NEO : The World Ends with You- What High-Level Play Looks Like as Opposed to Blindly Mashing Part 1

Поділитися
Вставка
  • Опубліковано 3 лис 2021
  • Felt like dropping a video demonstrating some fairly clean gameplay of Neo: Twewy. I was reminded of a video that levied some criticism against the combat, and one such critique was that the game's combat isn't intuitive and that mashing is what it mostly devolves into. And yes, while I agree that the game can get very mashy, I also feel like that's a reductive way to look at the combat as a whole. I agree that the game doesn't do the best job with challenging the player to learn how to play more efficiently. In some ways, it feels like Kingdom Hearts 2 all over again, except I'd argue that even though you could mash your way to victory in KH on certain difficulties, the game was properly balanced to support all kinds of play styles and that it supports high-level play extremely well. KH2 got labeled as a "press X to win," masher, when the combat had so much more to offer; and in a similar fashion, so does Neo (not on the level of KH2, but still). Once you learn how to play Neo on a higher level, the game reeeeaaally turns up......WHEN ALL THE SYSTEMS AND DESIGN ELEMENTS ARE ALL ACTUALLY WORKING TOGETHER AND THE CAMERA ISN'T FUCKING YOU OVER!!!
  • Ігри

КОМЕНТАРІ • 101

  • @Entropic_Alloy
    @Entropic_Alloy 2 роки тому +247

    I never understood the, "mashing to win," complaints. Once I saw you could charge up a button while attacking with another, I realized you could do some high level combo tricks with that stuff and experimentation.

    • @sonicsenryaku6205
      @sonicsenryaku6205  2 роки тому +37

      Word. Hell, I knew this game was capable of cool shit the moment the first trailer dropped. That's a big part of what made me hyped for the sequel. Knowing that there'd be 3-d movement and buttons assigned to pins had me thinking of all kinds of ways I could play around with the combat system. That being said, I do think the mashing criticism has some ground to stand on in that casual gameplay typical devolves into that kind of style. What I don't agree with, is that the combat doesn't offer enough tools to do cool stuff, because I definitely think it does for what it's aiming to be: an action rpg with a unique style of combat

    • @megasoniczxx
      @megasoniczxx 2 роки тому +9

      There being a damage rating at the end of a fight was the only thing I needed to not just mash my way through everything since a lot of enemies (especially late game) punish you for that. I also just really like trying to understand the systems and mechanics in RPG's like these since it makes these game more fun when you aren't just playing it like a zombie.

    • @sonicsenryaku6205
      @sonicsenryaku6205  2 роки тому +5

      @@megasoniczxx Exactly. When playing games, I aim to understand what makes its systems tick and whether or not those systems can be pushed to a level that rewards thoughtful gameplay and I would say Neo offers that. When the game is at its best, it's a fun, unique action game experience. It's for this reason that I upload videos not only to show the community (and gamers in general) what the game looks like when you learn it, but also what flaws hinder it so that maybe the developers work on those issues and provide people who invested money into this game the best pleasurable experience possible. The camera is easily this game's most egregious issue

    • @chrishunter9185
      @chrishunter9185 2 роки тому +1

      @@sonicsenryaku6205 THANK YOU. You my friend are spitting the facts

    • @sonicsenryaku6205
      @sonicsenryaku6205  2 роки тому +1

      @@chrishunter9185 Haha,I try. Welcome to the channel by the way

  • @Maski110
    @Maski110 2 роки тому +69

    The game was made so you can either use strategic combinations or mashing depending on what suits you the most. But the devs really did think about pins that go well together like the chains to lock Noises so you can setup a bomb.

    • @sonicsenryaku6205
      @sonicsenryaku6205  2 роки тому +7

      Yes; there's definitely evidence of thought being put into affording players sensible pin combinations. It just so happens the game's system don't support players to want to learn how to combo better.
      I know it was Hiroyuki Ito's intent to have both mashing and strategic play be viable as playstyles. It just sucks that the incentivizing of mashing causes more casual players to never see the more robust side of combat. I think some effort could have been made by the game design to push more creative and skill-based play

  • @yksai5
    @yksai5 2 роки тому +90

    And that's just scratching the surface! You've demonstrated pin synergy, but there's also the Groove meter that becomes an objective on its own. When fighting greater than 5-chain battles while reducing your own level (and status by consequence), mastering the timing of Groove boosts becomes key. You might have shown this on your later parts, but I have only watched this video for now xD

    • @sonicsenryaku6205
      @sonicsenryaku6205  2 роки тому +7

      Yes, learning how to use groove boost and mash-ups within your play is also another layer of mastery that accentuates high-level play. I intentionally wanted to keep the action found in this particular set of videos focused mostly on pin synergy, but the layer of groove utilization you are referring to can be found in my first combo mad video and the second one that's dropping real, real soon. I had always planned on releasing a "Season 2" of this little video series, this time with 6 characters and showing off mash-ups within my play

    • @yksai5
      @yksai5 2 роки тому +1

      @@sonicsenryaku6205 Sounds awesome! Looking forward to it 😁

  • @lowhp_comic
    @lowhp_comic 2 роки тому +42

    The thing that screws me over in boss fights when I play blind is when I'm retreating while low on health, the character I'm controlling is far away from the boss, but one of my teammates decided to just stick around to see what that weird explosion looks like up close and depleting the rest of my HP 😭

    • @sonicsenryaku6205
      @sonicsenryaku6205  2 роки тому +13

      Yea; the AI not always dodging attacks is one of the combat flaws in this game. Wish they handled the whole "team taking damage" concept a bit better. For the most part if you avoid mashing buttons, the AI characters will be more prepared to dodge attacks. It's not 100% full proof, but it does prevent a lot of the accidental damage taken by party members

  • @suicidalspectre7673
    @suicidalspectre7673 2 роки тому +17

    Ohhh taaaake a look at meeeeee

    • @sonicsenryaku6205
      @sonicsenryaku6205  2 роки тому +3

      Welcome to the channel my guy; hope you stick around

  • @HyperSora80
    @HyperSora80 2 роки тому +36

    The game teaches you early on how to combo though? Like, the only "mashing" I did was when I had two people with the same type of pin, like I had 2 party members both have shockwave pins that go with the same button, since then they combo off each other very easily. Or like, it's real easy to figure out that both ice spike pins and meteor drop pins go well together, the up and then down combo is very effective and beginner friendly.

    • @sonicsenryaku6205
      @sonicsenryaku6205  2 роки тому +5

      Right; the game tells you early on how to combo, but beyond getting groove and unleashing mash-up attacks, the game does't do the best job with incentivizing combo-based play, so ultimately, if you haven't acclimated yourself with the game's higher-level tech, your average player will just mash away and not think about becoming efficient at utilizing combos in battle. Think about it: if this game were truly to incentivize combos, wouldn't there be a combo counter (like in the scramble slam) that actually affected your rank like it does in your typically well-crafted hack and slash game? Wonder why the combo counter was programmed for the scramble slam yet the dev team never thought to make it a part of the grading system; that would have been a nice way to evolve it in the transition from OG TWEWY to NEO.
      But back to my point about the type of gameplay Neo incentivizes, if you eat enough food and equip powerful threads, all you have to do is mash away with whatever pin build you've designed and you'll clear away hordes of noise quickly; that's what a good number of players will find themselves rewarded for doing; I mean, that typically is the fastest way to clear out hordes, stylishplay be damned. That's not to say there's no strategy in making a build and abusing its benefits; I think it's a fine playstyle to strategize what weapons and armor you'd like to equip going into battle and then reaping the rewards of your ingenuity by seeing it all come together; that's kinda what makes battle styles like turn-based combat rewarding.
      Neo leaning into its RPG elements ain't a problem, but I do understand the argument that mashing away is perhaps too heavily rewarded under most circumstances and that the game doesn't push players to want to use all the combat options the game has to offer; I just don't agree that that's all that there is to the combat, as you and I can clearly see. There's an offensive and defensive layer to the action elements of this game and competency or mastery of those layers can produce gameplay like what you see in this video and what we'll be seeing in the future combo video being dropped on the channel real soon.

  • @keisync
    @keisync Рік тому +4

    watching this makes me wanna replay this game sometime soon, ive beaten both twewy games and im excited for the next game announcement. if there will ever be one

  • @KittyKatty999
    @KittyKatty999 Рік тому +6

    I used to be shit at this game a year ago. Playing it recently, it just *CLICKED* with me! Like someone Imprinted the words "Groove" and "Synergy" into my minds, to make me realize "Focus on maxmising Groove synergy"! :D
    Especially against a CERTAIN type of noise in the Endgame, being patient and strategic is extremely important!

    • @sonicsenryaku6205
      @sonicsenryaku6205  Місяць тому +1

      Yup; I've seen quite a few people neglect the importance of groove and pin synergy to the combat's flow state, and then wonder why the mechanics don't seem to be as fulfilling to them as it could be

  • @blackcanarygaming9930
    @blackcanarygaming9930 2 роки тому +7

    thanks for the demonstration!!

    • @sonicsenryaku6205
      @sonicsenryaku6205  2 роки тому +1

      Yea of course. Kinda wanna motivate players to try to play the game more technically since some players are under the impression that you only need to mash to win.......which they're not entirely wrong, but that misses the big picture of what combat can offer when you actually attempt to learn how to do cool shit. If I see people are enjoying these small snippets of stylish combat, I'll upload more with different pin combinations

    • @blackcanarygaming9930
      @blackcanarygaming9930 2 роки тому

      @@sonicsenryaku6205 do you know how to get more fp post game .. maybe i have to complete rhythm dive

    • @sonicsenryaku6205
      @sonicsenryaku6205  2 роки тому +1

      @@blackcanarygaming9930 Sorry; I've yet to reach postgame so I'm not sure how. I'd imagine completing the Rhyme dive along with the boss rush and might net you a few FP

    • @blackcanarygaming9930
      @blackcanarygaming9930 2 роки тому

      @@sonicsenryaku6205 okay thanks though

  • @Trashley652
    @Trashley652 Рік тому +8

    I feel like my gameplay was actually more thought out in the beginning, but then once I got to 5 or 6 characters, it became a lot mashier. I'm still trying to keep some kind of strategy though

    • @sonicsenryaku6205
      @sonicsenryaku6205  Рік тому +3

      Yea I can understand why that could happen. With 3 or 4 party members, you have less variables to manage and therefore probably think about the moves you're making more methodically. 5 to 6 members can feel a bit more mentally taxing and so it's easier to just mash because you have the extra fire power to get away with it

  • @EverlastingPursuit
    @EverlastingPursuit 2 роки тому +25

    That's backwards logic. Using your pins one at a time is slow. This game incentives going fast. The best way to do that from my experience would be using 4-5 pins at the same time and then using the last 1-2 pins to carry the combo. I'm end game with the black cat ensemble and I use this strat. While you took over a minute to defeat that noise, end game play would be 20 seconds or less. Your score is determined by how fast you defeat the noise and how much damage you take. For a scorpion noise, that fight took too long and you probably didn't get an S rank. True end game play would be strategically using multiple pins at the same time instead of focusing on chaining groove. Chaining groove is slower than actually spamming your strongest pins. Also if you think about it, almost all battles in the TWEWY Neo has the noise gathered in the center at the start of the fight. That makes it a lot easier to defeat most of them at the same time. The AOE pins are great for this. By using your pins one at time, you effectively split them up and defeat them one by one thus taking a long time.

    • @sonicsenryaku6205
      @sonicsenryaku6205  2 роки тому +20

      The point of the video wasn't to convince people that this style of play was the most efficient way to achieve high-ranks in battle; it was simply to demonstrate what gameplay can look like when you achieve competency with the offensive and defensive layers of the combat system and decide to get a little stylish with it. A good amount of players are so incentivized to mash thanks to being able to eat plenty of food or equip powerful threads, that they typically don't get to see this aspect of the combat. While I understand multi-wielding strats or using multiple pins all at once can net some major damage and clean up noise fairly quickly, that can also make the game devolve into: just mash these buttons and wait to hit these buttons to win." The black cat ensemble is busted as hell (intentionally of course), so it's not really the best example to use when trying to argue the efficiency of using multi-wielding strats. Black Cat ensemble is an outlier of a set and it will melt everything whether you were pressing multiple buttons at the same time or not. That being said, I do agree that knowing how to mash your pins in "the right way," can clean up battles fairly quickly.
      To sum up, I wasn't ever implying any kind of logic that resembled "most efficient way to play." However, being able to understand the offensive and defensive layers of the game and utilizing them creatively; that IS high-level play, which is what I hope was expressed by this video.

    • @sonicsenryaku6205
      @sonicsenryaku6205  2 роки тому +9

      I also failed to point out that the gameplay seen in this video uses a game file in which none of my party members have had any threads equipped on them nor have they ingested any food since the beginning of the game. This effects my damage output, making it take a little longer than usual to eliminate noise. Under any other circumstance, I could have eliminated those noises using my style of play a bit quicker if my damage output was buffed. That being said, damage output is greatly compensated by the power of the pins themselves, so i find myself being able to get star ranks without struggling too much most of the time

  • @Kevinilos
    @Kevinilos Рік тому +3

    I only mashed until the first scorpions appeared, then I knew I had to kite and think more 😹

    • @sonicsenryaku6205
      @sonicsenryaku6205  Рік тому

      Haha nice! I'm sure from that point, the game's combat options became more clear to you and as consequence, more enticing

  • @marinosbasiadakis585
    @marinosbasiadakis585 2 роки тому +8

    I m currently in 3rd week day 2 have exactly the same pin layout. Only change is I have yukimitsu(the fire jups pin) on rindo. 300 groove never hit easier

    • @sonicsenryaku6205
      @sonicsenryaku6205  2 роки тому

      Yea no joke. Once you get pins like conyxcony and sista subwoofer, you never wanna go back. The frenetic pace those pins bring to combat is invaluable

  • @ArukuSynthesis
    @ArukuSynthesis 9 місяців тому +1

    i bought the whole button set so i'm using the whole button set.

  • @rayfirewood
    @rayfirewood Рік тому +1

    I wish I could pull off high-level plays like you do

    • @sonicsenryaku6205
      @sonicsenryaku6205  Рік тому +1

      Once you understand the systems and tech, it becomes easier to play at a more proficient level. If anything, check out my “advanced tech, tips, and tricks” series if you want a better idea of how to use some of the game’s unexplained mechanics

  • @mike-ns6sw
    @mike-ns6sw 2 роки тому +5

    I recommend changing some pins for higher damage
    Finishing a 15 chain battle like this would take forever
    Try using a black hole pin instead of the one the shockwave shoka has
    It pairs really good with the the boomerang pin Frets got since it makes it so the noise don't get any knock back allowing every boomerang to hit and making it take massive amounts of damage
    Plus Because the black hole keeps them all together the boomerangs will hit all the noise instead of just 1

    • @sonicsenryaku6205
      @sonicsenryaku6205  2 роки тому +1

      You'd actually be surprised how quickly you can clean up noises just by comboing them the way I demonstrated in this video. No doubt there are other ways to optimize the speed of erasing noises, but for the most part I can still get a start rank by just stylishly comboing noises to death. In this vid, my damage output isn't as high because this was the file I used to do my "no food no threads" playthrough. I know bringing a deck to battle using blackhole and boomerang pins can maximize damage when you pair them with groove mashups, but you can still cleanly finish a 15 chain reduction battle with some good ole comboing

  • @micahdsutton
    @micahdsutton Рік тому +2

    Finished the game finally played exactly like this lol

    • @sonicsenryaku6205
      @sonicsenryaku6205  Рік тому

      Music to my ears; isn’t it more fun to play this way? To think about your moves and the hit states you’re inflicting on enemies to pull off neat interactions? Feels like a pretty rewarding way to play the game if you ask me

  • @Isaac-gh5ku
    @Isaac-gh5ku 4 дні тому

    I wonder if TWEWY is considered part of Kingdom Hearts canon.

  • @grant5864
    @grant5864 2 роки тому +4

    I feel you on the camera fucking you over lol. Beat the game a couple weeks ago and while I didn't get super into it (ie. didn't try too hard to collect pins, max stats, or get clothes) I felt like the combat kind of devolved the further along I got in the game. Every fight was just using the pins in the same order to build groove and the game didn't incentivize me to change anything up. So not really button mashing but it does feel just as automatic/brainless. I think the non-boss enemies could have had more interesting attack patterns (for this reason I found the boss fights wayyyy more interesting than regular combat) or they could have made the party size 5 at max and used the other button as a kind of parry move or something. I'm speaking as a total casual though but what are your thoughts on how or if the game should have spiced up combat?

    • @sonicsenryaku6205
      @sonicsenryaku6205  2 роки тому +1

      That's so funny that you suggested the 5 party limit with a parry button replacing the 6th member as I've often considered that as a solution to allowing natural parrying in the game as opposed to needing a pin for it. After working on my 2nd combo vid, I've come to realize the plethora of options a 5 man team can afford you, to the point where I kinda wish some of the buttons were assigned specific actions, but whatever. Now that I've unlocked the 6th member, I get around this desire of mine by just equipping a parry pin on one of my teammates along with rapid reboot threads so that the pin reboots quickly enough to feel like a natural parryq
      In terms of improving combat, really really, the camera is the biggest, BIGGEST issue. So much of your decision-making is affected because of what you can't see. As you get deeper into the game, mobs become more aggressive, and since the game doesn't have a smart camera or a way to control it, you're forced into needing to play a particular way to survive, which is to load up on crowd-controlling pins, and even then you still might struggle on higher difficulties. It's one thing if the game's enemy design doesn't incentivize alternative forms of play; see, at least in those cases, it doesn't feel as if you're being forced to play a certain way as a consequence of tedious design; it's just that you don't have to play better because the game isn't challenging you to. At the end of the day, the game still affords you the tools to play stylishly. I think it's more of an egregious game design to have uninspired battle mechanics in an action game over uninspired enemy design. Don't get me wrong, a great action game has both compelling battle mechanics and great enemy design, but if someone told me to choose which one I thought was more important, as much as these two design elements go hand in hand with each other, I'd have to choose combat mechanics, which I would say Neo has a decently robust systems for the kind of action rpg it's trying to be. In the example of Neo:, the multitude of pins and the speed of combat gives you enough tools to play like a badass. It's when you're dealing with wolf, raven, and bear noises littered across the stage that the lack of camera control breaks the game diversity. How am I supposed to control crowds if I can't see where the noise is coming from???? I don't get who in the design department thought it was a good idea to do this. Now I'm left with no choice but to use wire pins or other large AOE pins so that I'm not getting fucked by the utter mishandling of the hoard fights. It's pretty much the most efficient way to get through the game without tearing your hair out at higher difficulties. Since action games should be about freedom of expression, I find it an absolute sin whenever game design begins to interfere with the ease of that expression.
      I should make it clear that I think Neo has a solid combat system as I wouldn't be making videos for it if it didn't. That being said, here are some other things I think need addressing beyond the camera:
      Enemy balance- black wolves and green ravens are horribly designed and either need to be toned down or reworked. There should be no reason black wolves can howl so many times (off screen mind you) and unleash an attack that is almost impossible to evade with purposeful dodges.
      Revenge value: the way revenge value works on most noises interferes with the ability to feel rewarded for juggling enemies. If you're interested on my deeper thoughts on that, I get into that some more in an essay I plan to be releasing on the channel in the future
      More threads and/or social networks that provide action abilities/modifiers: the game was on the right track by providing players abilities through the social network like aerial recovery, additional I-frames for dodging; as well as ability-modifying threads like increased movement speed; but the game doesn't go far enough with it. I don't like how much end lag dodging has already so I would have liked if the social network also provided an ability that reduced dodgeroll end lag, or if parrying was a network ability rather than a pin. To pull it off, you would have to quickly move the control stick left, then right (in same way Jam players in guilty gear have to input parries). Maybe there could have been an ability to dodge upwards or a parry dodge maneuver. There was plenty of untapped potential here that could have elevated the combat from good to AMAZING.
      Improved lock on mechanic- .....
      let's face it, the lock-on can be shit sometimes. I'm not sure why the game didn't provide players the option for more precise targeting by pushing in the control stick then moving it around. If it was a button-mapping issue, that could have been the solution
      The option to map pins to any button- While the current design works for what it is, it could be more robust if pins could be equipped to any button. The only reason why I'm bringing up this sort-of minor complaint is because L2 pins (PS4 buttons) lack diversity. Mostly all of them are AOE type pins, which hampers the amount of cool things you can do once you have 6 members because the L2 button don't have the variety buttons like R1 or R2 have. Also, there are times I want to equip an ice pillar type pin and a kick type pin, but because both are assigned to R1, I can't. Multi-weilding them wouldn't solve the issue because the pins don't time well with each other. If it was possible to map the pins to buttons of your choosing, this wouldn't be an issue
      To wrap up; I dig this game, but boy do its problems grind my gears. I'm hoping more people tweet the developers about these issues in a respectful way; show them that there's passion for this game and that it could superb if these problems got fixed

    • @grant5864
      @grant5864 2 роки тому +1

      @@sonicsenryaku6205 Holy smokes, I wasn't expecting an essay as a response lol. I agree with you especially on the pin mapping. Aside from the combat issues, what did you think about the plot?

    • @sonicsenryaku6205
      @sonicsenryaku6205  2 роки тому +1

      @@grant5864 Haha I can get carried away sometimes (more like most of the time)
      My thoughts on the plot are as follows:
      Overall I think Neo is a solid entry in what I hope is an ever growing franchise of stories involving the common folk of Japan going up against the higher powers that be which govern the planes of existence. Neo felt like a story about the collective taking on impossible odds together and I appreciated how the narrative presented that theme within its last hours. The plot's central theme on how failing to take accountability in life prevents your world from expanding (and as a consequence, makes your world crumble in on you) is a great message in the same way the original's message about human communication was powerful. Neo doesn't spell out its message in the same way the original does and as such, I appreciate it for being a bit on the subtle side.
      I found the characterization in Neo to be stronger than the original (fully realizing the casts' personalities, their banter, their flaws, etc. ), however, I will say the original cast of characters had a weightier sense of drama behind their conflicts and the story maintained a stronger feeling of intrigue throughout its progressive plot over Neo. The original twewy is also better paced (even if it doesn have its slight share of pacing hiccups here; though it mostly affects the gameplay experience as opposed to hampering the storytelling)
      I liked learning about the way shinjuku run its reaper game compared to Shibuya, which kind of leads me into what I believe is the biggest flaw of Neo's storytelling: fleshing out what happened in Shinjuku and how it ties to the core motivationa and believes of the shinjuku cast members such as Tsugumi, Susukichi, Hishima, and Ayano; hell even Shiba to an extent. It feels as if the game had so much more it wanted to elaborate on with the plot threads and cast members related to shinjuku, yet the game just didn't have the time to fit all of it in. It's almost as if the writers crammed whatever they could into Neo, as if they didnt think they'd get the chance to make another game in this series (hmmmm), which ultimately affected some aspects of the plot's cohesion. A part of me wonders if the original idea for a twewy sequel was to base the plot mostly in shinjuku before something happened in the planning stages of the story and that idea was truncated.
      Favorite character in this game was easily Shoka. I empathized quite a bit with her throughout the game, realizing how conflicted she must have felt with needing to stay in line with her reaper group yet wanting to protect the city she had grown to love and the friend (Rindo) she found herself forging a deep connection with despite never meeting him. Having to make the decision to turn against people who were essentially her family to save the place she cares about, knowing what she would lose in the process was such a raw revelation that I couldn't help but love her character. The writing layers her personality with such dimensionality that she was easily one of the most enjoyable aspects of the story. I also definitely grew an affection for Rindo as the story went on and resonated with his growth throughout, Shoka's influence being a factor in his change into a better man by story's end. I'll delve more into Neo's successes and missteps in storytelling when I eventually drop my essay but overall, I found myself thinking i experienced a solid story by the end of it all. I would love to see a final mix of this game that addresses both the gameplay issues and its narrative gaps

  • @hirohogi2457
    @hirohogi2457 2 роки тому +3

    Yeah but sometimes with some build, you can obtain the same result by mashing. It requires a bit of theory crafting and knowledge of which pins will go before which (if you have 2 pins that require the charge on the same button which happened a lot for me). It is still in a way high level gameplay as you have to build a certain way to do it but from someone else's perspective it will just look like you are mashing.
    As I am not particularly skilled in video games, I prefered to go for theory crafting to get the same results. I just used how the game works to compensate for my lack of skill. That's why I can't particularly say that mashing is not high level gameplay, if there is some thought put into it to make it as efficient as possible then to me it is in a way the proof that you have reached high level gameplay.
    But of course, if you just play the game by just mashing mindlessly it's another story...

    • @sonicsenryaku6205
      @sonicsenryaku6205  2 роки тому

      Right, which is why in my title, I conscientiously distinguished between that type of mashing by describing it as blind (mashing, not really caring about taking damage or learning enemy attack patterns because you can get away with it). I mean, I personally think players can approach this game however they see fit; that being said, taking the time to understand how to meld offensive and defensive play; to understand the nuances of your pins' interactions, how your positioning affects the next step of your combo, how to utilize enemy targeting as a movement strategy and more; that's a high-level of play that will be missed out on whether you were mashing with purpose or not. Some of the smaller tricks I pull off here wouldn't be present if I relied on theory crafting alone.
      That being said, I agree with you on the fact that understanding pin synergy in conjunction with possessing an in-depth knowledge of the pros and cons of a particular build demonstrates a critical and constructive understanding of the game systems, and as such can be conducive to higher levels of play. I actually said something similar in another comment to someone else as I defended the notion that utilizing the RPG elements of the game with apt proficiency can be a justifiably rewarding way to play, so I'm right there with you on that. I made this video and titled it the way I did because certain criticisms of the game do not highlight the particular aspect of the game I put on display here or what I'll be showing off in a combo video I hope to have out by tomorrow.
      Neo provides players tools to be stylish within its boundaries and if people give themselves the chance to practice learning the game in that way, the can be rewarded with creative options they'll be able to indulge in

  • @JunBugzy
    @JunBugzy 11 місяців тому +1

    Definitely Valkyrie Profile Inspired mechanics

  • @agentclank8183
    @agentclank8183 Місяць тому

    Just got recommended this, as a prior comment says this game does have combo potential but doesn’t teach it the best. Mainly with mine bombs. If you don’t know how to combo with them then they feel like the worst pin type in the game. I’m trying to get more combos in my second play through compared to mashing. I still enjoyed playing my 1st time. I would be lying though if I said the game doesn’t slightly incentivize mashing more, due to it being easier and more consistent when it comes to “combos” based on the groove meter. Either way it’s a great game in my opinion. Trying to fully complete it for the second time. Just finished completing twewy on switch for the second time. Took me about 178 hours.

  • @zeprincelini
    @zeprincelini 2 роки тому +1

    Dope gameplay

    • @sonicsenryaku6205
      @sonicsenryaku6205  2 роки тому

      Thanks; appreciate the compliment and welcome to the channel. There are even better gameplay clips than the one in this video

    • @zeprincelini
      @zeprincelini 2 роки тому +1

      @@sonicsenryaku6205 no p, I'll check em out

  • @TahaBangash
    @TahaBangash Місяць тому +1

    How did u manage to like not take damage the entire time?! Litterly I always take dmdage without even knowing it. Especially mid combo i always take damage even when im trying to dodge

    • @sonicsenryaku6205
      @sonicsenryaku6205  Місяць тому +1

      A lot of it comes down to understanding the attack patterns of noises, the geometry of the battlefield, and effective crowd control. One of the things you'll notice me doing is lock-on switching whenever I notice an enemy about to attack so my attacks will home onto them before they have a chance to do damage.
      Another tactic I implement specifically in this vid is to use dynamite darts to float into the air so that I have better mobility and camera control. Speaking of which, whenever I'm attacking an enemy and I've lost sight of a large number of the enemy horde due to them going off camera, I dodge over the current enemy I'm attacking and position myself in a way that puts most of them in view; this ensures that I can see what attacks are coming my way so I'm not hit with a stray hitbox.
      All of this is to say that finding different ways to stay airborne such as attacking airborne enemies with abilities that force you into the air, help reduce the number of ways you can get hit. I also make sure to first, target enemies whose attacks would be the most difficult to see coming like the ravens, which makes regulating the rest of the hordes a lot easier. Also using powerful crowd controlling pins like trip wires and poltergeist binding attacks or using ice/gravity mashups help with neutralizing/immobilizing a large swath of threats.
      Overall, it's best to practice strategies that 1. Keep powerful crowd control pins in your deck to better neutralize dangerous threats; 2. Prioritize cumbersome noise types whose attacks can easily spread across the stage; 3. Farm for mashups that immobilize or aggregate noise into a centralize spot so as to better hit them all at once with your pins; 4. Lock-on switch to enemies preparing attacks to prevent them from getting a chance to either snipe you or make it easier for another noise to snipe you; and 5. dodge/position yourself around enemies once notice the camera isn't focused on the entire mob in way that you'd be able to see all or almost all targets
      Keep practicing this pattern of approach and it should become easier to navigate tough noise hordes without taking damage; the key here is practice and understanding. Hope this helps

    • @TahaBangash
      @TahaBangash Місяць тому +1

      @@sonicsenryaku6205 This helped a lot however i still have one question, what exactly is considered blindly mashing?

    • @sonicsenryaku6205
      @sonicsenryaku6205  Місяць тому +1

      @@TahaBangash In this game, it would be pressing all your pin buttons at the same time without any regard for groove harmony and pin effect synergy; no real care for locking on to targets and making conscious decisions on which ones to eliminate first or which group of noises to control. Players who just mash blindly typically don’t pay attention to where damage is coming from and do so in the hopes of nuking whatever group of enemies they’re targeting with the DPS derived from using all their pins at the same time.
      What some players don’t realize is that if your pin deck isn’t built to be compatible with blind mashing, they’re actually doing themselves a disservice in battle because they’re losing out on the ability to hit higher beat drop values and get powerful, crowd controlling mashups that can effectively clear enemy hordes. This kind of flawed play style is especially damaging in early game

  • @samuelforrest8726
    @samuelforrest8726 Рік тому

    Played the demo of this game. I thought it was neat but I forgot to buy it. Combat seems interesting.

  • @tking2199
    @tking2199 6 місяців тому +1

    The camera movement looks horrid. In the og Twewy the combat can feel mashy but 2d environment let's you pace how the combos flow to do some crazy wild flashy stuff, and there priorities that even with mashing you can't break through. 3d is more complex and that's why most heavy action 3d games don't nail it but i feel NEO had it they just didn't bother refining it. This could've been perfect but they left it, just bleh

  • @lemonboi5064
    @lemonboi5064 Рік тому

    But but that looks harrrrrrrrrrd (furiously mashes y)

  • @rogue1248
    @rogue1248 2 роки тому +2

    nah, im sticking to button mashing.

    • @sonicsenryaku6205
      @sonicsenryaku6205  2 роки тому +1

      Hey, that also works. Just wanted to demonstrate that there are multiple rewarding ways to approach combat

  • @xackredwolfcreator4984
    @xackredwolfcreator4984 Місяць тому

    What system is this for

  • @animenerd453
    @animenerd453 2 місяці тому

    Nabari, Paris, trill, sav, AM

  • @hbk5585
    @hbk5585 Рік тому +1

    the demo made this game look mad boring but u made me actually wan download it 🙏🏽

    • @sonicsenryaku6205
      @sonicsenryaku6205  Рік тому

      Oh nice! I recommend you check out some of my other vids if you don't mind a bit of spoilers before making a final verdict. There's a lot of interesting tech the game provides; that being said, if this is the kind of gameplay loop you feel you'll get bored with fairly quickly, then I'd refrain from getting it

  • @jimmywho_dis8448
    @jimmywho_dis8448 5 місяців тому

    this is nothing compared to prince of persia 2 DOS

  • @alexmorpheus6762
    @alexmorpheus6762 10 місяців тому +1

    I prefer the NDS version

    • @sonicsenryaku6205
      @sonicsenryaku6205  10 місяців тому +2

      By “NDS version” are you referring to the first game in the duology that released on the Nintendo DS? Just asking because I’ve bumped into a case where someone didn’t realize that the game in this video is the sequel to the Nintendo DS title, not a version

    • @alexmorpheus6762
      @alexmorpheus6762 10 місяців тому

      @@sonicsenryaku6205 I didn't play the Neo TWEWY, only the TWEWY on NDS.

  • @thaxann78
    @thaxann78 2 роки тому +1

    Wait isn't that how you're basically supposed to play the game? XD

    • @sonicsenryaku6205
      @sonicsenryaku6205  2 роки тому +1

      Lol, well if your comment implies that you're supposed to play the game by thinking about your actions, attacking with purpose, gauging your positioning, and utilizing effective combo links as opposed to mashing; then yes, this is basically how you're supposed to play the game. Although creating inspired pin builds, then going to town on noises hordes by just mashing and letting the pin build do the work for you is also an option the game gives players the affordance to choose. Either option is viable, but i find the former playstyle to have more immediate gratification and opens up combat in a more exciting way. The combo vids on my channel like the most recent one i uploaded do a great job of showing the peak of combat in this game

    • @thaxann78
      @thaxann78 2 роки тому +1

      @@sonicsenryaku6205 Well I'm usually more of the mashing type of person. But in NEO it just seemed like the natural way to evolve playing the game XD

    • @sonicsenryaku6205
      @sonicsenryaku6205  2 роки тому +1

      @@thaxann78 Agreed; but at the time i was uploading this video, a majority of people were just playing it as a button-masher,and that's an absolutely fine way to play the game, but i wasn't seeing people give enough credit to the combat for also rewarding style and precision

    • @thaxann78
      @thaxann78 2 роки тому

      @@sonicsenryaku6205 Oh okay! Makes sense, thanks for making this vid then! And thank god you use the Jap Dub XD As a french, it's becoming frustrating to hear the english voices all the time XD

  • @phantom-X2086
    @phantom-X2086 2 роки тому +1

    When people say "mash to win," they don't look at combat the way I see it. The way I see combat in a game, I try to make the best out of it, I start seeing games like Devil May Cry if there's potential. I'm not insulting people who say that though, I'm just saying they don't look deep into a combat system and learn the mechanics in a way to come up with strategies or cool combos.

    • @sonicsenryaku6205
      @sonicsenryaku6205  2 роки тому +1

      I agree. I understand that you can mash your way through this game, but when people make reductionist arguments like, "there's nothing to the combat but mashing," that's when I start raising eyebrows. In general, I find that argument for most action-based games to be weak because it doesn't really say anything about the combat and what could be wrong with it. To move the conversation to a different genre real quick, that's like saying "all mario games are hold right and press the jump button to win." Obviously there's more to the game beyond the general function of buttons, but summarizing Mario as such undermine the ingenuity in the design found in those platforming titles. When I evaluate whether or not a game's combat engaging, I scrutinize it based on its systems, mostly on its system cohesion and responsiveness of actions, which i think is the best way to have discussions about combat systems. For example, despite liking what KH3 had to offer in terms of combat, I still prefer KH2's mostly because it has superior system cohesion and combat utility. KH3 is superior when it comes to flexibility and dynamism in combo expression due to keyblade switching and superior movement options, allowing for flashier, higher degree combos. However, because its other systems such as links, attraction flow, and even magic to some extent, is lacking mechanical unity, it feels a bit awkward to switch between those options rather than them being seamless like it was in Kh2. Either way, like you said, having a more informed opinion on a game's combat requires that you're willing to explore what its systems have to offer instead of just writing them off over a superficial/short-sighted first impression.

    • @phantom-X2086
      @phantom-X2086 2 роки тому +1

      @@sonicsenryaku6205 That's what I'm saying, I do the same with the Spider-Man games, you can easily just beat mobs and bosses in a regular way or how it can be "intended," but I try to be stylish in the combat and web swinging. Also when it comes to Kingdom Hearts 3, my favorite game by the way, when I hear people say it's mash to win or it's repetitive, I also raise eyebrows. It's completely undermining the detail in the combat, each keyblade has different mechanics and combos to an extent that can help with stylish combos or strategies. Item canceling also completely breaks the game too, allowing for even MORE options. Like I understand that not everyone pays attention to detail in gameplay, but like saying a game is "mash to win" just undermines how intricate and engaging combat can be. Since I'm trying to go into game design, I look at gameplay differently too.

    • @sonicsenryaku6205
      @sonicsenryaku6205  2 роки тому +1

      @@phantom-X2086 The thing about criticizing games in that kind of reductionist fashion is that you can boil down almost any game into some trite, superficial, one sentence statement. As i said, the true critique comes when one is able to explain why a game's mechanics don't provide an interesting gameplay loop or why the game communicates or utilizes its systems poorly. That being said, I'm all for working with what a game gives me, but I also think those systems should have some inherent quality to them otherwise it'll feel frustrating trying to push them. Being stylish in a video game is fun because the systems already put in place are interesting and varied. There's only so far you can push a game with rigid design, you know? Even a game like Sonic '06 can be played competently, expertly even. The big question is: how fun is it to actually push that game?? Funnily enough, there are people who find playing that game to be enjoyable, bugs and all; to which I understand...the levels aren't shit; the game is just unfinished......still; a game with poor handling and poor programming is just no fun to me; I'd have an extremely frustrating time working with (which I did when I played the game). Kudos to those who can; it doesn't logically compute and I don't think it justifies defending a broken game, but in some way, I kind of get it

    • @phantom-X2086
      @phantom-X2086 2 роки тому +1

      @@sonicsenryaku6205 I'm one of those people who liked Sonic 06, cause despite the broken and unfinished levels, there is potential in the gameplay and that's why I liked it. I'm one of those people who like to bring out the best of a game. I do understand if people can't get into it, cause the game is unfinished and broken.

    • @sonicsenryaku6205
      @sonicsenryaku6205  2 роки тому +1

      @@phantom-X2086 No doubt, I mean that's why project '06 exists; because there's actually good design in Sonic '06 despite the fact the game's broken. I can't wait for project '06 to get further along so I can play it: a sonic '06 with all the greatness in tact and none of the bullshit; sign me up

  • @pepesilvia3827
    @pepesilvia3827 6 місяців тому

    Welp this mess has put me off entirely

  • @RandomVids0987
    @RandomVids0987 Рік тому

    Took you a very long time to get to 300% tbh.
    If you need tips I could help you do that every match right away. 😂

    • @sonicsenryaku6205
      @sonicsenryaku6205  Рік тому

      For sure; but do you think that was my focus when I uploaded this vid? Or are you just simply pointing out that I took a while to get to 300%? If so, are you highlighting that as a flaw in my gameplay due to a lack of skill?