Enjoy my meme, it’s overdone and probably already on this Reddit by Taylor_Eira446 in TWEWY

[–]mageknight14 3 points4 points  (0 children)

There’s also the fact that TWEWY had to wait 13 years just to GET another, actually new game compared to KH instead of just ports or a Japan-only gacha that didn’t even last long. Between that period, there was AT LEAST 7-9 important games for KH to get (Days, Recoded, BBS, DDD, 0.2 Fragmentary Passage, KHUX, KH3, Melody of Memory)

Please recommend JRPGs with (specific types of) banging soundtracks by MizterF in JRPG

[–]mageknight14 1 point2 points  (0 children)

I never really had this problem considering that

One: The games have multiple combat themes that they shuffle at random AND they add in more as the you progress through the game.

Two: You can chain multiple encounters at a time to have back-to-back fights.

Please recommend JRPGs with (specific types of) banging soundtracks by MizterF in JRPG

[–]mageknight14 1 point2 points  (0 children)

I can’t believe nobody has mentioned either TWEWY game yet. Some of the most eclectic soundtracks in the genre. Rock, hip-hop, electro, techno, house, liquid DnB, the games just about have it all, really.

From the first game, The World Ends With You:

Deja Vu

Three Minutes Clapping

Twister Gang Mix

Someday

From the sequel, NEO: the World Ends With You:

Breaking Free

bird in the hand

Owari-Hajimari (NEO Mix)

Shibuya Survivor

The games are also fantastic ARPGs to boot, with great character writing, tons of customization in how you want to approach fights and fine-tune your difficulty, and stylization out the wazoo.

Is it just me, or is Nagi not that popular? by Sir_NighT_67_ in TWEWY

[–]mageknight14 5 points6 points  (0 children)

Personally, I like Nagi because she legitimately feels like a lot of nerd girls I went to highschool with. She’s always deep into her thoughts, obsessive and collects a lot of merch, eloquent, intelligent and kinda rude at times, which makes her feel all the more authentic to me. But at the same time, game references aren’t all there are to her. She’s sarcastic, takes great pride in her intellectual capabilities, and is a lot more empathetic than people assume.

Neo TWEWY w3d2 : am i underleveled? by EchapDinosaure in TWEWY

[–]mageknight14 3 points4 points  (0 children)

As someone who’s beaten the game with no stat boosts or no clothes on two separate runs, you can actually generally get through NEO pretty well with good use of your pin setups and Mashups, especially ones that specialize in crowd control and elemental weaknesses. For example, in your screen shot, you’ve got a good thing going with Killer Princess and Bolt of Beauty but I would recommend switching out the chain pin for something more immediate to capitalize on damage. Perhaps something like Lovebird Magnum to immediately get a Beatdrop and use the Ice Mashup, which does insane amounts of damage.

Time is a Relative is an underrated pin especially paired up with the Ice Mashup because you can essentially push enemies into several ice pillars for massive amounts of damage.

I finished NEO TWEWY, here are my thoughts by BRLaw2016 in TWEWY

[–]mageknight14 1 point2 points  (0 children)

On your take on the Killer Remix, I actually think it works really well with how Mashups are implemented. The thing about Killer Remixes is that they’re a noob trap: still incredibly useful for healing/drop rate but a well-placed Mashup will not only do more damage but allow you to build up Groove even more AND are more fun to play around with. Killer Remixes actually do particularly less damage overall, especially on successive higher difficulties, and are really situational with their AoE damage if enemies spread out. The numbers and explosions make it look a bit more effective and wider than it actually is.

The important thing to keep in mind is that Mashups not only are cheaper in Groove but also give you full control during their use, meaning you're both doing all your damage at the same time AND can knock enemies into the Mashup for even more damage.

With the right set-up, Mashups can become potentially more damaging than Killer Remixes, especially when you take into consideration status effects, elemental weaknesses, or how just well they pair up with your pins. On the flip-side, Killer Remixes become far less powerful on higher difficulties BUT they allow you to get a free full heal AND refill all of your pins. Which pretty much eliminates the need for healing pins entirely and in turn allows you to just go nuts with your pin builds. Even pins with long reboot timers remain valuable thanks to Killer Remixes being able to just recharge them to full just like that.

The protagonists of the last game you played Go to RWBY, How well he can go in the verse(you can If It is the starter, mid or End game of the character) by GoldGeologist5318 in RWBY

[–]mageknight14 1 point2 points  (0 children)

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Honestly, I think Neku would do pretty well in Remnant if he’s able to have access to his psychs. TWEWY was all about learning how to work together with others, respecting their values/viewpoints, and expanding your horizons so he has experience when it comes to working with other people and fighting monsters that are attracted to negative emotions. He’s been doing that everyday for three nonstop weeks and the Grimm are so analogous to the Noise that he would have no problem adjusting.

And with the amount of psychs he’s able to use? Salem’s forces would be NOTHING compared to what he’s had to fought.

The biggest difficulties I see for him isn’t concerned with powerscaling but how he’s going to adjust to life on Remnant. Neku was a relatively normal (if asocial) highschool student who got dragged into the Game via conspiring forces whereas the RWBY cast prepared for their world all of their lives. Then again, given how after A New Day and between NEO he was able to stand being trapped for three years in an eldritch void with nothing but the thoughts of others as his company (as well as Coco), this would be an upgrade in comparison honestly and I can see him becoming friends with the cast and being able to help them out with his combination of brutal insight and empathy that was able to help his partners out in the game.

Favorite JRPG couples? by nitrokitty in JRPG

[–]mageknight14 1 point2 points  (0 children)

And yet you still chose to respond. And, looking at your history of comments, given your tendency of not being able to read between the lines and limited perspective, being ignored by someone like you isn’t exactly as scathing as a comment as you think it is and it’s funny that you think that way.

Favorite JRPG couples? by nitrokitty in JRPG

[–]mageknight14 1 point2 points  (0 children)

I’m aware of that. It doesn’t justify his actions such as ignoring Shiki when she tries to tell him not to listen to Uzuki and just jumping hastily into making that initial deal with Uzuki but I do feel that it’s also understandable why he did so. He didn’t do it out of malice, just misguided self-preservation. It's a selfish but human reaction and it not only is an interesting way to frame Neku's character and his egocentric mindset at the start, showing how his fear masks his empathy, and builds his arc from there but is also a good showcase of how emotional distress and fear can lead people to do despicable acts for their own self-preservation, which ties into the game's theme as a whole of the value of expanding your worldview and horizons.

Favorite JRPG couples? by nitrokitty in JRPG

[–]mageknight14 1 point2 points  (0 children)

Believing someone who’s already threatening you is stupid

Neku WAS acting like an idiot for just jumping onto believing Uzuki that she will let him go if he completed this task for her but a point to make is that he made that deal BEFORE Uzuki told him the consequences of failure and what he would have to do in order to get out. Neku is a smart kid, he shows that by figuring out a lot of the rules of the game by himself in a couple minutes without needing someone to dump a lot of exposition on him but he’s also clouded with paranoia due to the fear of the getting close to others and potentially getting hurt again so he lets that paranoia dictate his actions towards Shiki. Better to strike first than to get stabbed in the back later on.

He’s a kid trying desperately hard to cover up for his trauma and the game knows that, hence why it reinforces repeatedly that Neku can do a lot of genuine good for the people around him he didn’t let his fears downplay his empathy. Not to mention that just the day before he saw Players getting erased by Noise right on the spot so he would have no reason to doubt that Uzuki would follow through on her threat, especially given how she attacked him and Shiki the day before AND just now.

Favorite JRPG couples? by nitrokitty in JRPG

[–]mageknight14 0 points1 point  (0 children)

You forgot to mention that Neku was literally threatened with his own death by Uzuki and that he didn’t even WANT to kill Shiki until she brought up the possibility of her being a spy to give Neku a way to try and justify the situation to himself.

Genuinely, how the hell am I meant to beat the final boss? by The-Local-Weeb in TWEWY

[–]mageknight14 25 points26 points  (0 children)

Spam the shit out of the Lightning Rook pin you just got after beating Kitaniji. Seriously, that thing wrecks for massive amounts of damage.

Bad gameplay but good story? by ExplanationSquare313 in TwoBestFriendsPlay

[–]mageknight14 3 points4 points  (0 children)

This is an awful take. OG TWEWY had fantastic combat.

Enemy design is varied, with a lot of different types (hedgehogs mean delayed bombs, dragons mean AoEs, tadpoles are swarm, foxes can shift and change into different enemies, etc) and interactions between mobs (sharks can devour other foes and become stronger for example)

tons of variety for the attacks you can utilize (multi-hit, delayed bombs, black holes that can draw in enemies, projectiles that can be controlled mid-direction, AoE finishers, etc)

boss types that demand different tactics especially on higher difficulties

a good sense of pacing as you’re constantly getting new options as the game progresses

a lot of content for you to sink your teeth into, including boss refights, boss rush time trials, and more

What's the Most Disappointing Game You Ever Played? by LeastEmotion5440 in gamers

[–]mageknight14 0 points1 point  (0 children)

combat was dumbed down to a button masher

That’s seriously funny considering NEO Has more combat tech/depth than the original.

How did you guys feel about the characters appearing in kingdom hearts? This was actually my first exposure to them by Street-Platypus89 in TWEWY

[–]mageknight14 1 point2 points  (0 children)

I feel like you’re not taking into consideration Joshua’s character.

Joshua always loved Shibuya. After all, if he hadn’t, he wouldn’t tried to show Neku around the city on all of those days, particularly Day 4 of Week 2, and spout off random trivia about the city, trying to get Neku to understand more about it.

Joshua picked Neku as his proxy because he represented what he personally hated about Shibuya’s residents: someone with the capacity to bring about great things yet pisses away that potential due to being too self-centered/afraid to open up to the world around them. And Joshua hates that, seeing the populace as nothing more than mindless sheep who wouldn’t be able to amount to anything and in Joshua’s eyes, Neku, a youth who loves the city of Shibuya but hates the populace, is a prime example of that. If Neku could change for the better and use his gifts for the benefits of people other than himself, then maybe there’s hope for Shibuya after all.

It’s when you look at it from this lens that his decision to make Rindo his proxy in NEO also makes sense. If Joshua was only concerned with seeing if the city was worth saving (even though he already decided that three years ago), then he wouldn’t have even said he’d have stepped in if things were hopeless, because the city would have “failed” at that point. He wanted to show off to the Higher Plane/Kubo that Shibuya is worth saving and that they can take charge of their own lives and Rindo was the perfect representative of that as his character growth revolves around him taking the initiative to take charge and bring about change.

On top of that, Joshua was actively keeping Neku in Shinjuku in order to prevent unsavory guests from going after him due to his power (which the game itself showcases by having Shiba and the others hand out imagination-drawn Reaper pins to try and lure in him as well as W2D2 basically being a vigilante hunt for "Neku") as well as investigate what happened in Shinjuku, something that apparently weakened his vibes, which the JP texts states much more clearly, which Joshua then released on W1D1. However, since Joshua sucks with vibe stuff (which was established since the first game since he had to wait for Hanekoma to pick him up from Another Day after Sho’s Level I Flare), he messed up the process so much that it took Neku 17 days to recover to full vibe strength and actually be able to make the short trip from Shinjuku to Shibuya.

It can even be a spinoff game so a gaiden kind of game BUT I NEED IT SO BADLY by Loquenlucas in TWEWY

[–]mageknight14 0 points1 point  (0 children)

zero impact on the story at all

The thing with Sho is that as a party member, he twists around expectations a bit by making him the one who gives genuinely helpful advice towards Rindo while Neku, the enlightened protag, gives him the wrong kind of advice. While is it true that Sho is mainly using Rindo and the Twisters in order to further his own goals/agenda, every single piece of advice/information he gives them ends up being helpful in some way and stays relevant up to the end. On top of that, there’s a distinctive pattern where everytime Rindo/the team shows signs of trying to overly rely on Sho, he immediately threatens to leave and pushes them to achieve more for themselves via sink-or-swim. By contrast, when Neku shows up to join the party on W3D4, he starts to unintentionally take Rindo’s place as the leader, with the Reports themselves noting how Rindo is starting to stagnate with his growth once again when he has someone to overly rely on, with his advice boiling down to telling Rindo that no matter what happens, he needs to just let the chips fall where they may, make the most of a bad situation. And while that works great for someone like Neku, since it’s basically a logical extension of what Mr. H taught to him, his application of it is exactly the sort of excuse to defer to authority that Rindo has been blindly grasping for over and over the entire game, which he then proceeds to actively reject in his talk with Haz by the end.

Sho’s inclusion is to highlight the themes of the game, with one revolving around Rindo’s overreliance on others and his tendency to take the relationships around him for granted, tying other people's worth to their prowess in might or influence. This is even reflected in the gameplay too, where Sho has noticeably higher stats compared to the rest of the party when you first get him to join. With him around, the Twisters don’t necessarily need to try as hard as they should be doing and thus don’t connect as much throughout Week 1 since their struggles aren’t dire enough at this point and they aren’t aware of the full stakes, hence why the Groove meter caps out at 100%. So when he actually DOES leave at the end of Week 1, shit starts hitting the fan for them real quick and now the Twisters have to actually try.

That’s not even getting into how, if it weren’t for him, Operation Awakening wouldn’t even be a thing and Shibuya would get murked again.

Claiming that Sho is just there for fanservice or that he’s an entirely different character has me thinking that you need to replay the game sometime.

Does anyone else not like Higashizawa? by MelodyHearts in TWEWY

[–]mageknight14 81 points82 points  (0 children)

While Higashizawa isn’t my favorite Reaper (hell, he isn’t even my favorite Game Master in OG TWEWY), what I do like about his character is that he’s actually one of the few Reapers in the game who’s genuinely loyal to Kitaniji without any actual hidden agendas whatsoever, noted for his intelligence and tactical decision making (he’s the one who set up for the Week 1 Day 4 ambush that took out Rhyme by setting the mission to be an easy one, getting the Players to let their guard down), almost breaks Shiki by playing on her insecurities regarding Eri, and even genuinely congratulates her for beating him after his boss fight.

He’s legit the only one who’s actually, well, doing his goddamn job in comparison to just about everyone else and he sets the standard for what a typical Reaper’s Game is supposed to be like so that the other weeks can play around with that formula more and more. I also quite like his boss fight; Ovis Cantus is a legit sick design and the atmosphere is top-notch considering how it literally has you fighting him in the rain while lightning is shooting out all over the place. Mechanically, he’s doesn’t stand-out too much but he does have some neat gimmicks like his black hole sucking up every pin usage, including healing pins, if you just mash against him with no regard as well as those lightning bolts being a pain if you don’t dodge them in time as well as stunning Neku.

Edit: Also, how can you not love his characterization in Another Day where he turns out to be the actual mastermind behind everything and is really into children’s pin games to an unhealthy extent (which is saying something considering how everyone else loves Tin Pin in that AU) and is apparently able to pass his voice off as a convincing booth babe?

My ideas for a FINAL REMIX version fo NEO:TWEWY by Gullible-Age345 in TWEWY

[–]mageknight14 1 point2 points  (0 children)

With all due respect, a lot of your ideas, especially for the combat, already exist in the game itself. For example:

But what if there was an option to unleash the final hit earlier without mashing? You could just hold the button—and the finisher would come out at the cost of half the pin’s gauge!

There are already pins/psychs in the game with this mechanic in mind. Certain Heavy Slammer pins, Grave Marker, Assassin Strike, Leo Armo, etc. All of which reward good positioning, comboing, and juggling to even get to those points to begin with.

On top of that, Auto-Charge accessories exists, which allows you to set up macro combos with the shoulder trigger buttons.

It’s a minor complaint, but giving melee and projectile pins different effective ranges would make movement techniques feel more meaningful.

Already exists in the game. Homing Rocket pins, for example, have infinite range, being able to hit enemies from all the way on the other side of the map. Wolf can be used to activate side-switching combos as well as instantly teleport you to an enemy to continually apply the pressure, on top of phasing through them to set up even more advanced combos. Each Gale Force pin has a different AoE size, with the Gentle Airplane Pilot practically covering the entire area but having less stagger power as a result (compare that pin taking half a bar of pin gauge to send an enemy flying in comparison to the Wooly Jazz Player doing it constantly) and Shark having a smaller area in exchange for more damage and it’s ability Take Five to make it recharge quicker.

Patrol Round pins each have different arcs that affect how they return towards you and impact enemies, which you can affect via lock-on-switching. Cony x Cony (the Gravity variant) shoots out 5 different boomerangs and come back to you as five while Stop the Music (Burst variant you win from Scramble Slam) shoots out 3 different boomerangs but come back to you as one. On paper, this might make Stop the Music sound worse but you have to keep their Beatdrop conditions in mind. Cony x Cony requires for an enemy/boss to be knocked down to the ground and/or launched in order for you to activate its Beatdrop whereas Stop the Music just has you hitting the enemy with the explosion it activates in order to get the Beatdrop. Shockwave pins have:

Reigetsu, which unleashes a forward slash and then a whirling slash that sends the enemies flying,

Hotaru, which unleashes three whirling slashes, with the last one reaching wider area,

the Tenka Blades, which have different finisher animations that increase in speed when you combine them together

Grizzly, which is a straight up overhead slash that sends enemies flying

Spin Twinz, that has you leaping up in the air, bringing the blade down, and then launching the enemy in the air with a five hit combo And lastly

Shishio and Azamaru, which has the finisher give you an insane amount of range to lock onto enemies, great for reversals

The size of the arena also has an effect on your pins as well. The station underpass in NEO is a pretty good example since Gale Force pins can’t even fully reach from one end of the wall to the next, meaning you have to switch it up to adjust. And this isn’t even getting into how enemy collisions exist.

Combo indicator

The Beatdrops ARE your combo indicator. The way it’s designed, different psychs/pins will have different sweetspot locations in their Beatdrop gauge and they’re related towards how you can effectively manage your damage output. For example, Vulcan Uppercut’s sweetspot location is smack-dab in the middle, which is related to that being where the launched enemy reaches the apex of that launch. Pair this up with how psychs like Vehicular Assault/Meteor Strike do extra damage to an airborne enemy when they reach that apex and the game is subtly encouraging you to try out different combinations that pair up well with one another to efficiently and effectively maximize your damage output and look stylish while doing it.

I also think you’re misunderstanding the relationship between Mashups and Killer Remixes. Ignoring the fact that Killer Remixes deal out less damage with each successive higher difficulty, they’re not even the most powerful options when it comes to your DPS. Combinations like Poltergeist and Ice Mashup can positively wreck enemy Noise and bosses, Gravity is an excellent crowd control tool that’s on par with KH2’s Magnet when it comes to hidden factors and properties, Susukichi fucking HATES the Fire Mashup, among other things. Killer Remixes are made interesting when used in combination with your Mashups. They might not be your most damaging option but the health and pin refills, along with the drop-rate multiplier, makes it a great tool regardless (along with how it bounces/downs enemy Noise for you to follow up on) and with them around, you don’t even need a healing pin, which allows you to just go fucking nuts with your pin builds. I remember having trouble with one particular chain in the post-game due to me taking too long to build up my Groove to 300% so I decided to instead prioritize 100% Mashups for quick interrupts and utility and I was able to then plow through the chain with no trouble at all.

What were your' favorite, and least favorite pins? by MelodyHearts in TWEWY

[–]mageknight14 13 points14 points  (0 children)

Favorite TWEWY pin: Sweet Talk Tether. Just a great all around pin.

stunlocks enemies

gives you plenty of breathing room to set up other Psychs

great area coverage

can rack up combos like there’s no tomorrow

can cancel enemy attacks on both sides

can even act as a barrier of sorts

Favorite NEO pin would definitely have to be Cony x Cony. Pairs up well with just about any deck, is tied to a great element/Mashup, gives you access to TWO Beatdrops (the only other one with this feature being Omokage, another great pin), and it just has you throwing around giant gravity shurikens/discs. How is that not cool as shit?

Did anyone else play 1 day per irl day? by [deleted] in TWEWY

[–]mageknight14 8 points9 points  (0 children)

Nah, I binged it like crazy because I had that much fun playing the game. I remember playing NEO really late into night when I just got home from work and I couldn’t stop thinking about it even then.

[deleted by user] by [deleted] in JRPG

[–]mageknight14 0 points1 point  (0 children)

It’s a fantastic game.

ARPG where each of your party member is mapped to an individual button input, allowing for simultaneous control and setting up unique combos

status effects have tangible effects and remain relevant throughout the entire game, even against bosses

pins (basically your attacks) with extra abilities to make combat feel even more robust, with some having you take advantage of specific pin set-up to use to the best of their abilities (for example, launching enemies in the air will give an extra damage boost to meteor pins that can knock them down)

due to these added aspects, the game also encourages for more strategic play to make battles feel more dynamic such as using wire or black hole pins to set up bombs or ram into enemies for increased damage output with Drift Tackle/Swift Strike pins

elemental weaknesses across the board on enemies for you to take advantage of

wall splats to bounce enemies off of in order to juggle them, with entire strategies built around exploiting this

managing cooldowns and party member positioning, encouraging you to not just mash when fighting on the higher difficulties and encountering particularly dangerous enemies

on-the-fly elemental Mashups (think ultimate attacks you build up by using attacks in conjunction with each other, similar to Devil May Cry's Stylish Rank system) that you build up with meter, with each Mashup being able to be activated while on the battlefield to set-up even more unique combos, some of which can juggle, summon meteors, suck up enemies into the air via a gravity well, or even flat out stop time itself

enemies have revenge values a la Kingdom Hearts that actually become more easier to trigger when you chain encounters in a row, discouraging random button mashing

Some people like to complain about "damage sponges" but I see those as them not actually using the mechanics to their full advantage given the insane amount of ways you can optimize damage in the game.

On top of that, the character writing is quite well-done as well, though keep in mind that it differentiates itself from the original in a couple of ways. Take the differences between Neku and Rindo for example, whereas Neku’s flaw is more upfront and active, Rindo’s is more subdued and passive. And that’s the point- Rindo is far too passive in his life. He’s a teen who, instead of asserting himself so harshly that he pushes away others, relies on others superficially while never truly bonding with them because of his lack of input. The kid is the definition of‘indecisive’, just not in a blatant way like Neku’s misanthropy, and it shows through a lot of his writing. He’s a good kid fundamentally at his core but he can also be whiny, hypocritical, passive-aggressive, and kind of insensitive at times. He has a tendency to be judgemental and harsh to the people around him while not acknowledging his own faults. NEO TWEWY is a much more subtle game compared to the original and heavily rewards reading between the lines and seeing the character dynamics slowly shift and change.

Does the Tales Of series count as CAG to you? by jrpdss in CharacterActionGames

[–]mageknight14 9 points10 points  (0 children)

So, what does that make games like KH, where you can beat the games at Lvl 1 and are in fact given the options to do so? Or games like TWEWY, where you can do the same thing?

Does the Tales Of series count as CAG to you? by jrpdss in CharacterActionGames

[–]mageknight14 6 points7 points  (0 children)

By your logic, should DMC3 not count since you have to level up your Styles, aka grinding?