Why Is This Game So Annoying?

Annoying By Design

The World Ends With You is a game that fights you. The combat demands you control two characters simultaneously on two screens — one with the touchscreen, one with the D-pad. The pin system requires you to input specific gestures to activate attacks: swipe, tap, slash, press and hold. The story opens with an unlikable protagonist who tells everyone to leave him alone. The soundtrack is J-pop and electronica that either clicks with you or makes you reach for the volume button.

It’s annoying. It’s also one of the best JRPGs on the DS, and the things that make it annoying are the same things that make it memorable.

The Dual Combat System

Fighting on both screens at once sounds like a gimmick. In practice, it’s overwhelming for the first few hours and then something clicks. You start feeling the rhythm — light attacks on the bottom screen while your partner builds combos on the top, then swapping focus when the partner needs input. The sync mechanic, where both characters attacking in sync multiplies damage, creates a flow state that no other RPG combat system matches.

But getting there is rough. The game doesn’t ease you in. You’re thrown into dual combat immediately, and if you don’t figure out the rhythm, fights drag out and feel chaotic. Most players either adapt within the first chapter or drop the game entirely. There’s not much middle ground.

The Pin System

Combat abilities come from pins — collectible items that each have a specific input gesture. Swiping down might launch a fireball. Tapping rapidly fires bullets. Pressing and hold creates a gravity well. You equip up to six pins at a time, and the inputs need to be distinct enough that the game can tell them apart. This means you can’t just equip your six strongest pins — you need to choose pins with compatible gestures.

This is annoying when you’re learning. You’ll accidentally trigger the wrong pin mid-fight because a swipe got interpreted as a tap. You’ll build a loadout that looks strong on paper but doesn’t work because two pins use the same input. The system forces you to think about your build, and that friction is the point. It’s not a system where you can just equip the highest numbers and win.

Neku: Unlikable On Purpose

Neku Sakuraba starts the game wearing headphones, ignoring everyone, and genuinely believing the world would be better if people just left him alone. He’s not a silent protagonist with hidden kindness. He’s openly hostile. Over the course of the game’s three weeks, he changes — slowly, imperfectly, and in ways that feel earned because you remember how obnoxious he was at the start.

The annoying part: you have to spend hours with him before the growth kicks in. If you don’t buy into the arc, you’re stuck playing as someone you don’t like for a game that doesn’t give you much reason to care about him early on. The payoff is real, but the investment is steep.

The Food and Fashion Systems

Stats increase by eating food and wearing brand-name clothing. Different brands are “trending” in different districts of Shibuya, so a pin that’s powerful in one area is weak in another. You have to care about fashion trends to optimize your build. This is either a clever integration of the Shibuya setting or an unnecessary layer of complexity on top of an already complex game, depending on your tolerance.

Is It Worth It?

Yes, if you can tolerate the first 5-6 hours. The combat becomes second nature. The story pays off in ways that only work because of the time investment. The music grows on you (or it doesn’t, but at least you’ll understand why people love it). The World Ends With You is annoying in the way that all genuinely original things are annoying — it refuses to meet you halfway. You either meet it on its terms or you don’t. If you do, it’s one of the most rewarding JRPGs of its generation.

Play the DS original if you can. The Switch/PC version (NEO) is a different game — good, but not the same experience. The Solo Remix mobile port simplifies the dual combat into single-screen and loses the thing that made the original both frustrating and brilliant.