Reviews from

in the past


I’ve been told that a propensity for smalltalk is one of the little things that reveal someone as American, but even as an introvert who was never super good at it, I never found it as off-putting as some of my friends around the world do. Sure the words themselves are pointless, but I think it’s nice when people can spend a couple seconds establishing some tiny human connection. Of course, when you get into a situation where it drags on for minutes at a time, that’s when the unspoken social contract has been broken. The idea here was to invest a small amount of time to connect and lift the feeling of uncertainty from the air, but once that’s complete, the connection benefit is far outweighed by the social energy required to keep going. When you think about it, this principle of energy input vs. energy return can be generally applied to the effectiveness of a lot of things, and it’s part of the reason I’ve been writing shorter reviews than before. For every second I demand, I should hope to return an appropriate value, and that’s easier to do when maintaining a strong focus. With this in mind, after completing Nier Replicant, I’m sitting here wondering what the thought process was in making players repeat ~15 hours of content across 4 additional playthroughs before seeing the few short scenes which complete the narrative. It’s not that what’s here is terrible, but again, it’s like bad small talk. The story creates little connections and pulls at your heart, but the investment it demands is disproportionate to the return. It creates the same sort of annoyance that you could feel with someone who’s excessively chatty; you go from thinking it’s nice to meet someone so friendly, to wishing they would leave you alone for a while. As beautiful as the game is, and even with how most of it is executed well, that’s the unfortunate feeling that comes to mind as I look back on the experience. It’s nice, it’s fine, but I feel like it chose not to respect my time, making that lack of respect unfortunately go both ways.

When you think about it, the principle of energy input vs. energy return can be generally applied to a lot of things, and it’s part of the reason I’ve been writing shorter reviews. For every second I demand, I hope to return an appropriate value, and that’s easier to do when maintaining a strong focus. With this in mind, after completing Nier Replicant, I’m sitting here wondering what the thought process was in making players repeat ~15 hours of content and complete 5 playthroughs before seeing the few short scenes which complete the narrative. I had the exact same thought when I was finishing Automata, and although I was willing to give it some credit back then, I was surprised to see that the exact same gimmick was already used in the previous game. Just like with Automata, it’s not that what’s here is terrible, but again, it’s like bad small talk. The story is as dramatic as one would hope for, but the investment it demands is disproportionate to the return. It creates the same annoyance that you could feel with someone who’s excessively chatty: you go from thinking it’s nice to meet someone, to wishing they would leave you alone for a while. As beautiful as the game is and how well most of it has been executed, that’s the unfortunate feeling that fills my mind as I look back on the experience. It’s all fine, but I feel like it chose not to respect my time, which made the lack of respect go both ways.

When you think about it, the principle of optimizing energy input vs. energy return is a fundamental rule of nature, and it’s part of the reason I’ve been writing shorter reviews (other than general laziness, of course). Every second that you spend reading this should be worth your while, and that’s easier to do when staying focused. With this in mind, after finishing this game, I’m sitting here wondering why players had to complete 5 playthroughs before seeing the ending cutscenes. I had the same thought when finishing Automata years ago, but while I was willing to give it some credit back then, I was surprised to see that the same gimmick was used in the previous game. Just like with Automata, it’s not that what’s here is terrible, but again, it’s like bad small talk. The story is as dramatic as one would hope for, but the investment it demands is disproportionate to the return. It’s sorta like how I’ve intended to watch that new Batman movie for a while now, but the three-hour runtime creates such a mental block that I never decide to actually start watching it. It would probably be a fun enough little movie, but I know Batman will just be doing the things I expect him to do, so I don’t think I would get three hours worth of enrichment from it. As beautiful as Nier is and how well most of it has been executed, that’s the unfortunate feeling that fills my mind as I look back on the experience. It’s fun but widely uninriching, and I feel like it chose not to respect my time, which made the lack of respect go both ways.

When you think about it, the principle of optimizing energy input and return doesn’t just apply to media, it’s a rule of nature, and it’s part of the reason I’ve shortened my reviews. Every second that you spend reading them should be worth your while, and that’s an easier promise for me to keep when I stay focused. If I don’t, then even my audience might lose focus, making even the parts that they did engage with quickly fade from memory. With this in mind, after finishing this game, I’m sitting here wondering why players had to repeat so many hours of content in Nier before seeing a satisfying conclusion. I had the same thought when finishing Automata years ago, but while I was willing to give it some credit back then, I was surprised to see that the same gimmick had already been used in the previous game. It’s not that what’s here is terrible, but again, it’s like drawn-out small talk. The story is as dramatic as one would hope for, but the investment it demands is disproportionate to the return, especially when a plot that’s fairly obvious dips into indulgent melodrama. It’s not like the media you consume needs to be analyzed as such a clinical and unartistic transaction of course, wasting time has a lot of its own benefits, but a line needs to be drawn somewhere for the best use of your time. As beautiful as the game is and even with how most of it is executed well, that’s the unfortunate feeling I get when I look back on the experience. It’s fun, it’s fine, but I feel like it chose not to respect my time, which made the lack of respect go both ways.

When you think about it, the principle of optimizing energy input and return doesn’t just apply to media, it’s a fundamental rule of nature, and it’s part of the reason I’ve shortened my reviews. Every second that you spend reading them should be worth your while, and that’s an easier promise for me to keep when I stay focused. If I don’t, then even my audience might lose focus, making even the parts that they did engage with quickly fade from memory. With this in mind, after finishing this game, I’m sitting here wondering why players had to repeat so many hours of content in Nier before seeing a satisfying conclusion. I had the same thought when finishing Automata years ago, but while I was willing to give it some credit back then, I was surprised to see that the same gimmick was used in the previous game. Speaking of Automata, I was really split on whether I should do a standard review for this game like I did for Automata, or whether I should be a self-indulgent hack like I am right now. I decided on this format mostly because doing a repeat of “it’s a fine game, but its obvious plot, melodrama, and repetition bugged the hell out of me” would be a bit pointless. It’s not that writing another review like that would be terrible, but again, it’s like drawn-out small talk. The investment it would demand is disproportionate to the return. It’s not like the media you consume needs to be analyzed as such a clinical transaction of course (wasting time has its own benefits) but a line needs to be drawn for the best use of your time. As well as most of it may-or-may-not have been executed, that’s the unfortunate feeling that probably fills your mind as you look back on this experience. At the very least, *I* had fun, I think it’s fine, and maybe that’s how Nier’s creators felt, so in the end it goes both ways.

My copy came with an ad for a better game: Balan Wonderworld

God, after playing Nier Automata I thought I was ready for another heart wrenching story. But I truly wasn't. This game reminded me again why the DrakeNier franchise is one of my absolute favorites. The storytelling, while slow in this one, is engaging from start to finish. Words cannot describe how much I enjoyed the story and the characters. After finishing all Endings I was a wreck and I loved it.

There are some things I didn't really like in this game though, like the tedious sidequests. Dear god, why are most of them boring fetch and grindy farm quests? No seriously, the sidequests were a chore to go through! But I didn't mind the
running around that much, because of the immaculate soundtrack.

Honestly, the atmospheric soundtrack is another thing I deeply love about Nier. This game shows that even the worst gameplay mechanics can be kind of fun or bearable while listening to a bop after another.

Also, as much as I enjoyed Kainé as a character, her outfit looks not good. So many possibilities and they chose this mess. There is good fanservice and then there is Kainé. You got done dirty. I'm so sorry, my love.

But overall, I'm glad that I finally got the time to play this fantastic game and experience something special.

I've seen a lot of talk, both positive and negative, about how the existence of this new Nier renders the old ones obsolete; some despise it because it represents the mainstreamification of a cult classic with little regard for the westernized protagonist they fell in love with, others adore it because it finally gives non-Japanese audiences the intended narrative while also providing a smoother gameplay experience. Admittedly, I fell hard into the former category during much of the early game, but after some introspection, I realized that the question is not if this updated remakaster replaces the original Replicant/Gestalt, or even what parts of it are better/worse than its predecessors, but rather how it complements them. Upon finishing this one, I believe all three can exist in harmony.

First off, this seems to be a literal update, built on top of the old version instead of remade from scratch, so most of Cavia's work still remains intact. The original game had a lot of idiosyncrasies that helped make it special in my eyes, and most of them are retained here by virtue of it being the exact same game at its core. I have a few nitpicks regarding the old goofy animations being replaced by ones lifted straight from Automata, though I suppose the developers felt that was a necessary alteration to make the combat feel snappier (I disagree, but whatever, it's fine). There are really just two major sticklers for me, which are the only reason I can't give this game a 5/5:

1) None of the original developers appear to be credited at the end unless they also returned to work on this remaster. I didn't even see Yoko Taro's long-time co-writers Sawako Natori and Hana Kikuchi mentioned, which is absolutely criminal considering they were responsible for penning much of the script. The one exception is D.K., who designed the characters for the 2010 release, and I'm glad they included him, but it's disrespectful as hell that Toylogic didn't think the original developers, the people who actually made the game we're playing here, were worthy of crediting. Yes, I am probably the only person in the world who cares about this, and no, I am not going to just accept it. To me, this isn't right. If games are art, then we need to treat the people who make them as artists. Even the Spyro Reignited Trilogy, an actual 1:1 remake using almost nothing directly taken from the PS1 games, saw fit to credit the original developers.

2) The new soundtrack is... I don't want to say "bad," but I don't like it much at all. Most of the rearrangements sound fine, and there's even one I might actually enjoy more than its original counterpart, but I find the majority of it either bland or overproduced by comparison. Obviously this is all subjective, but when I walked into the Northern Plains and heard the new Hills of Radiant Wind for the first time, I actually frowned. This was the moment that made me fall in love with Gestalt back on the PS3, and the new rendition with its muted instruments and subtler vocals couldn't be further from what I adored about it. The fact that there's no option to use the classic OST, but you CAN switch to the Automata OST, is maddening. Easily my biggest disappointment with this re-release, and probably the entire reason I felt so down on it at first.

The rest of my complaints are nitpicks that stem from having way too many brain cells devoted to Nier, so I'll spare you from them. In general, this is probably the version of the game I would recommend people to play nowadays. While I do think certain iconic moments had better voice acting in the original, the vast majority of the new vocal performances are a huge improvement, especially from the actors portraying Emil, Yonah, Devola/Popola, and Grimoire Noir. Everyone is at the top of their game here, and the remaster boasting full voice acting means we get 100% more Grimoire Weiss dubbing, a true delight that is not to be missed. As much as I prefer Papa Nier and a lot of his game's altered party banter, going back to a world where only half of Weiss' lines are voiced simply feels wrong.

The new content is also pretty damn good; maybe not worth paying full price for if you were satisfied by the original game, but I liked it a lot. The "Mermaid" sequence is unnecessary and threatens to harm the pacing, but it gives Seafront more of a purpose and I genuinely felt like something was missing when it wasn't there in my Gestalt playthrough. The last segment of it is very cool, cleverly integrating gameplay and story via Nier's otherwise entirely pointless RPG leveling system. Ending E is fascinating and handled in a really neat way, much better than I expected from reading the short story version years ago. I was always against its inclusion in a potential remake, but I think they made it work. Whereas Ending D was the perfect conclusion for the original release, with it mirroring Cavia's demise and the expectation that Nier would be forgotten in a few years, Ending E functions as a similar parallel in a post-Automata world where people love Yoko Taro's games and can't get enough of them. Some will scoff at its sappiness and appeals to new fans who started with the sequel, but I thought it was quite sweet and just all around exceptional.

In general, I think there's a lot to be gained by playing both OG Nier and Remastered Nier, Replicant Nier and Gestalt Nier. Most of the characterization is only subtly different between versions, but it can't be understated how different they feel from each other through a combination of script alterations, the disparity between animation quality, and the presence (or not) of Ending E. Classic Gestalt Nier is about a dumb old man who regularly falls on his ass bumbling around in a world he's outgrown, tunnel-visioning past harsh truths staring him in the face, and trying to rescue his daughter by thoughtlessly killing anyone who gets in his way. Modern Replicant Nier is about an acrobatic young man who has his innocence repeatedly shattered by events beyond his control, deliberately turns a blind eye to harsh truths, and uses rescuing his sister as an excuse for murder. Both versions of the protagonist are helpful to a fault and repeatedly put themselves in harm's way to ensure the safety of those around them (despite the things they're doing not necessarily being good at all), but while the Father and young Brother do this out of the kindness of their hearts, adult Brother does it more because it's the only life he's ever known. In the end, both characters make the same final decision, but the outcomes are completely different due to their interpersonal relationships causing the same action to be done for entirely different reasons.

Two protagonists, two tragedies, two development studios; this differentiation may not have been intentional, but it's brilliant, and somehow makes playing multiple versions of a game you already have to play three times to finish a rewarding experience.

This review contains spoilers

you know, i understand now why we're twins. it's because... because we were born without souls. this world is too lonely for one without a soul. there's too much... emptiness. our souls are missing, but our tears still work.

devola’s last words are a resume of the entire game. vessels without souls and souls without vessels. they fight, but they have something in common: they are empty. they, in theory, need one another. but they can’t. replicants now have sentience, they see gestalts as menaces, they fight them, they kill them. the two of them, however, have one more thing in common: they get together to fill themselves. the conscious beings in nier replicant’s world all have their own problems that go beyond the “replicants vs gestalt war”. they suffer, searching desperately for acceptance, for meaning in their lives, for identity - and this search is seen by the game itself, constantly changing its shape, as if something was missing (it's the game body or the game soul?), but in the end, this search is what brings hope, is what brings meaning. the characters in nier replicant may be selfish (i mean, the boy kills the shadowlord and basically the entire humanity together), looking further into their own objectives without thinking in the whole picture, but, at the end of the world, would you try to save it or just be together with the ones you love?


This is NieR with new content, looking and playing better than ever, making one of the best stories in the medium an even better overall package. Unfortunately, it doesn't sound better than ever with the new soundtrack lacking the soul that made the original's music the best I've ever heard in a game. It's still fairly good, so I won't let it stain what is otherwise a masterpiece, but it was sometimes hard to listen to having heard the perfection that is the original's OST.

All in all, they made a game that I criticised for looking and playing like shit look super pretty and play noticeably better. I can only hope that a music restoration mod makes this the absolute definitive way to experience NieR.

This review contains spoilers

About four years ago, I played the original Nier while diving through the drakengard series to get to Automata. I played the game early in the semester that I started learning game programming and coding for art in general. I experienced it at a very formative time, when I was just becoming interested in creating multi-genre video games in the spirit of multi-medium art and film grammar. I believed, and still believe, that in the same way that individual film scenes are composites of shots, edits, and intersections of various art forms creating a single larger narrative, the narrative games of the future would be changing their equivalent elements scene by scene to compose the building blocks of their own narratives. Those equivalent elements rather than being shots and edits and such instead being systems of loops and mechanics and control that are narratively driven to convey themes and personal experience, and that the games of the future I describe would be shifting their mechanical genres and play systems as the narrative shifts tones and ideas to convey the story and message. Basically creating environments of rules and systems around the player to communicate those themes psychologically rather than through primarily literary and visual means (although literary and visual means play a large role).

Nier showed me a blueprint for something that attempts something like that with its genre-bending and narrative recontextualization. But at the same time, I was deeply disappointed with the game, because it did not quite live up to what I had in mind once the promise of such a game was shown to me. This was a game I had been dreaming of for so long, a game so ambitious in style and structure that when I heard it had text adventures and resident evil sections I couldn’t wait to play it. Once I started playing I was so in love with the concepts and world it presents at the start, and had burned out in Route B so hard that I realized this wasn’t quite the game I wanted it to be. I couldn’t bring myself to finish it at the time, and I believed that Routes B and C not changing much of the moment to moment gameplay, and the requirement for weapons collection being too much of an ask of the player for me to be able to recommend this game to people I knew. I youtube’d the rest of the narrative content and watched a separate full playthrough to try and get some other perspectives on the game.

At the time I was writing a small game design blog, and I wanted to write about Nier, but I never did. At the time, I had no idea the original Nier had such a massive following so attached to its minute details and parts that I see now on this website, so try to cut me some slack for the arrogance I might display saying this, but I was going to write a piece kind of like “fixing Nier”. Basically, I was so in love with the promise of the game but felt so disappointed by how I felt it didn’t live up to its potential, that I started thinking what kinds of changes I would’ve wanted to see if they ever got the chance to recreate it with more budget and time. I will summarize what I was thinking at the time quickly here before talking about Replicant Vers. 1.22 to critically interrogate my own conceptions of the game and how they’ve changed over time and with the new version.
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What I loved most about the original Nier, was the metaphor of the final boss. That through the products of a failed world and people, the only attempt at salvaging what was left of the world was once again dismantled by human miscommunication enforced by violence, and apart from all the social and meta-level commentary of the violence of Nier, on the individual and spiritual level of the protagonist of Nier, the metaphor is that when a person is propelled to violence guided by self-justification and a lack of communication or misguided communication, the body becomes at war with the soul.

When a person is pushed to curl a fist and strike until their beliefs no longer remain evident and need constant further force to convince itself to keep striking, the war between body and mind has already begun, and whatever the fist is hitting no longer matters. The vehicle for violence has become its own purpose and it will strike with no end as long as the body believes it to be true.

That was my reading of Replicant Nier fighting Gestalt Nier for the objectified dream of a Yona, and I was going to write an article about ways I thought the game could live up to that kind of thesis more. Here are the changes I was thinking:

1) Route A would be Replicant Nier’s story as we see in the game now, but with Route B the protagonist could switch to Gestalt Nier. It would be him on his quest to get Yona’s body from Replicant Nier and eventually reunite all getsalts with replicants. And every so often in that route, there would be a playable flashback sequence to Gestalt Nier’s experience prior to becoming the original gestalt, and bits of what happened in laboratories with scientists and what the earth was like before the bodies and souls were separated would show up, kind of teasing the player along with more of the type of stuff that was in the Gestalt documents that you get in shadowlord’s castle.

2) After this proposed Route B, Route C would be a redo of Route A but you play as Kaine, dealing with her own grief of having to be an accomplice to a quest only she knows the truth of, as well as having to deal with her crumbling morality and having to constantly redefine herself and her identity against the dehumanizing voice in her ear. This would give more weight to the choice of ending c/d and what the player truly values, saving a damaged person that you’ve gotten to know the real plight of, or being given the chance to search for new meaning in a post-damaged world, a world whose destruction you’ve become the accomplice of by enacting your quest of purging.

3) Misc changes: I felt the combat was actually pretty good for the most part, but I would’ve wanted to see some more variety and options, especially past route A. For example, buffs to some of your spells that go underused,and a slower 1 on 1 form of combat with even more weight. I was mostly let down by what felt like undercooked systems in the weapon upgrading system and the word system. I almost never felt like the words changed much in the original game and felt superfluous, when they should’ve been a much bigger part in a game about language and communication as violence. The weapons not having weapon stories also felt like something was missing, and a lot of the time it felt like the new weapons I was getting were worse than the upgraded ones I already had, and it was annoying going back to the same place to upgrade them and didn’t really feel like it meshed with the game structurally.

There! Those are the feelings I had about what I would’ve wanted to see changed in the game. Truth be told, when I got to automata I felt a little vindicated when I saw how they handle that game’s routes B and C and the character switching. When they announced this remake, I was really excited to see what changes and additions they would make to the original game, the game I felt would’ve benefited the most of any game I had from a remake since to fill up to that potential I saw in it at first, now that they have more budget and time.

I was actually surprised to see that Routes B and C were still mostly the same as before, with some added scenes, of course, but that REPETITIVENESS was still there. The realization that this repetition must be by design and not a method of lengthening game time or making up for lack of budget/time, as well as seeing the love for this game online has forced me to re-examine this game from the ground up.

I will now begin this endeavor.
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First off, what struck me here lately about replaying this game is that the game seems to not care for the most part that the examples it gives of the many genres it contains aren’t really all that good. The text adventure is not that great of a text adventure, the block puzzles are alright, the diablo section is cool but shallow, the riddles are really basic, platforming is mostly the same, and the resident evil section camera angles aren’t even that cool or interesting. Plus the boss fights really have only a few gimmicks that they show you and then they kinda end. The point is that these genres are merely present, and that they’re all calling back to the history of games itself, rather than to make individual statements about the scenes they are in, or at least that’s how I came to read them now. More on this later.

The combat is still fun, and moreso now than before, but it always ends up superfluous by Route B and borderline mindless in Route C. Even playing the game on hard mode just turns the game into a huge repetitive exercise that takes a lot of your energy by making you press the buttons more from how much more health enemies get, as well as making those timed weak points really hard to nail, forcing you to repeat sections of long fights. And this happens no matter at which Route you decide to turn on Hard mode, because it makes all the enemies scale to your level, when on normal, they do not.The point is that even trying to make the game more fun for yourself by trying to make it more demanding of the player to learn the systems only still ends in tedium.

This game is a systematic dismantling of the concept and structure we as players know of as the “Quest”. The quest that puts into motion that journey of heroes through the history of the (violent) participatory fiction we call video games. It is constructed to force the player to alienate and distance themselves from the quest of the hero’s journey and reexamine it. I believe this is the goal of the multi-genreism found in Nier. So let us examine that quest.

The first route of the game is when the game is truly fun. It pulls you in with the sickest cold-open bait and switch in games and makes you wanna know just what the hell is going on. The quest is begun via dramatic irony even without the character knowing; the player wants to know what the relationship between two characters are across 1412 years. The entire first half of the game is a really engaging first act of a hero’s journey, with fun fantasy banter, new characters showing up at a brisk pace, adventures and locales galore. It’s essentially a remix of game genres spliced together to create a familiar but fun adventure with some self aware humor.

By the second half of the first route, the game becomes twisted, but only subtly. The player doesn’t recognize it at first. The characters are motivated by bloodlust, the air is sour, the ecosystem has declined, and the tone is bleak. Revisiting those locales and genres now feels less propelling and more dire, but the player pushes through and despite odds and sacrifices, he takes down the baddy only to discover that, well, you already know.

Route B:
For me, Route B was the point where all the fun had vanished. I already knew the twists and that the voices would get added, so I just ran through it as quickly as I could, making a few side stops on the way. By the end, I was exhausted and took a break. However, I found myself hesitating in boss fights. Waiting to hear their lines end before striking them down. Not striking as self-righteously as I did before. Even though I know beforehand the changes, I still felt a little bit of that “should I really be doing this” feeling. But overall, I can’t say I was emotionally affected by much of what happened.

I began to wonder if there was something wrong with me for this. I had seen so many others praise these characters and gut wrenching moments so much, but I couldn’t find myself attached to the cast. Sure, they were cool and I enjoyed being with them, but I felt like there wasn’t enough of it. Enough time, enough conversations, enough moments to truly get attached. I felt closer to Kaine after reading her dreams, but she was still distant. The camera is always pulled back in most scenes, and her struggle is only told to me via voice lines and text, not given to me as the player to understand and fight with. I found it really odd that Automata had really emotionally affected me by having characters that were more like objects and concepts, while Replicant had what felt more like real characters and relationships but didn’t really grow on me. Perhaps that’s just me though.

However the new campfire and other group scene honestly did give me a feeling of warmth amid the slow and boring. I was wishing for more of that, but I had to savor what little I got.

I finished the fight and got the ending. I was honestly getting sick of hearing Emil’s theme every scene. It was like constant misery theatrics and was starting to desensitize me to the events of the game. The weapon stories I was grinding through on the side were further alienations. My tools of (in)justice were tools of cartoonish slaughter or horrible misdemeanors of the past.

Route C:
With the requirement for weapon collection, I decided to take Route C slower and take in the sights more. Do side quests. Get to know the world. A few things on this route changed that made me take a step back.

First, I began to actually resent the main character. I had heard his tirades and justifications long enough. I wanted to leave him behind.

The complete eradication of difficulty or danger turned the game from an action roleplaying game to a game about gaming. The weapon stats didnt matter anymore. I had been changing my equipped words and engaging with the system a lot prior, but at this point there wasn’t any reason to. Words lost their meaning. I was skipping through most of the text anyway, since I had read it all before. I was going through the motions. I was just using whatever weapons looked cool. Upgrading only gave me more information about what kind of fucked up people were using them before.

The change to the ship section actually really surprised me, and I realized that defeating the shade before kaine was forced to use the postman as a hostage allowed her to read her the shade’s letter to him, and that both the communication of truth, and the communication of a lie refuse closure to trauma, and that was one of the main themes repeated in a lot of sidequests and events. Tell the truth to the junk heap boys, the lighthouse lady, the red bag wife, etc or lie. And neither one actually creates a “good” resolution. It’s in the doubt of such actions after the fact that we can mull on and come up with a meaning of our own to be able to deal with trauma and loss.

Emil’s text scenes I really enjoyed. I felt that he was a natural kind of foil to the main character and in fact it made me realize all the part members bar weiss have some sort of single other family member they are dealing with trauma over. It made me reconsider some of the characters and events even though I had seen these cutscenes so many times over. I actually was starting to feel a little more attached to them. The emil sacrifice scene got me more emotionally invested, and the scene where Kaine just wails on protag right after that elicited a more complicated response and appreciation from me.

The new devola and popola scenes gave some needed context for their perspective on this whole affair. Their own grappling with their existence, as I was with my own and so were the other characters. Their insistence of themselves and the protagonist as tools of a separate goal began to make me feel like the alienation I was feeling from the characters was intentional, and these characters really are sort of objects spun by relationships.

I eventually got all the weapons. I think my desire for more from the characters could have been aided by the sidequests if they were better, but aside from a handful of good ones, a lot of them were silent and didn’t give more banter and were generally unpleasant to play.

By the end of Route C I began to get a rhythm for the monotony. The genre sections were more like exercises I had memorized. It honestly began to remind me of the feeling of Tarkovsky’s “sculpting in time” idea. The way his movies would drag on and on with scenes of nothing happening and people’s faces in a single moment. The way he believed that something special would happen when the audience had begun to FEEL the time they were spending with characters on screen, literally feel the time go by. A place you can only reach once you’ve become bored, and can engage with the material in a new way, transcend the boredom with your own participation once something really does happen. I think in its repetition and sheer time/boredom spent, Nier manages to come as close to that philosophy as it can, arguably closer than Tarkovsky did in the film medium.

The game began to fully destruct the quest for me at this point, it felt pointless. Meaningless. Route A left me with an ambiguous flashback, Route B left me with a scene behind vaseline of the other halves of my characters.

I began to really think about how Yona isn’t even considered important by endings C and D. She’s not even present in the scenes. And I realized that Yona is one of the most objectified characters I’ve ever seen in a game, and I mean that in the way that the main character and narrative intentionally objectify her. She starts the game as a character, but by the second half, she is not really a character anymore because she is not allowed into the relationships of the game. She is the quest. Her image is the quest. The protagonist doesn’t truly know her. He cannot know her, because he doesn’t spend time with her.

The only way the protagonist and by extension the player can know her is through loading screen text, letters, words, a distant way of understanding someone you won’t really ever meet. The protagonist uses her as a means to justify his actions because without her serving that role he would live a meaningless existence, in a meaningless world of game genres. He wants to cure her and save her, but he never talks to her. All Yona really wants from him, the entire game, is for him to be with her, and he denies her that for the quest to save her.

We are complicit in neglecting her for the first half because we believe in the quest, we believe in the illusion and facade of the fun times and adventures and macguffins because we have former experiences of these things turning out fruitfully. But by the second half, we are complicit in allowing her character to become an objectification for the main character to slaughter on her behalf. Now, of course, this complicitness is not to say the player is at fault, the player is merely performing a role, and the role is not just to enact violence, but to build a gradual understanding of that violence, why it happens, what it means, and how to go from there.

So the game shifts to instead suddenly becoming very concerned with the relationship of the player and Kaine, with the final choice presented. I thought for a while what to choose and what’s at stake, and I chose choice D.

But then I backed out, because I had flashes of all he drudgery and time I spent going all over the place and through loading screens of letters and skimming the stupid forest of myth text section for the color of the girl’s eyes and of fighting the same enemy types and falling into water or sand and suddenly the feeling of all records of my time in boredom and repetition being erased felt bad. So I killed Kaine. And saw what unfolded.

And, seeing him kiss her and her thank me for putting her out of life and ending her constant grappling with her own morality and conscience. Well, it actually made me feel sick. Like really sick. I felt gross at the thought of taking a life that was so troubled and close to mine, someone who had become my “weapon”.

So I reloaded the save and did the whole song and dance and skipped the cutscenes to redo the choice. I had mixed feelings of Ending D. I felt it was certainly interesting, as I had back when I played the original, but I don’t think it feels substantive enough an ending to finish off the core themes of the game. Was self sacrifice to the one character who we were really trying to save and who we were actually spending the most time with the only way out of the cycle of misguided vengeance and violence? Actually pretty buddhist, when you think about it, a release from the cycle of pain and suffering in the form of non-existence.

Route E:
I don’t know why the game doesn’t tell the player how to get this ending when it tells them about all the other ones. Is it meant to be something you experience by accident upon returning to the game years or months later? Is it meant to be some kind of secret? Are we meant to engage with discourse online about the game to discover there was more to it?

I don’t know, but I do know that to go back to the first half of the game again after experiencing only the second half 3+ times over was a shock to the system. I had forgotten how much I missed the real quest. The good times, the first time I met my friends, the locales I visited, the bright outdoors and the sheep and wildlife. I had been so adjusted and used to the monotony, the stubbornness, the tragedy, that I forgot this game was fun to play back then. I was rolling through the game in anticipation of what Ending E could possibly be, but it was a fun speedrun. I had forgotten about the bridge to the lost shrine, the bright sunlight and warm tones, the funner songs and being around a happy town.

Becoming friends with kaine hit me a little bit more now that I had known her through the time I spent with her, and gotten to know her more through that sheer time, and the splitoff happened. Playing as kaine was amazing, she controlled excellently and it was so refreshing to do something new, and hear her react and talk about new stuff. It felt like reuniting with an old friend. The tree machine stuff and its role in the puzzlebox of this world was intriguing as I pushed on, and seeing emile and her reconnect (and why does he have 4 arms!!!) and all that stuff was just a treat. Seeing the tiebacks to automata was for sure interesting but what got me the most was seeing her finally come to terms with her loss, wrestle with her past, and realize what gives her meaning. Kaine was the real protagonist all along, and her wrestling her destiny from the hands of the protagonist in the form of a subversion of Ending D was truly amazing. What if you sacrifice your existence for someone, and they do it right back? You delete ANOTHER save file to get the older one back. The world you know is over, and above the large blooming flower between us she is finally reunited with the people that mean the most to her, not the quest they had been obsessed with, but with the family she had finally been given. And I love that emil says it outright, that maybe what they had been doing wasn’t good at all, and Kaine sees the meaningless of the world around them, compounding on the constructs of mindlessness and repetition the player had experienced, she holds young, innocent Nier in her arms. Not the older, bloodlusted, murderous Nier, but the young boy-on-a-quest nier.
The final lunar tear in a series using the flower symbolizing a violent end of the old and the start of something new, even if it results in violence and meaninglessness again, a last wish blooming into reality, and the title screen is replaced from the flower to the weapons of the party, discarded and left behind.

At the end of the hero’s quest, as haunted and fucked up as it gets in cycles of repetition and violence and justification all that jazz, the true hero, Kaine, still actually reaches the final stage of the Campbellian hero’s journey. Of all the stages in that monomyth structure, my favorite was always the final one, and if you had to discard all and leave one, this would be the one I would salvage: the freedom to live. All nier endings turn from prose into a kind of visual poetry, and I believe this one is thematically consistent with that stage: no longer regretting the past, no longer anticipating the future, living in the moment is the only place left to live now for Kaine, and that’s where she finds her meaning.

I think I learned a lot more about what this game was really going for now, not just the body and soul bit I had mentioned before, but also the deconstruction of the quest, the violence of power, the desire for justification, finding meaning in the meaninglessness, the objectification of the one you love for the sake of your own desire for a purpose. It’s all there, even if the game made me have to get bored to finally see it. I still think Automata is the better game, and it still got me more emotional (the suicide attack line fucking kills me every time when the pod says it in that game), and I still think the credits scene in Automata’s ending E is my favorite ending to any game ever (right up there with Earthbound’s), but this game does kind of go into the cycles of violence a bit more incisively than that one on a psychological level to the player.
———————————————————————————
If there’s one thing I hope for in the future, this may come as a surprise, but I would really like Yoko Taro to create a new game and story that doesn’t have any violence in it. He’s made so many deconstructions of violence and types of violence, between communication in violence, justification in violence, cycles of violence, insanity of violence, sex and violence, and especially, the role of violence in video games.

I would like to see him make an experimental genre-defying game without any violence, to go beyond his norm and try something new and challenging. And I want to see the promise of Nier, of that magic game made of other games, be pushed further and further even beyond these genres into something even greater.

~ DIFFICULTY ~
🔲 My grandma could play it
🔲 Easy
☑️ Normal
🔲 Hard
🔲 Dark Souls

~ GRAPHICS ~

🔲 MS Paint
🔲 Bad
🔲 Meh
🔲 Graphics dont matter in this game
☑️ Good
🔲 Beautiful
🔲 Masterpiece

~ MUSIC ~

🔲 Bad
🔲 Not special
🔲 Good
☑️ Beautiful

~ STORY ~

🔲 This game has no story
☑️ It's there for the people who want it
🔲 Well written
🔲 Epic story
🔲 You choose your fate

~ PRICE ~

🔲 Free
🔲 Underpriced
🔲 Perfect Price
🔲 Could be cheaper
🔲 Overpriced
☑️ Complete waste of money

~ REQUIREMENTS ~

🔲 You can run it on a microwave
☑️ Average
🔲 High end
🔲 NASA computer

~ LENGTH ~

🔲 Very Short (0 - 3 hours)
🔲 Short (3 - 15 hours)
☑️ Average (15-50 hours)
🔲 Long (50-90 hours)
🔲 Extremely long (90-110 hours)
🔲 No ending

~ FUN ~

☑️ I'd rather watch paint dry
🔲 Hard to enjoy
🔲 Repetitive
🔲 Actually pretty amusing
🔲 Ride of your life

~ REPLAYABILITY~

🔲 It's a one-time experience
🔲 Only for achievements
☑️ If you wait a few months/years
🔲 Definitely
🔲 Infinitely replayable

~ WORTH BUYING ~

☑️ No
🔲 Wait for sale
🔲 Yes

Nier is a game filled with unfun time wasters. It is a game that often seems to be actively questioning your motivation to keep playing. The NPCs send you on errands as they berate you for your subservience to them. Of course, you will likely hit the accept quest button anyway. Nier is a game with a five hours worth of small environments that repeat endlessly throughout it's thirty-to-forty hour adventure. You run endlessly back and forth through the same loading checkpoints, all of them taking a little longer than you might think they should.

By most people's benchmarks, Nier can sound like a bad video game when described. What sets Nier apart, then, is how inspired the whole thing is, despite it's problems. Or, more accurately, because of it's problems. The original Nier was an obviously low budget game, yet rather than feeling held back by it's low budget limitations, Nier embraced them and made these flaws thematically appropriate for the story it is telling. It is experimental and inspired in the way many of my favorite video games are. So the question is, can a remake capture the same magic as the original?

The answer is yeah, totally, it's pretty much the exact same game, except it looks better, is fully voiced, and has a little bit of new content, much of which blends so seamlessly into the old that I had to google to make sure it was something that was not in the original Nier. The additional content here I see as nothing but improvements to the original game, aside from possibly having a preference for the Father version of the Nier protagonist, rather over the Brother version we get here.

This remake's most substantial alteration is making the combat of Nier slightly less stale, but this mostly exists to give you more variety in attack animations, if you so wish to use them. Nier is not a game out to challenge your dexterity, and it never was. The result of the remake's combat still retains the repetitive and mindless loops of the original; to the point where "easy" difficulty and "auto-battle" functionality may very well end up being your favorite way to enjoy the game. This function gives the fights a good amount of visual flair, and honestly, not much engagement is lost in the transition between manual and automatic combat. Nier is not a game that anybody should play for the combat; and the improvements change less than you might expect. Ultimately, it might have been a good idea for the remake to not adapt the combat of Nier to be too engaging or mindful; mindless detached killing is very much a point here.

So if the combat, and general gameplay are boring, why should you play Nier?

For one, I think boring can be good. Boring can give you time to think, and boring can feel like home. Nier's aesthetic is a thoroughly cohesive one that is easy to soak yourself in. Nier is calming, comfortable, reflective, melancholy, haunting, and dire. Hanging out in Nier is like hanging out at a cemetery in the early afternoon.

The musical score plays a huge part in this; the cyclical tracks bury themselves into your subconscious to the point small variations on the songs can have a tactile impact. Koiichi Okabe's dreamy choral arrangements dynamically ebb and flow to the player's current actions, and in practice, it is simply one of the synergies between music and games to ever have occurred.

The other star of the show, then, is the writing and world design. Yoko Taro has always had a distinct charm to him that is able to be at once infinitely charming and devastatingly nihilistic. Nier might best be described as a farcical tragedy, it's misfortunes so bleak you sometimes have to laugh at the absurdity of the dark melodrama. Nier balances these dark moments with ones of genuine human kindness, balancing on a razors edge between mean-spirited and heart-warming, and it does this expertly; much credit due to Nier having one of the most likable cast of characters in the central party of any JRPG.

The one misstep of the remake, which is also a misstep of the original Nier, is the required third playthrough of the game, which adds almost nothing to the experience and could have easily been consolidated into the second playthrough; you could have put a save point right before the final boss, as well. It's strange to make some quality of life improvements in the combat, but retain this required five hour slog that adds nothing to the experience of the game. If the game is making a point about tedium and player-drive to push past it, I think it does this perfectly well through it's sidequest structure, I really just cannot be convinced the third run is at all necessary. Nier Replicant 1.22's additional ending fares much better, and I personally think it is a much more satisfying ending to the game than what the original had. This is especially true after having to power through the games patience-testing third playthrough.

Ultimately, it is surreal to play a remake of Nier in the year 2021, and I cannot be anything but ecstatic that video games this strange and unique can connect with a large audience in the modern day. Automata is probably a more accessible game, and one I might recommend over the Nier remake, but Nier Replicant 1.22 still absolutely has that lightning-in-a-bottle feeling the original had of a low budget game created by intensely inspired people. It's a story worth remembering.

Now let's bring this energy to Steambot Chronicles.

within my darkest "it's so over" i found my brightest "i'm so fucking back"

One time I fell into a pit of fire ants and it was infinitely more entertaining than anything this had to offer

NieR Replicant 1.22474487139 is an extraordinary remaster that not only vastly improves the original Nier in terms of graphics, gameplay, performance, content, voice acting or soundtrack, but also manages to enhance the NieR: Automata experience, due to Replicant’s new ending, ending E, which is a contextualization of Automata’s ending E. The weight of loss might be allegedly lost, but the outcome is ABSOLUTELY worthwhile.

This could have sucked so very, very easily. Nier is one of those games where it's flaws and rough edges are so entwined with the charm and strengths, and where a low budget and constraints lead to some of it's most inspired moments.

And I think Toylogic and the Producers/Directors behind this project have earned a lot of credit for the approach taken here. Because 1.22 is just Nier, pretty much. Nier with better combat, improved visuals, a smidge of additional content, and some adjustments here and there.

The combat is so blatantly better I don't even really feel like getting into it. It's still nothing particularly special, about the same level as automata's, but as a vector for experiencing the game as a whole, and in particular, it's excellent boss fights, it goes a long way throughout and there's no real compromise here.

The visuals are where I have more to talk about, because to an extent before i saw some comparison clips I thought the game looked basically the same, and mostly amounted to up-ressed textures and new faces. But it's really not that. Lighting has been vastly improved, as has model quality throughout, and there's a few changes in aesthetic even here or there for some areas but all of it is so in keeping with the style of nier that it really makes for one of those things where it just feels like playing the game how you remember it versus how it actually looks. It does make it look a bit more automata-y in general, but this is no Demon's Souls remake aesthetic shift.

The only contentious parts of the looks for me is the faces, which are definetly automata-fied a bit - granted, I don't really see that as an issue considering how butt ugly the original character models are. They also maybe look a bit pale, but I find it fits with the overall vibe, and when i'm nitpicking to that extent the aesthetic is still getting a strong pass overall.

Maybe the thing I'm most surprised by is the inclusion of a lot more voice acting throughout the game. For one, massive props to the voice direction and actors for making the re-recordings and new lines sound completely in line with the original, that must have been a tonne of work. And the increased use of voice acting all around makes the game world feel a bit more alive. The english voice actor for Bro Nier fits in well with the existing cast as well, and whilst I'm not really going to get into it with this review, I think the bro-nier dynamic actually works better with the characters and events than papa nier from Gestalt, despite my initial reservations.

The only real dark spot is the OST, which is still 95% one of the best Soundtracks out there, but a few of the original amazing tracks have been replaced with some weird arrangements that dont work nearly as well. I think if you've never played Nier before, you'll probably just fall in love with the soundtrack and not care, but it's a slight mark on the game, and I really wish the original OST was an option.

But beyond that, Nier 1.22 really is just Nier. There's still a bit of jank, there's still the game's weird and weak connective tissue in the first half, the wandering about , and a myriad of other Nier things. And maybe there's a case for a different remake going further and making huge adjustments to the quests and narrative and fixing the "bad". A "Gestalt" remake, if you will.

But 1.22 isn't that. All 1.22 really amounts to is a more enjoyable, prettier way to experience the Nier from 2010. And that, for me, is all I could really ask for. Whilst good ol' Gestalt still has it's value and place, Replicant 1.22 just makes it so much easier to love.



Para mim NieR Replicant foi o meu primeiro contato com a obra de Nier. Já havia ouvido falar sobre NieR Automata, mas não consegui a oportunidade de jogá-lo. Após concluir esse game, me senti recompensado por ter começado por ele. Os personagens aqui têm uma coisa que falta muito nos jogos: a PERSONALIDADE. Aqui, Kainé, Emil e Weiss brilham nesse quesito. Você se importa verdadeiramente com eles e quer entender a história de vida desses personagens e como eles chegaram até ali.
Eu particularmente achei o combate do jogo simples, com alguns combos e mecânicas que você pode usar com o seu grimoire e três tipos de equipamentos que alteram a gameplay e os combos.
Em relação à história do game, é um pouco lento no início, mas quando engata mesmo, você se vê em um questionamento sobre a própria humanidade e a vida em geral. O game pega muito nessa questão, algo que me surpreendeu verdadeiramente.
Outro ponto aqui é a trilha sonora, que é uma obra de arte. É aquela trilha sonora à la The Witcher 3, que você sente o prazer de estar ouvindo, seja nas batalhas ou explorando o mundo. Provavelmente o ponto de maior destaque, foi feito com amor isso aqui.
Acredito que, se ainda não teve a oportunidade de jogar, jogue! Mas venha com a mente aberta e tenha o mais importante: paciência. É um jogo de um ritmo mais lento, com textos que você tem que dedicar sua atenção para entender e absorver o que ele quer te passar.

5/5

PS: Kainé eu te amo! KKKKKK

everything about this game is perfect in every way and i don't think i would change a single thing. i could go into a full 100 page essay on why this is the greatest piece of art that humanity has ever created but instead i'll just say that you should play it. the recollection of memories and thoughts that this game has blessed me with are just as perfect as the time actually spent playing it. music also slaps more than anything else ever composed.

Never has a game made me cry this much before.

It's snowing. A boy and his younger sister are starving and freezing, so they seek shelter in an abandoned supermarket to find rations and warmth. No one else is in sight, the streets and supermarket are empty - until mysterious shadows break into the store and threaten the siblings. With his remaining strength, the boy heads out to the parking lot and decides to take on the monsters with just an iron pipe and dark magic spells from a mysterious book, as he needs to protect his beloved sister at all costs. It's a hopeless battle, but the brother has no other choice.

NieR Replicant ver1.22 tells the tale of the young Nier and his quest to find a cure to heal his bedridden sister Yonah. Their parents are dead, so Nier is doing his best as a big brother and takes on various requests in his village to earn some pocket money to buy food, but at the same time he hates seeing his sister alone and wants to spend more time by her side. Life isn't easy for the two of them and it would be a shame if it got any worse.

Alright, I'm not giving an entire rundown of the plot here. My point is: The game is sad! Really sad. As you've read in the opening sentence, never has a game made me tear up and shiver as much as Replicant before and I'm a sucker for stories with emotional impact. It's really one of the best narratives I've ever seen. The moment I stepped foot into Aerie Village I knew I was in for a ride, but to be fair, the game does start rather slow and doesn't really gain momentum until an hour or so in, but that's because Replicant starts by showing Nier's daily life in the village and his routine (comparable to Twilight Princess' intro segment, but only half as long). The payoff is worth it though, as experiencing the plot unravel firsthand from an average shonen story to pure Yoko Taro madness is truly an one-of-a-kind experience and you'll never see this adventure the same way again after some reveals. Through episodic storytelling in the form of multiple routes, the player needs to replay a part of the game each time, but in each subsequent playthrough, new scenes that give context to certain events are added, which totally enhanced the experience for me, especially since you'll always know after your first playthrough what's going to happen next. Not gonna elaborate on that further, since it's a very spoilery topic by nature, so you should just experience it for yourself. However, I can understand how people are upset with the repetition, especially since the third playthrough is nearly identical to Route B. But trust me, pushing through is worth it and by the time you reach Ending E most of your questions should be answered, which is a great reward. The only thing I'm a bit torn on is the requirement to have all weapons in your inventory to access Routes C, D and E, since some of them are missable. A bunch of missed weapons can be bought at the blacksmith in Aerie Village after a certain point in the story, but some also require you to do three certain side quests. My recommendation: Since you can't get all the weapons on Route A normally anyways (3 are locked behind the World of Recycled Vessel content, which only unlocks after beating the game once), I suggest you just play through that one normally and pick up every weapon you find along the way (remember to break the crates!!) and if you are still missing some, you might look up where to get them on Route B. This requirement really shows the age of the original game, but shouldn't distract you from the overall outstanding narrative.

Okay, so the story is good, but what about the gameplay? I think it's great personally! (Except for the part where I broke the spring in my controller's right trigger... by dashing too much.) The controls are simple and the combat feels satisfying, there are great animations and the attacks feel like they have weight to them. Being able to utilize weapons and magic at the same time is really cool, you can pull off some interesting maneuvers by combining certain spells with standard attacks; there's even an in-game tutorial for it, if I remember correctly. But the combat is not the only aspect of the game, a lot of time is spent... backtracking (and fishing). There's really a lot of running around, especially if you're looking to complete as many side quests as possible. As someone who wanted to get the most out of Replicant, I finished the game with 97% sidequest completion and only left out two specific ones deliberately because I really didn't like the idea of spending several real-time days on the gardening part of the game with only a chance to get the flower seeds you need. That quest aside, surprisingly I really enjoyed my time with most of the sidequests! A whole lot of them were just fetch quests, yet you get some nice (voiced) dialogue out of them and I got to spend more time in this cozy world, so it didn't really matter to me - the extra banter alone made it worth to me. There's also some particularly good quests, like ones where you can make decisions that actually impact your rewards and the people around you. As an example, in one quest you can decide whether to help a criminal out or not and you have to live with that decision. Same goes for several occasions throughout the game where Nier can decide to either tell the truth or lie to people - there is no "right" choice and it's up to the player to decide what they think is for the best. Very cool.

The cast of this game is awesome, and I'm not just talking about the main party. Characters like the twins, Fyra or the postman really add to the liveliness in this overall rather bleak world and everyone has their own unique story behind them. I mean there's even a backstory for the fisherman who gives you all those fishing quests! Fishermen and postmen aside, Nier's actual companions deserve the spotlight just as much. Weiss, Emil and Kainé are some of the most unusual JRPG companions I have ever seen (and I love them for it), since they basically go against most of the common tropes you'd expect out of a sidekick. Personally I found the banter of the party to be really interesting at times, since their distinctive personalities are just destined to have a weird dispute every now and then.

The rearranged soundtrack is just beautiful. While NieR Gestalt focused more on the bass of the songs and sounds "rougher", Replicant ver1.22 centers the instruments more and has a "softer" tone, which fits the melancholic vibe incredibly well in my opinion. If you'd ask me to pick three four favorite songs, I'm going with Snow in Summer, Temple of Drifting Sands, Song of the Ancients (Devola) and Fleeting Words (Outsider). I'm not linking them this time, because it's quite hard to find an upload of the individual ver1.22 arrangements on YouTube and its even harder to find spoiler-free ones (very important for a story-heavy game like this).

To wrap this up, I firmly believe Nier Replicant is a must-play for anyone who loves JRPGs with great narrative, characters and soundtrack (but can also handle a little repetition). While the game can be a little slow at times, the experience of slowly piercing this story and context together for yourself is unbeatable and I hope it makes you just as sad you can find just as much enjoyment in it as I did!

"You don't have to be insane to kill someone. You just have to think you're right." - Yoko Taro, Creative director of NieR and NieR Replicant Ver.1.22.

NieR (2010) was a very depressing game: It centered around the dusk of humanity, slowly dying out to an incurable disease as monsters roamed the countryside. More often than not, the quests our hero would embark on ended in tragedy, or in one extreme case, with the game itself seemingly mocking you for being the altruistic hero expected of the genre. The party is full of misfits, outcast from society, born into unfair circumstances beyond their control. Halfway through the game, the world itself began to feel bleak. Ugly. Cynical.

NieR (2010) was a game about compassion. The world was bleak, yes, but the people in it found the will to continue because of the people around them. Our hero, who's undying love for his family drives his every action, even when the world has kicked him while he was down, until every scrap of altruism and goodwill is used to justify his violent and self-destructive actions. Our party of misfits, who find true companionship in each other, even if they are all deeply flawed individuals. The people and townsfolk who still find it in them to look out for those closest to them, even in the roughest of times. The Shades you slaughter wholesale, who may be more like the party than any of them would ever like to believe. NieR was unique in that it's condemnation of violence did not start and end with the act itself, but rather the fact that everyone has something to fight for, whether you realize it or not. The horror comes from how easy it is to dehumanize, to dissociate from the slaughter, to kill, when you truly believe you are just in your every action.

Ver.1.22 at its core, is still the same game it was 11 years ago. I felt for the characters like I did with the original, every emotional beat hit just as hard as it hit in the 2010 original, and the new story content slotted into the existing story perfectly. But I worry what Ver.1.22 means for the franchise going forward.

The characters have been dolled up and made more accurate to the original illustrations, and yet the charm of uncanny people in an uncanny world (even if it was unintentional) was lost. The combat has been made silky-smooth like Automata, with fancy lock-on and big sweeping flourishes, and yet the heavy, brutal nature and weight of the original's combat that really sold the impact and viscera has been lost for the sake of flashy extravagance. The soundtrack has been souped up with more instruments, additional passages and a cinematic flair, and yet the original's sense of aggression, quiet and intimacy have been lost (looking at you "Shadowlord"). NieR was admittedly rough around the edges, and not every change was bad necessarily, but NieR has been made to conform to its much more successful younger sibling Automata, and in doing so, has lost some of it's original edge and feel. It's the Yakuza Kiwami to Automata's Yakuza Zero.

Ver.1.22 is no Demon Souls' (PS5), it's no Silent Hill HD Collection, it's no Conker Live & Reloaded. It's still a fantastic game, and a great way to enjoy the story of NieR and its characters. But in our era of re-releases and remasters, we're so blinded by the ideal of progress that we seem to be losing sight of what made our games unique in the first place.

nier replicant/gestalt is one of my favorite games of all time and despite having played more games since the first time i experienced it, nier still has a special place in my heart for having one of my favorite stories in any piece of media. so it only makes sense that i'd check this remake out and despite being wary initially due to not liking the idea of remakes in general i'm very glad to say that what's presented here is a really solid refresher for returning players and after experiencing everything the game has to offer i'm relieved to say the new content is extremely well integrated.

the first of these changes involves the combat! while still familiar enough for returning fans, a lot of the combat has been retooled and i'm glad to say that the weapons feel unique enough across classes and that the movement during battle feels pretty similar for the most part. there's also a few nice quality of life changes with being able to move while casting spells now and also nerfing the air dash and spear dive (and while i was disappointed initially with its changes, the spear here has been retooled with a lot sleeker of a moveset well that flows well with the pace of the combat here in a way that incentivizes using more of its reworked moves). the original combat in nier was grounded and simplistic and while i don't think a lot of that has changed there's a bit more depth to this new one with letting you spice up your inputs (not that you can't abuse the same few moves like the original which is a welcome sight lol). overall, the combat here doesn't necessarily feel more complex but it feels like an expansion of what the original set out to do for better or worse.

combat, however, isn't the focus here in nier, it's the story but before i get into that i want to address two of the leading forces that drive it forward and create the overall experience: the soundtrack and voice acting!

the original soundtrack of nier is one of my favorites of all time due to how well integrated into the world it was and how it highlighted key story moments. each and every track of the original nier has been embedded into my mind over the years due to multiple replays yearly and it's incredible how much staying power these tracks have had in my life to the point where i've gotten emotional just by hearing it. so needless to say, i had high expectations on how the tracks were handled and the overall musicality of the remaster's soundtrack was under a large amount of scrutiny for me personally. having heard everything by the end of it i'm glad to say that the new original tracks are incredibly solid while the rearrangements range from decent to pretty amazing and on par with the original at times. for the sake of avoiding spoilers, i'm going to say that the entire final area of the game is beautifully reorchestrated with a lot of the rearrangements being on par with the original which should hopefully reassure old fans of the original and hearing it in-game was an absolute pleasure for me. there are a few gripes i have with the treatment of some tracks in particular like "the wretched automatons" and "gods bound by rules" but i think the entire thing is a great effort at putting a new spin on the original's legacy and keiichi okabe's direction on most of the tracks shows with the amount of respect most of them receive.

as for the voice work, i think it's really solid for the most part! as someone whose first experience was with the japanese release of nier replicant for the ps3, i was really glad to hear the japanese voice cast again with their performances rendered pretty faithful to the original and the voice direction in some scenes, in particular, is absolutely a joy to listen to! the overall cast reprises their roles here really well and devola and popola's voice actress shiraishi ryoko absolutely nails the scenes they're in with the main cast doing a perfect job as well. as for the english cast, which i was familiar with due to having also played the original nier gestalt, i'm glad to say that the new voices are great and the returning cast members do really well here despite some performances reflecting their age a bit. i won't name names but to old fans of the original it's pretty obvious and while the delivery of those important lines are great it's a bit of shame to admit it's a bit distracting at times. i'd also like to mention that weiss's voice actor absolutely kills it AGAIN with liam o'brien doing a great job as well with some extremely quote-worthy lines.

now for what we've all been waiting for, the story! the story here is adapted pretty faithful to the original with the slight addition of new content here and there to make it rewarding for returning fans to experience. one change, in particular, i really liked was the addition of a multitude of new scenes to the additional routes as the original felt repetitive to many due to how subsequent routes felt samey. however, the new scenes in this remaster handle this by consistently spoon-feeding the player new scenes that really help to spice up an otherwise repetitive structure while also helping to incentivize exploration and overall game progression. as for the endings, i won't go into detail about them as i wouldn't want to spoil the story for anyone who might be going into it for the first time but fear not original nier fans, these endings still hit like a TRUCK lol and i often found myself eliciting similar emotions to my first playthrough despite knowing exactly what would happen. i probably cried too many times to count throughout my playthrough but i'm glad to say none of those tears were from frustration.

as this review comes to a close i'd like to address that despite a large portion of contention for me with this remaster in general was largely with the addition of new content, i feel like it's been handled tastefully and while the original was a result of a rushed production schedule (which still accomplished what it set out to do, might i add) the new content here definitely feels like remnants of their original plans but fully expanded upon. to put it simply, it's good and i think most returning fans will find a lot of enjoyment in the new stuff. sure some of its fanservice is definitely for those who played it initially, yet i can't imagine some of the same emotions i felt being replicated within those who are making this their first experience with the game. nier replicant remaster for better or worse feels like a love letter to those who loved the original and will continue to do so and as someone that loved nier from the first time i played it, i'm glad to say that this remake served as a great reminder of one of my favorite experiences of all time. while i don't think older fans are missing out much by skipping this remake despite it being a great source of fanservice, i understand there's a great poignancy in the original's final ending and i can respect the choice to leave things as they are. the new stuff is good but the original remains near and dear to my heart and this remaster is merely a reminder of that! so all in all, did i love it? absolutely. is it a good substitute for the original? i'd still recommend playing the original so you can experience how older fans felt back then and how they'd feel now but i'm not your mother lol do what your heart tells you to! nier replicant remaster had a lot riding on it for me personally and i'm glad to say it delivered in full and then a bit more! yoko taro might be one of the most divisive people in terms of output but i'm glad to say he did a great job directing and respecting the older fans while bridging the gap between those who never experienced the original. i never thought that a remake of all things would come to be one of my favorite things this year but i'm really happy it was ! here's to looking forward to more things in the future! i love nier and i liked this remaster! there's really not much more i can say :) kainé / 10 ~!

This game came very, very close to being my favorite game of all time, but in the end it didn't hit the mark the way that a lot of my favorites did. This isn't a bad thing; NieR expresses all of its ideas in as coherent and fluid a manner as it can and I think it really hammers home everything that it needs to with the tools that it has. It just didn't tell me anything I didn't already know - and that’s a good thing. I cherish NieR as much as I do for the exact reason that it reminds me so much of what I have, what I know and how I've grown.

NieR is a celebration of video games as a medium; it picks them apart, critiques them, and gets to know them inside-and-out for all their weird quirks and then pieces them back together, the relationship between creator and creation much stronger for all the bizarre intimacy and trust that can only come when you've exhausted every little detail of something you know and love so well. In many ways, NieR is the definitive game of the state of games in 2010: a look back at the achievements of games' past (with countless homages to games such as Resident Evil or the original Legend of Zelda with gameplay mix-ups and perspective changes), while taking a few brave first steps into the increasingly unique and experimental narrative language games had started to develop going into their fourth decade of mainstream prevalence.

There’s also something to be said about NieR’s LGBT themes and the manner in which it explores them and works them into its core narrative; every single member of the main party has some sort of LGBT experience related to their story. Rather than dedicating entire subplots to extrapolating upon these themes, it lets the player identify these characters as gay/intersex/bisexual and then places them in circumstances where one can identify strong parallels with LGBT experiences in a very real way without having to carve out room in the story just for those. It feels natural, and it’s the best way I’ve seen a game tackle LGBT themes - a scene where two “non-human” characters reassure one another over their “flaws” becomes a textual example of LGBT solidarity in the narrative, whereas one character’s discomfort and feeling unsafe being half-shade in a party of shade-hunters becomes a parallel to the fears that intersex and transgender feel in cisgender society. I’ve never seen another narrative handle it so subtly and yet so explicitly as Nier does, and I cherish it endlessly.

The fact that NieR has two protagonists is one of the best possible decisions that could have been made for this game. Perception, perspective and understanding is an important theme in this game, and a lot of the writing is written in a way that will resonate differently depending on whether or not the protagonist is a young man protecting his sister or a middle-aged man protecting his daughter. Brother Nier’s story is one of the best intentions and purest love slowly rotting into the most volatile hate, whereas Papa Nier’s story is one of how even the most innocent and noble of love can draw you to do terrible, awful things. Both protagonists have unique and incredibly impactful effects on the world around them, and are impacted by it in different ways, and have equally meaningful and unique relationships with their party members.

I personally prefer Brother Nier - he resonates with me on a much greater level and I find his more dynamic character arc more compelling, and I’m a sucker for understated, subtle romances such as the one between Brother Nier and Kainé, which is amplified considering the backstory context (and resulting LGBT status) that Brother Nier has whereas Papa Nier does not have it. At the same time, I cannot imagine NieR without Papa Nier. I found myself missing him even when he was right there in the playthrough of NieR: Gestalt I watched while playing through Replicant.

Some criticize the new ending in the remake as unfitting or that it ruins the original game’s point. I understand where they’re coming from in saying so, but I disagree - I think to emphasize NieR as a purely cynical and centering its darkness above all else is to miss the point. NieR is a story about love, and what people are willing to do for the people that they love. Some loyalties are unbreakable and will lead people to do unthinkable things - such as “undo” a poignant and controversial ending that many people consider the highlight of the narrative in which they are held. (Personally, I find Ending D to be a bit overrated - the twist ending comes as a bit shoehorned in and doesn’t have much narrative weight or presence, without ever explaining how Nier can do what he does to achieve that ending).

The only true complaint I have is that I feel that it’s a touch too short and relies too heavily on padding through (ultimately meaningless, if not entertaining) sidequests, and that its truly emotionally impactful moments are more-or-less hastily crammed into a game whose routes you could beat in ten hours or less if you rushed through it (it took me about eighty hours to achieve all five endings, with this in mind). I understand the importance of the game’s replay value and that it’s what makes the game so special, but at the same time I feel like I would have definitely been willing to rack up 100 hours or more in exchange for longer playthroughs so that I could see the party interact more. The four-man ensemble of Nier, Kainé, Emil and Grimoire Weiss is my favorite in any video game, and it feels like we’re made to say goodbye to them just as we’ve truly gotten to know them.

But — and this is a key theme of NieR in and of itself — perhaps it is more important to appreciate the journey itself, for often it won't end the way you expect, or even in the manner that you want it to. Sometimes you're happier on the path to your goals than you are when you achieve them. Love your friends while you still can, cherish every step you take for what it is, and don’t look back.

NieR Replicant is a game about found family, about not fitting into the world around you but finding people who love you regardless, who make you stronger and as a result more able to love yourself, or at least bear yourself. It's a game is about family, and community. It's about what makes someone human, and where the line lies with regards to personhood. About whether lying is worth it to save people pain, if such lies are even capable of doing so. NieR Replicant is a game doused in moral ambiguity.

It's also a game that is deeply about the feeling of loss. The kind of loss that drives you on through the harshest opposition, that makes you reckless, or that causes you to lose all sight of what is going on around you. The kind of loss that leads to you not returning home for as long as you can because you can't cope with the idea of seeing that empty bed again, the kind that leaves the landscape feeling deeply scarred for what is no longer there. The kind of gut-wrenching loss such that you can't bring yourself to repair the massive hole wrought upon your ceiling, even years later, because doing so would feel almost disrespectful to the fallen, because you can't bring yourself to accept that sometimes healing and letting go have to come hand-in-hand.

On a more subtle level, I can't help but feel that NieR Replicant is also a game about games, about the potential for the medium, about narrative, about iteration and the very concept of canon (or, how fickle canon is). The extent to which Replicant dives headlong into as many genres as it can is genuinely thrilling, with the introduction of the visual novel sections in the Forest of Myth being particularly startling, gorgeous and moving includes.

The biggest asset of the game however, beyond how moving it frequently is, beyond its earnestness, beyond this exuberant love of genre, is absolutely its cast. Kainé and Emil stand as two of the most deeply realised characters I've seen in any game, but even beyond this the cast at large has so many lovable characters, even many of the relatively minor ones, which is why even many of the game's smaller emotional beats still ring true and leave such an impact.

I will say that for all this NieR Replicant is a very imperfect, even downright frustrating, game sometimes. The story is honestly just kind of a mess in some regards, many of the sub-quests and even parts of the main quest feature gross amounts of being sent from Place A to Place B only to have the person there send you back to Place A where someone else sends you back to Place B again, and the structure of the extra routes/endings is very repetitive with Route C descending into a tedious grind that saps all but the very best moments in the bulk of this route of their emotional impact.

And yet whilst these flaws meant that it's hard for me to personally place Replicant alongside Automata, I find myself loving the game an awful lot. Replicant is a game of intense artistic ambition and of relentless heart, and so even though the low-points had me wishing that the late-game was even slightly more streamlined it's hard not to leave the experience feeling well-nourished.

This review contains spoilers


“Nothing is as it seems…”

The concept of truth is a relatively simple one - something that is “in accordance with reality” - in other words, something as it actually is, rather than a fabrication of the truth or a lie.

This concept is explored in great depth by NieR Replicant, and takes what would be a mere lie or a mistruth and extends it to the point where the entire game hinges on this “truth”.

At various points in the game, be it in the main campaign or in side quests, the player is asked whether or not they want to reveal this “truth” to characters after being sent on a quest to find someone, only to find them dead (at least most of the time).

The revelation of “truth” is something that is intertwined with the game’s core narrative. By the time you finish your first playthrough of the game, the game reveals to you that you can play the game again, and learn more, and come closer to obtaining the “truth” that the game dangles in front of your face throughout your time with it.

Upon entering the Shadowlord’s castle, the player learns that the twins from his village have been working with the kidnapper of his sister. The twins reveal to Nier that he, and everyone he knows, are not human. The twins reveal to him that all throughout your journey, you’ve been killing the actual humans themselves.

Ending A and the route itself will leave a lot of questions in the player’s mind.
And that’s just how the game wants it.

Your curiosity will prompt you to play the game through one more time, but it comes with a twist - now, on your second playthrough, you can understand the words of the true humans, the Shades, and you cannot stop Nier from progressing, and slaughtering the souls of the humans.

The ending B route is essentially a torture device, and a brilliant one at that - I doubt any of you reading this would actually want to commit mass genocide - but how ending B is utilized to convey the “truth” of the world of NieR to the player is absolutely incredible.

It doesn’t stop there - the incomprehensible speech of the shades is not. The only thing that changes upon a repeat playthrough - but now, the game gives the player extra cutscenes revealing the human nature of these shades (more specifically the bosses you fight throughout it), twisting the knife in the stomach of the player.

This route also sheds extra light onto the backstories and gives more intrinsic details into the rest of the party. Emil’s status as an experimental weapon is elaborated upon, but Kainé’s tragic backstory and her relationship with Tyrann fully cement her as the best written character in the game.

Of course, this relationship with Tyrann is another “truth” that, unlike some more explicit ones, is one that is implicit but horrifying nonetheless to figure out. Kainé, unlike Nier, Emil and Weiss, can actually understand the Shades, and is the reason as to why the player can understand the Shades this time around. And she can’t even do anything about it, as Tyrann would simply kill her if she even stopped the massacre of the Shades.

The Black Scrawl, the disease actively hurting Nier’s sister, is caused by the death of that Replicant’s respective Gestalt. You run around, killing Shades. And what are Shades? Gestalts.

You, the player, kill the Shadowlord. Do some further digging and you will find out that the Shadowlord is Nier’s Gestalt, and that Gestalts cannot function without the Shadowlord, and they would simply relapse and die without the Shadowlord. In killing the Shadowlord, you have effectively doomed the human race, and yourself.

All of this is revealed to the player, quite simply, because they chose to venture deeper into the game and world of NieR. And it hurts. How NieR Replicant utilizes New Game Plus as a mechanic for exploring the game’s narrative is one that emphasizes the concept of “truth” and its significance in the story that Taro wants to tell.

***

In a world where around every turn there is more than meets the eye and where the truth hurts, is there truly a right option as for what to do?

Do you face the truth head on, even if it hurts?
Or do you reject it, and believe in a lie?

The lies told by Devola and Popola were told for a purpose. There is no “evil” in the world of NieR, as everything has some justification or another. The separation of the soul from the body was done as to prevent the White Chlorination Disease, and it just so happened that the Replicants gained sentience by accident. The twins are carrying out their purpose given to them by the foundation that initiated Project Gestalt, and so too is the Shadowlord. Nier isn’t the villain either, even though he committed mass genocide, he did it under the belief that the Shades were monsters.

The main conflict in the world of NieR simply happened by accident - Replicants vs. Gestalts.
The Replicants weren’t supposed to gain sentience. The twins had to lie to all of the Replicants so to maintain order.

In this, you could interpret NieR Replicant as Taro’s cruel joke - it certainly seems like it - the cast undergoes no shortage of trials and testing of their beliefs and motives.

Alas! The world of NieR is a truly beautiful one, flaws and all. As the Replicants gained sentience, their world and culture began to develop, from Seafront to Façade. The people banded together, and built villages and towns, despite the constant threat from relapsed Gestalts.

On one hand you have the people of the Aerie, a place where Gestalts inhabit Replicants and shut themselves away from the world, embodying a miserable place devoid of this culture, a place where the inhabitants lament their woes to the player in passing.

On the other, you have truly beautiful places like Façade, a place where hundreds of years of collective desire for a society of order has manifested itself into this place where people obey rules, a place where "rules do not exist to bind you, they exist so you may know your freedoms", a place improved by Nier and company’s visit to the place, upon which Rule 0 was made - you may disband a rule by vote - ultimately showing an example of the player’s ability to do good in this world, as when the player visits Façade after the five year time skip, things have changed for the better.

In this world, a world that is relentless in tormenting the characters, there is beauty to be found in the culture and the evolution of man through hundreds of years of being left to their own devices.

These moments in which the player experiences the beauty of this world, accompanied by an astounding soundtrack that is as memorable as the game itself, are emblematic of hope for mankind, a hope that mankind can do good, despite the mistakes we may have made along the way.

And that is beautiful.

Good story almost completely ruined by the worst fucking backtracking I’ve ever seen in a video game.There’s absolutely nothing fun about repeatedly being set back and having to play the same story over and over again, going back through the same areas and doing the same things, and fighting the same bosses to actually progress. It’s especially not fun when that’s what most of the game consists of. Like I’ve even seen several diehard fans recommend that players just rush through the repeated routes as fast as they can, not doing any of the optional content and skipping most of the cutscenes and dialogue. That is a sign of a poorly designed game if you ask me.


Speaking of poor design choices, the game is littered with so many of them that somehow manage to needlessly pad out the game even more, several of which made me seriously consider dropping the game entirely. Route C requires you to gather all the weapons in the game (for literally no reason, might I add) in addition to it being almost the exact same story you just saw twice. This includes grinding for money (weapons are not cheap at all) and doing several mundane side quests, some of which require you to farm rare drops from enemies, or reload the same area over and over again until the weather changes. You better hope you get lucky, because there’s a chance that you’ll be killing the same enemies and/or reloading the same area over and over again for hours on end.


Also using a guide on route C is basically required if you want to get through it at a reasonable pace. The game gives you no indication at all on which side quests reward you with weapons, not to mention the side quests themselves have no markers/trackers on your map so you know where to go. Also, there’s a weapon that you need to buy from the Aerie, an area that becomes unaccessible at a later point, so you’re just out of luck if you slip up and happen to forget. And to top that all off, it’s best for you to make a separate save file in addition to the one you already have before the final dungeon to get ending D, and by extension ending E. Because if you don’t, and you save over the one file you’ve been using for most of the game… you have to play through everything, all over again, for the FOURTH TIME. The game does not tell you that, and they didn’t think to add in a chapter select like in Automata.


All of this just so you can continue with the story. I wish I was making this up, I swear.


The little bits of new cutscenes that you do get in between just do not make the rest of the repetition worth it in the slightest imo. Most of route C adds nothing, the beginning of route E adds nothing… I got so used to skipping through the same cutscenes that the game had already shown me a million times that when the time came for actual new cutscenes, I almost skipped those too on accident. And even with the added context of the story bosses, the boss fights themselves get more and more boring with every time you have to fight them again, since you’ll be massively overleveled in comparison and they’ll go down in just a couple of hits.


The game gets two stars because I still like the characters, and that soundtrack is godlike but I absolutely despise the way the story is presented, especially a shame for such a story driven game. It completely broke the immersion for me.

they de-cavia'd nier. whoever thought this was a good idea should get the acid pit

Bro I can't fucking think of words to say. All I know is that I've finished all endings, and Kaine kicked my face 50 times while I was doing ending E (don't ask why).

Essential Nier experience that, whilst it may not live up to Automata's game design (it is, of course, a remake of a 2010 game), it certainly does in thematic and character depth. Yoko Taro's mind is endlessly fascinating. Also the soundtrack made me orgasm I am not joking. 9.5/10

Se alguém acredita em algum tipo de ciência exata ou metodologia para o ato de resenhar, aqui lhe apresento um pesadelo: um remaster de um jogo que já joguei, cujo qual tenho tenras memórias em minha formativa adolescência, e que possui uma sequel que é tematicamente, narrativamente e mecanicamente muito similar. Deixo avisado aos puristas da arte de falar abobrinha sobre videogames que irei comparar Replicant ver 1.22 com o antigo, com o Automata, com as minhas memórias adolescentes do original, com ele mesmo e com o que mais der na telha.

Começamos pela história (a minha, no caso): como que um garoto de 13 anos no Brasil colocou as mãos em Nier pra Xbox 360? A sequência de decisões que me fez colocar esse jogo pra completar o frete da compra da Amazon da minha mãe não está mais presente no meu HD, mas o que importa é que tive contato com um JRPG nicho do Yoko Taro em uma época muito influenciável da minha vida. Sua estrutura maluca, personagens bizarros e música arrebatadora me pegaram de cara, e o jogo me inspirou de formas que sem dúvidas reverberam até hoje - quem sabe, e acho bem provável que, não fosse por Nier, não teria tomado tanto um gosto por jogos como forma de contar histórias.

Revisitar este jogo, portanto, é um exercício mental com mais camadas de cebola a descascar do que uma história do Yoko Taro - se bobear, vou ter que relegar partes do conteúdo dessa entrada para algumas light novels ou peças de teatro. Os primeiros passos no mundo de Replicant - igualzinho o que eu mantinha em minha memória, não obstante a cara nova - foram um passeio emocionante. A música por si só (não me importam os remixes) é um anzol que me puxa de volta instantaneamente. Me diverti com a vibe confusa, low stakes e ligeiramente depreciativa para com o jogador que a primeira parte do jogo tem. Ainda que hoje em dia tenhamos Automata, o Nier vovô já mostrava brilho que perpassa gêneros, sua narrativa explodia as dimensões do JRPG: quando precisava, virava visual novel, bullet hell, ARPG, sidescroller, e até ousava brincar de Resident Evil mega low budget por um pouquinho. Nem tudo cola, mas essa criatividade e ousadia, além de admirável, torna do jogo um universo extenso de opções: você não tem ideia do que tem na próxima esquina. E é na execução desta expectativa que o jogo te falha.

Os dois jogos Nier tem a fama dos jogos que você “precisa zerar mais de uma vez”. O original inventou a moda; um ato que representava em partes iguais um comentário transgressivo, uma necessidade de aumentar artificialmente o jogo, e uma forma muito interessante de contar uma história. Automata, por vez, aprendeu as lições que deveria: toda vez que você repete conteúdo, ele vem de uma perspectiva genuinamente inédita e dotada de jogabilidade também inédita, narrativamente coerente - sem contar que essa repetição consta de uma fração pequena do jogo. Nier Replicant, por vez, não corrige nada da encheção de linguiça do original, e te faz repetir o mesmo conteúdo, da exata mesma forma, com a mesma jogabilidade, de duas a quatro vezes. Diria que das minhas 28 horas com o jogo, quiçá 12h foram conteúdo inédito, em qualquer forma. Tudo isso em troca de algumas cutscenes, imagens e textos a mais. As repetições além da primeira não contribuem em nada para a história - são apenas gordura desnecessária, relíquia de um tempo onde jogos tinham que “fazer render”. O fato de que o pessoal do remake teve a capacidade de adicionar um final extra com bastante conteúdo inédito e não puderam colapsar as rota B, C e D em uma só pra mim representa uma falha de oportunidade no ato de refazer o jogo como uma versão melhor de si mesmo - pior ainda, te fizeram rejogar mais uma parte do jogo sem nem um átomo de variação para poder acessar o novo e brilhante True Ending, que sozinho, em 40 minutos, tem mais material inédito do que todas as outras rotas juntas.

Num mundo ideal, a rota B, C e D do jogo, que representam as perspectivas de Emil e Kainé, seriam jogáveis de fato através de suas perspectivas, assim como fazemos com o 9S em Automata. O público anseia por jogar com o Emil, caramba. Entendo que isso foi impossível no original, mas no remake certamente era uma possibilidade. Há o argumento de que, embora Nier Replicant v1.22 não seja Nier Replicant (2011), este remake é um que efetivamente substitui o original, não mais acessível por vias lícitas, e portanto é de um interesse e respeito historiográfico manter o jogo o mais próximo o possível do original. Se for este o caso, respeito a decisão. Ainda assim, o simples ato de simplificar as rotas do jogo em apenas A, B e C seria de enorme benefício para o ritmo da narrativa: a história não é melhor e mais emocionante porque eu zerei o mesmo jogo quatro vezes, duas delas seguindo strats de speedrun e pulando todas cutscenes.

Os problemas estruturais exacerbam a escrita de Yoko Taro, para o pior: os personagens secundários, inicialmente rasos, indagam a cada loop uma promessa de maior profundidade, que nunca chega; e rever várias vezes a mesma história te faz olhar mais friamente para aquilo que inicialmente era muito eficiente em te provocar emocionalmente, e buracos começam a aparecer. Sinto que a escrita de Yoko Taro é dotada e amaldiçoada por uma mistura de simplicidade e desprezo adolescente, sempre efervescente, o que a faz funcionar muito melhor quando se trata de robôzinhos emulando o ser humano em Automata, do que quando tenta representar pessoas de verdade em Replicant. As sub-histórias de Nier, em seu melhor, são fábulas e contos que formam a poesia estrutural dos mundos de Yoko Taro. Porém, em contraste com as histórias de Kainé e de Emil, não possuem carne o suficiente para justificar o holofote, e quando se ligam diretamente ao resto da história, as fazem de forma que parece repentina e não satisfatória - que porra esse pessoal tá fazendo aqui? Ainda assim, não nego o apelo emocional quando ele funciona: me dá agonia pensar em Facade e nos irmãos do Junk Heap, e no ciclo de violência trágico em que estão presos, um tema refletido muito bem no conflito central da história.

A narrativa central, ainda que não livre dos defeitos acima citados, tem um cerne muito forte: a versão da clássica party do JRPG em Nier é uma das melhores que se tem, um trio de deslocados (e aqui o papai Nier encaixa muito melhor do que o agora canônico oni-chan Nier), cada um mais bizarro que o outro, criando um pertencimento único entre si, e uma amizade que parece genuína - todos eles precisam de si para viver. Nunca me importei pela Yonah catarrenta, e sim muito mais pela busca de seus dois companheiros por pertencimento: tivesse mais orçamento o Nier original, tenho certeza que esse aspecto do jogo teria sido mais explorado. De resto, duas coisas preciso deixar dito:

- O Emil merecia uma rota (se não um jogo inteiro) só pra ele.
- Em pleno 2023, a roupa da Kainé é intankável. Um enorme defeito na personagem mais bem escrita do jogo, e uma verdadeira vergonha - provavelmente um dos maiores problemas do jogo, honestamente. Ridículo e masturbatório no mais alto grau, para enorme detrimento de sua representação.

Pra quem já leu até aqui, fica claro que compro um lado no debate de remake/remaster: se mudou todo o combate e adicionou grandes sessões de conteúdo original com sistemas novos, já deixou de ser mero remaster, e nada que peço aqui extrapola essa ótica. Vou chamar de remake.

Apesar dos apesares, ainda é Nier. Não há nenhum jogo como ele, nem mesmo os Drakengard ou o indiscutivelmente superior Nier Automata. Se todos os jogos tivessem o tanto de ousadia, espírito e humanidade que esse aqui tem, não haveriam mais conflitos no mundo. Sempre estará no meu coração, e tenho orgulho de como influenciou a minha relação com arte. Um verdadeiro marco na história do gênero e da mídia, dessa vez com uma carinha nova que não tenta esconder nenhum de seus defeitos. Nem pra colocar um casaquinho na Kainé?

Can't wait for NeiR Replicant ver. 3.1415926535 8979323846 2643383279 5028841971 6939937510 5820974944 5923078164 0628620899 8628034825 3421170679 8214808651 3282306647 0938446095 5058223172 5359408128 4811174502 8410270193 8521105559 6446229489 5493038196 4428810975 6659334461 2847564823 3786783165 2712019091 4564856692 3460348610 4543266482 1339360726 0249141273 7245870066 0631558817 4881520920 9628292540 9171536436 7892590360 0113305305 4882046652 1384146951 9415116094 3305727036 5759591953 0921861173 8193261179 3105118548 0744623799 6274956735 1885752724 8912279381 8301194912 9833673362 4406566430 8602139494 6395224737 1907021798 6094370277 0539217176 2931767523 8467481846 7669405132 0005681271 4526356082 7785771342 7577896091 7363717872 1468440901 2249534301 4654958537 1050792279 6892589235 4201995611 2129021960 8640344181 5981362977 4771309960 5187072113 4999999837 2978049951 0597317328 1609631859 5024459455 3469083026 4252230825 3344685035 2619311881 7101000313 7838752886 5875332083 8142061717 7669147303 5982534904 2875546873 1159562863 8823537875 9375195778 1857780532 1712268066 1300192787 6611195909 2164201989


This review contains spoilers

In spite of its design flaws, Nier Replicant offers a brilliantly executed narrative experience by devoting itself entirely to what it seeks to accomplish.

Our time with the game is dedicated to showing us that our meaning in the world derives from our connection to one another. Even if humanity is to perish, preserving that meaning is what we live for. This idea is established within the opening hour through Nier's monologue, claiming that, despite the world dying, his only goal is to ensure that he and his sister survive. What becomes of humanity is nothing more than a distraction to that objective. Replicant builds on this through the structure of its storytelling, subverting the archetypal hero's journey in favor of a more intimate goal. Emphasis is placed on this concept by utilizing perspective as a tool. We initially perceive events through a lens that portrays Nier and his companions as the heroes fighting against an unequivocally evil threat, Shades. Toward the end of our first playthrough, a twist reveals that the beings we've been mercilessly slaughtering are actually humans that currently exist in the form of 'Gestalts' and that we, 'Replicants', were conceived as nothing more than shells for them to survive in. With that knowledge in mind, the second playthrough builds on this by forcing us to revisit the same scenarios with newly added scenes that show us the Gestalts perspective, humanizing what was seemingly evil through familiar acts and motivations. This functions to recontextualize how we view our actions in this world and what changes once we're made aware of the harm we've brought to humanity.

Ultimately, none of this has an impact on how Nier proceeds toward his goal. The final battle with Shadowlord continues to drive this point when he is revealed to be the human version of Nier that we witnessed in the prologue, sharing the same goal of saving their respective versions of Yonah. Ignoring these parallels, Nier's response to this information remains abrasive. "You want me to understand your sadness? You think I'm gonna sympathize with you?" His only promise was to protect my sister, cutting down anyone that gets in the way of that. If there is a difference between Nier's goal at the beginning and ending of his journey, its the addition of people he holds dear in this world and resoleves himself to protect even if the circumstances involve existence itself. In defeating Shadowlord, an end was put to Project Gestalt, which effectively dooms humanity to an inevitable extinction. The consequences of this can be seen in another Yoko Taro works, further emphasizing what is being sacrificed for Nier's goal.

A knot is tied onto these themes through its implementation of metanarrative. Ending D, what was considered the true ending for 11 years, closes the game with Nier's sacrifice of his own existence to save Kainé's life, one of the people he swore to protect. The impact of this sacrifice is conveyed through the erasure of our save data, associating the player's personal experience to depict this. Exclusive to ver.1.22474487139... is Ending E, featuring a continuation of this ending where Kainé fights to undo what was lost through D, which restores our previously deleted save file. While this may seem to undo what was originally bold about the previous ending, it functions to provide a more thematically cohesive statement toward what Replicant has been attempting to tell us. Kainé's struggle to restore this world is pointless in the grander scheme as nothing will be fixed. Gestalt Nier and Yonah's deaths still lead to humanity's extinction and Replicants are no less of an errored existence than they were prior. Similarly, restoring our save file does not serve much purpose as our time with the game is still reaching its end without any change in the events that will follow. Instead, what Kainé's actions accomplish is bringing back the world where she experienced acceptance and learned the value of connecting with others. The game closes its narrative with one final scene that Kainé and Emil communicate to us as Nier's existence is returned to their world.

"Our journey may have been meaningless. Our past may have been a mistake. But... we're not going back. Even if this world... comes to an end. Because this... this is the world with the people we cherish."

The conceptual execution of Replicant's message is strengthened by extending itself onto other areas of the game's design, providing consistency that goes beyond the narrative itself. It shouldn't take long to notice that letters are strangely prominent throughout our experience. Symbolic of the themes surrounding human connection and intimacy, is is often depicted through various elements of its visual presentation, such as mailboxes serving as save points or the menu's UI being styled as a postcard. The loading screen comprises of letters written by Yonah, frequently reminding the player what they are fighting for. Several quests either feature or are centered around letters. One in particular plays into this concept by bringing us to an old lady whose happiness derives from receiving letters from her lover. Unbenounced to her is that this man is no longer alive and the person writing her has been the postman delivering the letters as a means of preserving that happiness. Offering consistency in this regard is a showing of how much thought goes into the themes.

Of course, this isn't the only aspect of its presentation that functions to provide a more effective experience. Accompanying all of this is the sound of Replicant, a facet of the game that is integral to the holistic execution of Taro's vision. From the haunting vocals opening the game in 'Snow in Summer' to the to the melancholic tone of 'Grandma', Replicant's ethereal atmosphere serves as one of the biggest contributors to its identity. Common collaborator Keiichi Okabe and his studio, Monaca, compose the OST with assistance in the form of Emi Evans's voice. Okabe's compositions allow for a distinct harmony to exist with her vocals, blending them into tracks as another layer to the production. This is partially accomplished through the utilization of Evans' Chaos language, which is made up of sounds that derive from 6 different languages, making the lyrics incomprehensible without being jarring. According to Taro, he wanted to avoid using recognizable lyrics to prevent distracting the player, serving more appropriately as background music. Track placement is also given emphasis to enhance immersion throughout the playthrough. Certain sections of the game splits tracks into multiple layers, introducing a new layer as the player continues to click through the dialogue. This is a technique that is utilized to synchronize a track's placement with what is being shown on screen more accurately without stripping away the player's agency.

This isn't to say that the game is flawless. It continues to function off one of Taro's most infamous quirks in forcing redundancy on the player in order to experience all of the content. At least three playthroughs of the game's second half are required for this, the third barely adding anything prior to reaching Endings C and D, which may result in a fourth playthrough if the player neglects to save before the final area. As the most criticized aspect of the experience, its reasonable to understand why several people may not come off Replicant with a positive impression. However, those who can tolerate these inconveniences will find themselves experiencing one of the most carefully crafted experiences the medium has to offer.

This review contains spoilers

decided to rewrite my review and do it a little off the cuff (i.e. not typing it in a word processor and drafting it before putting it in the text box here)

whatever i could say about either version, they're both beautiful games. i'm not sure if it's understated or just something i haven't personally seen, but kainé's backstory is legit one of the few things in media that make me cry uncontrollably. without hyperbole it makes the game for me, and it's crazy that such a beautiful and validating pro-intersex (and by anatomical adjacency, pro-trans) message came from a AAA publisher in the year 2010 (and without feeling patronizing, it's visceral and should be a punch in the gut to anybody with a shred of empathy)

since i've decided to spoiler this review i also wanna go ahead and defend ending e. it's a bit indulgent, especially in terms of being an adaptation of what i believe to be a decade old short story that taro wrote, but it's hard to imagine a better "secondary" "true" ending. i feel like ending d doesn't lend kaine her own agency, and ending e is her fighting to get both her agency and the only family she had left back. aesthetic or worldbuilding incongruencies aside, nier is an emotional work first and foremost, and ending e is a story about a stubborn woman who loved her friends fighting back against the unjust world that robbed her of them

it's also just refreshing to see a piece of media give a queer found family a relatively happy ending, but maybe it's just cuz i've had multiple queer "sisterhoods" that really resonate with kainé and emil's relationship, so it hits really close to home for me. it's already implicit by the existence of nier automata that said happiness will eventually end, so ending on a bittersweet note that's maybe a bit more sweet than bitter feels earned to say the least

You can safely ignore the stupid reviews complaining that they somehow ruined the game by making it better. They're obsessing over minutae of artistic intent that pretentious pseuds made up rather than admit the 2010 gameplay was bad, and ignoring the actual artistry of the game. "NieR's gameplay was bad on purpose" was a cope made up by people who don't want to admit the original game was severely flawed but I guess if you tell yourself something like that for enough years you psyop yourself into actually believing it. The reality is the original game was trying to genuinely compete in the market of action RPGs (it was trying to be on par with kingdom hearts, but for SE's older audience) but Cavia didn't have staff with the chops for action games. With 1.22 NieR Replicant is better than it's ever been. While it was my favorite game the original had huge, glaring flaws. While the core combat in this version isn't anything amazing, in the original it just wasn't any good. Content was cut from the game due to constraints. Graphically it was dated on release and really overused the bloom. Here they've polished the game and really let it shine. The things that most needed improvement have been improved with the soul and aesthetic still intact afterwards. It plays dramatically better. It looks dramatically better. They've added cut content back in. It's fully voiced now. You're an idiot if you intentionally lose out on a massive improvement because you've deluded yourself into thinking the game being tedious to play was a core tenet of the story and not just the result of it being a low-budget game made by a studio that was bad at making action games. Honestly if you're one of those people, I question whether you really like NieR or just like feeling smart for having played the less popular one (Same with the people who love OG NieR and hate Automata. You don't actually like NieR)
The same thing happened with Automata; people would find every contrived reason to whine about it now that the series is popular, but go on about the original was just to make sure everyone knew how cool they were for playing it. Thinking Yoko Taro was an infallible genius when he made half-baked games but hating his work now that his games are more successful and have actual quality support just shows that you are a contrarian hipster.

* lol, how personally these people took me calling their reviews stupid is really telling

wouldve probably been more invested if the main character was like, an old dad or something. until that exists its just ok