that's kinda it.
The point of TWEWY as a series is self-expression. From the threads that you wear to the pins that you use to the difficulty and challenges you set on yourself. If you just do the bare minimum in either game, you’re never gonna have fun with the systems in place. Don’t just be a lame-ass nerd.
>"bait him to dash and then throw a projectile pin (which doesn't proc hs seal gimmick), rinse repeat until he dies"
It’s actually far more effective (and fun) to want him to proc his eye gimmick since that leaves him open to huge counterattack damage.
>You’re missing out.
ok weird flex
>The point of TWEWY as a series is self-expression.
>Don’t just be a lame-ass nerd.
ok that came out of nowhere
it's a game dude, chill and don't be so sensitive
Nah, he’s right. You do kind of sound lame.
>name-calling
cool so this discussion reached its lowest point of pyramid
>complaining about name-calling on Ganker of all places
>on Ganker even
You sound boring as fuck, man. You’re missing out on the joy of comboing Sho or Shiba to the point that they can’t even begin to try and touch you. Or using barrier pins to get past Ayano’s own barrier and attack her with melee options. Hell, playing stylishly is actually far more practical in the long-run since you get increased damage and faster progression towards building up Groove.
>using the Time Mashup/status effects on Susy K so that he never gets the chance to attack or summon more minions
Remix is piss easy to achieve and it permanently breaks game's balance with less effort than some OG's pin combos
You fell for the meme. Most people like to think of Mashups as just another ultimate to save up as opposed to just another pin for you to combo with and so, they tend to write these off as sub-optimal compared to Killer Remixes. However, what they don’t realize is that Killer Remixes actually decrease in damage on each successive higher difficulty while Mashups will still hit hard thanks to multiple factors such as elemental weaknesses, pins that combo well into them, status infliction, and more.
Also, 2Rook in OG TWEWY exists.
>2Rook
On W3D5, if you drop down to Easy and farm Taboo Drakes for.
Even barring that, you also have
>game giving you Ice Blow on W1D2 and with enough SDPP (insanely easy to do since you can just save the game, turn the date up to seven days at a time for SDPP, and repeat), you can get Ice Risers, one of THE strongest pins in the game with how the Efficiency works as early W1D3.
>With two DSes and/or some Mingle PP (which is weighted differently to add 20 times more experience to account for some people potentially not being around enough with a handheld) and Shutdown PP, you can evolve Masamune to the strongest variant of Shockwave known as Yoshimitsu as early as W1D5. This same method can also be used for Love Me Tether to Sweet Talk Tether, Meteor Magnet to Meteor Spike, Murasame to Kusanagi, Octo Squeeze to Vacu Squeeze, One Stone Many Birds to One Stroke Vast Wealth, Fiery Spirit Spirited Fire to Blue Blood Burns Blue (with the pin being B-ranked so that you can equip two in the same deck), and more
>Tin Pin Custom is acquired automatically as early as W2D2 and it can easily be the strongest pin the player has at their disposal despite its deceptively low attack due to how much high Efficiency Burst Rounds have, making most mob fights and even bosses a joke
>Once you max out the Wild Boar shopkeeper at 104, you can gain access to Lazy Bomber in Week 3, which will make stationary enemies such as mammoths, and the penultimate and final bosses an absolute joke since they will take the full brunt of the damage from the Time Bomb psych
>Lightning Pawn is one of THE most busted pins in the game, with its ability as a Spark Core psych having it be able to circle an enemy and juggle it like it’s a game of hot potato, which includes several endgame bosses such as Uzuki, Kariya, Konishi, Taboo Sho, Kitaniji, and Goth Metal Drake. And you can get access to this as early as W3D2 by fighting a Psychedelifox on Normal in order to get Thunder Pawn and evolving it via Shutdown
OG TWEWY is easy as hell to break.
Adding even more onto this.
>Speaking of the above point, you can gain access to several powerful pins/psychs just by changing the difficulty to lower levels in your main playthrough. For example, you can gain access to Sweet Talk Tether by fighting Melodi Corehog on Easy as early as W3D3 and gain access to Thunder Rook by fighting Neoclassical Drake on Easy and evolve it to Lightning Rook via Shutdown and repeat this process so that you can gain access to 2Rook as early as W3D5, letting you blast away the rest of the endgame with no trouble at all.
>The epitome of this is Goth Metal Drake, who you can fight on W3D5 on Normal in order to gain access to Her Royal Highness, THE best Turbo Gauge pin in the game and you can repeat this process to go in and out of the area the boss spawns in. With this pin, you can greatly decrease the rate at which pin gauges are depleted and combine pins such as Lightning Rook, Lightning Pawn, and Sweet Talk Tether to stunlock, juggle, and combo the endgame bosses to death with no problem
>The LASS set in general. The correct set of four grants an insane level of offense and defense at 50% health, often meaning 0 damage on the user and high amounts of damage to the enemy. There's even pins and threads which automatically inflict SOS at the beginning of battle and combine this with several high Efficiency Psychs and you can make the majority of encounters your bitch
>You can get the Plumeria Studs as early as Week 1 by trading in lesser pins such as Rare Metals and 10 Yen, both of which are incredibly easy to rack up via the Noise around you, to gain access to Regeneration III. On top of that, Regeneration threads can STACK, meaning that you can essentially have Neku and his partner tank through large chains and boss battles with no problem
>speaking of healing, you also get the ability to use SDPP to evolve Crackle Pop Barrier into Splish Splash Barrier on W2D3, one of the best healing pins in the game
Are there any other games that feel like TWEY/NEO? I can't think of anything. People say Jet Set Radio and I guess kind of but it's just not the same.
For the Japanese+Urban JRPG fix Devil Survivor 1+2 and Persona
Gameplaywise I can't think of anything, they're both unique, Valkyrie Profile 2 comes to mind as somewhat similar to NEO (you have one party member mapped per button and you're also supposed to combo these together)
If you mean exactly like neo or Twenty, its a hard sell in general. its a one of a kind experience that you can't replicate even if you have similar settings or even gameplay
Why isn't there a version of TWEWY 1 on PC
Because SE is retarded
PC probably could have worked better than Switch honestly
You could have keyboard + mouse to simulate buttons + touch screen (that's basically how I played it the first time since I had to emulate)
Man I love this game.
I love how the DRS keel over and pant for a bit after running because they’re a bunch of fucking nerds.
Wallsplat into lightning juggle is sick as fuck.
WHERE DID WE MEET BEFORE, JUST LIKE THIS!
I KNOW YOUR SMILE, YOUR VOICE, JUST LIKE THAT!
YOU TALK TO ME AND I SMILE BACK!
I DON'T BELIEVE IN FANTASIES
>the cancer cast that ruined the kino that is Traverse Town
Fuck off with your homo game.
Hope you’re excited for the new mobile game! Can’t wait til they reveal the exciting new protagonist group the Lights to fight the Darnkesses for control of the X-blade! 🙂
>Darnkesses
>IESLB
See?
>he’s a Jirenfag as well
Makes sense.
>please no es call out me bad england por favor!!!
Done.
That wasn’t even me. I just hate Jirenfags.
Embarrassing desperation for attention. Here’s another pity (you)
They’re not even the same characters outside of Beat, you fucking retard.
>anon is blind
You anons have any specific pin/enemy interactions that stuck out to you in your playthrough? I remember dying to Suzy at the end of week 1 when none of my pins could trigger a beatdrop, but the switching to an assassin strike pin and feeling super satisfied
Using a parry pin just when a shark was about to hit me with a dive attack. Was rad as shit.
Ice Mashup + Gale Force is some broken shit, I love it.
Jesus
I'll never understand how the original TWEWY Final Mix wasn't ported to PC. I'm glad that the sequel is and is finally on Steam (after stupid EGS bullshit), but since the two are so related the original is a major benefit if it was available on PC native. Not to mention that the most game content is only in Final Mix (and that the Switch version of Final Mix doesn'tseem to offer Japanese audio/voice in any version that has ENG subs/UI).
That's because TWEWY is a mobile/handheld game, the whole pin evolution part is dependent on it. If they wanted to release it on steam or on a console other than the Switch they would have to rework this which apparently they don't want to.
For the Switch they already did this. You can play it entirely with a (single!) joycon, and it would be even easier to get it to work with a mouse/keyboard. It would be an amazingly easy rework and probably better than the "solo mix" mobile titles by far. Hell, keep the touchscreen option on Steam, you've got a legions of Deck players not to mention other users who would make use of it, but as long as you supported the other forms of input similar to what they did with Switch, they'd be fine - not just fine, better than probably any other version.
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This was one of the hypest moments in the game
>Did we win?
>'Twould certainly seem so!
>Not so fast…
>*cue second phase*
>We’re Losing You plays again when Shiba summons those illusion Noise
When this shit played for the first time, I knew that we got the kino sequel we were looking for.
Kino of the highest fucking order. It's so exeedingly rare for me to be super hyped for a game and for it to exceed my expectations. I was actually scared to start playing at first because i didn't want my hopes to be ruined. It's a once in a lifetime kinda thing.
I wish more games were made with the same design philosophy as NEO. I fucking hate that it gets no recognition whatsoever. I'm not even asking for it to be popular, just recognized and appreciated.
Oh, and the fact that it released on my birthday was the icing on the cake, and I don't even care about that shit.
It’s not completely perfect. You can see some of the ramifications of rewrites and such (ex. The Beat/Neku disguise). But it is better than I could have hoped, and the passion that shone through in the first game hasn’t dulled a bit all these years later. The dumbstruck excitement I had when they revealed the game after that 2nd countdown was honored
>don’t mind me, just one of the best final boss songs to have come out in the past decade in your path
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God, this game and the original have no business having such godly OSTs
ITS SUPPOSED TO BE HARD
IF IT WASN'T HARD, EVERYONE IN THE WORLD WOULD DO IT
>999% Groove
Will a Squeenix game ever be as kino? Yes, I’m aware that Jack’s game exists, I mean besides that one.
TWEWY 3 when it eventually comes out :')
>A comfy NEO TWEWY thread
Always nice to see.
What made me drop this game was not letting me have all 7 party members at once in post-game. It's like yeah, I get Sho back, fuck yeah, but who the fuck do I trade out for him I love all these characters FUCK and I got frustrated at myself and stopped playing.
It's silly, I know, but it's a weird problem that I struggle with. Still love this game. Totally worth the wait. I wish Square didn't have a goddamn hateboner for the series.
I swapped out Neku. He had enough time to shine.
Owari Hajimari got a major upgrade.
Those opening strings with the effects on them sound so good. It’s sets a perfect vibe for the game
WHO'S THE ENEMY
WHO'S THE ENEMY
WHO'S THE ENEMY
PLUG ME IN
worse game than the first
I’d say it’s just as good.
Different strengths. I prefer the first a bit as a wholistic work, but I enjoy Neo’s gameplay more
(you)
OP here, I haven't even played the game but I just played the song in Theatrhythm and loved it.
I think I'll give TWEWY a try again, loved the presentation and all but it just didn't really grab me, I think I got to the third day or something.
OG or NEO?
OG of course
I’d say keep playing if you have the DS version. It starts off a bit slow at first but it progresses quite a bit.
It's cool that Square Enix and other developers started making their own Persona 5 inspired JRPGs
Anon, not even the P5 fans make that joke anymore.