The World Ends With You: What We Lose When We Remake Games
There’s a rhythm to fighting the Noise, a pulse that goes beyond the click of a stylus or the press of a button. Every battle in The World Ends With You requires that you spread your attention across multiple bodies, multiple means of engagement, and most practically, across the Nintendo DS’s two screens. The current versions of the game, on Switch and mobile, remove this element. Everything you need to see is on one axis of engagement, a screen unsplit. The most daring things about The World Ends With You are absent from its remakes. That’s a damn shame.
The World Ends With You (from now on TWEWY) is an action RPG about fashion and friendship. Angsty anime boy Neku wakes up in Shibuya. His memory lost, he quickly discovers that he is both dead and has been drafted into a game with his to be resurrected life on the line. In order to escape the game, he must team with a variety of partners and learn to trust other people. If this sounds a little bit rote, that’s because it is. Neku is angsty in a way that echoes countless shonen protagonists. His arc from aloof to passionate is familiar. This is not exactly a problem though. Neku’s companions: Shiki, Joshua, and Beat, all get grounded and emotive storylines. Shiki in particular gets a melancholy depiction of jealosy and friendship abound with queer resonances.
TWEWY’s primary narrative problem is not its tropes, but its obfuscation. Neku is gruff and distant at first, but, despite a couple gestures, the game doesn’t explain why until close to the end. It is simply difficult to get invested in Neku’s journey to belief in friendship when we know nothing of his past or motivations. Additionally, much of Shiki’s interactions with Neku are trying to get him to care. The primary source of inter-character conflict feels lifeless. Luckily, TWEWY’s strengths are not in its cinematic or literary modes. The game shines in its most action RPG moments.
TWEWY’s play re-enforces the game’s thematic concerns and gives a sometimes sterile narrative expression and weight. To put it simply, TWEWY is about the joyful difficulties of cooperating with others. Nowhere is that clearer than in the game’s battles. In each fight, the player controls two characters, one per screen. Neku is on the bottom screen, controlled with the stylus. One of Neku’s partners is on the top screen, controlled with the d-pad. Neku is the more immediately customizable, with the ability to equip pins that activate attacks when the player taps, dashes, or presses the stylus. Each of Neku’s partners work differently, but all require the player to tap the d-pad to map out patterns and combos. The player must balance controlling both of these characters simultaneously. It’s an affordance that only could have come with designing for the DS’s unique architecture.
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