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There’s also an amusement park, a desert and deserted section, and a space station.Įach area is detailed and layered with character. This is the last sign of humanity’s existence, and yet it still feels strangely alive with human-like quality. An old city presents a lot of history, overgrown by vegetation to show its age. There are several areas to travel through. The idea is to drill into the heart of the player and, in essence, turn their view towards themselves. The game satisfies without a proper “ending” because that’s not the point. However, the game ending and the narrative ending all serve the same purpose for Yoko Taro they’re intended to make the player think. However, the final moments of the story are more of a meta statement on the players and video games, and the story itself doesn’t wrap up as nicely as it could.
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You’ll need to play through multiple “endings” in order to get to the real end of the game. The construction of the narrative is fairly unconventional. Your objective is to take back the Earth from the machines and give it back to humanity.
Nier automata pc reddit android#
You take the role of 2B, a female android warrior sent on missions by YoRHa. There’s no escaping it here Yoko Taro has found an amazing way to deal with the most terrifying concept of life and death and make it something wonderful and beautiful. N:A brings a load of emotions and existentialism right into the faces of the audience that avoids the topic the most: gamers. You might want to have some tissues prepared for this one. If you’re looking for the true test of how impactful a video game can be, NieR: Automata is the perfect example. It feels not just like an ending, now, but a beginning.Yoko Taro helms this smash hit that takes place thousands of years in the future. The feel, for me, is that of a director's cut-additions and tweaks that add context and complexity, better connecting Nier to its sequel, adding to the original's feeling of exhaustion with new, bright moments of vibrancy. There's new material here, too, a smattering of new quests and story beats that don't change the narrative so much as they deepen it. For long-time players, this will feel like a homecoming. It looks different, yes, and I don't entirely agree with all of the design changes (why did they change Kainé's jawline, she was already perfect?), but much success has been had in capturing the original's mood and style. So many of the visual touches that were key to the original Nier-the surreal pulsing textures on the monsters you fight and the magic you use, and the overly washed-out lighting that's so characteristic of games made at that time-are recreated here in a more advanced fashion. The graphics are much more advanced now, not quite cutting-edge but at least on par with Automata, yet that doesn't lead to a change in the game's aesthetic. The Nier remaster manages to avoid doing that in just about every respect. It's so, so easy for remasters and remakes to impose new meaning on an old work, decontextualizing old games and rewriting their style with something new and ill-fitting.
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In all other ways, this is a remaster that is lavishly devoted to the original. I ran into a few odd technical problems, too, like serious frame drops when I accidentally unplugged my controller, or a persistent issue where my mouse cursor kept reappearing on my screen during cutscenes, which was not great for the game's sense of gravitas. You can bump up or down texture filtering, shadows, reflections, and LOD, but there could have been so much more here. There are no options related to framerate, and it appears to cap at 60 fps. The technical aspects are much improved over the original, which struggled to maintain 30 fps, but they're not quite up to contemporary standards. Now, they're a lot more welcome, tied together by big, dramatic battles. Before, digressions into weirder gameplay territory felt like a drag, slowing down the pace of fighting and exploring that could already feel incredibly dull. Nier's famous genre shifts pop more, too, now that the core combat mechanics are so much more entertaining. Parts of the game that were obtuse before are more clearly explained, like a notorious fishing minigame that now is less of a roadblock than it is an extended gag for those who can't figure it out. Magic, once clunky and slow to use, is now integrated neatly into combat, letting you launch spells and ranged attacks parallel to standard melee fighting, which goes a long way toward making the player feel both powerful and fast. Taking after Automata, the combat is significantly more dynamic and fluid than it was in the original, with combos and dodges that feel graceful and responsive. What that means, in practice, is that you'll be spending most of your time running around lush fields and dank dungeons, doing quests and fighting ethereal monsters called Shades.
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