I Need to Be Honest About NEO TWEWY
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- Опубликовано: 10 сен 2024
- In this video I discuss the good and bad of the sequel to TWEWY from the Nintendo DS from 2007. NEO TWEWY is available on the Playstation 4, Nintendo Switch, and PC.
#twewy #jrpg #squareenix
Yeah, there are some super good pins- but you’re doing yourself a disservice if you’re just slapping on all powerful pins. Mixing and matching can turn a damage sponge into a joke. The cool down on weaker pins can help to keep enemies stun locked while strong pins recharge, for example. Which helps to make sure you’re always actively participating in the battle, and not just fleeing while waiting for your pins to recharge. How repetitive or how time consuming combat is, is almost entirely up to your willingness to explore pin combinations. The only real exception to that is the T-Rex. That damn thing is never fun to fight.
And I definitely agree with you about the overuse of Rindo’s Replay ability. I get that it plays into the final conflict, but it was too much by the end.
NEO:TWEWY is up there with Vanquish, End of Eternity, and Asura’s Wrath for me, as far as hidden gems. It has a few problems, but fantastic characters and a battle system that can cater to any play style- more than makes up for it.
Hey there boss and thanks for the insight! I can agree with that T-rex statement for sure. I mean don't get me wrong I still enjoyed the game especially a sequel and I hope we get more games like these in the future. I haven't tried Vanquish, End of Eternity or Asura's Wrath yet. Do you have any opinion on those?
@@Natquerx Vanquish is an absolute blast. As soon as you’re past the tutorial, it’s just one batshit crazy action sequence after another. The mechanics turn what could have been another generic cover shooter, into something uniquely special. My biggest issue with the game, is that environments and enemy variety can get a little repetitive by the end.
End of Eternity can be pretty tough difficulty wise, but is worth the investment. It’s a JRPG that throws away the usual reliance on swords and magic, and replaces them with guns. And even though it’s a turn based combat system, there’s quite a bit of focus on position and gun combinations- mixed with some action and free movement. The story is kind of all over the place, but makes up for it with some charming and unique characters.
Asura’s Wrath is pretty much just a kickass interactive anime. From the start you’re slappped in the middle of a massive conflict, and from there the insanity just escalates. You’ll see and play through some of the craziest set pieces ever made. Great characters and voice work just adds to the epicness. The problem though, Capcom where douche nuggets and locked the true ending behind DLC. One of the scummiest things Capcom, or any other publisher, has ever done. But, and I hate to say it, it’s worth the extra money. All of the DLC is pretty solid honestly.
This game is right on par with the original for me. I like both for different reasons. In neo, I like the gameplay, music and characters more, but in og I like the plot and themes more. Art style and visuals in both games are really good. Neo edges out the og a bit for me because I just really don’t like the gimmicky touch screen gameplay. I liked the more traditional action rpg combat of neo a lot more. I also think Rindo and Shoka are probably the most well written characters between both games, as much as I love Neku and Beat. Overall both games are great and worth playing for jrpg fans. It sucks that the series is probably dead because neo sold poorly. But I’m glad neo exists at all.
I'm glad it exists too. Just wish it was tweaked a little more especially for newcomers to the series as I would love more entries.
3:01. Huh i dont get what you mean they all look just fine the lighting is a little weird but thats about it
With all due respect my man, I feel like you didn’t experiment enough with the combat, especially with your complaint of the pins lacking balance. I played through the game Dripless (no stat boosts and no thread equips) and from my experience, I was able to progress the game and majority of bosses/encounters just fine through a combination of intuitive pin set-ups and utilization of Mashups to their fullest extent. Even low-powered pins end up being useful in the lategame thanks to quick reboot time compared to the higher damaging types, which is also great for building up Groove faster and getting those 6x Mashups, making for an incredibly balanced system for the most part. The highest power pins aren't always the actual strongest, even for a given attack type. Differences in attack pattern, element, uses, and recharge time can make a huge impact on the flow of your combat, and it's better to do sustained damage that controls the flow of battle and consistently allows for Mashups than having huge burst damage and then waiting five seconds for everything to come back online.
I also much prefer the Mashup system in comparison to the Fusion system from the first game. While Fusions were stylistically really cool, they really only served as screen nukes with healing properties and while the Fusion star requirement for each partner was different, they all lead to the same result (that’s not even getting into how ridiculously broken Joshua’s Lvl 3 Fusion was). Meanwhile, in NEO, all you have to do with Mashups is combo pins into the Beatdrop circle but the way each Mashup is set-up allows for wide variety of effects that can lead into more interesting combat scenarios. Whether it’s using the Gravity Mashup in combination with pins with Aerial Assault in order to increase your damage output, using the Time Mashup in combination with pins with Frozen Fatality, using Black Hole in combination with the Fire Mashup in order rack up even more damage, and more. Combine that with how Mashups themselves can provide Beatdrops and Groove points and how you can combo into them and it makes for a really engaging system.
What I also love about Mashups and Killer Remixes in particular is how they have a great amount of synergy with each other. With the right set-up, Mashups can become potentially more damaging than Killer Remixes, especially when you use them in combination with your pins. And you can build up more Groove during them, which allows you to just keep dishing them out whenever you want.
On the flip-side, Killer Remixes become less powerful on higher difficulties BUT they allow you to get a free full heal AND refill all of your pins. Which pretty much eliminates the need for healing pins entirely and in turn allows you to just go nuts with your pin builds.
Hey man thanks for your insight and knowledge into the game! I am glad to hear the pin situation isn't as terrible as it seemed on the surface. I was really just wanting not even a fusion system for duo or trio-based moves but more so a better feeling of synergy in battle. Not sure how the developers would have done that but with such great dialogue and character development it just felt a little weird for none of that to exist.
@@Natquerx I would say the synergy in battle is tied directly with its beatdrop system and mashups. This game is focused on a team based system as opposed to the partner based system in the previous game, and it tests you on how well you synergize or follow up fellow teammates' attacks. The more people you get involved with beatdrops before unleashing that mashup, the more damage you'll do. You can see how on the pins, when you land a beatdrop, you'll see a "Ready" above the pin of the person who activated the beatdrop and the person who landed the beatdrop. This is an indicator that the character will contribute to the multiplier. The more characters you have involved, the higher the multiplier, and that means more damage from your mashup. While it certainly would be interesting to see some duo or trio based moves, the mashup system does a good job of tying in the team-based theme to the battle system.
Additionally, something that I feel many people neglect to talk about is how well you need to make pins synergize with each other. Individually, a pin may not be so great, but it's about how you combine their attacks to make full use of the pin that's important. Chain/entanglement attacks, which at first can seem weak, work very well with attacks that can position your enemy. Combine that with a pin that deals more damage when an enemy is immobilized, and you can be dealing tons of damage even with no stat boosts. Other pins may be AOE attacks, so try to find a pin that can lock multiple enemies in place or gather them together (gravity mashup is great for that). And like Mage mentioned, many of the weaker pins are offset with a lower reboot time, which enables you to build up groove faster and pump those mashups out multiple times. While it's true that not all pins are equal (the single use healing pins for example), the majority of it feels quite balanced and they each have a purpose in battle that can be expanded upon through the synergy of other pins.
@@Natquerx The feeling of synergy definitely comes with having a correct pin setup imo. Seeing your characters flow into a "groove" of consistent damage felt like a baton getting passed off or like watching someone get ganged up on in some shows by the main cast
Never played the original because i never owned a DS, i was always more of a PSP guy, but i definitely love this game, incredible combat, cool progression and tons of exploration, whats not to love, definitely one of the better AAA action JRPGs of 2021
Loved this and the first played the s*** out of the first and second from childhood
I absolutely tore up the original. That game made be double dip and I always go back to it every few years!
@@Natquerx since on switch the first one wasn't that good I heard but I mastered it and the story of the first one had to do 3 whole reruns of the game on nds the sequel was soo beautiful the songs the food damn wish I liked there in their game
I dunno. Ngl, I don't mind that the story is not as good as the first one but man...the pacing is so off. I enjoyed The World Ends with You: Final Remix so much that I completed it to 100% getting all stars. But man oh man, NEO is so fucking slow. I'm on Week 1 Day 5 and already wondering when will the gameplay start gaining momentum.
You're definitely right that the game has way too much text. The pacing really suffers from it.
I'm not against the story either but it would have been much better if they cut the fat and allowed certain characters to have more prominent roles early in the game. Hopefully you are still chugging along though.
I dropped the game in week 2 day 6 and hearing about the final day being worse I just kind of don't want to play the game anymore it makes me upset because I love the artstyle and the original was fun too but hearing how it crumbles at the end while I don't enjoy the midway section of the game puts me off. Not only that the scramble missions are annoying and the same techniques over and over get so boring you just do four things in the game, clothes, food, battle, puzzles cool video though i'll play the original.
I wouldn't say it crumbles but it does leave a sour taste in my mouth thinking about it. The game is flawed for sure and had potential but they kind of blew it with that last day in regards to mechanics.
@@Natquerx I see thanks for the indepth video :)
@@Natquerxyour reply literally summarizes how I feel about this game. I don't regret buying it, but I don't feel what I felt when I played the first game and I recently replayed the first game, about last week I finished it and it still holds up.
The problem is not the game is the gameplay you build, for me every battle was really fun, im coming from the ds version when it cames out. I really like the game and wish another game came out.
I dont even think that the amount of text is the issue with the story, Its that bit where you said TWEWY is about the characters, and Neo just Features characters.
Nothing really happens in Neo until the very end....
In the first game you spend alot of time learning about Neku, Shiki, Beat, Rhyme and Joshua.
every week explores the personality, motivations, and emotions of the characters, using their entry fee as an extra layer to explore more sides to the characters and slowly pulling back Neku's shell, until eventually provoking his character development.
In Neo.... I learned nothing about Rindo, he barely has a personality.
Fret is.... just a goofball with no broader context.
Nagi is the only interesting core member of the wicked twisters, but we still dont learn that much about her.
Shokie's thing felt like it came out of no where, and the team trusted her way too fast.
I have no idea why Beat and Neku are even here.... and why tf is Beat emo now?
In all honesty, this just reads like you not paying attention to the story and characters at all.
@@thebigchungus4515 no i did, the story is the main reason i play games in general.
its just badly written
@@Haseo13darkness Yet, for someone who claims that, your comments don’t particularly read across as such.
@@thebigchungus4515 cool.
@@Haseo13darknesswell like most gamers I play games for the gameplay which is pretty incredible imo, never played the og game because I never owned a DS, I was always more of a psp guy
Agree on time trivel thing and the game being too long, but I don't agree on characters. Sure, adding certain returning characters at the end was just "whatever" and I wish Neku had his own DLC to make him pressence and role feel more relevant, but the cast in general was quite neat. I really like how the game was more subtle about some key aspects and made characters feel more real for me. And I think the interpersonal scenes they get are really great, and make me impossible to find a favourite. TWEWY was a more special game, but also hadsome wasted points. Sure Neo has wasted points, but I think both do a great job. While TWEWY was a personal character studio about Neku, Neo was a group dynamics studio, and I love both approaches. Tho, after thinking it carefully... Neo combat was better. TWEWY combat is super unique, but Neo was more satistying.
My point with the characters was that the ones introduced earlier in the story felt more impactful than the ones thrown in there like a day or two before the end. Their inclusion has little to no impact unless you happened to have played the first and even then, it felt lackluster. Regarding NEO's cast in general I am fine with them it's just I felt that the TWEWY cast felt more like fanservice than serving actual roles.
The thing is neo isnt the sequèl they Set out to make. It just became this way becaus it tock too long yet they Set up so much and hat to answear that too.
Ther did good with what they had
@@indedgames4359 I agree there. It could be solver with a Neku DLC, tbh
It Was done becaus they Set ìt up
Neo isnt what nomura intended for a twewy sequel originly but.....
Still.
The 3 week thing was always gone be a thing
@@Natquerx ther wher ther becaus of years of Set up. Neo isnt the sequel they intended to Do but wher forced too as it Was too Lob since the first 1
I just finished the original TWEWY after finishing NEO and seriously the original is amazing i honestly had way more fun playing the game on my ds it helped me understand the original story more and felt so nostalgic for it being my first time playing it, as for NEO introducing me to the games I enjoyed it but the english VA absolutely sounded so robotic idk why man I just sticked to the Japanese VA the stories are a bit confusing but overall an enjoyable game it was something different for me but I 100% think NEO had more potential with its creativity on the story and its new characters.
I didn't think the english VA was bad but more so that the writing was bloated. I think less with more meaningful lines would have made them a lot better.
The first game's story was really special to me,seeing the sequel's terrible story was a real gut punch.
The game loves wasting time and padding itself as much as possible, so much time that could've been used to develop the characters but nope, you gotta replay the same events from before. It is so bad in fact that you play the final day 3 times.
It almost feels like they only remembered the story around the 3rd week and then cramped everything in it regardless of quality.
And dear god the new characters... They try to do their arcs the subtle way, but it's so subtle that it ends up almost not existing. Rindo's indecisive mentality is almost never challenged, never gets called out for it and never faces any consequences for it because whenever something bad happens he can Just rewind time. He spends most of the game complaining and looking for a babysitter. Really hate this character, his outfit has more going on than him.
Nagi was such a nothing character, like aside from diving and giving an extra pin slot, she's kinda pointless for the most part.
Fret is the only passable one of the trio, because it is easy to guess he's faking by listening to his in-battle voice lines.
Other characters vary from bad to decent.
I came in blind with a very open mind, really wanted to love this game, but. No.. Extremely disappointed with the story... (gameplay and soundtrack are straight fire tho, carried the game for me)
Edit: forgot to add that some interesting plot points and threads are barely given any attention and are forgotten about by the next day, for Example fret dropping the act and conflicting with rindo for his indecisiveness(late week 1 - early week 2 not sure which one it was) never really goes anywhere
Dang you hit the nail right on the head with your comments! I totally forgot about them bringing up interesting plot points and never mentioning them again. It's a shame with as much text as the game has that most of it feels meaningless.
@@Natquerx Wow, both you and the other guy can’t read past the surface-level, huh? Nagi’s Dive into Rindo’s head on W1D3 actually does a LOT to reveal aspects of his character: he puts other people at arm’s length (besides Swallow due to their online anonymity) because he’s afraid of the fallout of what would to happen if he got involved with them.
"What if I end up taking on more than I can handle? What if other people end up dragging me down with them? If I just stay at the sidelines and shift the blame onto others, I won’t get into trouble for this."
"I'm in a group project; everybody is contributing and making decisions about how we should go about doing things. I keep my mouth shut and refrain from pitching in despite maybe thinking some of their ideas misses the point of the assignment, because God forbid my ideas could be helpful (or maybe they won't; that's life, but I won't know unless i speak up). We end up handing in our project and whoops, we got a C-. I guess I'm not responsible for receiving that grade because I never made a decision, therefore I shouldn't be accountable for my lack of contribution. It just makes sense."
If you've known/are a person that have had similar thoughts to this mindset, then congrats; you know/are a Rindo Kanade in real life.
Replay acts as a double-edged sword when it comes to Rindo’s growth since, on the one hand, it does enable his indecisiveness because he can always go back and undo it, which is a mindset he falls into such as when he constantly rewinds to see what Motoi and Shoka were talking about and how he resigns himself to thinking he’ll have to rewind yet again when he gets a vision. But because he HAS to undo his previous indecisiveness, it also forces him to be decisive, because his life is on the line. He has to speak up, he has to think harder, he has to make decisions. It does initially let him get out of the consequences of being indecisive but only by giving him a chance to go back and be decisive. He also begins to grow out of his paranoia in regards to other people, having a habit of riding others' coattails and seeing them for their performance value first, personality second (Minamimoto, Beat, Neku when he was seeking him), especially if it's something he's heard about them (Neku the 'Legendary Player', Nagi having a 'bunch of pins') AKA, again, others' opinions.
He slowly gets better with his willingness to take accountability for his choices, but even in the final week, you still see that while he's made strides, he hasn't quite nailed the confidence just yet, and he even still relapses from time-to-time.
His arc shows that you even if you are changing, change isn't like a switch; you don't just all of a sudden stop making mistakes tied to your flaw and it shows when he starts to delegate towards Beat and Neku’s judgement when they come by to start taking a load off of his back. He basically falls into a cycle of:
>improves
>falls into old habits
>improves
>does bullshit again
>improves
Until it culminates into Neku officially joining the team and unofficially taking Rindo’s role as the leader, telling him not to time-travel since it might cause more Dissonance only for Rindo to actually break this cycle and go against what Neku says in order to not fall for Susukichi’s trap.
His indecisiveness comes to bite him in the ass spectacularly in the form of the Dissonance Noise. So while he does grow bit by bit thanks to the nature of Replay, his previous indecisiveness still comes back to haunt him. It’s why his convo with Haz and his final choice is so impactful for his growth; with no outside influences, he has to make one of the hardest decisions of his life and he works his ass off towards making the second chance he got count.
damn bro you roasted the hell out of rindo. there are a few things wrong with your comment and while the story does suck it still does some things better than the 1st. For example having all of these characters and not ruining Neku too much is a good first step. Its also funny because Neku himself kept trying to tell rindo not to rely on given powers too much. Really big missed opportunities, seemed like the devs tried to do too much all at once and were left with an overdue dumpster fire of a story but still had to ship it out. The game could have been much worse and much more confusing than this. It would have been fine if they reduced the time travel to at least once a week and fixed rindos character and that horrible week 1 that would make anyone quit the game. Week 2 was much better with the twists but this game rode out prior plot points too much by relying so much on Sho and already established plot. As expected, Neku carried this game even with his extremely minimal dialogue.
And yes, Fret is quite literally the best character. Even Haz has more character than most of the cast. It is a strange thing to have played the game for hours, tortured by endless dialogue and still not know what the story is or who is even the cast. It seems they tried to make rindo like Neku but were unable to develop his personality in a direct way, that first week was a colossal failure, they spend most of it asking questions that have already been answered.
Play the game for Shoka and Neku, put it on hard/easy and pass it on.
@@kay_792honestly just remove the time travel and that would fix 70% of the story's problems
@@thebigchungus4515my dude I know we're all desperate for new twewy content, but let's not gaslight ourselves into thinking this was any where remotely close to being good.
We understand rindo's character and know what they were going for, the problem is they seem to do everything in their power to avoid doing anything useful with him and most characters. The game pretty much ends up being cosplayer bait
Why are you tapping the bumpers instead of holding them for like half the video + just freeze the Trex with ice pins
Great video keep it up and keep improving.
Thank you! I got some more stuff coming do not worry.
I Am A New Comer!!! I Never Heard of T.W.E.W.Y At All During my childhood in 2007 when I had the D.S.! I ONLY Heard and PLAYED the entirety of Neo: T.W.E.W.Y recently and I got it in 2021 October.
I.M.O NEO IS AMAZING AS HELL: but it does have flaws.
Example
• Kanon DOESN'T join our fight against Mr. Mew 2
•Character required Pin evolutions is not known until very late in the game.
• getting certain achievements Are Hard depending on what has to be done in the game. (The golden crowns in dives, and remind images)
• Originally, I Believe the game was supposed to have Kanon fight us but instead she isn't a Noise alongside her variabeauties in the noisepedia.
• pin Drops are Insanely HARD and A lot of them are Hard To Buy Or Farm to Get.
• The inability To Choose how many people can be on your team by the end of the Game!
• Rindo Uses Replay Too Much!!!
• Certain items I miss for my thread, book or pin collection is Insanely Impossible to Track down unless I look at the streets in order to if there are new arrivals
You hit the nail right on the head! Was Kanon meant to be more than what she really was?
@@Natquerxwho we know today as Kanon, was originally a reaper while in development, this however means nothing important, since that reaper role was later taken by Ayano, who we know is not that much of an important character, this swap was made (if I'm not mistaken) midway development (that's why there are a bunch Kanon arts that make her look more malicious in the art book) this was made so the main cast could have a less antagonistic team leader to talk to, and someone who would actually help them unlike Motoi, and regarding the comment talking about Kanon having a boss fight or joining the Wicked Twisters for the Mr. Mew fight, she's not good with psychs as stated in official material such as an informative PDF released by Square Enix a few months before the game launched (It was a horrendous mistake not talking about it in the actual game) she was simply not good in combat, that combined with her kind personality would make her having a boss fight an stupid decision, not just for her, but of the writers, that and her joining the Wicked Twisters even for just one fight would technically be cheating since she's already leading another team
The game’s a visual novel and Kingdom Hearts combined.
So the game’s Kingdom Hearts
@@spinge1523 prettyyyyy much.