Episode Transcript
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0:00
This episode of Retronauts is brought to
0:02
you by Squarespace, the all-purpose DIY
0:04
website platform for pros and beginners
0:06
alike. This
0:08
week in Retronauts, take that,
0:10
Hiroshi Yamauchi! Hi
0:34
everyone, welcome to Retronauts. If
0:37
you'll think back a long time ago, more
0:40
than 25 years ago, you'll remember
0:43
that time when Squaresoft and
0:45
Nintendo had a schism. They
0:47
didn't like each other for a while. Squaresoft
0:49
started to hit it really big on PlayStation
0:52
with some RPGs. People
0:54
asked Nintendo's president Hiroshi Yamauchi about
0:56
that. He said, you
0:58
know what, we don't care because people
1:00
who enjoy RPGs are depressed losers who
1:03
dye their hair brown and sit in
1:05
their room by themselves playing video games
1:07
alone. That's not our people.
1:10
Well, this week we're
1:12
talking about the video game where
1:14
Squaresoft said, you know what, that
1:17
is our people and we're going to make a
1:19
game about them. That game is The World Ends
1:21
With You, about a depressed loser who learns that
1:23
actually you have to not be alone. You have
1:26
to work with other people and that the world
1:28
is what you make it. It is
1:30
The World Ends With You. And I am Jeremy
1:32
Parrish. The world does not end with me because
1:34
I have my companions here for this
1:36
game. Two of them, it's breaking the rules. What
1:39
are the Reapers going to say? I don't know.
1:42
But calling in from the West Coast of
1:44
America, we have returning to the podcast for
1:46
the first time in a while, I think.
1:48
Or maybe it's just an episode that you've
1:50
been on that I haven't lately. Hello,
1:53
it's Kat Bailey and I promise that
1:55
this podcast will be so Zeta enjoyable.
1:59
Excellent. And
2:01
what about you Stuart? Oh my god, I
2:04
gave it away. Sorry. Please introduce yourself anyway.
2:06
Even though I
2:08
forgot the spoiler warning. How long have you been
2:11
doing this? Day
2:13
day maybe hours. Okay. Well,
2:16
obviously I'm sure Jeff and unfortunately the world
2:18
does end with me. So, you know Get
2:22
your things together. I suppose. Yeah
2:24
once you're gone, that's it for everyone I
2:27
didn't say anything about myself, but as
2:30
everyone knows I am so superficial dressed
2:32
up all official and
2:36
That's the great thing about the world ends with
2:38
you is that it's a little bit of everything to
2:40
everyone. It is one of the most Complicated
2:44
not necessarily complex Games
2:46
on Nintendo DS it is an action RPG
2:48
that tries to do about eight
2:51
or nine things at once with all these different systems
2:54
But when you stop and look at them, they
2:56
all make sense and they all work together and
2:58
they all reinforce the theme of the game it's
3:00
um, it's one of
3:02
those cases where this game should
3:05
be a Goddamn mess
3:07
and yet it all just
3:09
clicks it all works and it stands
3:11
out as one of the strongest games
3:14
From the Nintendo DS at an era where
3:17
Square Enix was pretty much, you know hitting it out of
3:19
the park left and right and
3:21
even even so this is You
3:24
know top form for them just
3:26
a really great video game and
3:29
you know It's been enduring enough that it's been
3:31
remade a couple of times There was a sequel
3:33
a few years ago that no one knows about
3:35
talked about or played including me, but
3:37
it was there It did happen I saw
3:39
it on the internet and you know, you can
3:41
believe everything you see on the internet these days
3:44
because everything online is very truthful So
3:47
I confirmed, you know, yes. Yes. No
3:49
Google chat told me that there were
3:51
five or six sequels And
3:54
the first of them was actually created by
3:56
President William McKinley in 1731 So,
4:00
you know, if Google AI says
4:02
it, it's gotta be true. Yeah.
4:06
Anyway, Kingdom Hearts. No,
4:08
I mean, the world ends with you. It kind of looks
4:10
like Kingdom Hearts, but it's not. Thank God. I'm
4:13
really excited then. Sorry
4:15
about that, Stuart. No, this is
4:17
like an honorary Kingdom Hearts game in
4:19
a way, because it is really messy,
4:22
over complicated, and it's made by almost all
4:24
the same people who made the Kingdom Hearts
4:26
games. It does not have, so far as
4:29
I know, any narrative or
4:31
mechanical or real
4:33
conceptual ties to Kingdom Hearts. It's
4:36
just got that vibe. The
4:38
Kingdom Hearts game. I think it's technically the
4:41
same canon now at this point. Oh, God, yeah. Yeah,
4:43
you're right. There's been a lot of talk about that. We
4:45
saw in Kingdom Hearts 4 that
4:48
the main character is now in sort
4:50
of real world Tokyo, and the
4:53
world ends with you figured into the end
4:55
of Kingdom Hearts 3 in places as
4:57
well. Please fact check me
4:59
fans and tell me how wrong I am on
5:02
social media. I love hearing about that. So,
5:05
when you say the Kingdom Hearts
5:07
4 shows the protagonist in
5:10
the real world, is it like video
5:13
footage, like actual film camera footage? No, it's sort
5:15
of- Like the ending of Chrono Cross? Not
5:18
quite, but it is very reminiscent of
5:20
that Simpsons Halloween special where Homer falls
5:22
from the sky into the real world,
5:25
into the trash can, and discovers- what
5:28
was it? Erotic cakes. Erotic
5:30
cakes. Thank you, Stuart. I appreciate you
5:33
for that. It's
5:35
definitely more realistic. I know that the
5:37
world ends with you showed up in
5:40
Kingdom Hearts dream drop distance. Yeah,
5:42
one of the worlds is dedicated to it. And
5:45
at the time, one of the bad- kind of one
5:47
of the badder ones. I know that
5:49
Kingdom Hearts fans don't like that one. So
5:52
and then that was a big deal at the
5:54
time because Nomura
5:57
seems to have Kingdom- the world ends with you
5:59
sort of- close to his heart and was wanting
6:01
to make a new game for
6:03
a long time. That was his way of sneaking it
6:05
in. It was like, here we go. Now they're in
6:08
Kingdom Hearts, I guess. Yeah,
6:12
they were these kind of drips
6:14
and drabs like the iPhone port ends with
6:16
like a really basically,
6:18
I don't know what the word is, superficial
6:20
kind of teaser as if to say this might be
6:22
more of this at some point, but nothing much more
6:24
than that. And then it was another what, 10 years
6:26
until anything happened? Pretty much, yeah.
6:29
Yeah. Yeah, I feel
6:31
like, you know, they finally
6:33
got to make their Kingdom Heart or World
6:35
Ends with You sequel, but Neo
6:37
didn't really go anywhere or do anything. And
6:39
I think that's really because the incubator
6:43
that made for a perfect existence for the
6:45
World Ends with You no longer existed. It
6:48
was very much a game
6:50
about a time and a place and
6:52
a platform. And when you take that
6:54
away, whatever you have, is it really
6:56
Kingdom Hearts? I'm going to
6:58
keep doing this all through the show. Okay, I
7:01
need to scroll the words Kingdom Hearts off of
7:03
my screen. Okay, there we go. Is
7:05
it really the World Ends with You once you take
7:07
away the time, the place and the platform? I don't
7:09
know. It's very much
7:11
a game that was built for the
7:13
Nintendo DS. It did a
7:16
lot of interesting and revolutionary things with
7:18
the hardware and with kind of game
7:20
design. One of the things that I
7:22
will keep going back to in this
7:24
episode is that in some ways,
7:26
the world ends with you out personas persona. That
7:29
will probably make some people angry. But
7:32
I'm sticking to my guns. I believe it
7:34
with the from the bottom of my heart.
7:36
It's absolutely true. I think
7:39
it's a game that really I mean, it says something
7:41
that the subsequent versions of the game,
7:43
the phone version and the switch version. I
7:46
mean, there are acceptable ways to play it, but they just
7:48
don't have that you just don't vibe with it the same
7:50
without the stylus without it in your hand. Even
7:53
with the more confusing stuff like the two
7:55
screens being used for your co-op partner, being
7:58
confused by that is part of the game. of the
8:00
experience. Like the fact that when
8:02
I played it, I was basically just mashing
8:04
the buttons and hoping something would happen on
8:06
the top screen while frantically scribbling. It's
8:09
so built for that platform, everything about it. So
8:12
the thing that you
8:15
eventually probably should learn
8:17
about The World Ends With You.
8:19
You needed it again. I almost did it again. I
8:21
caught myself though. The thing
8:23
you should you really need to come to realize
8:25
as you play that game is that you don't
8:27
need to do anything with the person on the
8:29
top screen. You can just leave them alone and
8:31
they'll be fine. There's like maybe two or three
8:33
battles in the game where you really have to
8:36
pay attention to both screens. But the rest of
8:38
the time, just let them do their
8:40
thing and focus on the touch screen. It's
8:43
one of those cases where they
8:45
made it super complicated and it
8:47
seems overwhelming. But I
8:50
think somewhere along the way they realized this isn't
8:52
realistic for people to control two
8:54
different characters using two different forms of input
8:57
against two different types of enemies
9:00
using two different sets of powers
9:02
all at the same time. So let's
9:05
just automate the top character. So that's a
9:07
good use of AI. And
9:10
I think that one of the things that
9:12
I really enjoyed about the top screen is
9:14
that each character that you get on a
9:16
week to week basis is a little bit
9:18
different from another and
9:21
you steadily unlock more abilities for
9:23
them to go. So
9:25
it really gamifies the sense of
9:28
when you get a new partner, you go, I
9:30
don't know how to make you be able to do
9:33
the most amount of damage that I can. I feel
9:35
a little out of sorts, what's going
9:37
on. And it kind of puts
9:39
you in the shoes of Neku as
9:42
that happens. And then as the week
9:44
progresses and your pairing becomes
9:47
stronger, slowly but surely
9:50
also you become much more comfortable controlling the person
9:52
on the top screen. And I
9:54
think the later mobile ports really lose that. And
9:58
that is why you should never play mobile games. Just
10:00
DS something was lost when they took
10:02
away the second screen I really I know it's not
10:04
gonna happen But switch to needs to be called switch
10:06
to because it has two screens. It should be called
10:09
switch to DS Well,
10:32
anyway, that's not about this what this episode is
10:34
about this episode is about the world ends with
10:37
you and I Have
10:40
to ask in the retronauts tradition.
10:43
What was your first experience with this game?
10:45
What was your first awareness and and you
10:47
know time playing it Stuart? I'll
10:49
start with you Thank You
10:51
Jeremy well, I mean I
10:53
first saw it in the official the UK official
10:55
Nintendo magazine when it was being previewed and Immediately
10:58
just from seeing the screenshots are kind of like
11:00
what is that like it looks so different from
11:02
anything else I still feel hyper stylized and
11:05
Contemporary, you know Unlike
11:07
most RPGs which are like, you know You've got
11:10
like a little wizards hat and a little stuff
11:12
and you're waving it like a bush and that's
11:14
boring I don't like RPGs as a rule. They're
11:16
nothing against them I just they don't play on
11:18
vibe with them, but this one I for some
11:21
reason I was compelled to buy it I think
11:23
probably advanced buzz, you know about how good
11:25
it was and I thought yeah, it looks cool I want
11:27
to see those graphics. I have got student grant burning all
11:29
in my pocket. I'm gonna buy this game Which
11:32
was a mere 30 English pounds at the time
11:35
unthinkable now so
11:37
I throw it on and You
11:39
know, I played through the whole thing. I just I
11:41
don't do that with RPGs I never finished them and
11:43
this one I made it all the way through despite
11:45
all these Complex systems, but I
11:48
never really fully understood anything. I fully understood
11:50
the food system until quite late in the
11:52
game I don't think I took full advantage
11:54
of the systems but one of the good things about it
11:56
is you don't have to as has been mentioned with the
11:58
co-op partner you can sort of leads into
12:00
their own devices if you want to. When
12:03
I was fighting with Sheikki, she's got those ESP
12:05
cards. They have a specific name, but I can't
12:07
remember what it is. But you have to draw
12:09
a certain pattern by right, right, up, right, right
12:11
to do an attack. So as I mentioned, all
12:14
I would end up doing is frantically scribbling with
12:16
my pens on the bottom screen while mashing the
12:18
d-pad. And every so often, something cool would happen.
12:21
So it really works on that level of almost layman.
12:24
I don't know what I'm doing, but I love
12:26
how cool this is. I love how interesting this story
12:29
is and how great everything has been drawn. But
12:31
it also works on that complex. I want to
12:34
get like teeth fully into this. I want to
12:36
learn all of its idiosyncrasies, all of
12:38
its secrets. I want to wring everything out of
12:40
it. I want to win pin-pin mode in the
12:42
post-game. I want to be the best. I want
12:44
all 300 pens. But
12:47
that's not for me. But if you want to do
12:49
that, it's there. I think for all
12:51
its complexity, I think it's extremely accessible, which
12:53
is rare. And
12:56
for someone who doesn't play the genre, I found myself,
12:59
I found it quite easy to understand the way that the tutorial
13:01
is sort of laced into the narrative
13:03
as well. And it's just immediately
13:06
compelling, the story of being able to read people's
13:08
thoughts by tapping the screen and then just tapping
13:10
through their thoughts. And all of it's just kind
13:12
of flavor. You don't need to do that all
13:15
the time, really. But if you feel like it,
13:17
you can just find out about all these weird
13:19
things people are thinking about. So
13:21
it appeals to me on that level as well. It's
13:24
not like a huge world. It's
13:26
quite compact. But you get so much
13:28
mileage out of it, just wringing everything out of
13:30
every little space. And there's only
13:32
a few characters that are all quite interesting and
13:34
fun. And the bosses are nice and over the
13:36
top and eccentric. And I just
13:38
liked everything about it. And I
13:41
finished it, which I never do. So that's like a
13:43
10 out of 10 right there. Yeah,
13:46
I feel like this is one of those games
13:48
where you really
13:50
have the option, the ability to
13:53
invest as much of yourself into
13:55
it as you want. And you can play through
13:57
it and pretty much finish the game without...
14:00
necessarily going deep into the systems. But if
14:02
you really get the systems, then
14:04
you have the option to, you know,
14:07
dig into the storyline. You also
14:09
have the option to challenge yourself
14:11
by the way you initiate battles.
14:14
So, you know, if you really
14:16
do get the battle system, and you really want
14:18
to get the most out of it, and just
14:20
test to see how well you can handle both
14:23
of the play styles, simultaneously,
14:25
you can chain together
14:27
enemy encounters, and they will become progressively
14:29
more difficult. And, you
14:31
know, that's that leads to greater rewards.
14:34
But it's not something you have to do. The
14:37
game does not force you to chain together
14:39
like super difficult battles, if that's
14:41
not how you want to play. So it kind
14:44
of lets you engage it on its own, on its
14:47
own terms or on your own terms,
14:49
really, and get as deep into
14:51
the systems as you want. So, you know, that's I
14:54
feel like that's a sign of not just a good
14:56
game, but also a confident like a self confident game.
14:59
And really, self confidence is a key mechanic in
15:01
this game. So it kind of works. Can I
15:03
mention real quick, sorry, just from what you said
15:05
about the customizable difficulty, I want to say that
15:08
not to mention this bidden words, I'm afraid I have to
15:10
but Kingdom Hearts recoded on
15:12
the DS a few years later, adopted
15:15
that sort of correct, like
15:17
a minuscule difficulty, like
15:19
setting sliders, all sorts of ways to
15:21
change things up, get more rewards. And
15:24
even 358
15:26
days over two had a similar mechanic
15:28
going on. So they did carry a
15:30
lot forward from this game. But
15:32
just not in exactly the same way, I suppose. Yeah,
15:35
I think the sliding difficulty is actually
15:37
one of the bigger contributions this game
15:40
has made because there have
15:42
been other modern games that have adopted
15:44
it, as well as
15:47
just the ability to set the difficulty level
15:49
and then you get really good rewards if
15:51
it's really high up. But
15:54
maybe it's just you don't want to deal
15:56
with this at a given moment and then you set
15:58
it way down at the bottom. Yeah,
16:01
and also, you know, the way
16:04
you collect trends, pins and shape
16:06
trends through fashion and things like
16:08
that affect the overall world. Two
16:11
years later, Demon's Souls would call
16:13
this world tendency, but it was
16:15
invented here, people. Dark
16:17
Souls would not exist without the world ends with you.
16:20
I like this narrative. This is a good narrative. Oh,
16:23
yeah. Where did you first experience
16:25
and encounter and play this game, Kat? Were
16:28
you living in Japan at the time? I was, in
16:30
fact, living in Japan at the time, and
16:32
I spent a lot of time in Shibuya,
16:34
actually. I was hanging out there on
16:37
the regular. This game came out in 2008, and
16:40
I was definitely paying attention to it because I
16:42
played the Nintendo DS kind of the most while
16:44
I was living in Japan. I
16:47
had a Wii, but I didn't really have the next-gen
16:49
consoles. And I think you'll
16:51
remember that this was a pretty bad time for
16:54
Japanese games in general. This may have
16:56
been the year that
16:58
the Mega Man developer
17:01
Inafune said that the Japanese
17:03
games industry was dead. And
17:06
we were a couple years into the HT
17:09
generation. Square had
17:11
had some fairly notable
17:13
failures on the PS3, and
17:16
everybody's kind of going, so what the heck is
17:18
going on? And the world
17:20
ends with you is this intriguing game
17:22
on the Nintendo DS. A lot of
17:24
Japanese developers are moving over to the
17:26
Nintendo DS at this time. I
17:29
think Dragon Quest might have been announced for
17:31
the Nintendo DS around this time. No,
17:33
it was before this, yeah. Ninja Gaiden
17:36
was coming to the Nintendo DS, and
17:38
so there was definitely
17:41
a sea change happening, and Square
17:43
is working on this sort
17:45
of beautiful-looking game
17:47
for the platform. And I picked
17:49
it up right away,
17:51
basically, and I
17:53
was so impressed by
17:55
it, because it really
17:58
packed in a lot of production values. value
18:00
for at that
18:02
time for that system. First of all,
18:05
things like the opening cut scene
18:07
where you see Neku
18:09
running through Shibuya and
18:12
it's playing the main theme
18:14
which is vocalized and
18:17
it's kind of fully animated. It
18:20
was really impressive
18:22
for the time and
18:24
just really stood out. So
18:27
in that sense, it immediately grabbed me. And
18:30
then because I spent so much time at Shibuya, I passed
18:32
through it every day on the way to work when I
18:34
was commuting and stuff. It gave
18:36
me a really strong sense of
18:38
place. I felt grounded and
18:40
I knew the area immediately and
18:43
the topography was roughly the same and
18:45
it really leans into the setting really
18:48
well. Things like
18:52
I have so my memory is
18:54
really bad right now. The dog
18:56
statue that's very famous. Thank you.
18:59
Stuff like Hachiko being included right from
19:01
the very start. The way that the
19:03
shops, you interact with the
19:06
shop owners. You were talking about the trends,
19:08
the way that fashion is a huge deal.
19:10
All of the recognizable locations
19:14
from the scramble crossing to the 104 building.
19:17
Get it? The 104 because 4 means death. But if you
19:23
move around the actual area, if you know
19:25
Shibuya, you'll be able to navigate it really
19:28
well. So I instantly recognized
19:30
and identified and really enjoyed this
19:32
particular space. And now when I
19:35
look back at it, it
19:37
really takes me back to
19:39
that very specific point in
19:41
time in Japan. Late
19:45
2000s, the fashion,
19:47
the music, Shibuya
19:50
itself and it gives me
19:53
really big nostalgia and it's
19:55
kind of funny. Nioh, the end world ends
19:57
with you actually leans into that pretty heavily.
20:00
into the 2000s nostalgia and
20:02
whatnot but it hits much harder in
20:06
the original world ends with you not the least because
20:08
I like the character designs more which are
20:11
very exaggerated and I'm sure we'll be talking about that
20:13
and just at some point everyone
20:30
Jeremy here with another
20:40
old person story
20:42
the internet has
20:44
come a long
20:58
way since I put together my first
21:00
web page and Squarespace is a case-in-point
21:03
example of that progress I
21:05
built my first website back in 1996 by slowly teaching
21:09
myself HTML code from a book the size of
21:11
an Xbox not that we knew what an Xbox
21:13
was in 1996 Squarespace doesn't require
21:15
you to learn code you just need to
21:17
have a sense of what you want to
21:19
design and then use the drag and drop
21:21
convenience of their blueprint tool to make it
21:24
happen actually you don't even need to have a
21:26
sense of what you want to design because they
21:28
also have automated tools to help quickly draft potential
21:30
layout concepts to kick things off back
21:32
when I made my ancient first web
21:34
page it was hosted on a free
21:36
site that offered a whopping two megabytes
21:39
of storage space when you clicked on
21:41
the site it introduced itself with a
21:43
40 kilobyte animated gif that usually took
21:45
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errand back in 96. Online
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payment processors weren't really a thing. And who
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would you even begin to trust with your
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credit card information in the first place? That's
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tell the other retronauts I said this, but not everything
22:50
was better in the past. Yeah,
22:55
I think choosing Shibuya as
22:57
the setting of this
22:59
game was a really smart
23:02
choice to make this game appealing
23:04
on an international level. Because
23:06
obviously, like if you're a kid in
23:09
Tokyo, you know
23:11
Shibuya. You go there because that's where the
23:14
record shops are and they use clothes
23:16
shops and the clubs and arcades. Maybe
23:19
not so much anymore, but it's
23:21
just like kind of one
23:23
of the main hotspots for cool
23:26
things to happen. But
23:28
back with the
23:30
movie Lost in Translation, that kind of
23:32
introduced I think the international world to
23:34
the scramble crossing. And just
23:36
that iconic image of so many
23:38
people converging and crossing paths, kind
23:42
of in time with each other and just
23:44
this press of bodies and masses. Starting
23:47
with that, I think there was just
23:49
more awareness of that as sort of one
23:51
of the iconic images of
23:53
Tokyo. So setting a game
23:56
in that location, even though most people
23:58
in the U.S. in
24:00
Europe playing this game had never been to Tokyo didn't
24:02
know the place personally they
24:05
could still identify with it and say oh yeah I've seen that
24:07
in the movie and you know for
24:09
people who had been to Tokyo oh go ahead
24:11
Stuart no I was just gonna sorry I just
24:13
was just gonna say that as well as the
24:15
lost in translation I think it was
24:17
introduced to me by a wee man getting into
24:19
a giant trifit cone and blocking all of the scramble
24:23
in the Jack Asta movie I just wanted to
24:25
bring the time down slightly while
24:27
also contributing yes
24:29
thank you for basically
24:32
bringing the Stewart to this episode no
24:34
problem anytime Stewart have you been to
24:36
Japan no I really want
24:38
to go though I think it would be cool I don't know why
24:40
I think it would be cool I guess I've played a lot of
24:42
video games that make it seem like it would be cool I
24:45
don't recommend putting a traffic cone or whatever in
24:47
the middle of the scramble crossing that okay might
24:50
not go over particularly well yeah I'll scratch that
24:52
off my list and thank you okay but
24:55
yeah I mean for myself you know when this came out
24:57
2007 in Japan 2008
24:59
here I
25:01
had been traveling a couple of times
25:03
a year to Japan for work and
25:06
when I was at one up calm we
25:08
always stayed at the Mark
25:11
City Hotel XL right
25:14
there right you know you like you taking a
25:16
glass elevator ride up to your room and you
25:18
look down at the scramble crossing so it's kind
25:20
of like centrally located very much
25:22
in the heart of things so
25:24
I knew that station fairly well maybe better
25:27
than anything else in Japan at that point having been
25:29
there half a dozen times so when
25:31
I picked up the game I was like oh wow
25:33
like oh it's the it's the moai head so I
25:35
yeah I know this this like shop I know this
25:38
intersection this area on the back side
25:40
of the station and so forth and it was
25:42
really fun to actually the next
25:44
time I went to Japan for a trip I
25:46
think it was maybe
25:48
it was the event that
25:51
Square Enix had whose name I cannot
25:53
remember it was just a bunch of letters strung together
25:55
I think Sigma was in there someplace that
25:58
was summer 2008 And
26:01
I just took a camera around and shot all the different
26:03
places that you could see in the game and put a
26:05
blog about it together for the site. And
26:09
I've written hundreds, thousands of blogs in my life and I
26:11
don't remember most of them, but that was one I do
26:13
remember because I was like, wow, this is, you know, a
26:16
rare chance for me to kind of like
26:18
navigate a video game in real life. So that
26:20
was, that was a, you know, it worked on
26:23
that level too. But even if you don't know
26:25
the actual physical locations
26:27
that the game is set in, it
26:29
still resonates just because, you
26:31
know, it's it ties in with kind of that
26:34
soft power pop culture image of itself
26:36
that Japan likes to sell. And
26:39
it is very much a snapshot
26:42
of a time and place because the
26:44
Shibuya that existed at the time of
26:46
this game is not the Shibuya that
26:48
exists now. They totally rebuilt
26:50
it in advance of the 2020 Olympics
26:53
that didn't actually happen. And
26:56
like there are still some familiar sites,
26:58
like the Moai heads are still there
27:01
on the flip side of the building
27:03
from Hachiko, but most
27:05
other parts of Shibuya have been
27:07
just like leveled and then
27:09
built into new high rise buildings. There's
27:11
so much there. Every time I
27:13
go there, I've been there maybe like four or five
27:16
times since it was rebuilt. And every
27:18
time I find something new and I
27:20
get lost in a new and different way that
27:22
I had never experienced before. So like
27:25
this game, it's nostalgic
27:27
in a few different ways, one of which is like,
27:30
not only does this platform, the DS no
27:32
longer really exist, but like
27:35
the place that it took place in
27:37
the setting, the environment doesn't actually exist
27:39
anymore. So it is very much like,
27:42
hey, here's a moment in time from 15, 20
27:44
years ago, and that's been kind of
27:46
preserved in this video game, which
27:48
is something you don't really see a lot
27:51
in video games. Honestly, you know, you
27:54
might have fictionalized New York or LA
27:56
or something in Grand Theft Auto, but
27:59
you don't get a lot of. like real
28:01
recreations of a
28:03
place of a popular
28:05
well-traveled place in video
28:07
games. And so I
28:09
think that kind of adds to the wistful
28:13
sunrise sunset, you know, life
28:17
is passing on kind of
28:19
the value of this game. Yeah,
28:22
Jeremy. And I think it really
28:24
ties into Nintendo DS nostalgia. I
28:27
think that when I think Nintendo DS, the world
28:29
ends with you is very much one
28:32
of the first games that comes to
28:34
mind. And it's not just because it
28:36
uses so many
28:38
of the sort of interesting
28:40
little quirky touch screen
28:42
and microphone and dual screens
28:44
and everything. It's that
28:47
it had a time and a place
28:49
where the Nintendo DS was sort of
28:51
ubiquitous in Japan.
28:53
It was pre-smartphone. And
28:56
if you went on the trains, every
28:59
other person would have a
29:01
Nintendo DS with them and would be playing
29:04
or PSP because they were starting to
29:06
really play a lot of Monster Hunter
29:09
at that time. But you just
29:11
don't see that as much anymore. If
29:13
you go on the train in
29:15
Japan, you're probably, you might see somebody
29:17
with a Switch, but probably you're
29:19
going to see a lot of people playing on smartphones because it's
29:21
the year 2024. And
29:24
I just have really fond memories
29:26
of sitting on the train and playing this
29:28
game with my headphones on if I could
29:30
get a seat or going to
29:32
a Dotor's and ordering a tuna
29:34
and cheese sando and playing some The World Ends
29:37
With You on my lunch break and that kind
29:39
of thing. So it really,
29:42
really is a big connection point for
29:44
me personally. Yeah,
29:46
actually, I just remembered when I
29:48
wrote that blog. I went on
29:50
vacation to Japan,
29:53
Tokyo, and Kyoto, and some of
29:55
the surrounding cities like Nara
29:58
in March 2018. So it
30:00
was before the game came out in the US, but after it
30:02
had been out for a while in Japan. And
30:05
I remember, now that you mentioned it, on that
30:07
trip I would be playing DS games on the
30:10
train. And anytime
30:12
I was playing something, like if there
30:14
was someone sitting next to me, I
30:17
could feel them sort of surreptitiously craning
30:19
to see what I was playing. Like,
30:22
so what's this tourist playing on
30:24
here? Huh, Bongayo, that's interesting. Yeah,
30:28
so it was really a ubiquitous part
30:30
of the culture there. And
30:33
one thing that I think is kind of
30:35
overlooked about this game, at least that I
30:37
don't hear anyone talking about, because who talks
30:39
about this game, really, is
30:41
the fact that in some ways
30:44
it kind of pioneered technologies and
30:46
concepts that would become integral to
30:48
the 3DS platform when it shipped.
30:51
This was maybe the first game
30:53
I can think of besides Nintendogs, which
30:56
had, you know, dark mode, to encourage
30:59
you to put your game system to sleep
31:01
with the game still running, and
31:04
allow passive communication to happen, but also
31:06
just to keep it going in the
31:08
background. Because the most
31:10
efficient way to level up your character
31:12
through the pins that they equipped was
31:15
just to put the game system into
31:17
sleep and let it sleep overnight. And
31:20
the time that passed would translate into
31:22
PP, I believe,
31:24
pinpoints, that
31:26
would upgrade the pins that you use for your
31:28
attacks and your buffs and things like that. So
31:32
that was really
31:34
kind of pushing you to make
31:37
this game your constant companion, to take your
31:39
3DS with you everywhere you went, and
31:42
just to never take the game out of the system, never
31:44
to turn off the system. And
31:46
Square Enix would build on that even more
31:48
with Dragon Quest IX. That
31:51
was a genuine phenomenon. Three
31:53
or four, two or three years before 3DS came
31:55
out? Two years,
31:57
I guess? When did 3DS come
31:59
out? come out was it 2011 or 2013? I
32:03
want to say it's the year that it came out. It's
32:06
all fuzzy now in my old brain. Okay, so
32:08
three years, four years before 3DS came
32:10
out, then two years later it was
32:13
Dragon Quest. So yeah, Dragon
32:15
Quest IX kind of did like StreetPass and
32:18
did it right before that
32:20
was a formal thing that existed
32:22
built into the hardware. So this
32:24
was a pretty critical step along
32:27
that path to the
32:30
greatest, coolest, most
32:32
important feature of the 3DS and one that has
32:34
been sadly lost by all video game systems of
32:36
the modern era and we can never
32:39
go back as a society and we
32:41
should probably just give it up now. So,
33:18
kingdom, no not Kingdom Hearts, let's try this again.
33:23
So the world is... So
33:25
leave this in, there will be more time. No,
33:29
no, so I wanted to say like let's
33:31
talk about the creative staff who
33:33
worked on the World Ends With You,
33:36
the sort of lead staff, almost all
33:38
of whom came from Kingdom Hearts. So
33:40
Kingdom Hearts is relevant again here. I
33:42
mean kind of the obvious person that
33:44
we associate with this game and Kingdom
33:47
Hearts, Kat's already mentioned him,
33:49
was Tetsuya Nomura, who is
33:51
he actually a Square Enix employee or is
33:54
he freelance? The way
33:56
I kind of understand it is that he sort of exists
33:59
independently. from Square Enix
34:01
yet also he is like their
34:03
wheels in their enormous amount of power it's
34:06
really weird I don't get it I mean Yuji
34:08
Horii is the same way but that's that arrangement
34:10
was you know kind of built that way from
34:12
the start with Enix back in the 80s Nomura
34:15
you know he was like hey I'm gonna
34:17
draw a cool ninja and a gambler with
34:19
scars for Final Fantasy 6 okay now I'm
34:22
a superstar everyone must wear
34:24
zippers anyway
34:27
he was the creative producer on this game
34:29
I don't know what that means that can
34:31
mean so many things but
34:33
he was also the character designer
34:35
for like the three or four
34:38
main characters so obviously you've
34:40
got the Nomura but the nuts
34:42
and bolts the nitty-gritty the people who really you
34:44
know had to spend time
34:46
working in the salt mines and not sleeping
34:48
for months on end they
34:51
also all came from the Kingdom Hearts
34:53
world so the people
34:55
I want to call out are Tatsuya Kondo
34:58
who worked as an animator and
35:01
animation director on all three PlayStation
35:04
1 Final Fantasy games and Paris
35:06
I'd Eve and then
35:08
basically from that he parlayed
35:10
that success into becoming
35:13
the animation lead on
35:15
pretty much anything that has ever
35:17
shipped under the name Kingdom Hearts
35:19
like if you love or hate
35:21
the way animation looks in Kingdom
35:23
Hearts Tatsuya Kondo is
35:25
your man you can blame or praise
35:27
him as is your want makes
35:29
a lot of sense that animation directors ended
35:32
up running this
35:34
game because the art
35:36
style and the animation very
35:38
centered in this game so I'm
35:42
not surprised to see that they have
35:45
that much history and that they personally
35:47
chose to in many ways push
35:50
the Nintendo DS as far as they really
35:52
could from a 2d standpoint yeah
35:55
and I feel like this game like
35:57
the concept the narrative the setting
36:00
characters, they all feel
36:02
more like manga than they do video game.
36:04
Like this is a role-playing game in a
36:06
lot of senses, but it doesn't
36:08
feel like it draws its narrative
36:11
and character inspiration from that genre.
36:13
It feels like it comes from
36:15
the kind of manga that would
36:17
have been popular around this time. Something like Death
36:19
Note, or it's even almost
36:21
a sort of proto-Isekai, in
36:24
that you die and you awaken, you
36:26
know, the main character awakens in a new world.
36:28
It's just that the new world is
36:30
the same world he lived in, but he's like
36:32
a ghost in it and he's kind of shifted
36:34
a little bit, but he still has to like,
36:37
you know, team up with people and fight his
36:39
way through battles and find plots
36:41
and things like that. So it kind
36:43
of touches on the sort of style
36:45
and trends that would become very popular
36:47
in manga a few years later, but
36:50
we're still just kind of budding into existence around
36:52
this time. So yeah, yeah,
36:54
like the connection there to animation makes
36:57
sense. The co-director
37:00
Tomohiro Hosegawa was
37:02
also the lead animator on Chain of Memories
37:05
and various other Kingdom Hearts that came after
37:07
that. That also makes sense coming from the
37:09
portable tradition. He didn't work on Kingdom
37:11
Hearts 1, but he did get
37:13
involved with the Game Boy Advance game and
37:16
kind of jumped into the series from
37:18
there. And of course, you know,
37:20
it makes sense to have the portable
37:22
Kingdom Hearts animator guy working on this
37:25
portable Kingdom Hearts adjacent game
37:27
that draws so heavily on
37:29
animation. It makes sense. I
37:31
mean, Chain of Memories, the GBA
37:34
version, the combat in that game
37:36
visually and the combat in The World Ends
37:38
With You are very, very similar fields. Obviously,
37:41
the execution is different, but I
37:43
can see that there is kind of a direct line between
37:45
those two games, which is good because Chain
37:47
of Memories kicked us and so does this. Let's
37:51
see, the planning director was Takeshi Arakawa, who
37:53
developed the UI for many Kingdom Hearts games.
37:55
I actually consider it to be a game
37:57
that's very similar to the game. I think
38:00
consider this man my mortal enemy because I
38:02
really hate the user interface of Kingdom Hearts.
38:04
It is my number one bugbear with that
38:06
series and why I do not like playing
38:08
those games. So, you know something against Comic
38:10
Sans, Jeremy? I'm not just talking about like
38:13
the visuals. I'm talking about the way the
38:15
interface actually works, the way you control stuff.
38:18
Like that stupid, you know, you're
38:20
navigating menus in real time while
38:22
also controlling your dudes. Like
38:24
that has to go away. Like they did that in
38:26
the Castlevania game too, Limit of Innocence. Like
38:29
no, that's not okay. You're
38:31
making my brain do different things and I
38:35
need to regiment things. I need to partition
38:37
things. This does not work for
38:39
me. Please stop. So yeah, he's my
38:41
nemesis. The
38:43
one person who did not come from Kingdom Hearts
38:45
before working on The World Ends With You but
38:47
instead went from The World Ends With You to
38:49
working on Kingdom Hearts was
38:52
Genkobayashi who basically
38:54
designed all the characters that Tetsuya
38:56
Nomura did not. So
38:58
I guess when the budget ran out to pay Nomura
39:00
his freelance stipend or whatever, I
39:03
don't know how it works. But
39:05
he stepped in and took care of all the rest of the
39:07
characters. And then finally,
39:10
the true hero of this game was Take
39:12
Haru Ishimoto, the lead
39:14
composer who had already worked on
39:16
Kingdom Hearts games, basically doing the stuff that Yoko
39:19
Shimomura did not and basically
39:22
said, what if I created one
39:24
of the greatest soundtracks ever made
39:26
for a video game and stuck
39:28
it in a DS cartridge? The
39:30
madman pulled it off. My God,
39:33
I don't know what crazy drugs
39:35
he was taking or magic spells
39:37
he was wielding, but he
39:39
pulled it off. The soundtrack in this
39:41
game is phenomenal. It's so good. And
39:44
it's on a DS card. Yeah. It's
39:46
pretty good. Yeah, it really elevated this
39:48
game. I think maybe it's
39:51
the main reason that anybody remembers
39:53
it is just how
39:56
great it was to put on headphones and
39:58
really enjoy it. believe
40:00
how much music they packed into
40:02
this game. It wasn't just a
40:05
handful of tracks that played over and over again.
40:07
The soundtrack evolves as you go.
40:10
There are more songs that appear
40:12
as you get into the next week and the
40:14
week after that and their
40:16
remixes of the battle themes in there.
40:20
A stunning number of really
40:24
strong kind of high-resolution tracks for
40:26
a Nintendo DS game. It's a
40:29
quite impressive how much they were able to get
40:31
on this cartridge. I mean what
40:33
amazes me is there's not even one of the largest
40:35
DS cartridges. It's like half the size of some of
40:37
the bigger Pokemon games and things like that and
40:40
I mean there's a lot crammed into them but the
40:43
music in the... Sorry, go on. It
40:45
doesn't even sound compressed either. No,
40:47
well I would say where
40:49
it does it almost
40:52
works in the kind of as in the
40:54
kind of fadey kind of dreamy kind of
40:56
feel you know these vocals that are just
40:58
kind of behind all the
41:00
sound effects when you were raising the noise and stuff. I
41:03
think it works so well and everything
41:05
just sort of... I hate using this
41:07
word but everything just synergizes perfectly. It's
41:09
such a like
41:12
bowl of lightning this game. Just this one little cartridge
41:14
with all this stuff on it that we've never saw
41:16
the likes of again ever even on
41:18
the PS4 a few years ago. We never saw the likes
41:20
of it again. It's
41:55
just a little bit of a mix where the technology wasn't quite
41:57
there to do everything they wanted to do. creates
42:00
a sort of liminal
42:02
feel almost like the visuals in Metal
42:04
Gear Solid where no one actually has
42:06
a face. Or you
42:08
think back to PlayStation games that have
42:11
this sort of empty soundtrack, like there's
42:13
this kind of sparseness to the audio.
42:16
I'm thinking like Mega Man Legends where there's
42:18
like a little bit of ambient hum or
42:21
something and then you hear like
42:23
the reaver bots activating and
42:25
stomping around in the darkness. But
42:27
that's really all the sound there is and it just like
42:30
there's this sort of sparseness to it. And
42:33
this, you know, I think the DS was really
42:35
the last platform that could really
42:37
capture that that had, you know,
42:39
the limitations necessary. Maybe
42:43
capture it's the wrong way. Maybe it's just, you
42:45
know, it unavoidably suffered from
42:47
that. But I would argue that the
42:49
word suffer is not correct because it
42:52
just it adds something to
42:54
it, something evocative to the
42:56
experience that you can't capture
42:58
with higher fidelity. I
43:02
don't know. Like I don't know if everyone
43:04
who is, you know, kind of cut their teeth
43:06
on higher definition, higher
43:08
fidelity experiences can necessarily
43:11
appreciate that. But
43:15
I feel like if you were there and this was
43:17
kind of the cutting edge of what you could experience
43:20
in a certain space at
43:22
the time, like it kind
43:24
of imprints on you and it like
43:26
it still feels sophisticated
43:28
and advanced, even though it's
43:31
obviously, you know, barely
43:33
holding together at the seams and could be
43:35
done so much more easily and so
43:38
much more effectively now. But I feel
43:40
like that perfection and effectiveness takes something
43:42
away. So yeah, I'm right there with
43:45
you, Stuart. I think that like there's
43:47
a reason that indie developers are creating
43:49
games like Fragon or Lunastest or Crow
43:51
Country that consciously emulate those
43:53
low poly games. Like
43:56
When a PS1 game like Mega Man Legends,
43:58
for example, would lean into. It's limitations and
44:00
create an atmosphere from them that was
44:03
something else and the D having it's
44:05
a rudimentary three D capability gives it
44:07
a look of a outlook and angular
44:09
look that says the Cts abide so
44:11
of up in middle of the and
44:13
trying to be more like the way
44:15
you have the Way and I kind
44:17
of last I mean looking at like
44:19
the original news of Mario Brothers or
44:21
Sisters and My Brothers to where the
44:24
original was kind of heavily leaning on
44:26
Sprite still to create this odd in
44:28
between kind of atmosphere I'm I'm. I'm
44:30
just gonna understand where you're saying so I'll
44:32
I'll end it now with no real less
44:34
through line. But yes I'm I mean I
44:37
think this game I becomes that by being
44:39
so stylized in every respect that having so
44:41
much them as excellency as that word again
44:44
that you don't really notice the limitations and
44:46
is why when you plan on a Mormons
44:48
as my the switch in don't feel right
44:50
because they've oppressed everything like even the font.
44:53
So everything and it just doesn't look reminisce,
44:55
not pixelated, Yeah as the
44:57
same with Neo the world and says
45:00
he'll it's tries to recapture allows the
45:02
style and the luck with some cel
45:04
shading and such but at the same
45:06
time it's at a fully treaty. And.
45:10
Maybe it doesn't hit in the same
45:12
way. I think that that's also because
45:14
I like to mind here on rent
45:16
or not attacking that them and in
45:18
here they are there is. There's something
45:20
to be said for the to the
45:22
in this game like the sprite work
45:24
and the graphics are so nicely designed.
45:27
And there's so much happening on screen
45:29
industry a single time. There's all kinds
45:32
of effects and things flying around, so
45:34
it it's like very active, almost hyperactive.
45:36
but it never feels busy or confusing
45:38
because everything is drawn so clearly and
45:41
so cleanly. It really hits that sweet
45:43
spot of like we're not tied by
45:45
the limitations of how many sprites we
45:47
can place, but we are tied into
45:50
had hands are tied by the resolution
45:52
of the sprites. So let's just make
45:54
a lot of great looking sprites and
45:57
just throw. Everything on the screen. Also.
45:59
the story moments are very
46:02
active. It's not a basic text
46:04
box. It does a
46:06
lot of kind of manga with lots
46:08
of like panels sliding in and sliding
46:10
over and up and down.
46:12
So there's so much movement happening at
46:14
any given time. Characters are moving
46:17
across the screen so you feel like you're
46:19
watching an actual cutscene instead of
46:21
having a little head in a
46:23
box or something to that effect. And I
46:26
think it's very effective.
46:28
And then when you're actually in
46:31
the battles, the sprites are quite
46:33
large and detailed, especially
46:35
when you get into some
46:37
of the end boss battles. Like when you get
46:39
to the end of a week and you're fighting
46:41
someone particularly big. I remember the first
46:44
boss is quite large
46:46
and I think takes up both
46:48
screens. So
46:50
it really stands out
46:52
on the Nintendo DS for sure. I'm
46:55
just going to go play a bunch of DS games. We
46:58
kind of touched on this, but I
47:00
really think it's admirable. This game basically
47:03
does everything that the DS can do,
47:05
except maybe put out a lot of
47:07
3D graphics. But it was
47:09
designed around dual screens. It
47:12
was designed around both physical
47:14
controls and touch controls. It
47:17
makes use of multiplayer. It
47:19
makes use of the microphone inputs. It makes use
47:22
of a Proto Street Pass
47:24
wireless feature. If the DS
47:26
could do it, the world ends
47:28
with you does it. And it
47:30
still doesn't feel overstuffed. The mini games, you
47:33
don't have to play those, but you can
47:36
and it will give you benefits that translate
47:38
into the actual single
47:40
player experience. The
47:43
multiplayer also does that, which kind of puts it
47:45
ahead of all the little mini games and
47:47
the Mario 64 DS and
47:49
that sort of thing, where it's just
47:51
like, here's some stuff you can do
47:53
multiplayer. That's not part of the game, but go ahead
47:55
and do it because it's just a
47:57
thing that we could do. Like it actually feels...
47:59
feels like this stuff is integrated into
48:01
the game loop. And
48:04
it's not compulsory, but
48:06
there are advantages to making use of it,
48:09
which is nice. I think
48:11
for a game that's got an overhanging time
48:13
pressure in the storyline, which actually isn't a
48:15
real time pressure, and it's funny, sorry for
48:17
the spoiler, there's only
48:20
quite meditative about it sometimes. Just walking around
48:22
listening to what people are thinking. If you
48:24
want to grind some levels, you have to
48:26
manually go into that. I don't remember
48:28
if it's cool, but when that is listening to everyone, you'll
48:30
see the noise appear if you want to fight one, you'll
48:33
tap one. If you want to fight three, you'll tap three.
48:35
But if you don't want to do that, if you just want to
48:37
go and buy some records or buy, look at some clothes, that's some
48:39
food. It's just kind of chill,
48:41
you know, for a game that's meant to
48:44
be so intense. It's just kind of chill and meditative,
48:46
and I like that about it. I
48:48
also love the overall
48:50
music, specifically calling. Oh,
48:52
it's amazing. First
48:55
of all, it has a chance to be
48:57
repetitive, but it's not. It's just the
48:59
kind of music that you want to listen to. It
49:03
has a really nice bridge to
49:05
it, and it's
49:08
vocalized, but it also feels
49:11
like it's in the background. And
49:14
when we start talking about The World Ends With You, that's
49:16
one of the first songs that just
49:19
kind of materializes in my mind, and
49:21
it feels so perfectly Shibuya. Yeah,
49:25
I agree. I was going
49:27
to say it's the kind of music
49:29
that you hear playing on those big
49:31
jumbotrons over the scramble crossing, but actually
49:34
it's much better than those because those
49:36
are usually like annoying, overproduced,
49:39
super group music
49:41
by like 20 or 30
49:44
girls all singing in unison. Don't
49:47
love that so much, but the soundtrack to The
49:49
World Ends With You, yeah, there's calling
49:51
especially. That's the first song that pops into my
49:53
head too, and it's got such a
49:56
great hook. So you hear it constantly,
49:58
but just that riff. with
50:00
the bass guitar and
50:02
the drums. It's
50:04
perfect. It's really, really great. And you could
50:07
just hear that over and over again. And
50:09
it has different layers and different arrangements. Sometimes
50:13
it's a vocal track, sometimes it's not.
50:15
Sometimes you just hear the
50:17
vocalist singing the chorus, but
50:20
sometimes you get the full song with the verses.
50:22
And yeah, it's
50:25
used in lots of different ways, and it
50:27
becomes part of the texture of the game.
50:30
But it really doesn't
50:32
get tiring. It's so
50:35
catchy and so hooky that
50:37
you never stop enjoying it. I think this is
50:39
one of Square Enix's
50:41
first cult soundtracks. Obviously
50:44
with the Final Fantasy
50:46
games, Dragon Quest, Chrono Trigger, these
50:48
big games, they put out soundtracks
50:50
and arrangements and orchestrations. And they're
50:52
like, hey, Mitsudo, why don't you
50:54
do acid jazz versions of Chrono
50:56
Trigger? You get
50:59
some of the weird stuff like that. But this
51:01
one, the soundtrack seemed to take
51:03
on a life of its own. And there
51:05
was a CD that they put out that
51:08
they randomly sent to me in
51:10
2011 or 12 called
51:12
the Death March 5th anniversary. So I guess it was
51:15
2012, where it was a live
51:17
performance recorded at a club of some
51:19
of this music. And apparently
51:21
they did another performance a
51:23
few years later. And yeah,
51:26
it's just this small soundtrack,
51:31
but it's just lived on. And
51:34
they give the same love to the near
51:37
soundtrack these days, where it's arrangements
51:39
and live performances and stuff, even though it's
51:41
not the biggest hit ever. It's
51:44
just the music is such a part of
51:46
that game experience that it's lived on and
51:48
took on a life of its own. What?
52:03
What? What?
52:09
What? What?
52:15
What? What?
52:21
unrem They've
52:27
got kiss was
52:44
I'm
52:49
thinking about how individual this game actually is.
52:51
It sort of occurred to me. I wonder
52:53
if there was some Jet Set Radio influence
52:55
here, you know, with Shibuya Cho and the
52:58
same kind of graffiti sort of aesthetic.
53:00
I just wonder if there was any, you know, if they
53:02
looked at that and they went, let's do that except RPG.
53:05
I mean, I could definitely see it just
53:07
because at this point when
53:09
this game was being made, it would have been
53:12
only a few years removed from Jet Set Radio
53:14
and it was also sort
53:16
of a similar vibe, right? But
53:19
that Jet Set, I don't know Jet Set
53:21
Radio all that well, but that's
53:24
sort of the similar urban Tokyo
53:26
kind of feel to it, I think. So it makes
53:28
sense that you would be like drawing those kinds of
53:31
connections there. Yeah,
53:34
I think Jet Set Radio is
53:36
more about like the sort of kids who would
53:38
go dance at gas panic and
53:40
the world into you is more about I feel
53:45
like it's the kids who kind of hang out but
53:47
don't necessarily have a place to go and are
53:49
sort of trying to figure out where they fit
53:51
into the world. There's definitely more of a sense
53:54
of self determination and purpose
53:57
in Jet Set Radio. Like
53:59
you are out there. you are, you know, it's
54:01
counterculture, you are taking a stand against the
54:03
man. And the whole point of Neku
54:05
and his friends is that they're all a
54:07
little bit lost and they're trying to find
54:09
themselves. And they're they're questioning like,
54:12
how do I fit into normal society? And, you
54:14
know, the game is really like
54:16
their story arcs, not to spoil too much. But
54:18
it's really about them finding that place. And
54:21
again, it kind of just comes down to
54:23
self confidence. And that is a, like I
54:25
said before, self confidence is a game mechanic.
54:28
Like I've never seen that in any other
54:30
game. But like,
54:32
just if you're really self confident, you
54:34
can wear a dress. Exactly.
54:37
No, let's talk about
54:39
that. Now, like there is a stat called brave.
54:42
And your characters don't have level ups in
54:44
the traditional sense, like you gain cash, and
54:46
you get experience for your pins and that
54:49
sort of thing. You do like
54:51
have some stat gains based on what you
54:53
eat. But a lot of your
54:56
combat abilities, just your you know, your
54:58
stats and hit points and things
55:00
like that, your defense attack power are based
55:02
on your clothing. And you
55:04
know, it's you go into shops to
55:07
buy clothing. And it's your typical Shibuya
55:09
streetwear. It's like shirts and
55:11
shorts and jackets and things like that. And
55:13
there's boys clothing and girls clothing. And at
55:16
the beginning of the game,
55:19
it's a really great mechanic, because
55:21
Shiki, the girl who teams up with
55:23
Neku, the main character in the first week of the
55:25
game, she can wear pretty
55:27
much anything because she has a high brave
55:29
stat. So that means something that requires a
55:32
high brave, like a bikini top, or you
55:34
know, like a skirt or something, she can
55:36
put that on no problem. But
55:38
Neku can't equip those, which gives him a
55:40
disadvantage in combat. But as you play the
55:43
game, and you build up his brave, he
55:45
can start to branch out and wear things
55:47
that are a little, you know, different
55:50
than you would associate with
55:52
your typical kid, your
55:54
typical boy. And so you're kind
55:56
of breaking these boundaries. And it's
56:00
totally fits with, you know, if you've
56:02
seen like Harajuku or Shibuya street
56:04
blogs of photography and style,
56:07
like it totally is in
56:09
in tune in keeping with
56:11
the sort of fashion culture
56:14
of that kind of social circle.
56:16
Like boys wearing girls clothing, girls wearing boys clothing,
56:19
people just saying, you know, this looks cool and
56:21
it looks good on me so I'm gonna wear
56:23
it. And you have to work up
56:25
to that point for Neku to get there. And I
56:27
think that's such a great way
56:30
to turn real world
56:33
social and culture mores and
56:36
trends into an RPG
56:38
mechanic in a way that benefits
56:40
gameplay and also speaks
56:42
to the characters growth as a
56:45
person and his self-confidence. It's
56:48
it's yeah like to me that
56:50
is the standout feature of this game. It's so
56:53
thoughtful and so brilliant and
56:55
I just it's one of the things that really
56:57
makes me love this game. If
57:00
they had really wanted to go for it, they
57:02
would have actually had the clothes reflect on the
57:04
characters but sadly the
57:06
characters remain the same despite, you know,
57:09
putting on a dress or a bikini
57:11
top or whatever. And I
57:14
if I'm not mistaken, it's been a while since
57:16
I played but the character you team up with
57:18
on week two Joshua is a
57:20
boy but he comes with a really high break stat
57:23
from the start so he can pretty much wear whatever
57:25
while Neku is still kind of limited
57:27
in what he's able to equip by
57:29
that point. So yeah you
57:32
know it almost I kind of feel like
57:34
there's a lot of Neon Genesis
57:37
Evangelion influence in this era
57:39
of Squaresoft games starting with like Final
57:42
Fantasy 7 and the
57:44
relationship between Neku and Joshua
57:47
is very much like Shinji
57:49
and Kaworu from from
57:51
Evangelion. So there's kind of like
57:54
I kind of feel like Joshua at least initially
57:56
before you learn what his deal is. It's
57:58
a very sort of Inspirational character
58:00
for neku like someone he looks up to
58:02
and says like this guy has it together.
58:04
I want to be more like him Funny
58:07
that you mentioned a van gellian because this was
58:09
actually the year that the first rebuild movie came
58:11
out So we were in
58:14
peak a van gellian Nostalgia
58:16
by this time because it had been in
58:19
like 12 years or something like that So
58:21
and as we all know once that 10
58:23
years have passed some things officially retro So
58:25
a van gellian was officially retro by that
58:28
point sold
58:31
anyway the one kind
58:35
of creative lead or creative Entity
58:38
that we haven't talked about with the creation of
58:40
this game is Jupiter the co-developer
58:42
on it I mean, this is a Square Enix game,
58:45
but a lot of the the sort of No
58:47
boots on the groundwork and programming and coding was
58:50
handled by Jupiter Who are
58:52
the people who invented picross and they
58:54
also? Created most of the
58:57
games on the Pokemon mini they
58:59
developed games like Pokemon pinball and You
59:03
know, I think they also worked on some
59:05
of the Kingdom Hearts portable games But they
59:07
basically knew their stuff when it
59:09
came to portable games and they're cool and I
59:11
liked them And eventually they went
59:13
on to work on ghosts of Tsushima, which is
59:15
not a portable game or
59:17
a Pokemon game It's very you know,
59:19
like how'd that happen? But just one
59:21
of those interesting sidebars I
59:27
Don't I
59:50
So we should talk about the
59:52
actual premise and plot of
59:55
the world ends with you We've we've kind of touched
59:57
on it a bit in that there is
59:59
a game it takes place over weeks. And
1:00:02
also there's an Isekai element
1:00:04
where you wake up after
1:00:06
dying. But what's all that
1:00:09
about? Kat, do you want to walk us through this? I
1:00:11
feel like of all of us, you
1:00:13
can probably describe what's happening best here. Maybe I'm
1:00:15
wrong. Well, when the
1:00:17
game first starts, it's
1:00:19
sort of a mystery to you and Neku.
1:00:21
You really don't know what's
1:00:23
going on. All you really know is that you've
1:00:25
been put into a game
1:00:28
and you're having to have challenges
1:00:31
and you have a partner.
1:00:33
The main hero, Neku, is
1:00:36
sort of Squall Leonhart. He
1:00:39
is a jerk. He hates everybody. He
1:00:41
has his headphones on all the time.
1:00:44
He's really extremely abusive
1:00:46
to Shiki, who is
1:00:48
his nominal partner early
1:00:50
on. And
1:00:52
pretty quickly it's revealed that
1:00:55
in the world ends with
1:00:57
you, you're dead and you're playing
1:00:59
a game to survive with
1:01:01
your partner. And everybody,
1:01:04
except maybe like one
1:01:06
or two people, get erased. And
1:01:10
being erased is you're gone.
1:01:12
You're dead forever. And
1:01:15
you're running around with some other characters
1:01:17
who are also playing the game, such
1:01:19
as Beat and Rhyme, who
1:01:21
are kind of, I don't know, like
1:01:23
punk. Rhyme is fun.
1:01:26
She's a
1:01:28
little non-binary energy going on in
1:01:30
there. So you're
1:01:33
initially going through the week
1:01:35
and trying to survive,
1:01:37
beating the games. And
1:01:39
then over time, the game
1:01:42
is increasingly rigged against you and
1:01:46
you're getting different partners and
1:01:48
you're slowly but surely unraveling
1:01:50
the nature of the game
1:01:53
and the different forces
1:01:55
behind it, of
1:01:57
which there are many. And actually the
1:02:00
game does not overtly
1:02:02
tell you a lot of what's going on, you
1:02:04
sort of have to discover it. And
1:02:07
the way you do that is by discovering
1:02:10
these secret documents and everything and
1:02:13
learning that especially Joshua is
1:02:16
a really significant part of what
1:02:18
is actually happening behind
1:02:20
the scenes. So there's a we were
1:02:22
talking about Kingdom Hearts. There's a big
1:02:24
Kingdom Hearts energy in discovering
1:02:26
unraveling all the secrets of actually
1:02:28
a pretty complicated plot but it was really
1:02:30
the mystery was really
1:02:33
compelling to me at the time
1:02:35
and the tension was really compelling because the
1:02:37
game keeps turning the screws on
1:02:40
Neku specifically as a
1:02:42
character and you're often going oh geez how
1:02:44
is he gonna get out of this one
1:02:46
I don't know but yeah
1:02:49
the the reaver or reapers is
1:02:52
it reapers yes the reapers who are the ones who control
1:02:54
the game of the game
1:02:56
the ones controlling is kind of like
1:02:59
organization 13 if organization 13 just
1:03:02
like to toy with and abuse
1:03:04
dead children so it's
1:03:06
kind of dark but
1:03:08
wings yeah there's that
1:03:11
and there's a game master and
1:03:14
they the game masters at the
1:03:16
end of each week are sort
1:03:19
of your bosses one of the more
1:03:21
memorable ones is Minami modo who loves
1:03:24
math he just loves math so much
1:03:26
and so that's why he's always saying
1:03:28
things like cannot stop talking about it
1:03:31
he just he wants to quote pi to the
1:03:33
nth degree so so
1:03:36
yeah the the game is supposed to
1:03:38
take place over the course of a week and
1:03:41
each week is like the gameplay
1:03:44
is divided into seven days so
1:03:47
there's not a real-time element to
1:03:49
this it's not like Valkyrie profile sorry cat
1:03:52
it is much more yeah sorry
1:03:55
it's much more plot
1:03:57
advances based on your action
1:04:00
and time advances based on the plot. So
1:04:02
you don't actually have to rush around and finish
1:04:04
things in a set amount of time. It's
1:04:07
just that there is kind of this structure
1:04:09
to it. I
1:04:11
wonder, I don't know, was this before
1:04:13
or after Lost? It was after Lost.
1:04:16
I know Final Fantasy 13 was like
1:04:18
the structure of that with
1:04:22
the flashbacks was very inspired
1:04:24
by Lost. But I feel like this was
1:04:26
kind of- We were not
1:04:28
only watching Lost. This was peak Lost. Okay.
1:04:31
2008, everybody was watching Lost. This was when people thought it was gonna go
1:04:34
someplace. Yeah. Yeah. Yeah, so that structure
1:04:36
in 24, that was
1:04:38
very much kind of zeitgeisty. So this
1:04:40
definitely pulls in from that tradition as
1:04:42
well as from manga. But
1:04:46
really it's just kind of a convenient story
1:04:48
structure to sort of divide things out. And
1:04:50
you have different kind of challenges that you
1:04:52
face each day. You talk to
1:04:54
different reapers and completing their
1:04:56
tasks and they're rising up to their
1:04:58
challenges, unlocks more of Shibuya. When
1:05:01
the game first starts, you can pretty much just
1:05:03
go to the Scramble Crossing and two
1:05:05
or three adjacent little
1:05:07
sections of the area. But as
1:05:10
the game unfolds, you open
1:05:13
up more and more of Shibuya and
1:05:16
eventually find the hidden secret river that, I
1:05:18
don't know if it's actually a thing in
1:05:20
Shibuya. There are lots of rivers
1:05:22
in Shibuya and all of them have been
1:05:24
turned into concrete that the water just kind
1:05:26
of runs through because there's only like 2%
1:05:28
of rivers in Japan that
1:05:31
are still their original beds. It's a weird
1:05:33
little stat that just stuck in my head. So
1:05:37
yeah, like all of these things kind
1:05:39
of matter. But the idea behind the game
1:05:41
is that it's supposed to take place over the course of
1:05:43
a week, but the game actually,
1:05:45
like the World Ends With You,
1:05:47
the game actually takes place
1:05:49
over the course of three weeks because
1:05:51
there are various plot shenanigans that mean
1:05:54
once that Neku
1:05:56
reaches the end of the week and the end of the game,
1:05:58
something happens and draws a... back in just when he thought
1:06:00
he was out. Things
1:06:03
change up and he has to do with some other new
1:06:06
crisis. There's
1:06:08
shenanigans afoot and he has to figure all of that
1:06:10
out. There's
1:06:12
a real optimism to this story.
1:06:15
I think you were talking a little bit earlier
1:06:17
about how Jet Set Radio, you're a rebel. Whereas
1:06:21
in this one, you're sort of
1:06:24
a jerk-ass teenager trying to find their way
1:06:26
in one way or another. They're
1:06:28
all lost. All of
1:06:30
the characters have something revealed about them. At
1:06:33
a certain point, for example, there's a little bit
1:06:36
of a twist with Shiki. But
1:06:39
there's a little bit of a carpe diem kind
1:06:41
of aspect to it. It sees the day,
1:06:44
live for it to go out and live.
1:06:48
Which maybe is
1:06:50
a little bit on the nose in
1:06:52
some ways. But I personally found fairly
1:06:55
wholesome. And
1:06:58
I enjoy it when a game has something
1:07:01
to say. And it's sort of pushing
1:07:03
back against the on-wee
1:07:05
that maybe people just hang
1:07:08
out and Shibuya might feel sometimes.
1:07:10
Cutting through the superficiality of
1:07:14
fashion and trends and everything and maybe
1:07:16
going to the very heart of it
1:07:19
all. Of this
1:07:21
culture and such. I think I
1:07:24
really like the underlying messaging ultimately
1:07:26
of the world ends with
1:07:28
you. And it pops up
1:07:31
again and again. Throughout
1:07:33
the story and the relationships that are
1:07:36
being developed, even as Neku himself is
1:07:39
wildly unlikable. It's
1:07:41
a sort of more subtle,
1:07:43
more well-told version
1:07:45
of Kingdom Hearts essential themes. My friends
1:07:47
and my power, that whole thing. But
1:07:52
microcosm and vastly superior as storytelling.
1:07:54
You don't have to play like
1:07:56
15 disparate games to get this one, thankfully. understand
1:08:00
the kind of the story vibe
1:08:02
that was happening here, you kind
1:08:06
of have to understand sort of how
1:08:08
things were happening in Japanese society around
1:08:10
this time. So like 15 years
1:08:13
before this game came out, the
1:08:16
economic miracle, the bubble economy ended, and
1:08:18
Japan ended its
1:08:21
kind of like march toward being the
1:08:23
world's number one economy and started to
1:08:25
backslide. Its economy
1:08:27
is basically stagnated since then,
1:08:29
jobs were lost. So
1:08:32
the kids who were really kind
1:08:34
of being targeted by this and who were the
1:08:36
main characters of this game, 15 years old, were
1:08:39
basically the first generation to grow up in a
1:08:41
Japan that was in this sort
1:08:43
of post boom, I
1:08:46
don't want to call it decline, but stagnation. It's
1:08:48
kind of like, well,
1:08:50
really, if you wanted
1:08:53
to create a game about Americans, kids
1:08:55
who were 15, kids who grew up
1:08:57
in the shadow of 2008 and the
1:09:00
economy collapsing and
1:09:02
so forth that was happening right around the
1:09:04
time this game originally came out. Just,
1:09:07
you know, wait half a generation and
1:09:09
you've got the same problems happening in
1:09:11
America as in Japan. So there was
1:09:13
a lot of media
1:09:15
happening around this time that was
1:09:18
basically kind of examining
1:09:21
the social ailments
1:09:23
and difficulties that people
1:09:25
were experiencing, especially youngsters
1:09:27
who hadn't really established themselves yet,
1:09:30
who were expected to make
1:09:32
a life for themselves, but
1:09:35
in conditions that were much less favorable
1:09:37
than their older siblings or their parents
1:09:39
had experienced in the 80s and 90s.
1:09:42
So you have things like Spirited Away,
1:09:44
which is, you know, about the melees
1:09:46
of a young girl who
1:09:49
kind of finds this fantastical world and kind
1:09:51
of discovers the importance
1:09:54
of whatever she discovers
1:09:56
in that weird fantasy land with a little bathhouse
1:09:59
and everything. You had something
1:10:01
like Welcome to the NHK, which
1:10:04
was about the social
1:10:06
ills of, you know, perpetually
1:10:08
underemployed people, the hikikomori. I
1:10:12
feel like if you look at all the different forms
1:10:14
of media, the different works that sort of came out
1:10:16
of this period and addressed this
1:10:19
topic, The World Ends With You is
1:10:21
the most optimistic. I feel like it's
1:10:23
also the most in touch with actual
1:10:26
youth perspectives, like
1:10:28
Spirited Away is very much
1:10:31
an old man saying, damn
1:10:33
kids, get off my lawn and stop eating
1:10:35
your avocado toast. And Welcome
1:10:37
to the NHK is, it's kind
1:10:39
of optimistic, but it's also very, very
1:10:41
cynical throughout most of it. The
1:10:44
main character has no redeeming qualities, if
1:10:47
we want to be honest. Whereas
1:10:50
The World Ends With You, you
1:10:52
know, Neku starts in the same
1:10:54
place as the protagonists of these
1:10:56
other works, you know,
1:10:58
sullen, listless, detached,
1:11:01
kind of questioning what's even the point. But
1:11:05
the, you know, obviously he
1:11:07
experiences fantastical, strange things, but
1:11:10
he does it by sort of interacting
1:11:12
with society as much as he's able
1:11:14
to as a ghost who
1:11:17
floats around Shibuya fighting pigs.
1:11:21
And yeah, like by the
1:11:23
end of it, it
1:11:25
really feels like everyone's in a better place, even the
1:11:27
villains. Like, it's not really
1:11:29
about murdering the bad guy. It's about
1:11:32
everyone finding their personal resolution and
1:11:34
their reason to go on. And
1:11:37
something that is, you know, like emotionally
1:11:39
and spiritually satisfying to
1:11:41
them. And you know,
1:11:44
in that sense, it's very much a
1:11:46
work of its time and society. Of
1:11:50
all of those things, I really feel like it
1:11:52
has the best and brightest message.
1:12:02
It's just a moment for
1:12:04
me. It's
1:12:09
just a moment for
1:12:11
me. It's
1:12:14
just a moment
1:12:16
for me. Oh,
1:12:19
once and a half, I
1:12:21
can't move. Anyway,
1:12:31
I've had my two rants for the episode,
1:12:33
so I'm out. You guys have to carry
1:12:35
this on by without me. No,
1:12:38
we should talk a little bit about the
1:12:40
characters and just kind of what's unique about
1:12:42
them. I mean, obviously, Neku Sakuraba, the main
1:12:44
character, we've talked about him. He
1:12:46
becomes a ghost, a ghost that
1:12:48
can somehow still eat bento. I don't
1:12:50
know. It's not a bad way to
1:12:52
be when you're dead. But
1:12:55
no, the game really revolves around the mystery of why
1:12:57
is he a ghost? How did he die? Because
1:12:59
the idea behind the game is that you
1:13:02
enter the game voluntarily, you trade
1:13:05
something for it. And
1:13:08
in this case, he did not really volunteer for
1:13:10
the game. He was just kind of brought
1:13:12
into it. Spoilers, someone shot him. Where
1:13:14
do you even find a gun in Japan?
1:13:17
That's just crazy. Wow,
1:13:19
wild. Out of
1:13:21
control. In terms of
1:13:25
the actual characters, Joshua
1:13:28
is one who is the
1:13:31
most mysterious. I think
1:13:34
you compared him earlier to Kuoru. So
1:13:38
in week one, week
1:13:40
one in its own way is its own arc. And
1:13:44
I like the structure of this
1:13:46
game because each week is
1:13:48
its own sort of self-contained story
1:13:51
or self-contained chapter.
1:13:54
And then when you get into... So
1:13:56
the complexion of the game changes
1:13:59
greatly. when you
1:14:01
get into chapter two, because
1:14:03
you do reach a climax, like a mini
1:14:05
climax, when you reach the end
1:14:07
of week one. You go through
1:14:09
an entire arc with Sheikki and
1:14:12
everything, and you learn a lot about her. And
1:14:15
it feels like you're getting to the end
1:14:17
of something, and then all of a sudden
1:14:20
the reset button is
1:14:23
hit, and now
1:14:25
you're traveling along with
1:14:27
Joshua, and you have no
1:14:30
idea what his motives
1:14:33
are. And also, he's
1:14:35
also kind of a jerk. And
1:14:39
so now you have equally, you had
1:14:43
Shiki who was really nice and kind
1:14:45
of hurt and kind of sad, and
1:14:48
now you have Neku who's already
1:14:50
starting to come a long way, being paired
1:14:52
up with frankly
1:14:55
kind of a jerk in
1:14:57
this game. And the way
1:14:59
that they ping out off one another
1:15:02
is, I want to say, memorable. And
1:15:07
initially you're just kind of like, oh my god, why
1:15:09
am I stuck with this guy? And then of course,
1:15:12
as he's really sort of core to
1:15:14
the mystery of this game, you
1:15:16
can almost call this a mystery box game in
1:15:18
a lot of ways, because you're slowly but surely
1:15:20
unraveling a lot of what's going on with this.
1:15:25
But at the same time, he's
1:15:27
a little bit of a divisive
1:15:29
character, because he is
1:15:31
such a jerk. It's
1:15:34
also mechanically mirrored by the fact that his
1:15:37
control is totally different to Sheikki's as well.
1:15:39
So you've got to start from scratch, more
1:15:41
or less. I was discussed earlier in the
1:15:43
episode, but yeah, I love Joshua. I think
1:15:45
he's the standout character, but I think they're
1:15:48
all likeable. Maybe
1:15:50
not likeable for him, but there are a lot of
1:15:52
interesting twists to the characters, a lot of turns that
1:15:54
it takes that make for a really
1:15:56
memorable finale as
1:15:58
well. on the interesting story.
1:16:02
Then you also have Beep
1:16:06
who at various points
1:16:09
is an ally and then
1:16:11
an enemy and then an ally again
1:16:15
and he's sort of the skateboarder
1:16:17
character and
1:16:20
maybe my least favorite
1:16:22
of them because he's got that
1:16:24
bit of a tough guy thing
1:16:26
going on. Out of
1:16:28
all of them I think I like Sheikki
1:16:31
the most just
1:16:34
because I identify a lot
1:16:36
with her sort of
1:16:38
lack of self-confidence and
1:16:41
maybe desire to be
1:16:44
somebody else, be prettier, be whatever.
1:16:48
And so I think that
1:16:50
particular arc resonate with me
1:16:53
whereas I think that Beep
1:16:55
has more of the big brother little
1:16:57
sister dynamic going
1:16:59
on. He's very much trying to
1:17:02
look after rhyme and
1:17:04
everything. And then
1:17:06
the actual individual reapers
1:17:10
are sort of fun because they're almost commentating
1:17:15
on the plot itself. They're just kind of,
1:17:18
they're instigators but also observers
1:17:22
throughout. So as the
1:17:24
story unravels it's obvious that they
1:17:27
have their own motivations for what
1:17:29
they want to do but
1:17:31
it's not always clear what
1:17:34
they're trying to pull off and then every
1:17:36
so often someone like Beep will
1:17:38
do something that completely surprises them. They
1:17:41
all have rivalries with one another
1:17:44
and yeah it's a lot of
1:17:46
fun. And
1:17:48
you can't forget the best thing about Sheikki
1:17:50
is that she has a stuffed cat named
1:17:52
Mr. Mew that fights alongside her. So
1:17:55
cute. Very 2008 Japan.
1:18:00
The actual character designs, I should
1:18:02
add, I think were fairly divisive
1:18:06
at the time. Maybe because they had the super
1:18:09
big heads and sort
1:18:11
of little bodies. And
1:18:15
they almost look like the characters
1:18:17
from Final Fantasy IX. Right?
1:18:22
And... Except drawn by Nomura or like in
1:18:24
his style where it's very angular, lots of
1:18:26
spikiness, lots of accessories and
1:18:28
details on the clothing. Neku
1:18:31
has sort of the scarf
1:18:33
or the collar
1:18:35
that's covering his mouth. And
1:18:38
he's sort of glowering all
1:18:41
the time with the big headphones and
1:18:43
everything. Shiki,
1:18:45
it stands out the most because
1:18:47
she has just an
1:18:50
absolutely enormous head. And
1:18:53
itty bitty body. Yeah,
1:18:55
I mean, Neku... I admit, when I
1:18:57
first saw this game, I didn't really talk about when
1:19:00
I first experienced this game, but I was kind of
1:19:02
put off because I thought it was a Kingdom Hearts
1:19:04
tie-in based on the art style.
1:19:07
And the character seemed kind of unappealing to
1:19:09
me from a visual perspective. But because
1:19:11
I was the 1up.com handheld guy
1:19:14
and import guy, I imported
1:19:16
it to play it on handheld. It
1:19:19
was like, huh, this is actually pretty interesting
1:19:21
and I dig it. So I
1:19:23
might not have given this game a chance if
1:19:26
it hadn't been my job. But
1:19:28
because it was, I did
1:19:30
give it a chance and found that I really enjoyed it. But
1:19:34
the character designs did not help. But
1:19:38
I think over time, they've grown on me
1:19:41
a fair amount. And
1:19:44
again, very much of a time. I
1:19:47
definitely find them more
1:19:49
memorable now than I did the main
1:19:52
characters in Neo, the
1:19:54
World Ends With You. And
1:19:58
obviously, the art style is... The a
1:20:00
big part of it. We already said it
1:20:02
like jet set radio. And whatnot arm
1:20:04
and terms of like. The actual.
1:20:07
A Static. Of. This game so
1:20:09
it really fits in very well
1:20:12
with the the whole Sibelius feel,
1:20:14
some which when I was living
1:20:16
there was the. He. Was
1:20:18
kind of the height of. Cool. right?
1:20:21
And. Everything was really
1:20:23
exaggerated there and so it's not
1:20:26
surprising to me. it's to see
1:20:28
not just third, the fashion and
1:20:30
the overall looks and everything of
1:20:32
the characters. But ah I'm. Just
1:20:35
like their actual proportions, extremely exaggerated
1:20:37
as well, everything is heightened. In.
1:20:40
This game and in this
1:20:42
setting. Yeah, That is
1:20:44
something I miss about traveling a lot of Japan
1:20:46
is that when you're there, you can just wear
1:20:48
whatever the hell you want. it can be, you
1:20:50
know, Something. That would you
1:20:53
weird looks here in the Us. the
1:20:55
know terms screw the six. So.
1:21:20
Those are the characters and the premise
1:21:22
and the plot, but we haven't really
1:21:24
talked about the combat system that the
1:21:26
gameplay mechanics we touch son of a
1:21:28
little bit in the sense that there
1:21:30
are two screens and a lot happening,
1:21:32
but we haven't really gone into great
1:21:34
detail. And I think like this
1:21:36
is so central to the game and
1:21:38
a big part of it's appeal is
1:21:41
just the variety happening here and how
1:21:43
it all integrate into the gameplay systems
1:21:45
and the mechanics and the things you're
1:21:47
doing kind of on the side. So.
1:21:50
I mentioned that the world ends with
1:21:52
you. Takes advantage of
1:21:54
the D S is dual screen set up.
1:21:56
And. that really comes into play during
1:21:59
combat because as you are
1:22:01
fighting, you are fighting as both Neku
1:22:03
and his companion for the week. And
1:22:06
the companion for the week is controlled
1:22:08
by the player independently from Neku. So
1:22:11
Neku is always on the bottom screen.
1:22:13
You control his actions with the stylus,
1:22:15
but the character on the top screen you control with
1:22:18
buttons. And it's a
1:22:20
lot to wrap your head around. Like I mentioned
1:22:22
earlier, unless you crank up the
1:22:24
difficulty slider, you can just kind of let the
1:22:26
gameplay itself on the top screen and
1:22:28
focus on the bottom screen. But as
1:22:31
Stuart mentioned, if you do take the time to kind
1:22:33
of figure out the combos for the
1:22:35
top player, the top character screen, then
1:22:37
you can get lots of bonuses
1:22:40
and advantages for
1:22:42
yourself in combat. So again,
1:22:45
it's kind of a question of how
1:22:47
deep into this do I want to go.
1:22:50
But really the gameplay is
1:22:52
focused around Neku because his
1:22:54
abilities and his loadouts, they're
1:22:58
so customizable. Like you
1:23:00
can change what he can
1:23:02
do really easily as you
1:23:04
collect pins and gain different combat
1:23:07
abilities. And
1:23:10
kind of going into different scenarios
1:23:13
equipped with different specializations and
1:23:15
skills is pretty crucial and
1:23:19
involves a lot of kind
1:23:21
of strategic thinking. It's
1:23:24
like a more involved version of the materia
1:23:26
system or the element system
1:23:28
from Chrono Cross, but
1:23:31
with much more flexibility and
1:23:34
much more integration into the overall
1:23:36
gameplay beyond combat. Yeah,
1:23:38
the variety is just outstanding. I think like,
1:23:40
I mean, you'll get given or find or
1:23:43
purchase these pins like little pin badges, you
1:23:45
know, depending on how many pin points you
1:23:47
have, I think it depends what
1:23:49
you can equip at one time, but they'll
1:23:51
be on the bottom screen as icons sort
1:23:54
of like a Diablo, I guess. And
1:23:56
if you use, for example, the more powerful ones, they're all
1:23:58
going to be on like a cooldown. so you won't
1:24:00
be able to just spam your most powerful pins.
1:24:03
Um, I've had a lot of the
1:24:05
time you're either swiping enemies with like a sword
1:24:08
pin or you're drawing like a ball of- a
1:24:10
ring of fire for enemies to sit on and
1:24:12
just do gradual damage or maybe burn damage, and
1:24:16
changing it up between encounters is more or less essential
1:24:18
because there is certain monster of noise, that's
1:24:20
what the monsters called in this game, that will resist
1:24:22
certain pins. So you really do have to switch it up
1:24:24
and sort of figure it out, and sometimes you'll get
1:24:26
in a situation where it's like, well
1:24:28
this is their weakness but the pin hasn't been leveled
1:24:30
up, so I guess I'll not play the game for
1:24:32
a bit and do something else, and when I come
1:24:34
back, the absence- I've always got absence
1:24:37
XP or something like that will
1:24:39
level your pins up quite
1:24:41
significantly, rewarding you for taking
1:24:43
a break. Um,
1:24:45
it's interesting how everything feeds into everything else. Promoting
1:24:47
a healthy lifestyle. Yeah, exactly. It's like bucket-type. Don't
1:24:50
always play video games. Without the risk of, you
1:24:52
know, baking yourself, I guess. Yeah,
1:24:56
um, I really- I've said
1:24:58
this before, I'm going to keep saying it, this
1:25:00
game out personas persona, in the
1:25:02
sense that, you know, the
1:25:04
abilities you equip are
1:25:07
essential to taking on different
1:25:09
enemies, and having
1:25:12
passive abilities, you know, pins
1:25:14
aren't just active attacks, they're
1:25:18
also things like stat buffs and,
1:25:21
you know, progressive healing
1:25:24
and debuffs for enemies
1:25:26
and things like that. Like knowing
1:25:28
when to use those and where to,
1:25:30
you know, how to hit enemy weaknesses
1:25:32
is crucial. Otherwise the battles
1:25:34
can really, you know, drag out and
1:25:37
be difficult. I mean, something
1:25:39
we haven't mentioned that adds even more complexity
1:25:41
is the light ball that goes between the
1:25:43
two characters that you pass back and forth
1:25:45
with successful combos, and I think the more
1:25:47
you do it, the more powerful you get
1:25:49
or something like that. It's been a while,
1:25:51
so I can't exactly remember, but there's so
1:25:53
much that you've got to play
1:25:55
efficiently to play it, to absolute efficiency.
1:25:58
You've got to be so alert and what- going
1:26:00
on on both screens. I mean, this is like
1:26:02
real time. This isn't turn-based. You're getting attacks. You're
1:26:04
getting – you need to dodge attacks as well
1:26:06
by dragging Neko out of the way for a
1:26:08
little dive. It's just kind of
1:26:10
crazy and it couldn't be done on any other
1:26:12
system and wasn't. They just dropped it for the
1:26:14
Soviet remixes. Yeah. And
1:26:17
another thing to mention about the pin
1:26:19
– like, which pins you equip. In
1:26:21
addition to what does this pin do
1:26:23
and what are its elemental affiliations and how
1:26:26
leveled up is it, you also have to
1:26:28
consider how do I activate this pin because
1:26:31
all of your pins that you have equipped – and you can
1:26:33
only equip a few at a time, but all of them are
1:26:35
active at once – and different
1:26:38
pins have different methods to
1:26:40
activate them. So you want
1:26:43
to equip a set of pins that
1:26:46
all use different activation techniques. So
1:26:48
you want one that you can
1:26:50
maybe activate by slashing
1:26:52
vertically on the screen or diagonally.
1:26:55
One that you use by pressing
1:26:58
the stylus against the screen and dragging
1:27:00
something around. One that you tap once
1:27:02
or tap multiple times. And
1:27:05
I guess if you want to, one that
1:27:07
you blow into the microphone for. I hate that. It's
1:27:10
one of the most powerful pins so get it leveled
1:27:12
up and get screaming. Friggin – I
1:27:14
think you can just tap the mic. Yeah.
1:27:18
It's fine. You don't need to actually blow
1:27:20
into it. Get a little sound
1:27:22
drop. Just
1:27:24
start screaming. That's the best way. Kind of
1:27:26
a problem though if you're riding a bus.
1:27:29
Yeah, it's true. I went into that
1:27:31
problem with Phoenix Wright once because at the end you
1:27:33
actually do have to yell objection or hold it. You
1:27:36
can't just blow into the mic and I was on a bus
1:27:38
at the time. I was like, great, I can't finish the game
1:27:40
now. It's the same
1:27:42
with the pan pipes and
1:27:44
spirit tracks. Oh, wow. Where I
1:27:46
was on a bus and
1:27:49
the pan pipes weren't working
1:27:51
properly and you need that to be able
1:27:53
to beat the final boss. So
1:27:55
I was like, well, this isn't working.
1:27:58
So that was one of the – fun, many fun
1:28:01
quirks of the Nintendo
1:28:03
DS. Would this be an appropriate time to
1:28:05
mention the absolute most death-inducing use of the
1:28:07
microphone on the DS? Or should I say
1:28:10
that? Well, okay, this is very sewage, I
1:28:12
can apologize, but my Frogger
1:28:14
toy trials on the DS, one of the levels is
1:28:16
a boat race. Like, you know, with like, you build
1:28:18
a boat, you put the frog on the boat, and
1:28:21
then it's like, you've got to blow into the mic
1:28:23
so that the wind carries the boat. I don't
1:28:25
know if I like where this is going. You've got
1:28:27
to blow into the mic for about two solid unbroken
1:28:30
minutes, which you can't do. Seriously,
1:28:32
it's impossible. It will cause you to
1:28:34
die. Don't do it. Okay,
1:28:38
I won't. Thank you. That's good. I
1:28:41
was gonna play that game next, but now that
1:28:43
you've told me that. Yeah, it's
1:28:45
everyone taking off their lizards.
1:28:47
Damn. The thing that I remember
1:28:50
the most about the world ends with you, battle
1:28:52
system, which is enjoyable,
1:28:55
a little overstuffed,
1:28:58
I think. There's a lot going on with
1:29:00
it. And I remember it was one of the key points
1:29:04
of criticism when
1:29:06
this game first came out was there
1:29:08
was a little bit of the rub your
1:29:10
tummy, pat your head going on
1:29:13
with the top screen and the bottom
1:29:15
screen. For sure. Yeah. But also, I
1:29:17
was playing
1:29:20
on a DS light and the
1:29:23
little swirling scratches from
1:29:26
playing this thing between that
1:29:29
and Os Tatakay
1:29:31
Oendan meant
1:29:34
that my touch screen was just
1:29:36
a permanent scratched up mess from
1:29:40
all the swipe, swipe, swipe, swipe, swipe, swipe, swipe,
1:29:43
drag, drag, drag, drag, drag, drag, tap, tap, tap,
1:29:45
tap, tap, tap, tap, tap, tap, tap, tap, tap, tap, with
1:29:48
this game. Also, it was kind of annoying
1:29:50
if you were in a room with someone trying
1:29:52
to play it and you're just going as
1:29:55
much as humanly possible with
1:29:58
this one. Of course, it's all only
1:30:00
got worse with the actual mobile
1:30:02
games when you were swiping frantic with your finger,
1:30:04
but at least you weren't doing it with a
1:30:06
stylus, I guess. I think it's
1:30:08
just that, sorry. Oh, I was just
1:30:10
going to say those DS Lite bottom screens were
1:30:13
a little delicate. I
1:30:16
played through the entirety of Etri and Odyssey 1
1:30:18
and 2 on a limited edition
1:30:20
Zelda DS Lite, and
1:30:23
that thing, by the
1:30:25
time I was done with those two
1:30:27
games, like the bottom screen,
1:30:29
you could see the grid that
1:30:31
I had carved into the bottom
1:30:33
screen by drawing maps for Etri
1:30:35
and Odyssey. It
1:30:38
was like a piece of graph paper that
1:30:40
you could use to play video games. It
1:30:42
was rough. I think it's a
1:30:44
reasonable criticism to say, you know, the rub your
1:30:46
head, which one is it?
1:30:50
I don't even know. There's two things in
1:30:52
some configuration. I think it's a reasonable criticism.
1:30:55
I also think that, again, as
1:30:57
we've talked about thematically, that there is something there
1:30:59
as you learn to kind of work in sync
1:31:01
with each other. But honestly,
1:31:03
if this game had a
1:31:06
simpler battle system, I
1:31:08
don't think it would hurt the game. The
1:31:11
way they did it in solo remix, the other changes
1:31:13
they made, I don't like. Like, I don't like the
1:31:15
higher res look. I don't think it works. So if
1:31:17
we could somehow get the DS version visuals with maybe
1:31:19
an option to play with a
1:31:22
solo battle, maybe they change the stats somehow, I'd
1:31:24
be into that. And I wonder why it hasn't
1:31:26
been done by hackers yet. Just get on with
1:31:28
it, hackers. What are you doing? So
1:31:31
we have also
1:31:33
talked about.
1:32:00
pins to a certain degree, but
1:32:02
not really in direct
1:32:04
detail. But these are the sort
1:32:06
of the main element of your battle system.
1:32:08
I mentioned, you know, the Chrono Cross element
1:32:10
system before. And pins are
1:32:12
basically sort of the same thing. They
1:32:14
are abilities that
1:32:16
you acquire and
1:32:18
collect and then attach
1:32:21
to your character to activate combat
1:32:23
abilities. You can buy these,
1:32:26
you can earn them in combat,
1:32:28
you can earn them through playing
1:32:30
minigames, etc. And on top of that,
1:32:33
most, if not all of them, level up
1:32:35
to different degrees. So you can
1:32:37
enhance them kind of like you do Materia in
1:32:40
Final Fantasy 7
1:32:42
by engaging in battles or by putting
1:32:44
your system to sleep for a day, whichever
1:32:46
you prefer, and gain
1:32:48
new powers and, you know, more
1:32:50
powerful capabilities with your pins.
1:32:53
But again, this is one of those things that is
1:32:56
very much integrate like
1:32:59
a way that the narrative and
1:33:01
premise and environment setting and
1:33:04
gameplay mechanics all tie together in
1:33:06
this game. Because, you
1:33:08
know, basically the pin badges are like the
1:33:11
little accessories that you would wear
1:33:13
on your outfit or on your
1:33:15
backpack or whatever, a keychain, cell
1:33:17
phone strap, etc. And they all
1:33:19
represent different things. And I
1:33:22
mentioned world tendency earlier, and there's
1:33:25
some truth to that, because wearing
1:33:28
and equipping different pins will cause
1:33:30
those elements, those styles and
1:33:32
brands, to
1:33:35
exert influence on the
1:33:39
crowds around you in Shibuya. And
1:33:42
so, you know, you're like this ghost
1:33:44
fighting in the background, but the things
1:33:46
you do are sort of like sending
1:33:48
out psychic waves that ripple throughout the
1:33:52
ward and affect
1:33:55
different people and like kind of change their
1:33:57
minds. And so the more you use something,
1:33:59
the more powerful. it becomes
1:34:01
through becoming popular.
1:34:03
And it's just
1:34:06
a really fascinating way to integrate
1:34:09
the concept of fashion and
1:34:11
trends and what's
1:34:13
popular among teens as
1:34:15
a video game mechanic. It's very interesting and
1:34:18
unusual, but it works really well. I
1:34:21
didn't engage with that very much. The
1:34:23
trends would be happening. I
1:34:25
also don't engage with world tendency very
1:34:28
much from the Souls games, maybe, for
1:34:30
my detriment. So there
1:34:32
would be the trends happening, but
1:34:35
most of the time, I would just go
1:34:37
with the pins and the
1:34:39
clothes that sort of worked best for me and
1:34:43
keep on going, I suppose. And
1:34:45
especially because certain
1:34:47
of the pins, I just felt
1:34:50
way more comfortable with and felt
1:34:52
like I was doing way more
1:34:54
damage to individual enemies.
1:34:57
And in the actual battles, the
1:35:00
drops that you get, I think, are
1:35:03
often dependent on how
1:35:06
fast you can take out the
1:35:08
individual noise. So kind
1:35:10
of the faster, the more efficiently you
1:35:12
can deal damage in any
1:35:14
given time, the better the
1:35:16
rewards in this one. So I
1:35:19
felt really incentivized to
1:35:21
stick with particular pins
1:35:24
that I felt the most comfortable with,
1:35:26
rather than swapping them around and trying
1:35:28
on different things. I
1:35:31
think it's, yeah, the main
1:35:33
game, the main story, I think they want
1:35:35
you to finish it. So they're very friendly
1:35:37
in that regard with change. Not necessarily needing
1:35:40
to go beyond a few
1:35:42
core, very powerful pins, but when
1:35:44
you get to the post game, that sort of
1:35:47
the harder parts of the post game,
1:35:49
that becomes a bit less feasible, as
1:35:51
is sort of tradition. And I'm going to say,
1:35:54
again, Kingdom Hearts, where suddenly
1:35:56
your tactics that you've been relying on for the past
1:35:58
40 hours become completely null and vulnerable. Yeah, there's
1:36:01
an ultimate difficulty. It's
1:36:04
interesting, this
1:36:06
gave, there is a lot of strategy
1:36:08
to it as you were kind of suggesting,
1:36:11
Stuart, and it really starts to
1:36:13
come out at the very highest
1:36:15
difficulty levels. You will get
1:36:17
rolled by certain
1:36:20
bosses, especially like Minami Moto and
1:36:22
such. If you're not being
1:36:25
pretty mindful, I
1:36:28
suppose, of how everything comes together,
1:36:30
it's not an easy game for
1:36:32
sure at the top
1:36:35
tier difficulties. But
1:36:37
fortunately, you can eat snacks. Just
1:36:40
like real life. Exactly.
1:36:45
One last element we haven't talked about in
1:36:47
addition to clothing and pins
1:36:50
is the food system and Stuart said basically
1:36:52
he didn't really get that until the end
1:36:54
of the game. I think
1:36:56
the easiest way to think about it is it's
1:36:59
kind of like buying food in River City Ransom
1:37:01
where you buy food, you eat it, and
1:37:04
it confers permanent stat boosts to you.
1:37:07
But this game prevents you
1:37:09
from abusing that by sort of
1:37:12
limiting what you can eat. So
1:37:14
you have like a certain amount of
1:37:16
appetite and once you surpass that,
1:37:18
like you're sated, you don't want to go
1:37:20
any further than that. Once
1:37:24
you've eaten food, you gain some immediate benefits
1:37:26
like battle perks. Like
1:37:28
wow, I ate a hot dog and I really like hot
1:37:30
dogs so now I've got like plus 20
1:37:32
to my attack or something like that. But
1:37:36
over time, as you battle, you digest
1:37:38
your food and once it's gone, once
1:37:40
you've fully digested it, then
1:37:42
it becomes a permanent stat buff and that's
1:37:44
going to be different than the temporary effect
1:37:46
it has. But
1:37:49
basically it's a system that allows you to build
1:37:52
your stats but you can't just like go
1:37:56
overboard and eat all
1:37:58
the most powerful food all at once. and
1:38:01
suddenly have an out-of-depth super
1:38:04
stat monster. You have to kind of work through it
1:38:06
in time. And you know that
1:38:08
that fits because time is a core concept
1:38:11
of this game. Not only
1:38:14
the time that sort
1:38:16
of dictates the game, game capital
1:38:18
G, but also the time that
1:38:21
you know you put your system to sleep and
1:38:23
let your pins soak up experience and that sort
1:38:25
of thing. So it all just kind of seems
1:38:27
of a piece. And you have favorite
1:38:29
foods, at least favorite foods, kind of like in
1:38:31
Snake Eater. So you're going
1:38:33
to gain different perks. Each character
1:38:36
is going to gain different perks from
1:38:39
different kinds of food depending on how they feel about it.
1:38:41
So yeah, there's again
1:38:44
it's a lot of complexity that you don't have
1:38:47
to engage with, but if you do there's you
1:38:49
know there's benefits to it. Sometimes
1:38:51
I like to shout out, I don't think
1:38:53
we have yet, is the the clothing and you
1:38:55
know the vinyl records and the records. Yeah,
1:38:57
the records from Tawa
1:38:59
Records, which is not Tawa Records, it's
1:39:01
different. Does Tawa Records still exist in
1:39:04
Shibuya at this point? Because it did
1:39:06
as of last summer. In
1:39:08
fact, it's expanding I think. I think a friend of mine
1:39:10
was there a few weeks ago. Okay,
1:39:12
because I was a...
1:39:14
go ahead. I was
1:39:16
just gonna say they had this amazing display
1:39:19
on the outside, like at the street level.
1:39:21
They have this entire video wall and it's
1:39:23
playing music and showing video and when I was there
1:39:26
last summer they were playing some
1:39:28
sort of new City Pop recording or
1:39:30
like reissue that was coming
1:39:32
out and they had created a custom
1:39:34
video for it that was basically outrun.
1:39:37
And it was just like this
1:39:39
is the most retro Japan
1:39:41
thing I can possibly imagine. It's
1:39:43
like futuristic, but also it's the
1:39:45
80s and I love this. So
1:39:48
yes, Tawa Records still there, still
1:39:50
pretty awesome. But basically those records,
1:39:52
those clothes and this food, they're
1:39:55
all a display to
1:39:57
you in the most gorgeous
1:39:59
pixels. Lot for these things for everything
1:40:01
has been just meticulously drawn. It's a fantastic.
1:40:03
I do wish they have had like how
1:40:05
does like but cats said that would really
1:40:07
push over the edge butter. You know there
1:40:09
are limits. It's still a desk and I
1:40:11
love looking at those so screens the just
1:40:14
of triumph of a have it has been
1:40:16
involved. In
1:40:39
that of the said Helier and
1:40:41
Tower Records last one of my
1:40:43
I went there a lot when
1:40:45
I was living in Japan because
1:40:47
he could get a lot of
1:40:49
English language materials and books and
1:40:51
things that otherwise would have to
1:40:53
import. So in a way it's
1:40:56
and I remember as a key
1:40:58
part of the skyline as well.
1:41:00
You see the huge sign of
1:41:02
say Tower Records on one of
1:41:04
the streets. Thrown. Away it's serve
1:41:06
comforting to know that even as simply
1:41:08
as sense that this sort of artifacts
1:41:11
in the nineties in two thousand says
1:41:13
still, they're going strong after all these
1:41:15
years. the doesn't exist in America anymore
1:41:17
like Toys R Us, but it's still
1:41:19
still going strong in Japan. Actually, I
1:41:21
remember meeting up with the once A
1:41:24
Tower and Shibley A Cup bid way
1:41:26
that so long time ago probably like
1:41:28
wow, twelve or thirteen years ago by
1:41:30
Yes. So it's a It's a good
1:41:32
central location, easy to spot. As
1:41:36
as for the food, First
1:41:39
of all I like any Rpg
1:41:41
that has a food mechanic that
1:41:43
confers bus and everything as see
1:41:45
also. So. Many square games
1:41:47
including Final Fantasy Fifteen, was going to
1:41:50
say how does the food graphic out
1:41:52
of the food graphics and as compared
1:41:54
to Final Fantasy Xiv, teens fi me
1:41:57
and file fancy Fifteen They literally. And
1:41:59
were. out and cooked the
1:42:02
food and came up with
1:42:04
individualized recipes so that
1:42:06
they could put them into the game and
1:42:08
it did look quite delicious. The
1:42:11
food in this game are maybe a little
1:42:13
more pixelated and a little more simple but
1:42:16
still recognizable as
1:42:18
something that you would probably want
1:42:20
to eat. All of the characters have
1:42:24
their own preferences. Apparently,
1:42:27
Joshua is the least picky
1:42:29
and Beat is the most
1:42:31
picky in this game,
1:42:36
which I think is interesting. Also,
1:42:39
though, this game is
1:42:42
such a kitchen sink game in terms
1:42:44
of actual systems and
1:42:46
mechanics and we've already talked about the
1:42:48
way that the individual pins
1:42:50
interact with one another, the way
1:42:53
that they evolve, the world
1:42:56
tendency stuff with the trends,
1:42:58
the clothes, and the food
1:43:01
as yet another layer of
1:43:04
complexity. There is really
1:43:06
a danger of this game almost
1:43:08
spinning out of control a little
1:43:11
bit but somehow it manages
1:43:13
to all hold
1:43:16
together. I'm sort
1:43:18
of curious why y'all think that
1:43:20
that is the case. How
1:43:23
does it manage to not become an abject
1:43:25
mess? I think it's
1:43:27
probably because it's relatively grounded. We
1:43:30
all eat food, we all wear
1:43:32
clothes on all of us and
1:43:35
we'll find vinyl records. We don't know all of
1:43:37
us. The tactile thing of just dragging the clothes
1:43:39
onto the character, dragging the food onto the character
1:43:42
and then it's like the characters eat the food,
1:43:44
the characters eat just the food. That
1:43:46
makes a lot more sense to me than just like any
1:43:49
given other RPG system for leveling up.
1:43:51
You put your sphere on the grid, you're
1:43:54
more powerful now. Your junction is this. You're
1:43:56
more powerful now. It makes so much more
1:43:58
sense to just say you've had some fries. now you
1:44:00
want to beat up a titan. I
1:44:02
think by making it that level of
1:44:05
grounded it helps to digest,
1:44:07
no pun intended, the different
1:44:09
systems. That's just my opinion. Yeah,
1:44:12
and I think another big part of it is kind
1:44:14
of what we talked about earlier with the
1:44:17
customizable flexibility of the
1:44:19
difficulty. This game,
1:44:21
if it required you to engage
1:44:24
all systems at max capacity, would
1:44:26
be a nightmare. It would be
1:44:28
no fun. But it really
1:44:30
says, you know, kind of come to
1:44:32
this game, approach it on your own
1:44:34
terms. You pick the parts
1:44:37
that you want to experience and enjoy
1:44:39
and work your way through the story, through the
1:44:41
combat. You know, and if you really
1:44:44
get into it, there's an entire new game plus where
1:44:46
you can go back and replay individual
1:44:48
days one at a time and
1:44:51
see different thoughts from characters, find secret
1:44:53
reports, that reveal more of the backstory
1:44:55
and the plot. You
1:44:58
can really, you can really like
1:45:00
go super deep into this and
1:45:02
just commit yourself to it. But you don't
1:45:04
have to. And as a result,
1:45:06
it seems overwhelming at first, but you quickly
1:45:09
realize like, I can make this, you
1:45:11
know, much simpler, and much more approachable.
1:45:13
And I can just enjoy the
1:45:15
story. Or I can just, you know, fart around
1:45:17
and use my pins in combat and see what
1:45:19
kind of cool tricks I can do. It really
1:45:22
is kind of a DIY
1:45:24
game. And I think that
1:45:27
that willingness to let the
1:45:29
player engage with it at
1:45:32
the level they want to that they feel comfortable with,
1:45:34
really does a lot to make this an
1:45:36
essential game and keeps
1:45:39
it from spiraling out of control and becoming
1:45:41
just an overbearing mess. It's
1:45:44
got to be one of the best DS games.
1:45:47
Sure, I would say. I mean, that's a system
1:45:49
we didn't know how good we had it, honestly, that
1:45:51
system was 10 million games, and
1:45:53
maybe 90 million of them are amazing. And
1:45:57
it's just an absolute odyssey of riches.
1:46:00
I'm. Think I think that the the
1:46:02
As as as you set up. When
1:46:04
I think what's the sense of the
1:46:06
Sk most peak the Us I think
1:46:08
the world ends with you because it
1:46:11
uses everything in a way that feels
1:46:13
correct in a way that works with
1:46:15
the seems of the game as memorable
1:46:17
as exciting like it's just it's got
1:46:19
everything is not attached to some other
1:46:21
long running franchises, not and jumpin' anywhere.
1:46:23
And. Just play it and I
1:46:25
don't know anyone who's played this game gone
1:46:28
he I didn't like. This is sucks. It's.
1:46:30
It's really hard to conceive of anyone not
1:46:32
appreciating, at least something about it. Yeah.
1:46:35
And the Nintendo Ds was my. Sort.
1:46:38
Of primary platform.
1:46:40
Our that time because there's
1:46:42
so many get the games
1:46:44
coming out. the imports seen.
1:46:46
In. Japan was so reds
1:46:49
I had. So many gates.
1:46:51
I was suddenly playing. Rhythm
1:46:53
games like oh and on and
1:46:55
what not. I was playing it.
1:46:58
I was able to set a ponzi with it.
1:47:00
Because. That is wonderful Little Clancy
1:47:02
games. Were a kid that taught me
1:47:05
how to draw the different strokes and
1:47:07
practice some and everything. So
1:47:10
ahead of really useful utility
1:47:12
and hit at a very.
1:47:14
Specific mindset the Nintendo had
1:47:16
at that time which was
1:47:18
that it's not just a
1:47:21
game device, it's a lifestyle.
1:47:23
Device. Were trying to strike out
1:47:26
into the blue ocean and things
1:47:28
like that. And then two
1:47:30
Thousand Eight. We're. Really in
1:47:32
the heart of the Ds
1:47:35
era, this was the time
1:47:37
where the D S as
1:47:40
a platform was fully realize
1:47:42
and fully developed and. I.
1:47:45
Like the we. Were. Developers
1:47:47
were never really seem to
1:47:49
quite grasp the most in
1:47:52
the trolls, never really evolved.
1:47:55
Beyond. For example, or
1:47:58
what people were doing were with Wii
1:48:01
Sports. I mean, we did
1:48:03
get some really cool motion control games
1:48:05
sort of, but so many games
1:48:07
went for lowest common denominator and we ended
1:48:10
up with carnival games or something like that.
1:48:13
Whereas the Nintendo DS, this was,
1:48:16
as I mentioned, the same year that Ninja
1:48:18
Gaiden Dragon Sword came out, which was
1:48:20
a game that you played in
1:48:22
portrait mode and almost
1:48:24
like you were holding a book
1:48:27
and it was fully touchscreen driven and
1:48:31
it was so weird and it
1:48:34
felt like every other day
1:48:36
you were getting some really
1:48:39
interesting sort of experimental
1:48:41
approach to games that made the
1:48:44
platform feel really
1:48:46
quite rich and it definitely
1:48:49
helped that this being pre-DSI,
1:48:51
it was fully region
1:48:54
free. So I
1:48:56
was able to just pick up so many
1:48:58
wonderful games on it and so the
1:49:01
world ends with you, I
1:49:03
think really exemplifies that period
1:49:05
of time and it's one that I
1:49:07
look back on quite fondly, I think.
1:49:10
I think we need a general, if it's not
1:49:12
being done, we need general DS appreciation episode at
1:49:14
some point. I
1:49:17
mean, we've had some DS retrospective
1:49:19
episodes, but 20th anniversary comes up
1:49:21
in a few months. Oh
1:49:26
my gosh. The Nintendo DS, every game
1:49:28
ever ranking Hootenanny, buckle up. All
1:49:32
right, you have fun with that, Stuart.
1:49:34
You can start recording now and we'll
1:49:36
come collect you in a few years
1:49:39
as the gibbering blob of meat alone
1:49:41
in a room just talking about
1:49:44
DS games to himself. Don't
1:49:46
forget to hit record. But
1:50:20
yeah, no, I'm totally down for a
1:50:22
20th anniversary Nintendo DS episode because this
1:50:25
episode really has reminded me of just
1:50:28
how freaking great the best of the
1:50:30
games on that system were. Now,
1:50:32
what a great time that was for me personally, as a
1:50:35
person in the press who basically kind of
1:50:38
shoved everyone else aside and said, hey, this
1:50:41
is going to be my beat because at first no one
1:50:43
else wanted it. And by the time it got good, I'd
1:50:46
already sort of put down my little flagpole
1:50:48
there. It was a good beat. It
1:50:51
was. The DS Lite really
1:50:53
pushed that system to another level. As
1:50:57
an upgrade, it was just such
1:50:59
a beautiful little system at
1:51:01
the time and really, really, really
1:51:04
stunned me. Also,
1:51:06
Jeremy, you were mentioning that
1:51:08
story that you did comparing real life
1:51:11
locations for the World N6U with
1:51:13
the ones in the games. And
1:51:16
I remember that blog quite well
1:51:19
because I think I was reading GameSpite by that time and
1:51:21
I was like, damn, and I wanted to do that
1:51:23
for my own blog. Oh, I did that on the
1:51:25
oneup.com blogs. But actually, now that you mentioned it, I
1:51:27
do... I think that was one of the first... No,
1:51:30
it wasn't one of the first interactions I had with you, surely
1:51:32
not. But I do remember us
1:51:34
having a conversation about that now that you
1:51:36
mentioned it. Yeah. Yeah.
1:51:39
Yeah. Yeah. Yeah.
1:51:42
Yeah. Yeah. Yeah.
1:51:46
it for... It would be on...
1:51:48
It would be a Twitter thread or something. Yes, that's it.
1:51:50
Yeah. Back in 20 years ago, it
1:51:52
was like people hadn't quite connected
1:51:54
that, hey, if I talk about a thing
1:51:57
that's fake in relationship to a thing
1:51:59
that's real, people are... going to dig it. So
1:52:01
I have to say, pioneered that. We
1:52:03
were so cool back in the day.
1:52:06
I will say that at
1:52:08
that time specifically, first
1:52:11
of all, a game that was
1:52:13
unapologetically Japanese.
1:52:15
And that's what this game was.
1:52:18
It was very set in a
1:52:20
Japanese setting, Japanese characters and
1:52:22
such, Japanese culture. It
1:52:25
still felt quite fresh at
1:52:28
that time, I think. We were maybe
1:52:31
five, 10 years removed from a
1:52:33
time where everything was sort
1:52:35
of localized as much as
1:52:37
humanly possible to be able to appeal
1:52:39
to American audiences. So
1:52:41
to have this game
1:52:44
that was so Japanese
1:52:46
felt really good,
1:52:48
I think. And then the
1:52:50
fact that it was grounded in a
1:52:52
sort of real world. I really enjoy, as
1:52:55
Stuart was talking earlier about how the game
1:52:58
doesn't feel like a mess because you
1:53:00
can understand it on a fundamental level
1:53:02
of like wearing clothes
1:53:04
and eating food. And we
1:53:07
haven't talked about tin-pin slammer,
1:53:09
but basically playing Pogs. I
1:53:13
love the real world setting. And
1:53:16
I love RPGs that have that
1:53:19
real world setting. And a lot of them
1:53:21
are set in, I don't know, New York
1:53:23
or things like that. So having
1:53:26
a place, having the game being
1:53:28
grounded in a place that I
1:53:30
could immediately recognize and
1:53:33
kind of a location in a setting in
1:53:35
a world as opposed to sort of a
1:53:38
fantasy world, really,
1:53:40
I think in many ways
1:53:43
elevated this game. I
1:53:46
agree. Yes. Great game. There
1:53:50
was a lot of, not a
1:53:52
lot, but there have been quite a few spin-offs
1:53:55
of The World Ends With You, including
1:53:58
the solo remix. for
1:54:01
mobile phones. The final remix for Nintendo
1:54:03
Switch. There was a
1:54:05
manga adaptation by the
1:54:07
same guy who did the Kingdom
1:54:09
Hearts anime or manga adaptation I
1:54:12
believe. There was an anime and
1:54:15
then there was a sequel called Neo and we
1:54:17
don't have time to talk about any of these now because
1:54:19
our time is up but they all existed
1:54:21
so the dream has not died. I
1:54:23
think this is still a little
1:54:25
pilot light in Nomura's heart. Maybe we'll
1:54:28
see more Kingdom Hearts. The world
1:54:30
ends with you one of these days
1:54:33
someday even if it disguises itself as
1:54:35
Kingdom Hearts as Stuart mentioned
1:54:37
in the notes Kingdom Hearts 3D has
1:54:40
one level where you play as
1:54:42
Sora. No. Neku. Yes.
1:54:44
Verum Rex is coming back. There
1:54:48
we go. Anyway final thoughts
1:54:50
on the world ends with you. Actually
1:54:52
it kind of sounds like that last
1:54:54
little bit was our final thoughts. So
1:54:56
yes my thoughts have all been
1:55:00
used up. I love
1:55:03
this game and
1:55:05
kind of want to go back and replay it
1:55:07
again because it was cool and it still is
1:55:09
cool. So anyway thank you
1:55:11
both Stuart and
1:55:14
Kat for taking the time
1:55:16
to join me for this
1:55:18
conversation about the world ends with you.
1:55:21
This is an episode
1:55:23
for the general public so
1:55:26
we need to do our bona fides but
1:55:28
first I need to tell you the listener that's
1:55:30
right the person hearing this podcast
1:55:32
now whether you are listening at normal speed or
1:55:35
200% you need
1:55:38
to know that retronauts is a podcast
1:55:40
that comes to you weekly and then some
1:55:43
depending on how you choose to support us.
1:55:45
We are supported primarily through
1:55:47
patreon. We do have some
1:55:49
ads but mostly it's through patreon subscriptions. You
1:55:51
can find us at patreon.com/retronauts
1:55:56
that's like astronaut not like retro
1:55:58
zero. retronauts
1:56:01
on Patreon, three bucks a month, you
1:56:03
get every episode a week in advance
1:56:05
at a higher bitrate quality with no
1:56:08
pesky advertisement intrusions, which is nice, for
1:56:10
five bucks a month, you
1:56:12
get bonus episodes every other Friday,
1:56:15
plus every weekend little
1:56:17
mini episodes from Diamond Fight, plus
1:56:19
Stuart here is going to be
1:56:21
doing something cool for bonus stuff,
1:56:23
extra content on the Patreon. Look
1:56:25
forward to that. It is a mystery. It
1:56:28
is a mystery because we haven't had a chance to talk
1:56:30
about it yet, but we're
1:56:32
going to and finally
1:56:35
there's Discord access. So that's
1:56:38
our spiel, our self-promotion,
1:56:41
patreon.com/retronauts. That's
1:56:44
how we exist and continue to
1:56:46
make this podcast. Anyway, Kat,
1:56:48
where can we find you on the internet these
1:56:50
days? Hey everybody. So
1:56:52
my day job is over
1:56:54
at igen.com. And then
1:56:56
I also have a podcast called Axe the
1:56:59
Blood God. You probably have heard of it.
1:57:01
We have a lot of crossover from retronauts
1:57:03
fans and we also have a Patreon and
1:57:06
we record every Saturday on Twitch
1:57:08
at twitch.tv slash blood god pod.
1:57:11
And we release our episodes on Monday
1:57:14
and lots of bonus episodes. And
1:57:16
surprisingly we haven't done a world ends
1:57:19
with you pantheon episode yet, but maybe
1:57:21
we'll do that at some point because
1:57:24
gosh, what a great game. I
1:57:27
agree. Stuart, where can we
1:57:29
find you on the internet? You
1:57:32
can find me on retronauts reasonably frequently. You
1:57:34
can find me on Twitter at blue sky. Twitter
1:57:37
is at chibokaba blue sky. It's just my name,
1:57:39
Stuart. And also I did a book
1:57:41
called All Games Are Good, which is out through a
1:57:43
limited run and it's really an excellent book and you
1:57:45
should definitely buy at least one copy
1:57:47
of it if not more. Thank you. I
1:57:50
would describe it as smashing. And
1:57:52
finally smashing. I mean it's really heavy. Like
1:57:55
if you dropped it on your foot, you
1:57:57
would smash your foot. So I am
1:57:59
not. Exaggerating Here are finally you can
1:58:02
find me Juri Bearish on the
1:58:04
internet as Jeremy of her accept
1:58:06
on Blue Sky where I am
1:58:08
just say Parish J Parish.the Skis.social
1:58:10
or you could find me on
1:58:12
you tube as Jeremy Paris she
1:58:14
to bring me here retro not
1:58:16
as your repairs and you can
1:58:18
find me doing stuff it limited
1:58:20
run games such as publishing books
1:58:22
as to repairs so that's my
1:58:24
name is don't forget it write
1:58:26
it down one are in Paris
1:58:28
thank you anyway. That's.
1:58:30
It for. This
1:58:33
episode of Restaurants thinks everyone
1:58:35
and I can hear a
1:58:37
bathroom break com.
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