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History VideoGame / NeoTheWorldEndsWithYou

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** [[spoiler:Joshua invokes this at the very end of the game, giving both Shoka and Neku their lives back, though not without being a {{Troll}} to the former]].
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Trope was cut/disambiguated due to cleanup


* AnAesop:
** "The world ends with you". While the original's interpretation of the ArcWords is "misanthropy and shutting out the world will only lead to suffering", this game's interpretation is more along the lines of "you need to take a chance and be decisive with your life if you want it to go your way". The core thrust of Rindo's CharacterDevelopment is learning to make decisions and take risks, as well as trusting in himself and his allies to win the day. As such, the message can be seen as an addendum to the first game's: the world will only go as far as you want it to, and it will only grow if you trust in others and in yourself.
** Going with the flow will not necessarily get you through life. Shoka tells Rindo and Fret from the beginning that coasting by will not let them win the Reaper’s Game. What cements this is that unlike the original Reaper’s Game, you will not survive the game by just finishing the day's mission or having someone else complete it. Players have to actively work to get more points so their team doesn’t end up in last place, which will get them erased by the end of the week. Nothing goes their way until Rindo begins making big decisions. Unlike the first game, the right choice isn’t readily available for the team, and Rindo needs to use his brain along with TimeTravel to think his way out of a problem.
*** Another lesson to add on in that regard is that the “right answer will not always be readily around for you”. And what seals this is that unlike the first game, there is no one like Hanekoma or Hanekoma himself to basically tell the protagonist what the lesson of the story is. Rindo has to reach the conclusion that he needs to be decisive on his own.
** Don’t measure people’s worth based on their immediate usefulness. When Nagi and [[spoiler: Beat]] join the team, Rindo immediately believes they're not very useful because they don’t measure up to Minamimoto and what he thinks of [[spoiler: Neku]], strength-wise respectively. Both end up being useful but in different ways that ultimately benefit the team and [[spoiler: Minamimoto ends up ditching the team when they’re no longer useful to him.]] A lesson in that vein is: don’t rely on someone strong to carry you through life.
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* GlassCannon: The Black Cat pin set enforces this playstyle. The set is an offensive powerhouse, raising the effective Power of each pin to about 3,000 only while all 6 of them are equipped. However, this means you have no room for other pins to make up for its weaknesses: the set has no healing or defensive psychs unlike its predecessor the Darklit Planet set or the 4-pin Season's Greetings set, so you need to equip Regen threads or else performing a Killer Remix is your only way of healing: while Black Cat Crush has a passive ability that allows it to heal the user based on damage done, this effect is overwritten by the set effective while it's active. If you can't defeat the enemy in the first boot cycle, you need to be at the top of your game with Groove generation so you can use the 300% Killer Remix as a source of healing.

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* GlassCannon: The Black Cat pin set enforces this playstyle. The set is an offensive powerhouse, raising the effective Power of each pin to about 3,000 only while all 6 of them are equipped. However, this means you have no room for other pins to make up for its weaknesses: the set has no healing or defensive psychs unlike its predecessor the Darklit Planet set or the 4-pin Season's Greetings set, so you need to equip Regen threads or else performing a Killer Remix is your only way of healing: while Black Cat Crush has a passive ability that allows it to heal the user based on damage done, this effect is overwritten by the set effective effect while it's active. If you can't defeat the enemy in the first boot cycle, you need to be at the top of your game with Groove generation so you can use the 300% Killer Remix as a source of healing.
Is there an issue? Send a MessageReason:
None


* GlassCannon: The Black Cat pin set enforces this playstyle. The set is an offensive powerhouse, raising the effective Power of each pin to about 3,000 only while all 6 of them are equipped. However, this means you have no room for other pins to make up for its weaknesses: the set has no healing or defensive psychs unlike its predecessor the Darklit Planet set or the 4-pin Season's Greetings set, so you need to equip Regen threads or else performing a Killer Remix is your only way of healing. If you can't defeat the enemy in the first boot cycle, you need to be at the top of your game with Groove generation.

to:

* GlassCannon: The Black Cat pin set enforces this playstyle. The set is an offensive powerhouse, raising the effective Power of each pin to about 3,000 only while all 6 of them are equipped. However, this means you have no room for other pins to make up for its weaknesses: the set has no healing or defensive psychs unlike its predecessor the Darklit Planet set or the 4-pin Season's Greetings set, so you need to equip Regen threads or else performing a Killer Remix is your only way of healing. healing: while Black Cat Crush has a passive ability that allows it to heal the user based on damage done, this effect is overwritten by the set effective while it's active. If you can't defeat the enemy in the first boot cycle, you need to be at the top of your game with Groove generation.generation so you can use the 300% Killer Remix as a source of healing.
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** Whether or not you could equip a given thread in the previous game was determined by your Bravery stat; each thread also had an ability, unlocked by speaking to the right cashier with a sufficient Friendship. In this game, all thread abilities are known from the beginning, and whether they can be used is determined by your Style stat, allowing the raw stat boosts from threads to be equipped regardless of Style.

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** Whether or not you could equip a given thread in the previous game was determined by your Bravery stat; each thread also had an ability, unlocked by speaking to the right cashier with a sufficient Friendship. In this game, all thread abilities are known from the beginning, and whether they can be used is determined by your Style stat, allowing the raw stat boosts from threads to be equipped regardless of Style. Increasing Style is also much easier and faster than increasing Bravery: the highest Style requirement for any thread passive is 222 which can be reached halfway through the game or earlier, and all characters start with a decently high Style.
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** Rindo, Fret, and Nagi all have first names alluding to flowers in some way, continuing the tradition set by Neku and his partners' surnames in the original game. [[spoiler: This naming scheme also applies to Shoka, and sure enough, she ends up joining the party later on]].

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** Rindo, Fret, and Nagi all have first names alluding to flowers in some way, continuing the tradition set by Neku and his partners' surnames in the original game. [[spoiler: This naming scheme also applies to Shoka, Shoka,[[note]]Additionally, Shoka's surname also directly references Neku's (Sakurane/Sakuraba)[[/note]] and sure enough, she ends up joining the party later on]].

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