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The World Ends with You

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The World Ends with You
North American boxart. Clockwise from top: Beat, Rhyme, Shiki, Neku, and Joshua.
Developer(s)Square Enix, Jupiter
Publisher(s)Square Enix
Designer(s)Tatsuya Kando (game director)
Tomohiro Hasegawa (co-director)
Takeshi Arakawa (planning director)
Tetsuya Nomura (character designer)
Gen Kobyasahi (character designer)
Platform(s)Nintendo DS
Genre(s)Action role-playing
Mode(s)Single player

The World Ends with You, abbreviated as TWEWY, and known in Japan as It's a Wonderful World (すばらしきこのせかい, Subarashiki Kono Sekai, literally "This Wonderful World"), is an action role-playing game for the Nintendo DS handheld video game console. Developed by Square Enix's Kingdom Hearts team and Jupiter, the game features a distinctive art style inspired by the aesthetics of Shibuya shopping district and youth culture. The game was released in Japan in July 2007 and in North America, Europe, and Australia in April 2008.

The game is set within the "modern world" of Shibuya, Tokyo as Neku Sakuraba awakes to find himself in a struggle for his existence within a mysterious game constructed by a group known as the Reapers. Within a seven day time limit, Neku must complete missions assigned to him along with an eclectic group of people playing the Reaper's game. The game's "Stride Cross Battle System" utilizes several features of the Nintendo DS, including combat that takes place on both screens, and a series of "psych pins" that enable various forms of attack by certain motions on the touchscreen or by shouting into the microphone.

The game received very positive reviews that praised the game's integration of story with the Shibuya setting, and the unique battle system for the game.

Plot

Setting

The World Ends With You's story is based on the "Reapers' Game" (死神のゲーム, Shinigami no Gēmu). The Game itself is a continual week-long contest for the enjoyment of the Reapers. A Composer and a Conductor design the overall Game, while each week, a new Gamemaster (GM) is chosen to create missions for each day of the week; other Reapers monitor the game, and "erase" any Player that fails. Players, who are people who have recently died in real life (the Real Ground, or RG), are brought into the Game and are offered a second chance at life if they win. However, to enter the Game, each Player must sacrifice their most prized possession. The Game is played in an alternate dimension known as the Underground (UG) across the Shibuya shopping district of Tokyo, Japan. Players are invisible to the people in the RG, though they can read and at times influence their thoughts. Players are required to sync up with another Player, and those that fail to have a partner are also erased by the Reapers. The UG is also home to creatures known as "Noise" that are created from the negative feelings of living persons, and Players are often required to defeat them in order to progress in the Game. Missions are given to the Players via cellphone and their hand is imprinted with a countdown indicating the time left in the mission. After one day's mission is complete, remaining Players are brought to the next day, with no conscious recollection of any events in between.

Characters

The game's story is focused on Neku Sakuraba (桜庭 音操, Sakuraba Neku), an anti-social teenage boy as he plays the Reaper's Game over the course of three weeks. During that time, he is paired with other teenagers including Shiki Misaki (美咲 四季, Misaki Shiki), Yoshiya Kiryū (桐生 義弥, Kiryū Yoshiya) (Joshua for short), and Daisukenojō Bitō (尾藤 大輔之丞, Bitō Daisukenojō) (Beat for short) in order to beat the challenges put forth by the Reapers that run the game.

Story

The game's story covers three weeks which Neku spends playing the Reaper's Game. Neku wakes up in the UG version of Shibuya, lacking any memories as to how he got there. He finds himself quickly paired up with Shiki in order to stay in the Game, and learns more of the game from Shiki and Mr. Hanekoma. The two are able to win the Game, but only Shiki is given the opportunity to return to life. She promises Neku to meet him at the Hachikō statue once he wins the Game again.

During the next week, Neku finds himself partnered with Joshua, who seems more intent on working with Mr. Hanekoma to find the fabled "Shibuya River" than playing the game. Joshua eventually reveals that he is a living person, still in the RG but can see the UG with his preternatural abilities. The week's Gamemaster, Sho Minamimoto, goes rogue, summoning forth Taboo Noise that attack both Players and Reapers alike, and on the final day of the week, the Game's Conductor, Megumi Kitaniji, instructs Neku and Joshua to defeat Minamimoto. They are successful, but as he is beaten, Minamimoto activates a bomb that will erase them all. Joshua sacrifices himself and pushes Neku out of the blast radius. Neku is informed that the game is null and void due to Joshua's presence, and that Neku must play the Game again.

In the third week, Neku finds that he is the only Player in the game, his need for a partner taken as the entry fee. Beat, a Player Neku met during the first week that had become a Reaper after his partner and little sister, Rhyme, was erased, saves Neku from erasure by making a pact with him, but at a cost; he must recover the Noise form of Rhyme from the week's Gamemaster Mitsuki Konishi within six days or be erased. Neku and Beat search Shibuya for Konishi but are unable to find her, though they discover that both living persons in the RG and Reapers wear red pins that cause them to become slave to the same harmonious thoughts. With no other options, the two enter the Shibuya River, finding that Konishi was hiding in their shadows, and are able to defeat her. They venture further into the River, and encounter and defeat Kitaniji. Beat asks Kitaniji where the Composer is, such that Beat can defeat him and become the Composer himself in order to restore Rhyme, but Kitaniji admits he does not know.

Joshua appears and reveals himself to be the Composer. He explains that a month ago, he challenged Kitaniji to change the people of Shibuya into something different, or else it would be erased; Kitaniji attempted to harmonize the population with the red pins to do so. As the Composer could not interact directly with the UG, Joshua chose Neku as his proxy. Neku's full memory of his moment of death is revealed: Joshua shot Neku at point blank range after Minamimoto unsuccessfully attempted to stop Joshua from doing so. Joshua offers Neku a gun, telling him he can now choose to defeat the Composer and take over that position, or otherwise Joshua will shoot him down and erase Shiyuba as promised. Neku is too conflicted to even hold up his gun and is shot down by Joshua. Neku awakens to find himself lying in the middle of the scramble crossing just like before. Confused, Neku screams into the sky.

The game's credits show scenes seven days later. Neku meets Beat, Rhyme, and Shiki (in her real body) by the statue of Hachikō. Secret reports that can be obtained by completing additional missions after beating the game reveal that Joshua, after seeing the change in personality of Neku over the weeks of playing the game, decided to spare Shibuya, now believing the city to be ideal.

Gameplay

The World Ends With You uses common elements of console role-playing games but includes many additional features. The game is broken down into three chapters and one bonus chapter, following the three weeks that Neku is involved in the Reaper's Game, which each chapter further divided down by each day of the week. The player controls Neku and his partner as they explore Shibuya to complete each day's mission. Though most missions require Neku and his partner to complete within a certain time, this timer is not correlated to the passage of time for the player.

Shibuya is divided into several districts, and some districts may be inaccessible on certain days, or may be blocked by a wall that can only be removed by meeting the request of a nearby Reaper, such as killing a number of Noise or obtaining a certain pin. Neku has the ability to scan the area by activating a special pin. This scan will reveal the thoughts of the non-player characters in the Real Ground, which may help to progress the plot at times. Alternatively, the scan may provide a meme, a word or phrase that Neku can then use to implant into the thoughts of others, such as reminding a mechanic to collect a new fuse from a store. The scan will also reveal random Noise that drift about the area, or in some cases, floating around a specific character. The player can initiate combat by selecting from one to four Noise while scanning in order to start battle; selecting more than one Noise to fight initiates a chain battle, where each consecutive Noise becomes tougher, but also leads to better rewards if won. In some cases, the Noise may attack Neku if the scan is initiated. The player can alter the benefits earned from battle by changing both the difficulty of the Noise and the amount of hit points Neku and his partner have going into battle through the game's menus.

Each district has fashion trends that affect gameplay. By wearing pins or clothing from the more popular brands in that district, the effects of the items will be improved; alternatively, the least popular fashions will have diminished effects. However, the player can alter the fashion trends of the district by wearing less popular fashions into repeated battles. Players can enter selected shops to buy new pins and clothes, as well as food items that are gradually consumed during battles to improve the characters' basic stats. A mini-game called "Tin Pin Slammer" is similar to marbles, with each player attempting to use their pins to knock the other player's pins off the gameboard.

Pins

The World Ends with You features the use of pins that are used for combat as described below, for "Tin Pin Slammer", or as items to be traded in for money or equipment. Most pins, particularly those used in combat, can become more powerful as the player accumulates "Pin Points" (PP), which can also lead to evolution of the pins into more potent versions. Pin Points are most commonly earned through battle, but two other methods exist for earning such points. One type is earned for shutting down the DS and then restarting some time later, giving the player credit for up to seven days of inactivity with the game. The other type is earned through "Mingle Mode" which uses the wireless features of the DS. By playing others one-on-one in Tin Pin Slammer or mingling with another player playing The World Ends with You, or even communicating with another DS playing any other wireless-compatible game or random wireless noise, the player is credited with Pin Points. Each of these methods of acquiring Pin Points influences the evolution of pins within the game.

Combat

Neku and Shiki fighting Noise.

The game's combat system is called the "Stride Cross Battle System". The combat takes place across both screens on the DS, with Neku on the bottom touchscreen and his current partner on the top; the two characters battle the same enemies simultaneously. The player controls Neku by using touchscreen actions based on the currently equipped pins. These actions may include slashing across an enemy, tapping the screen rapidly to fire bullets, or holding down on an enemy to inflict damage. Other pins need to be touched to active them, such as for health restoration. Each pin has a limited number of uses before it must "reboot", during which time those actions produce no result. Neku can only be equipped with a maximum of three pins at the game's start; this can eventually be upgraded to six.

Neku's partner on the top screen can optionally be controlled by the player, though the player can opt to have this character controlled by the game. Each of Neku's partners has a slightly different approach, but in general, attacks are made by completing a sequence of card-based games. For example, Neku's first partner, Shiki, requires that face-down cards be correctly identified. To select a card, the player uses the directional pad or face buttons to navigate through a pathway to select the card to be used; if the card is correct, the partner will make earn a star. When enough stars are earned, a special pin appears on the touchscreen side allowing for a combination attack of both Neku and his partner to be unleashed; each series of stars can build up this attack further if it is not used. The player can also help the partner character dodge attacks.

Neku and his partner are in sync during battle; they share the same pool of hit points so that even if one character does not take any damage, the pair can fail in battle if the other takes too much. A green "light puck" will pass between the characters during battle; when the character has this puck, their damage is increased. The movement of the light puck is determined by the "sync ratio" between Neku and his partner, with the puck staying longer with one character with higher ratios, and equipment that causes the puck to move faster or slower between characters.

Development

The game was developed by the same team which created the Kingdom Hearts series, with input from Jupiter, the company that developed Kingdom Hearts: Chain of Memories. The development of the game started two and a half years before its Japanese release, during the development of Kingdom Hearts II and the end of development of Kingdom Hearts: Chain of Memories.Cite error: A <ref> tag is missing the closing </ref> (see the help page). The creative team, consisting of Tatsuya Kando (Director), Tomohiro Hasegawa (Co-Director), Takeshi Arakawa (Planning Director), and Tetsuya Nomura (character design), were able to experience the DS during the "Touch DS" event in November 2004.[1] From this experience, they had envisioned a version of Chain of Memories in which the card game aspects would be present on the bottom screen and an action role-playing game on the top. As they continued to work on the game, they came to realize they wanted to use the touchscreen more, as to make it "a game that can only be played on the DS".[1] However, they also encountered the problem that by focusing heavily on the touchscreen, the top screen would be ignored. From this, the idea of the dual screen battle system arose.[1]

Much of the game's sets are modeled after the real Shibuya. The scramble crossing near the 109 department store (far left above) is predominately featured in the game and can be seen in the background of the game's cover.

In addition to creating unique gameplay, the team wanted to build the game around a real location.[1] Initially, they had planned to use the entire world as the setting, then started to settle on specific cities. Kando selected Shibuya as the main setting within the first year of development, leading the team to make sure the city was represented accurately within the game,[1] even going out on "location hunts" including onto rooftops without permission to get pictures.[2] The layout of Shibuya was duplicated for the game, retaining the real-world landmarks while rebranding the names of stores and buildings for copyright reasons; for example, the 109 Building was renamed to the "104 Building", while one of the busiest Starbucks, adjacent to the scramble crossing, was renamed to "Outback Cafe".[3][4][5] When first approached with the task of creating the art for the game, Background Art Director Takayuki Ohdachi thought the setting would be too boring, and opted to use highly skewed and angular images of Shibuya to avoid this, a style the rest of the creative team found to fit the game quite well.[2]

The selection of Shibuya led to the incorporation of much of the game's other features, including food, clothing, and cellphone usage.[3] The team initially thought of the idea of using graffiti as the source of the player's power in the game but had difficulty in figuring how to represent it; this led to the creating the the psych pins used in the game.[2] Artwork for the pins, a mix of pop art and tribal designs, were also drawn by Ohdachi.[2]

The team knew that for the story, they wanted to "throw the player right in the action, with things he had to do without explanation", in addition to creating a sense of urgency and mystery for the player.[2] They developed an initial draft of the game's plot and gave it to Script Writer Sachie Hirano and Scenario Event Planer Yukari Ishida to expand on. The returned version was very close to the initial vision for the game's story.[2]

Character designs were handled by Tetsuya Nomura and Gen Kobayashi.[3] In an interview, Nomura stated that the character designs are made to match with the real-world Tokyo setting, after which their outfits are designed based on the character's personality.[6] Kobayashi was also in charge of designing the game's non-player characters (NPC) and he noted how most NPC designs made it to the final product.[7]

Hasegawa was responsible for coming up with the designs for the Noise creatures, and wanted to have them recognizable as creatures before they decay into skeletons.[2] In keeping with the theme of human emotion in the game, Hasegawa selected creatures that conveyed such feelings, such as wolves and crows.[2] Represention of the Noise in the game required drawing the 2D sprites from several angles to match the action on screen.[2]

The Japanese title, literally translated as It's a Wonderful World, was not used internationally due to copyright issues.[8][9] Instead, the game was released in North America and Europe under the name The World Ends with You, from a line by Mr. Hanekoma in the game. The Square Enix localization team, while translating most of the dialog and interface items into English and other European languages, preserved many Japanese elements to avoid losing the culture of the game.[9] They were also limited by the size of the dialog balloons used within game, and took several steps to avoid losing the meaning of the story within the game.[9]

The game was officially announced on September 13, 2006 by Square Enix,[10] and premiered at the 2006 Tokyo Game Show two weeks later.[11] On December 5, 2007, Square Enix announced that the game would be released for Europe and Australia in April 2008,[12] while a similar announcement was made for a North American release on December 17, 2007.[13]

Soundtrack

The music in the game is composed and produced by Takeharu Ishimoto. It includes a large variety of music with an influence of hip hop and electronica. The main theme of the game is "Lullaby For You" by Japanese pop artist, Jyongri. Various vocal artists featured in the game include:

  • Sawa
  • Makiko Noda
  • Leah
  • Ayuko Tanaka
  • Mai Matsuda
  • Wakako
  • Hanaeryca
  • Cameron Strother
  • Andy Kinlay
  • Nulie Nurly
  • Londeil "Taz" Hicks

The official soundtrack of the game, It's a Wonderful World Original Soundtrack (すばらしきこのせかい ORIGINAL SOUNDTRACK, Subarashiki Kono Sekai ORIGINAL SOUNDTRACK) was released in Japan on August 22, 2007 and is on sale in the English-language iTunes Store. A physical CD format of the soundtrack is available for purchase on the Square Enix North American E-Store for the price of 16.99 USD. The soundtrack, however, does not include four tracks unique to localizations outside Japan, due to the CDs sold in North America being imports of the Japanese CD.

However, Square Enix will be releasing It's a Wonderful World + The World Ends with You (すばらしきこのせかい + The World Ends with You, Subarashiki Kono Sekai + The World Ends with You), an arranged version of the soundtrack on July 30, 2008. This release will contain tracks from both the Japanese and the North American/PAL version of the game.[14]

It's a Wonderful World Original Soundtrack
No.TitleLength
1."It's So Wonderful"1:39
2."Twister" (vocal by Sawa)1:17
3."Underground" (vocal by Nulie Nurly)0:50
4."Long Dream" (vocal by Makiko Noda)3:12
5."Calling" (vocal by Leah)3:25
6."Despair"0:27
7."Hybrid" (vocal by Sawa)3:04
8."Fighting For Freedom"2:06
9."オーパーツ" ("Ooparts"; vocal by Ayuko Tanaka and Mai Matsuda)3:34
10."Forebode"0:28
11."Give Me All Your Love" (vocal by Wakako)4:21
12."サムデイ" ("Someday"; vocal by Sawa)3:40
13."Satisfy" (vocal by Ayuko Tanaka)4:01
14."Someday" (vocal by Hanaeryca)3:39
15."ツイスター" ("Twister"; vocal by Mai Matsuda)3:38
16."Let's Get Together"0:17
17."Slash and Slash" (renamed "Slam Brothers" in the international game release)1:03
18."Amnesia"0:49
19."Rush Hour"0:34
20."imprinting"1:07
21."オワリハジマリ" ("Owari-Hajimari," Japanese for "Ending-Beginning"; vocal by Cameron Strother)2:17
22."psychedelic"2:24
23."Game Over" (vocal by Andy Kinlay)2:50
24."Dancer In The Street"0:34
25."ハイブリッド" ("Hybrid"; vocal by Nulie Nurly)3:05
26."Detonation" (vocal by Londeil "Taz" Hicks)0:33
27."Black Market"0:33
28."Junk Garage"1:27
29."It Is Fashionable"0:34
30."Noisy Noise"2:14
31."Economical Shoppers"0:28
32."Shibuya"2:08
33."Make or Break" (vocal by Hanaeryca)4:08
34."Twister-Remix" (vocal by Mai Matsuda)4:32
35."Emptiness and" (unnamed bonus track; the name is taken from the game)3:03
36."Twister-Gang-Mix" (bonus track on the English-language iTunes Music Store release)3:31

Promotion

A special "Wonderful World" edition of the silver DS Lite was created and sold as a bundle with the game as part of its Japanese release.[15]

Manga

The World Ends with You was adapted into a two-chapter one-shot manga by Shiro Amano. The manga ran in two issues of Monthly Shōnen Gangan. In North America, the manga has been released online via the Square Enix Members website.

Reception

Overall, The World Ends With You has enjoyed critical acclaim. Many critics praised the departure from other popular titles such as Square Enix's Final Fantasy and Kingdom Hearts series.[4][21] Both the graphical presentation and the soundtrack were very well received.[4][18][17] The Cross Stride Battle System received some complaints, with reviewers stating that initially the system is too complex for the new player.[16] However, the system was also well appreciated for both being a unique approach to combat, as well as for having the ability to alter the difficulty of the system within the game.[16][18] Despite this, Eurogamer's review felt the "sink or swim" reliance on learning the complex battle system to be significant stumbling block for the game.[17] Reviews also commented that, initially, the character designs were too similar to previous Square Enix titles and may be off-putting to some.[18][16] 1UP's review commented that the game is much more than the sum of its parts: "By all rights, The World Ends With You should be an annoying disaster, a bundle of tired gimmicks and trite clichés. Yet somehow all the things that should be unbearable fall into place and create a game that's far more unique, interesting, and addictive than it has any right to be."[16]

Game Informer named the game its Handheld Game of the Month award for May 2008. IGN gave The World Ends With You its Editors Choice Award, and named it the DS Game of the Month for April.[21]

Sales

In Japan, the game premiered as the second-best selling DS title during the week of July 27, 2007.[22] The game sold 81,000 copies during its first week, and to date, approximately 210,000 copies have been sold.[23]

The World Ends With You sold 43,000 copies during April 2008 in North America.[24] These sales were better than expected; the first shipment of the game sold out mid-May[25] and a second shipping was made in mid-June, 2008.[26] The game was the top selling DS title the week of its release[27] and again two weeks later.[28] To date, the game has sold 180,000 copies in North America.[29]

References

  1. ^ a b c d e "Creator's Roundtable, Episode 1". Square Enix. 2007. Retrieved 2008-06-18.
  2. ^ a b c d e f g h i "Creator's Roundtable, Episode 1". Square Enix. 2007. Retrieved 2008-06-18.
  3. ^ a b c Kolan, Patrick (2008-02-12). "The World Ends With You – A Square Enix Fable". IGN. Retrieved 2008-06-18]]. {{cite web}}: Check date values in: |accessdate= and |date= (help)
  4. ^ a b c d Bozon (2008-04-16). "The World Ends With You". IGN. Retrieved 2008-06-19. {{cite web}}: Check date values in: |date= (help)
  5. ^ Spenser (2008-03-15). "The World Ends With You versus actual Shibuya". Siliconera. Retrieved 2008-06-19. {{cite web}}: Check date values in: |date= (help)
  6. ^ DeviantArt staff (2008). "Character Design". deviantart.com. Retrieved 2008-04-23.
  7. ^ DeviantArt staff (2008). "NPC Design". deviantart.com. Retrieved 2008-04-23.
  8. ^ Rogers, Tim (2007-05-31). "This Week in Japan". Next Generation. Retrieved 2007-06-20. …a Square-Enix representative at the Square-Enix Party event a few weeks back specifically told us not to officially refer to the game as 'It's a Wonderful World', as that name is already copyrighted and will not be used in America… {{cite web}}: Check date values in: |date= (help); Italic or bold markup not allowed in: |publisher= (help)
  9. ^ a b c McCarthy, Dave (2008-04-17). "Breaking the Language Barrier". IGN. Retrieved 2008-06-18. {{cite web}}: Check date values in: |date= (help)
  10. ^ Gantayat, Anoop (2006-09-13). "It's a Wonderful World". IGN. Retrieved 2008-06-18. {{cite web}}: Check date values in: |date= (help)
  11. ^ Nix (2006-09-22). "TGS 2006: It's A Wonderful World". IGN. Retrieved 2008-06-18. {{cite web}}: Check date values in: |date= (help)
  12. ^ Hatfield, Daemon (2007-12-05). "It's a Wonderful World Ends with You". IGN. Retrieved 2008-06-18. {{cite web}}: Check date values in: |date= (help)
  13. ^ Geddes, Ryan (2007-12-17). "'World Ends With You' Confirmed For U.S." IGN. Retrieved 2008-06-18. {{cite web}}: Check date values in: |date= (help)
  14. ^ "すばらしきこのせかい + The World Ends With You". Square Enix Music. {{cite web}}: Italic or bold markup not allowed in: |publisher= (help); Unknown parameter |accessmonthday= ignored (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  15. ^ Ashcroft, Brian (2007-06-01). "It's A Wonderful World DS Lite". Kotaku. Retrieved 2008-06-19. {{cite web}}: Check date values in: |date= (help)
  16. ^ a b c d e Parish, Jeremy (2008-04-17). "Reviews: The World Ends With You". 1UP. Retrieved 2008-06-19. {{cite web}}: Check date values in: |date= (help)
  17. ^ a b c Whitehead, Dan (2008-04-24). "The World Ends With You". Eurogamer. Retrieved 2008-06-19. {{cite web}}: Check date values in: |date= (help)
  18. ^ a b c d Ramsay, Randolph (2008-04-22). "The World Ends With You DS Review". Gamespot. Retrieved 2008-06-19. {{cite web}}: Check date values in: |date= (help)
  19. ^ Gus Mastrapa (2008-04-25). "G4 - X-Play - Reviews - The World Ends With You". X-Play. {{cite web}}: Italic or bold markup not allowed in: |publisher= (help); Unknown parameter |accessmonthday= ignored (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  20. ^ "2007's Famitsu Scores Archive". Famitsu Scores Archive. {{cite web}}: Unknown parameter |accessmonthday= ignored (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  21. ^ a b Hatfield, Daemon (2008-04-30). "IGN: Game of the Month: April 2008". IGN. Retrieved 2008-06-19. {{cite web}}: Check date values in: |date= (help)
  22. ^ Cowan, Danny (2007-07-27). "Saling The World: Guitar Hero Encore Tops Charts in U.S. and UK". Retrieved 2008-06-18. {{cite web}}: Check date values in: |date= (help)
  23. ^ "Its a Wonderful World (DS)". VGChartz. Retrieved 2008-06-18.
  24. ^ Red, Carmine (2008-05-27). "April NPD: Nintendo Unfazed By Competition". Nintendo World Report. Retrieved 2008-06-18. {{cite web}}: Check date values in: |date= (help)
  25. ^ Cowan, Danny (2008-05-15). "Saling The World: GTA IV, Mario Kart Lead US, Luminous Arc 2 Tops Japan". Gamasutra. Retrieved 2008-06-18. {{cite web}}: Check date values in: |date= (help)
  26. ^ Miller, Ross (2008-06-03). "The World Ends With You: new shipment coming mid-June". Joystiq. Retrieved 2008-06-18. {{cite web}}: Check date values in: |date= (help)
  27. ^ Cowan, Danny (2008-04-24). "Saling The World: The World Ends With You, Persona 3 FES Top Sales in U.S. Debut Week". Gamasutra. Retrieved 2008-06-18. {{cite web}}: Check date values in: |date= (help)
  28. ^ Cowan, Danny (2008-05-08). "Saling The World: GTAIV Repeats U.S. and UK Sales Victory". Gamasutra. Retrieved 2008-06-18. {{cite web}}: Check date values in: |date= (help)
  29. ^ "The World Ends With You (DS)". VGChartz. Retrieved 2008-06-18.