If you are anything like me, seeing Japanese anime
featuring spiky-haired young men wielding swords twice as big as they are can
cause a sputter of laughter. Phallic
symbolism aside (“I see your schwartz is
as big as mine…”), it’s an absurdity that would only seem to detract from
the integrity of the product. Looking at the cover of Platinum Games’ 2017 Nier: Automata you find not only massive
anime swords, but that spiky-haired women in
high heels are wielding them!! Nier: Automata is a case, however, where
judging the book by the cover would make you miss what may be the best video
game created to date…
Nier:
Automata is set thousands of years in the future. The only remnants of humanity live on the
moon and are guarded by an army of androids orbiting Earth in a bunker
station. The Earth a ruined, desolate
place, it’s occupied by aggressive machines looking to destroy humanity. The player starts the game as 2B, an android
soldier in the fight against the machines who is part of a small force tasked
with destroying a machine uprising in the middle of a wasted city. And fight 2B and her partner 9S do, swords
flashing and slashing across the dust and concrete. But the more 2B fights, the
deeper she delves into machine life on Earth, and the more conflicted her
worldview becomes. Some of the machines
wanting world peace and others separating themselves into religions and
kingdoms, good guy vs. bad guy loses clarity, even as the lines between
machine, android, and human get fuzzier and fuzzier.
It should be said right up front that on the surface Nier:Automata is a quirky, quirky
game. Like the afore-mentioned cover,
there is a sense of goofiness to it that would seem to allow the player to
dismiss it as mindless fun. For example,
early in the game 2B wanders city ruins, and suddenly, out from among the
broken buildings pops a moose. Perhaps I
am the only one who finds a realistically rendered moose standing alongside a anime
android absurd, but it’s at least a sign of how odd and quirky the game can
superficially be. Many other moments of
weirdness appearing and re-appearing throws what is otherwise a familiar
backdrop (post-apocalyptic world, anime fighting, blah, blah blah) off kilter,
the game is a sometimes eccentric, sometimes absurd experience.
But don’t be fooled.
Beneath Neir: Automata’s
idiosyncratic exterior lies material of meaningful substance. At heart an
existential investigation of life, the game
does many things beyond anime hack ‘n slash, including question the gray
area between intelligent machine and mortal human, the quest for beauty, the
futility of war and mass conflict, power structures, the meaning of existence,
and many other pertinent topics one does not ordinarily associate with video
games. Combined with the afore-mentioned
quirky elements, the game is highly reminiscent of Stanislaw Lem’s brilliant Cyberiad. Lem and Platinum Games paint with very
different palettes but have produced intelligent mixes by turns baldly humorous
and telling of the human condition.
(There is no poetry machine in Nier:
Automata, but it wouldn’t have been out of place.)
In terms of the story/player experience, the closest
thing to Nier: Automata is an
onion. (It’s an overused cliché I know,
but it is extremely apt in this case.)
And there are layers from a couple key perspectives. First is the idea of ‘complete game’. After about 15-20 hours, most players will
reach the end of what is called game A.
The story to that point told through the eyes of 2B, after the credits
roll, players are given the option to end the game outright (i.e. walk away),
or start a “new” game. If the player
chooses to continue, they are placed into the shoes of another character and
replay the game from the second character’s point of view. Rather than a 1:1 replay of the same events,
however, the way in which the player participates changes in terms of role,
input, and scene. Large chunks of new
content are added, even as some of the old content is removed given the
relative circumstances of the characters’ places in the story. Where 2B primarily occupied the role of
action brawler, the second player/playthrough’s role is a bit more
auxiliary. Good ol’ hack n’ slash is
still needed, but a new type of gameplay that requires a different style of
finesse is used. When the player
finishes game B, game C comes available, again taking a new spin on things. (In the case of game C it’s a major, major
spin that almost entirely abandons games A and B.) It’s not until ending E that the player
achieves the true ending of the game—and it’s entirely worth working through
the iterations.
This leads to the second major onion layer of Nier: Automata: games within games. While the player will spend the majority of
their time involved in third-person action/fighting (aka mashing the square
button), there is a huge portion of content devoted to other game types. Developers allowing players to control the
camera only in the open world sections, in other sections gameplay switches
between 2D side scrolling action, top-down shooter, side-shooter, even old
school Atari-esque pixel arcade games.
While this may seem incongruous with the open world action scenes,
Platinum Games have, in fact, done a masterful job of making these alternate
game types blend seamlessly with the main narrative by ensuring they form a
parallel to the main storyline. Unlike
some other contemporary games which offer mini-games within the main game
simply for the player’s amusement, Nier:
Automata’s mini-games are integral to the narrative. Definitively shaping the whole experience,
it’s impossible for the non-third person action scenes to not be part of the
game’s understanding.
And there are still other layers. More typical to the average action RPG, 2B
and the other main characters are able to upgrade weapons, install chips that
enhance performance, fuse chips to maintain limited hardware space, find hidden
weapons, take on side quests, and unlock new areas of the game through story
and experience progression. Also, if the
player is interested, there are mini-narratives that provide backdrop to the
story through some of the NPC characters’ histories. Layers upon layers—I’ve
never played anything like it.
The graphics are the weakest point of the game. I kept waiting for the shoe to drop (i.e.
that the game takes place in a simulation, not the real world), but it never
did. Not to say the graphics are
terrible, only that some high profile games have better. It’s trusting to overall design (aka
navigating said layers of gameplay) where Nier:
Automata achieves its black belt.
And quality design begins with the word ‘go’. Selecting ‘Start Game’,
the player is thrown into an hour long prologue that not only prepares them for
the mechanics they will need throughout the game, but acts as a litmus
test. Once the prologue is completed,
the average gamer can make the decision to continue or not. And design greatness continues. Revealing the aforementioned layers of story
is very well-done; genuine surprises await players who stick through the
different endings, particularly the last, E.
The game may not be visually stunning, but the experience certainly is.
And Nier:
Automata is at its most fun in the fight sequences. The quirkiness provides a smile, the
underlying, guiding intelligence satisfies the intellect (and sometimes causes
a smile), but its the hack n’ slash that provides the childish fun that video
games can be. Depending on the weapon,
there are a number of button combos to be used (and discovered) that allow 2B
to attack in different ways—jumping, sliding, dodging, and outright hack and
slashing. And every weapon has its own
characteristics, and therefore own combos to be discovered. Platinum may not have spent a huge amount of
time working on the graphical details of setting, but they certainly ensured
their fighting system was diverse and engaging.
(A good trade off in my opinion, if one had to be made.) And the music—the music, it’s glorious-glorious. I could gush further, but…
Faults? Well
besides the quality of the graphics, the only other glaring problem I had was
the character profiles. By this I mean
that, after finishing game A and starting game B, the player’s character config
is transferred to the new character. And
later when switching from B to C, and back to B, etc., the same config is used
the whole time. Each of the three
characters possess their own role in the game, thus it’s strange to have the
same weapon, power-up, and pod setup switching between them. If the player had to build three separate
characters, I think the sense of realism (if such a word can be applied) would
have been stronger, not to mention the player’s attachment to the individual
characters, greater. Given the drama
surrounding the various endings, the player would have a stronger sense of belonging
to the story.
In the end, Nier
Automata is one of the quirkiest games I’ve ever played, but it’s not corny
or cheap. An absurd but aware
intelligence guiding the game, what can seem like a complete mess when
dissected in a review is actually a cohesive, innovative whole that must be
experienced to be fully understood. The
skeptical, existentialist wit razor sharp, on numerous occasions I found myself
laughing out loud, while in others appreciatively retrospective on life and
existence. The player may control spiky-haired, giant-sword-wielding anime
characters fighting robots, but the world they traverse, situations they
encounter, and questions and issues they raise are anything but silly. Pile on top of this the very non-standard
story structure (i.e. the multiple but varying playthroughs) and the variety of
gameplay modes (third-person action, top-down shooter, 2D side-scroller, etc.),
and the conclusion is that games like this prove linear storytelling needn’t be
strictly linear. It will now be
difficult for me to play games like Witcher
3 and Horizon: Zero Dawn—games
which I love—without a little nagging thought in the back of my head: Nier: Automata evolves this formula… Go play this masterpiece.
Hello:) I wholeheartedly agree with your review. Nier: Automata is a real masterpiece and my favourite video game ever. Witcher 3 is second in my private list:) I still need to play Horizon: Zero Dawn, though. Now, I am playing Persona 5 and even that I'm not an anime lover, this game is pure fun and provides an unique experience when it comes to gameplay. Greetings
ReplyDeleteCześć Szymon! Teraz gram Wiedxmin 3 "Krew i Wino"... Jest super. Zapomniałem jak dobry Wiedźmin jest... Ale Nier: Automata jest troszke jeszcze lepiej... :)
ReplyDeleteI admit Persona 5 doesn't look that appealing to me. But who knows? Perhaps you're right, maybe I should check it out?
Blood and Wine is excellent expansion. Maybe main quest is not as good as Hearts of Stone plot but great side-quests and colorful setting of Toussaint are delicious. Expansions for Witcher 3 are gold :)
ReplyDeleteI have now twenty-five hours played in Persona 5 and it is so addicting. And this is the first game I have ever played that time is important. I want to do in this game everything, but I simply cannot :) Calendar is strict and cat Morgana always tells me when I have to sleep, eh :) Plot is sometimes not my cup of tea (anime things) but I find it interesting, funny and I care for my companions. For sure, Persona 5 is a very different kind of RPG compared to Witcher or Skyrim. If you want something unique, you should check it out :)