![]() ![]() Of course, that hasn't meant not making any innovations to the series - NieR: Automata's combat has been a heavily praised improvement on its predecessor's, and the game is now taking cues from other successful titles like Dark Souls. That's being achieved, as evidenced by the existence of the "What Are You Doing?" trophy, without sacrificing NieR's oddball charm and refusal to sacrifice any of the artistic direction of its director, Yoko Taro. It's certainly never going to click once you get to the third playthrough, if it didn't already once you begun the second.NieR: Automata hasn't released in North America or Europe yet, but the very earliest indication from Japan is that the game is living up to its hype. If you're bored though, it's probably not going to click. If you buy into the universe, it's varied enough and it has a purpose. The concept of the playthroughs is a non-issue seeing you keep gear and progression so going through the same places is not like the first time and structure is not a carbon copy either. One of the best games of the generation for me, but I understand it'll never click with everyone. Level design is not awesome, engine struggles a bit at points and a real open-world feeling is off the tables in a game that seems to want it desperately with all the quests so you end with mostly open areas, segmented into sections connected by pathways with not a whole lot to explore, story seems like a pretentious mess at first (Adam and Eve and the cutscenes that appear as you progress which seem like the game doesn't really take himself all that seriously) everything on show is a weird front to show, seems style over substance even.Īnd then it isn't, the way it clicks and ties everything, then shows you that there was a foresight to it makes you appreciate it. It seems like it's merits are the fact it mixes a lot of gameplay ideas onto an RPG package, but it seems like it's weird for the sake of being weird - mostly. A single player game that actually has an end game, kinda like FFXV.Ĭlick to expand.Nier is a game that morphs quite a bit the more you play it. Has satisfying progression for levels, weapons and attacks for your bot. Starts off as a shmup, goes into 3d action adventure, side scrolling action, open world and linear segments, puzzle, Atari-esque mini games, Metroidvania and probably more but I haven't finished it in a while so I don't remember them all Nier meshes many genres of games together. She is closer to 2b but has some unique skills as well. I forgot the last playable character's designation.A.something. The game's story warrants 2-3 playthroughs with 2b and 9s playing very differently. Music is basically unmatched, I dare you to find a "favorite music in a game" thread and not see this game mentioned. Ok since people seem to have selective amnesia, Nier is awesome because: Maybe I'm wrong, maybe the fandom is really just all about dat booty. Personally, I really appreciate the existence of niche cult games, even if many them don't appeal to me at all.Īnyway, that's a lot of text for a mostly pointless counter argument to why every game should have modern save features. If it became too conventional it might appeal to more people but it wouldn't have the same kind of passionate following. I think a large part of the reason Nier as a whole has such a passionate fanbase is due how it does unconventional things, which has an extreme appeal to a smaller subset of people. I'm not going to say the intro of Nier Automata necessarily benefits from this archaic implantation, but I think there's merit to at least try out different things. To me, that totally dissolves any tension in fighting the boss and even makes the entire fight pointless. I think an example of the extremes a forgiving checkpoint/save system can be pushed to is Godfall, where you can literally throw yourself into the boss until he dies, due to the checkpoint system. As a whole, I agree with you that most modern games greatly benefit from efficient and forgiving save systems.īut even so I would argue that you could design a game where a punishing save structure can be a part of whatever experience you're trying to make.
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