YOU HAVE 7 DAYS
I haven't been gaming much lately, but I've finally decided to start another playthrough of The World Ends With You. This is long, long overdue, because I've been meaning to replay TWEWY since basically right after I finished it. I first played this game in 2019, and I was so into the story that I rushed through the entire game in exactly seven days. This is kind of fitting, since TWEWY's story is very clearly defined by weeks, but also kind of not the best way to engage with all the gameplay.
Anyway, I told myself I would rectify this by replaying it. In fact, I was so sure I was going to replay it any day now, that over the past few years, my game cartridge traveled with me through several different housing situations and at least one trip to the hospital. Despite my best intentions, I never actually got around to using it during all that time. But now, at long last, I've finally forced myself to actually open the game. I guess the moral here is never give up?
Upon booting up my game, I was greeted with a whopping 297 PP, since TWEWY gives you experience for the time you leave the game shut off. The experience only accumulates for seven days after your last play session, though, and I had far surpassed that. The game clocked me as spending 999 days, 23 hours, and 59 minutes away: so I guess now I've learned that there is, in fact, a limit to how much time it can record. TWEWY also very kindly gives you access to a chapter select menu after clearing the game, meaning I can replay without having to erase my previous progress. Not that that means much, though: upon opening the menu I found that I was level 27, ESP'er rank E, and had abysmally low Pin Mastery and Item Collection scores of 7.8% and 17.7% respectively. Also, my game was set to Easy.
For the record, I don't think there's anything wrong with using an Easy mode, or with not 100% completing a game. I definitely still got a lot out of my first playthrough of TWEWY. It has a great story, likable characters, lovely art and music, and a truly impeccable sense of tone and vibe. Even by just skimming through most of the mechanics, I was already impressed. So I'm very excited to revisit it, and to take my time engaging with it more in depth. I'm not really aiming for a certain score or completion%...although I do want to collect all of the secret reports. :-]
Also, it should be obvious, especially since this is a replay, but this journal WILL HAVE SPOILERS FOR ALL OF TWEWY. You have been warned. Despite (or because of?) this, I won't be making a particular effort to explain game events or mechanics. This is not a complete let's play, or a guide; I'm just rambling about whatever I find interesting.
With that out of the way, I'll be doing an entry for each in-game day. Technically this is the first day's entry, but as Shiki's Day 1 is extremely short, and mostly just functions as a tutorial, I don't have all that many comments. Mostly I'm just very excited to be playing TWEWY again! What a wonderful game. Just look at how absolutely sick the opening is, despite being a bunch of mostly-static images on the Nintendo DS:
Playing through Day 1 quickly (re)introduced some of the game's key concepts: Reapers, Noise, the fact that crucial info is gained from text messages, pins, psychs, Neku's reluctance to connect with others, and the combat system based around working with your partner. I'll talk more about at least some of these later. Anyway, I picked up a pair of stupid glasses (which I sadly don't have enough bravery to wear...YET) and unlocked today's Secret Report. See you on Day 2...
Today's Secret Report:
As is common knowledge, all Games in the UG take place under Our supervision. However, this particular Game is saddled with a nigh-unbelievable set of extenuating circumstances, catching the attention of the Higher Plane. Thus, I shall be taking a more hands-on role this time, as detailed in this report.
The core differences in this game are as follows: 1: its role in plans for Shibuya's destruction, 2: the Composer's absence from the UG, 3: the resulting limitations to his powers, and 4: the Game being played by a proxy.
The Composer has informed me of two major points: that he plans to destroy the UG, but also that his final decision will hinge on the outcome of his Game with the Conductor.
A provisional rule for this Game requires the Composer to vacate the Underground. It is unprecedented for the Composer to be absent during a Game. I cannot predict what effect it may have.
Furthermore, the Composer must lower the frequency of his vibe to travel from the UG to the RG, inevitably curtailing his abilities.
This makes investigating the Conductor and his strategy incredibly difficult, as the Composer is still the only one who knows who and what I am. It means lingering in the UG to author reports carries a lethal risk.
The greatest Randomizer in the current Game is the use of a handpicked proxy to compete against the Conductor in the Composer's stead. No information on this person exists at the present.
While the situation seems dire, I believe the key to getting ahead of all of this is at hand.
You see, time always builds upon the past. I have already located our key. It is a pin request from the Conductor.
Normally, the psych manifestation of pins are determined by one's Imagination. Thus, by analyzing the pin, the user's Imagination-or rather, their true intentions-are revealed.
Unfortunately, this order came through the Composer, and never came into contact with the Conductor. Thus, I could not use it to determine the nature of his Imagination.
I, too, have lowered my vibe to tune into the UG, limiting my abilities.
However, at this stage, realizing that this pin holds the key is sufficient. The possibility of forestalling the plans for the UG's destruction remains.