The World Ends With You

Why did it flop?

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  1. 11 months ago
    Anonymous

    Nomura is a hack

    • 11 months ago
      Anonymous

      Is Nomura in the thread with us?

      • 11 months ago
        Anonymous

        >Is Nomura in the thread with us?
        I wish. Then I'd ask him to read the Stellagay writeups

    • 11 months ago
      Anonymous

      bump

  2. 11 months ago
    Anonymous

    forced soul

    • 11 months ago
      Anonymous

      >forced soul
      What the hell does this even mean?

      • 11 months ago
        Anonymous

        stupid new forced meme

      • 11 months ago
        Anonymous

        It is slop pretending to be soul

      • 11 months ago
        Anonymous

        Zoomer's summer meme

    • 11 months ago
      Anonymous

      people really just say anything and hope it sticks

  3. 11 months ago
    Anonymous

    Same reason why og Twewy flopped.

  4. 11 months ago
    Anonymous

    Because it was as boring and repetitive as the original game. The games being stylish can't make up for beating the same 3 enemies for 100 hours.

    • 11 months ago
      Anonymous

      >same 3 enemies for 100 hours
      >game introduces shit like the wolves and scorpions as regular enemy types by days 3-5
      >puffers and chameleons are made into normal enemy types until Week 2

      • 11 months ago
        Anonymous

        Don’t forget about how upgraded enemy types are still getting introduced until the last two days that can change how you approach them. Maximizaurus can be an absolute b***h to fight.

  5. 11 months ago
    Anonymous

    Shit marketing. No one knew this was on PS4, let alone on PC

  6. 11 months ago
    Anonymous

    Because they don't like let you frick Shoka

  7. 11 months ago
    Anonymous

    Can’t we just have one TWEWY thread without having to do this shit? I swear, it’s like you guys want to talk more about how the game flopped instead of the actual game itself.

    • 11 months ago
      Anonymous

      >passive aggressive secondary is a twitter troony
      many such cases

    • 11 months ago
      Anonymous

      >"wooow why is this franchise dead? we really need this game back guise!"
      >games cames out
      >no one buy it
      >franchise dies forever
      Stop being a fricking lying homosexual, then, twittercück.

      • 11 months ago
        Anonymous

        >games cames out
        >no one buy it
        Because the marketing was ass.

  8. 11 months ago
    Anonymous

    It was mid

  9. 11 months ago
    Anonymous

    flop coz slop
    simple as

  10. 11 months ago
    Anonymous

    nostalgia bait

  11. 11 months ago
    Anonymous

    It's a game that choose not being a Switch exclusive and benefit from the Free Nintendo marketing, but then Square-Enix decided not marketing the game at all.

    The combo Persona-like plus Nomura Style plus edgy teenager probably was, according the stupid Square executives, a perfect fit for Playstation. That, plus the lack of Steam version at the release destroyed all potential the game could have.

    And even apart of all that, compared with the first game, it's mediocre.

    • 11 months ago
      Anonymous

      >And even apart of all that, compared with the first game, it's mediocre.
      >more expansive combat system
      >more interactive boss fights and hit states
      >solid pin variety and balance this time around

  12. 11 months ago
    Anonymous

    music still rocks and its just part of my spotify playlist tbh

  13. 11 months ago
    Anonymous

    Gay looking chararacters. Queerish setting. troony localization.

  14. 11 months ago
    Anonymous

    garbage localized troonylation

  15. 11 months ago
    Anonymous

    because square didn't market it at all
    there were fans of the original game who didn't even know neo was a thing until after it released

  16. 11 months ago
    Anonymous

    Worse cast than TWEWY, the girls are ugly and not cute like Shiki and Rhyme. No unique gameplay twist like the original had. It was dead on arrival and needed to be rebuilt from zero to avoid being a flop

    • 11 months ago
      Anonymous

      >makes zero elaboration whatsoever
      Ignoring the fact that a lot of this is subjective at best, Sho literally leaves the party at the end of Week 1, forcing you to actually learn how to build your deck especially since new enemy types keep popping up by that point.

    • 11 months ago
      Anonymous

      >he didn’t get the Beatdrop sweetspot upgrade

  17. 11 months ago
    Anonymous

    God I want to frick her so badly

  18. 11 months ago
    Anonymous

    forced lack of marketing

  19. 11 months ago
    Anonymous

    I pirated the leaked switch version then bought it on steam like a year later

  20. 11 months ago
    Anonymous

    I can't imagine playing this on anything but DS. How do pins even work? How do you manage both characters at once?

    • 11 months ago
      Anonymous

      This is the sequel. Each character is mapped to a button to the controller (you can switch around which characters has what pin so it isn’t set in stone for which character can use a certain pin). Each attack type in the game has a condition that requires you to “Drop the Beat”, basically a combo finisher that’s tacked onto each pin and they each have their own variations. For example, some will have you inflicting status ailments on enemies, others will have you launching enemies in the air or into walls and some will have you piledriving them into the ground and so on and so forth. You do this in order to gradually build your Groove meter and unleash Mashups, which are 15 different elemental attacks that each have their own unique effect and can be activated on the battle field while you’re doing combos. There are pins with special abilities that reward you greatly when you set certain combos up right, whether it’s using knockdown pins to activate Grave Marker’s finisher, using launcher pins to increase the power of aerial pins such as Leo Armo or Meteor Strike, using chain pins to entangle enemies and increase the power of Drift Tackle or Swift Strike pins, etc.
      Even pins that have the same Psych archetype can have a different Beatdrop condition, which helps to keep things varied. Take Reigetsu or Hotaru for example. Both are Vortex Saber (melee sword attacks that unleash an AoE slash as their finishers) pins, with Reigetsu being Wind and Hotaru being Light, but Reigetsu requires you to knock an enemy into a wall in order to activate its Beatdrop whereas Hotaru has you doing its combo finisher to order to activate its own Beatdrop. Enemies also have revenge properties that can be disabled with status effects/hold pins, and if you’re skilled enough, you can use said revenge properties to your advantage like in KH.

    • 11 months ago
      Anonymous

      Honestly as a huge TWEWY ds fan, I thought they did a great job making a new engaging battle system that evokes similar feelings to the original. Obviously you can't get the two screen effect, but as you gain characters your brain will be plenty occupied keeping track of your combo and movement

    • 11 months ago
      Anonymous

      Certain pin types are assigned to certain characters.
      You time your button presses with other characters to get bonus damage and build up to special elemental attacks, which combo into each other and let you do all sorts of crazy shit.
      You can also get an elemental attack, and swap to another element by using a different character's pin for specific setups like gravity or time stop or other stuff.
      If you want to be really effective you can start a combo with one character, and then start another combo or charge attack with another character or two so they both land the "finishing hit" right after each other and it lets you build up special attacks that much faster.
      There's basically a moronic amount of combos you can use to handle any situation or boss fight.

    • 11 months ago
      Moose

      Each pin is mapped to a face button + triggers. Holding them either uses them or charges them. Your characters automatically float or run around and whoever's pins you are currently charging/using will take damage, while whoever's you used last becomes the active character who it focuses you on and can dodge. You basically chain together different pins, so let's say Rindo has a launcher, Fret has a sword, and Nagi has some sort of meteor attack. You can have Fret slashing while Rindo and Nagi charge in the background. Once you're ready you can use Rindo to launch your target, and then letting go of Nagi's would shoot the meteor at these guys in the sky.

      You also have a "Beat" gauge where comboing pins allows you to gain the finisher meter (It's their replacement for the puck), and based on what element your last pin used to "Drop the Beat" will determine what the finisher pin will be changing the effect entirely. The actual "Drop the Beat" bit is triggered every time you complete a pin's ultimate attack, so on swords this would be the final part of the combo, of charge pins this would be the hit landing, etc.

      Early game looks like a spam fest because it is, you simply don't have the pin variety yet. The further into the days and weeks you go the more variety you gain and the sillier your loadouts become, especially the shotgun pins because they're outright broken.

      • 11 months ago
        Anonymous

        >Early game looks like a spam fest because it is, you simply don't have the pin variety yet.
        Honestly, even in the first week, you can pull off some cool shit.
        >using Massive Hit to turn enemies into projectiles
        >using Heavy Slammer’s finisher to set up Aerial Assault pins and triple the damage on enemies with elemental weaknesses
        >stopping Heavy Slugger’s combo string early to prevent sharks from entering back into the ground
        >using Azamaru to pull off reversals on enemies
        >using the Electric Mashup as a barrier to lock out enemy types such as birds and wolves
        >darting Lance Lunge’s finisher to catch multiple foes at once
        And so on. It’s all a matter of experimentation.

        • 11 months ago
          Anonymous

          Heavy Slugger’s combo string early to prevent sharks from entering back into the ground
          Wait, you can do that?

          • 11 months ago
            Anonymous

            Yep. Here’s some more fun facts about Heavy Slugger
            >The hitstun from the finisher reduces the inertia from launchers, allowing you to land easier follow-up strikes off of horizontal launchers, and keep enemies in the air longer from vertical launchers. While this isn't too useful for standard enemies (their revenge values tend to kick in before you can really take advantage of the hitstun) unless you stub them beforehand, for certain bosses like Grus, Leo, and Shiba, the hitstun can allow you to hyper-extend your combos, sometimes to ridiculous degrees, or even take them down in a single combo. Right Claw and Wicked Howl are the best two Heavy Slugger pins to do this with, as they trade out strafing for homing in on your targeted foe.
            >Heavy Slugger's finisher is one of the only attacks in the game to have armor. Specifically, once the finisher begins, the user will be able to armor through one knockback/knockdown inducing attack. The armor will only apply for that first hit though, so the next hit they take will break them out of the finisher.
            >For the psych variations that only need you to immobilize/freeze an enemy to activate its Beatdrop, you can just hold down the button without fully charging it up and then release it for quick freezes when you have threads such as Frozen Foes

            • 11 months ago
              Anonymous

              >chain pins
              But why though?

              • 11 months ago
                Anonymous

                >increases your DPS like crazy since chained enemies take more damage from further attacks
                >if the chain’s affinity an element an enemy is weak to, you do 2x further damage
                >launching enemies into the air and then using a chain on them still makes them vulnerable to launcher Beatdrop prompts
                Plus they’re just fun to mess around with.

              • 11 months ago
                Anonymous

                Also forgot to mention that Frozen Fatality pins work insanely well with them for increased damage output and that certain variants can also stack up on walls.

        • 11 months ago
          Anonymous

          >Frog Noise gets hit twice in the ricochet

        • 11 months ago
          Moose

          Don't get me wrong, there's obviously still stuff there, but in a normal, average, casual approach to it you'll really only take advantage of Massive Hit and maybe Heavy Slugger's features since they're fairly easy to notice. Mashups in particular I don't think people will really experiment with for combo potentials until way later on when you can earn them quickly, because early on you just use them for the damage and potential to earn another one. Or, I did at least.

          Heavy Slugger’s combo string early to prevent sharks from entering back into the ground
          Wait, you can do that?

          Yes, I think you dodge cancel it, it's been a while. It's fairly easy to notice because finisher hits tend to cause certain enemies to retaliate in certain ways. I know the bears occasionally super armor if you do finishers on them.

          • 11 months ago
            Anonymous

            I’d say it’s still worth taking advantage of regardless to make your early playthroughs far more fun. Especially since doing combos with pins and Mashups is how you get more Groove.
            >I think you dodge cancel it, it's been a while.
            Nah, you can just stop tapping the button once you get to the rapid-punch combo string in order to activate it.

            • 11 months ago
              Anonymous

              Nobody cares shill

              • 11 months ago
                Anonymous

                You obviously do considering how you took time out of your life to reply.

  21. 11 months ago
    Anonymous

    >2 amazing games
    >never thought tid get a sequel
    >varied gameplay between the 2, both excellent, and not just a boring retread safe sequel
    Really the real winners are us, the players. Even fi another is never made.

  22. 11 months ago
    Anonymous

    Is it true that this, 7R, and XVI are the real successors to KH2?

    • 11 months ago
      Anonymous

      >KH2
      Amusing. Kyohei Suzuki isn't even a member of the Tokyo Team. But Nomura lucked out by picking someone who allegedly studied KH2 to carry it into Days and somehow Re:coded? (That I don't know if it's true)

      • 11 months ago
        Anonymous

        >Kyohei Suzuki
        Who?

        • 11 months ago
          Anonymous

          The main combat designer for NEO. He also worked on Days, Recoded, and KH3 as a battle planner.

          • 11 months ago
            Anonymous

            Nta (

            >KH2
            Amusing. Kyohei Suzuki isn't even a member of the Tokyo Team. But Nomura lucked out by picking someone who allegedly studied KH2 to carry it into Days and somehow Re:coded? (That I don't know if it's true)

            is me) but would you say he studied KH2 obsessively? Would you say his work carried over to NEO anon?

  23. 11 months ago
    Anonymous

    This has to be the most transparently shilled game on this board

    • 11 months ago
      Anonymous

      >talking about a game positively is shilling

  24. 11 months ago
    Anonymous

    I had been eyeing this game and the comvat looks sufficiently deep, but the localization is a deal breaker. No way can I endure Phoenix Wright-tier adulteration.

  25. 11 months ago
    Anonymous

    Not enough midriff fanservice

    • 11 months ago
      Anonymous

      True but the shopkeepers are still pretty great

  26. 11 months ago
    Anonymous

    It was one of the best games that year

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