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    NEO: The World Ends With You is “a lot bigger” than The World Ends With You according to Hiroyuki Ito, roughly 50 hours of content before the ending

    In a new interview at 4Gamer, developers from Square Enix shared details and their thoughts about NEO: The World Ends With You! These developers include producer Tomohiro Hirano, director Hiroyuki Ito and series director Tatsuya Kando. The sequel is “a lot bigger” than the original The World Ends With You. In fact, Ito states that the game features roughly 50 hours of content before reaching the ending. Here’s more of the interview, translated by KH Insider:

    — Please talk to us about the background of the project.

    Hirano: Since the release of the original game in 2007, many fans, especially those overseas, have been eagerly awaiting a sequel. We’d considered proceeding with one several times, but it was difficult to work on it alongside other projects. It took time to create an environment where we could concentrate on development; now that we’ve finally been able to do so, we will be delivering a new game to everyone this July.

    Kando: We’ve had plans for a potential sequel come and go many times over the years, but I’d say they really started to solidify when we released the smartphone port, where the ending featured a single picture of one of the characters appearing in this game.

    Ito: Once we finally got the project underway, we rifled through old folders on our computers and found various versions of the proposal, but since we were planning for the latest platform at the time, the content was different for each one due to the differences in hardware specifications.

    — The last game had 2D graphics, and the touch screen controls were very impressive. However, this time, the game is in 3D. How does the system work?

    Ito: The previous game made full use of the DS’s functions and was very well received, so we recognized that this uniquely TWEWY experience would absolutely be necessary for the sequel.

    The action system is one such example. By controlling all the characters in your party in real time, it gives the player a sense of freedom and speed that has never been experienced before, and it’s designed so that even people who aren’t good at games can enjoy it.

    Each button corresponds to one character’s attack, and the character will perform various attacks by pressing buttons repeatedly, holding it down, or releasing it. If you press multiple buttons at the same time, multiple characters will attack simultaneously. It’s a rather intuitive system but one we weren’t initially expecting, and I think that leads to something very interesting.

    Kando: The original TWEWY had a sharp system in which battles took place on two screens at the same time, but we felt that this was too much of a hurdle for casual players.

    When we released the smartphone versions, we turned those two screens into one and created a new control system where two characters would be operated simultaneously. We thought that if we developed this further, we could bring this game to a wider audience, which is how we came up with the battle system for this game.

    — In other words, when you move multiple characters around, you can have them act in real time without having to select other characters or initiate other operations.

    Ito: Yes, that’s right. We’ve also implemented an interesting system where the pins are linked to buttons. For example, if you equip a pin that says “Hit the button repeatedly to slash with a sword,” you can perform the corresponding attack with that button.

    — So, you can’t equip multiple characters with the same button-operated pin at the same time?

    Ito: No, you can equip them with the same pin at the same time, in which case you’d control both characters with one button. I think players will be able to enjoy these sharp controls typical to TWEWY as they make their way through the game.

    Hirano: Players will be able to unlock more of these features as they progress further into the game. It’s easy to get started, and the more you play, the deeper the game system will become.

    — Judging by the trailer, it seems the streets of Shibuya are based on its current geography, and the level of reproduction is quite high. How far did you go to accomplish this?

    Ito: The game is set in a small section of Shibuya, so it’s not designed like an open world, but you’ll be able to visit more areas than before.

    Kando: In the previous game, you couldn’t really go to the east side of Shibuya Station. This time we’ve expanded the map around that side. You can also go to the Harajuku area.

    — There was a scene where you traversed through Takeshita Street.

    Kando: We also have an interesting system used as a means of expressing the city of Shibuya, sort of like a relationship chart between characters.

    Ito: Even though they aren’t involved in the main story, there are many people in Shibuya who can form relationships with the main character, Rindo. Doing so will create a relationship chart, which serves as a skill map and allows the player to get various rewards by deepening the relationship with that person.

    For example, purchasing lots of wares from a specific shopkeeper will allow you to get to know them and expand their skill map. The player’s capabilities are also connected to it.

    — So there are relationship levels for each person?

    Ito: Yes, there’s an internal parameter, but the conditions for increasing it varies from person to person.

    Kando: When you first meet a character, you’ll only see their face in the relationship chart. By taking actions relating to that person, the parameters will increase and allow you to claim rewards such as increasing the number of times you can chain battles. There are many useful functions that can be acquired through these skill boards, which will motivate players to explore the city.

    — What are some examples of other conditions?

    Kando: Progressing the story and clearing subquests that occur during conversations.

    — Are there a lot of characters involved?

    Ito: Yes. As you work your way through, you’ll find that it becomes quite complex. It sort of looks like synapses in the brain.

    — We saw some real stores like Tower Records and PARCO. Are there many collaborations with real companies?

    Hirano: Yes. We’ve received permission from some of Shibuya’s most notable companies to incorporate them into the game. In the previous game, we only used their names, but in NTWEWY, they are represented in actual locations, so you can enjoy the game in a more realistic Shibuya.

    Kando: We also got permission from the Tokyu Group to use 109 as a landmark, but because 104 is so iconic to TWEWY, we left it as is.

    — What is the connection between the anime, the original TWEWY and this new game?

    Kando: The anime is an adaptation of the original TWEWY, and this game is a sequel to it based on the contents of “A NEW DAY” which was added to TWEWY Final Remix on the Nintendo Switch.

    Although the story is connected, you should have no problem jumping right into this game. That’s the reason why the title is “NEO” instead of “2” or “Continued”. It follows the new protagonist, Rindo, and the Wicked Twisters as they challenge the Reaper’s Game. Of course, we’ve also included some fanservice for those who have played the original.

    — Please tell us about the character designs.

    Hirano: We’re pursuing a new TWEWY experience with the sequel, with innovative visuals and systems.

    The main character, Rindo, wears a mask, and the mask represents how he doesn’t express the words he keeps inside. It’s similar to how Neku, then main character from the previous game, wore headphones to block out the outside world.

    Wearing a mask has become the norm after the coronavirus outbreak, though.

    — In terms of design, there are different pins for each technique. Were these newly created?

    Ito: Yes. The tutorials may only show the design from the previous game, but over 300 pins have been newly designed for NTWEWY. In fact, some of them were made by designers who are prominent in many fields.

    — What is the scope of this game?

    Ito: It’s a lot bigger than TWEWY. It should take about 50 hours just to reach the ending.

    Kando: If you’re willing to put in the effort, I’m sure your playtime can even reach triple digits. There are a lot of things to collect, such as character profiles and pins, and there are challenging battles. Not only that, but by fulfilling various conditions in the game, you can get graffiti-like stickers which you can place on the walls of the Udagawa Back Streets.

    NEO: The World Ends With You releases on July 27th for PS4 and Switch. Stay tuned at Final Weapon for the latest Japanese gaming news and support us over on Patreon!

    Soul Kiwami
    Soul Kiwami
    Raul Ochoa, a.k.a. Soul Kiwami, is the Managing Editor of Final Weapon and a Games Writer at Game Rant with four years of writing and editing experience. Raul is passionate about the Japanese gaming industry, and he's a huge fan of Nintendo Switch, PC hardware, JRPGs, and fighting games. business email: [email protected]

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