After 100%ing the game and getting absolutely everything it had to offer, I can safely say that it is by far one of the best sequels I’ve had the pleasure of playing. Whether or not it surpasses the original is something that can be debated on but I find it to be easily on par.
The storytelling and characterization this time around goes for a more subtler approach compared to the original and relies on character interactions and the way these evolve throughout the game, which ties into its main theme: identity. If OG TWEWY was about how relationships can change and affect the individual, then NEO TWEWY is the opposite in that it’s about how individual change affects that person's relationships. On the surface, they might seem like the same thing, but they’re really not because it’s through this lens that you’re able to see how the characters evolve and change, with our main character Rindo being the perfect examples of this.

Rindo’s an almost painfully realistic depiction of your average teenager: a guy that has no confidence in himself and the decisions he makes and tries to pass off his responsibilities onto other people whenever he gets the chance to. He’s quiet, reserved, and very closed off, only ever truly opening up to his friend Swallow, and you can see this constantly when you peer into his head and observe how he neurotically commentates on every move he or someone else does. He also has the tendency to take the people around him for granted. In some ways, he’s lot like Neku in the sense that he’s cut himself off from other people but whereas Neku actively rejected other people, Rindo just doesn’t care to get close to them. Even when their team needed more people so they could survive just one week, Rindo preferred relying on the skills Sho had already shown them rather than even trying to meet Nagi, and he might not’ve recruited her if not for him trying to avoid having her Dive into his head again. There’s also how he didn’t confide into his teammates about his time travel abilities until Sho dragged it out in the open for the others to know about. To Rindo, following along with who he already knew while not confiding in them kept him safe and able to just slip through life without having to worry. In that sense, I honestly feel that his arc is more organic and fluid compared to Neku’s and I say this as someone who loves Neku’s character arc. As the game goes on, he learns to takes charge, listens to his teammates fully, seeks and reaches out to people, and overpasses his aversion of going towards people to make the first connection. He’s actually the one willing to do the first step and remind people of what’s at stake, instead of being lead around on a whim by others.
Over the course of the game/Game, Rindo grows from someone not deciding anything to avoid the responsibility of a bad outcome and bristling when called out on that, to someone becoming brave enough to fully undertake the weight of such decisions, willing to risk himself in a bit more and as a leader, and fully expressing his opinion about things and plans instead of just poking holes into others’ ideas and appropriating their advices as his like he did with certain influences in his life.

You get to see this progression for most of the other characters in the game, with Shoka in particular being one of the best written characters across both TWEWY games in my opinion thanks to her characterization and the subtleties in her actions. That’s not to say this approach is perfect as the pacing can be pretty slow at times and some characters could’ve definitely benefitted by having more screentime but overall, I still found that NEO had a valuable message and theme to deliver in spite of it all.

Next up is the combat and hoo boy do I have a lot to say about it. It most definitely isn’t perfect, with its issues mostly boiling down to the lower enemy variety compared to the original (which had its fair share of recolors as well, mind you) and the camera being an annoyance at some points but by God, they somehow nailed the combat and it’s honestly tied with the original as one of my favorite JRPG battle systems. This time around, each character is mapped to a button to the controller (you can switch around which characters has what pin so it isn’t set in stone for which character can use a certain pin). Each attack type in the game has a condition that requires you to “Drop the Beat”, basically a combo finisher that’s tacked onto each pin and they each have their own variations. For example, some will have you inflicting status ailments on enemies, others will have you launching enemies in the air or into walls and some will have you piledriving them into the ground and so on and so forth. You do this in order to gradually build your Groove meter and unleash Mashups, which are 15 different elemental attacks that each have their own unique effect and can be activated and used on the battle field while you’re doing combos, such as summoning a giant gravitational ball of energy to suck enemies in, covering the ground with ice spikes that freeze enemies on contact and can have you bounce them around on the spikes for additional damage, stopping time to freeze absolutely everything to place, and more. There are pins with special abilities that reward you greatly when you set certain combos up right, whether it’s using knockdown pins to activate Grave Marker’s finisher, using launcher pins to increase the power of aerial pins such as Leo Armo or Meteor Strike, using chain pins to entangle enemies and increase the power of Drift Tackle or Swift Strike pins and more.

You have a wide variety of options that range from straight attacks, wide attacks, knockbacks, launchers (and following launchers), knockdowns, quick safe attacks, slow high investment attacks in exchange for higher damage/combo opportunities, repositioning attacks, crowd AoEs and more. You also have options for ranged attacks (with bullets, lasers, sweeping shockwaves, rockets for differing effects), charge attacks, staggering enemies and dispersing crowds, repositioning (enemies and yourself), multi-hit and freezing enemies, planting mines, and more.

On top of all of this, each pin has different attack speeds, damage outputs, ranges, and special utilities, which encourages you to mix and match in order to find the best possible combination for you and equip a deck that is highly synergized. Even low-powered pins end up being useful in the lategame thanks to quick reboot time compared to the higher damaging types, which is also great for building up Groove faster and getting those 6x Mashups, making for an incredibly balanced system for the most part.

Any good action game worth its salt rewards good positioning and NEO does that and then some and even expands on it compared to the original in multiple ways, both in regard to how you can lay down traps to catch Noise off guard and how you can utilize Mashups in extending your combos or take down enemies quickly. This also applies to how pins work as well.

Take how Massive Hit targets enemies for example. If you line it up just right, you can catch multiple enemies in your line of fire while you're on your way to kick the target into next week or up into the sky. Same thing also applies to Assassin Strike and I actually used this trick to stun multiple enemies at the same time. There's also some cool stuff that you can pull off with Patrol Rounds. The thing about them is how they ALWAYS come back to you after you launch them and if you position yourself to have the Patrol Round come back at you in a specific way by running to a spot, you can catch multiple enemies in the arc as the rounds makes their way towards you. This method also makes taking down Chameleon Noise a breeze since they're usually right by enemies and when you target the Noise next to them, they tend to get caught in the crossfire, which makes them easy to spot. Grenade Launcher, Patrol Round, Psychic Shotgun, Storm, and Diffusion Beam pins are especially useful for this.

Another cool thing about NEO is how even pins with the same Psych archetype actually have differing ways to make them stand apart mechanically.
For example, the Patrol Round pins each have different arcs that effect how they return towards you and impact enemies.
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. Little stuff like this can have an impact on how you approach combat when it comes to the bosses and mob design and it's like this for a lot of pins in the game, which I appreciate.

All in all, it’s a very robust and fun battle system with a lot of depth to its various mechanics and the bosses show these aspects off quite nicely, providing fun and unique mechanics of their own as well as a decent challenge if you’re fighting on the higher difficulties. A lot of people are under the impression that button-mashing is the optimal strategy and while that can probably get you through the main game on the lower difficulties, they fail to consider these factors:
-Noise have built-in forced retaliation (think revenge values from Kingdom Hearts.) The enemies will flash yellow, while during this, the damage they received, during combos after the fact, multiplies the enemy attack by how much damage was done to it, then it will flash red and instantly counter attack you with the damages built up in its system. The system is different for a few enemies but will instantly begin the moment they flash yellow. Which means that just button mashing can get you killed, especially when you’re engaging in long chain battles and the revenge values become far more frequent throughout each round.
-There are multiple pin set-ups that highly reward you for timing your combos right in order to build up the most Groove in one go, especially when you unlock the Beatdrop sweetspot mechanic later on that can increase your Groove intake when hitting the Beatdrop in a certain spot (which also differs depending on the pin)
-Ememy design has a decent amount of variety, forcing you to think about what sort of pins and threads to bring into battle as there’s not really one deck that makes short work of every enemy. The dinos, mammoths, and birds are prime examples of these
-Just mashing the buttons all at once will leave you unable able to properly counterattack against particularly troublesome enemies and will most likely lead to you dying multiple times
-The game itself ranks you on how much time you’ve taken playing through a chain as well as how much damage you’ve taken overall, incentivizing you to get better at the mechanics as higher rankings leads to higher PP intake, which is incredibly handy for leveling up and evolving pins.

Another thing I want to talk about is the music and man, they absolutely nailed it yet again. Much like the original, NEO covers a large variety of genres while also going for it’s own distinct vibe at the same time. Whereas the original went for a mix of J-pop, disco, and J-rock, with some stray metal, piano, and rap here and there, NEO goes for a more balanced mix of J-rock and metal, with more rap and pop mixed into tracks with heavier sections, as well as a greater emphasis on mashups, electric instruments, and blended-up and crunchier versions of old songs. That’s not to say it doesn’t have its own fair share of genre variety, however, as the game also contains various genres such as liquid DnB, techno, acoustic, club, drum n bass, power pop, symphonic nu-metal, and more. On top of that, the songs in NEO are much more closely tied to the themes of the game and the progression of the characters, with some even cleverly foreshadowing character details that get revealed later on, such as We’re Losing You and Shibuya Survivor. One thing in particular that I want to talk about in regards to the soundtrack is the inclusion of Soundsurfing and how much I love it’s implementation. Not only is it a clever way to speed up overworld traversal and make traversing through Shibuya a breeze, it’s gives you additional Groove intake bonuses that carry over to a round, which is an incredible use of gameplay mechanics synergizing well with one another. On top of that, Soundsurfing gives almost every song in the game additional and unique percussive elements to spice up the soundtrack even more, giving the music even more variety, which is genuinely impressive as hell. And lastly, it adds up to one incredible usage in the final boss fight.

All-in-all, NEO is a fantastic game and a more than worthy successor to one of the best games on the DS and I tip my hat off to the devs for managing to create another compelling experience even after all of these years.

And with that, I bid you adieu.

Reviewed on Mar 30, 2022


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