Log Status

Completed

Playing

Backlog

Wishlist

Rating

Time Played

40h 28m

Days in Journal

34 days

Last played

May 26, 2021

First played

April 23, 2021

Platforms Played

Library Ownership

DISPLAY


"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.