While it was stated that is more Nier than Platinum Games, that is not to say there are no signature Platinum Games flourishes here. The chip augmentations offer some real depth for building the player-characters and add a lot more flair to the combat for some creative novelty builds. Also expect more traditional shoot 'em up sequences, which are some of the best examples of their respective genre since Radiant Silvergun. Expect the bullet hell action-RPG fusion from the previous game, but good. This pretty much plays like Nier if it was good. It would be easy to assume that Nier: Automata plays something like Bayonetta or Metal Gear Rising: Revengeance since it is made by Platinum Games, but it doesn't, really. Make no mistake that this is the biggest and most epic game Platinum Games has ever made. Hidden throughout the land are various components for weapon upgrading, and even some surprisingly involving side quests. The developers do get quite a bit of mileage out of the environments as the story goes on, as some of them undergo some radical changes or will feature isolated areas that have fixed camera angles to emphasise twin-stick shooter action with hordes of droids assaulting the playable character. From condemned carnivals to a staggeringly vast open desert, Nier: Automata manages to have a strong variety of locales to both explore and do battle in. While the original game's drama was pretty evenly distributed throughout the adventure, Nier: Automata backloads the heavier plot points, making for one long depressing and emotionally exhausting wallop.Īs 2B, many open-ended sand-boxy locations will be explored. Anyone who has played the original Nier will truly appreciate Automata's atmosphere and themes, since they are so faithfully represented here. ![]() The ruined man-made structures and scorched wastelands compounded with the unbelievable musical score by Keiichi Okabe and Keigo Hoashi truly do drive home a strong sense of loss of life that most other games with similar settings fail to harness. Like many of Yoko Taro's previous games, Nier: Automata has a very bleak tone and is set in a dark and melancholic post apocalypse. It is not too long before things take a weird turn and players will realise they have something truly extraordinary on their hands. It also sets a precedent for the rest of the game: expect the unexpected, and Nier: Automata will definitely defy all expectations to the most jaded gamers out there.Īt first, the plot may not seem anything too special: alien robots versus robots made by humans. Nier: Automata is not afraid of making a weird first impression. The start is also where most people who select the harder difficulty will experience their first "ending," since dying during the prologue will trigger a quasi-joke ending. Right from the start, the game makes all kinds of warnings that there is no auto-saving and the first save point is not available until after the first boss. Do not be mistaken - this game is definitely pure Yoko Taro at his most Taro-iest, but with the deft polish that one could expect from a game developed by Platinum Games. ![]() On the surface, it can be easy to assume that Nier: Automata is more of a Platinum Games product than a Yoko Taro game. With Platinum Games at his side, does his epic genre-bending action-RPG sink or swim? Nier: Automata is seemingly Taro's last chance to prove he is a good game designer. When Dragon Quest producer Yosuke Saito decided he wanted to work with Yoko Taro on a Nier sequel, Platinum Games jumped at the chance to offer their unparalleled ability to deliver polished action game mechanics to Taro's next vision. ![]() What made Yoko Taro's games so engaging was his enigmatic writing style and "throw-it-in" cavalier attitude towards genre mixing in his action-RPGs, which gives him an aura of both genius and buffoon. Calling the gameplay in his past games "sloppy" is actually putting it lightly, since they were oftentimes completely broken in Nier's case, or a sputtering headache-inducing nightmare for Drakengard 3. Responsible for the Drakengard series and the cult classic Nier, Taro's games never got mainstream success due to various reasons - most of which have to do with his games' limited budgets or time constraints, which lead to sloppy game design. but that is because his vision always exceeded his grasp. Game director Yoko Taro may not be as recognisable as the likes as Suda 51, Shinji Mikami or even as Swery.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |