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Cancel Go to Site. Close Pin It. Eventually another playable character is introduced: "A2", an obsolete attack android with a taciturn personality who often chooses to act alone.

Other characters include the YoRHa's top officer, "Commander"; the resistance leader, Anemone; Pascal, a machine who dislikes conflict and wishes for peace; Devola and Popola, androids who aid the resistance and are of the same model as a similar pair from Nier ; and the original Nier character Emil, who has lost his memories in the intervening years after the original game.

The first and second playthroughs follow the respective views of 2B and 9S during an initial invasion. After opening a route for future missions, they are sent to clear out machine threats for the Resistance, led by Anemone, who provides the two with support.

During their missions, 2B and 9S discover that the machines are exploring human societies and concepts. The two work with a pacifist machine group led by Pascal; battle Adam and Eve, physical manifestations of the machine network who reveal that their creators were destroyed centuries ago; [q 1] and encounter A2, a rogue android on the run from YoRHa.

Adam is killed by 2B after he captures 9S. During his recuperation, 9S discovers a glitch in YoRHa's servers when syncing himself and 2B, and learns that humanity was extinct long before the alien invasion.

Their last remnant is a Moon-based server holding humanity's incomplete genome remains. YoRHa perpetuates the myth of their survival to maintain morale and give androids a "god" to fight for.

However, 9S's consciousness survives within the local machine network. The third playthrough begins as YoRHa launches a full-scale invasion. A logic virus attack—enabled by the "glitch" that 9S previously discovered—corrupts every YoRHa unit including those in the Bunker, except for 2B and the restored 9S.

Discovered by A2, 2B uploads her memories into her sword and asks her to look after 9S. An ignorant 9S witnesses A2 mercifully killing 2B.

Simultaneously, a tower created by the machines rises from the land, separating the two before they can fight. The perspective splits between A2 and 9S a fortnight after these events.

A2—the survivor of a test run for YoRHa—finds herself empathising with the machines; she witnesses Pascal's village being destroyed, then its "children" committing suicide out of fear when attacked.

Pascal begs A2 to either wipe his memory or kill him; A2 can perform either task or leave him. An increasingly-unbalanced 9S investigates the tower's resource-gathering platforms, fighting machine remnants and learning the tower is designed to launch a missile at the Moon server.

Both eventually enter the tower, with Devola and Popola sacrificing themselves to open it. During these events, it is revealed that YoRHa was always designed to lose and to perpetuate the myth of humanity, with the Red Girls in the Machine Network using them to further their evolution; each side trapped the other in an eternal cycle of war.

Emil lost his memories due to copying himself to fight the aliens. A group of those copies, gone mad after losing their sense of self, act as a secret boss battle.

After the current character wins the fight, Emil dies after remembering his reason for fighting. They stay at the Resistance camp doing the riskier jobs, and aid the YoRHa androids until helping 9S at the tower.

At the top of the tower, the two androids confront each other; 9S, now insane and infected with the logic virus, challenges A2 to a fight, prompting the player to choose a character.

If 9S is chosen, the two androids kill each other; in his final moments, the Machine Network offers him the chance to join them, as the tower has changed its function to fire an ark containing the Machine memories to find a new world.

Despite the possibility that the three restored androids would repeat everything, the Pods hold faith that they will forge a new future for themselves.

The player is then given the option to sacrifice their save data to help other players. When Saito spoke to assistant producer Yuki Yokoyama, Yokoyama was unwilling due to the original game's low sales.

As a result, they contacted PlatinumGames , which had developed a reputation for high-quality action games such as Bayonetta and Metal Gear Rising: Revengeance.

The latter condition necessitated a move by Yoko from Tokyo to Osaka where PlatinumGames was located. The original plan was to make the game for mobile platforms or PlayStation Vita —Yoko claims that they intended for it to be similar to farming simulator Farmville —but it was soon decided to develop the game for PlayStation 4 instead.

It included many of the staff from the original Nier. The two eventually developed a system of "free time" where Yoko could come in when possible without clashes.

The points they felt needed addressing ranged from character designs to gameplay to graphics. While improving on these points, they also carried over aspects that were well-received, such as the complexity of story and the game's music.

Yoko was the primary writer of the game's scenario. After delivery, the overall narrative remained the same with only small-scale adjustments taking place during development.

The happy ending from Yoko's perspective was the fifth and final ending. According to Yoko, the fifth ending did not come to him for some time as he was focusing on other aspects of the story.

He felt that the characters he was developing were naturally leading him towards that ending rather than him designing it for them. The final ending featured a shooting sequence where the player literally fought their way through the closing credits; this was symbolic of the player and characters breaking out of a known system to find the hope of a new future.

Yoko said this was representative of the story's focus on the future and systematic elements. Yoko was deeply impressed by this, but pulled away from his initial concept of having messages appear only from countries at war with the home of each player.

This feature, where players sacrificed their save data to aid other random players in finishing the bullet hell sequence at the end of closing credits, was implemented midway through development.

The team defined the game's central theme as " agaku ", a Japanese word meaning to struggle out of a bad situation.

The negative influence of human history on the factions also reflected his views on how people continue to fight and create boundaries between themselves despite their advancement.

As Nier: Automata was a role-playing action game as opposed to Taura's previous pure action games, the development presented new challenges for him.

For the final boss where the player chooses between 9S and A2, each was supposed to lose important elements weapons and items for A2, experience points for 9S , but this was dropped.

For the combat system, the team took the systems used in Nier and infused elements from other titles by PlatinumGames. Taura's main concept was that the combat system improve on the original and weave into the story.

A particular element noted by Negishi was the lower concentration of enemies in the world compared to that usually found in their other titles, as the open nature of the game required this.

This was part of their efforts to fulfill Yoko's creative vision: by including fewer enemies, the team gave players the opportunity to "enjoy the still beauty of the game's desolate world".

Required inclusions were the shooting elements, compared by staff to bullet hell titles, and combat that switched between top and side camera views.

Cooperative and player-versus-player multiplayer modes were suggested, but never got beyond the concept phase. Using feedback about the original characters designs, Akihiko Yoshida was brought on as main character designer.

K, character designer for Nier , to return. However D. K broke his elbow and was unable to draw, so referred the team to Yoshida. Yoshida joined a little later than usual in the process, so Taro gave him a general guideline of sleek designs with black as the dominant color.

One of the challenges faced when creating the character models was making them seem alive despite their mechanical nature. Composer Keiichi Okabe , who worked on both Nier and Drakengard 3 , returned as lead composer with his studio band Monaca, alongside fellow members Keigo Hoashi, Kuniyuki Takahashi, and Kakeru Ishihama.

A change from the previous score was a shift to portraying a more mechanical and brutal theme and environment than Nier , which had focused on grasslands and villages.

Another factor was the open world environment: rather than a single looping track, Okabe created multiple hard and soft tracks that transitioned into each other depending on situation and environment.

Additional male vocals were provided by Shotaro Seo. Nicole and Nami Nakagawa joined with Evans to form a three-part chorus for some of the musical work, including a boss theme featured in the game.

The general sound design was handled by Masato Shindo, who was faced with a challenge new to the PlatinumGames staff: in their previous projects sound echoes had been handled by individual settings created by the team, but that would not work properly in an open world setting due to its scale.

Instead, Shindo designed a realistic soundscape using a system to manage echoes in real time, determining how much reverberation to generate based on current surroundings.

One of the factors that helped with the smooth implementation was Ueda's previous encounters and good working relationship with Okabe.

An official soundtrack album was released on March 29, In January , after the release of Drakengard 3 , Yoko expressed an interest in making a second spin-off from the Drakengard series, but did not specify whether it would be related to Nier.

Yoko originally wanted to call it Nier: Android , but this was vetoed by Square Enix due to a possible trademark conflict with Google's Android system.

The team did use her long-haired design for footage from a late-game boss fight where in-game she had short hair, making her change in appearance less obvious.

The delay gave the developers additional time to improve the quality and gameplay balance. Localization for the English version was handled by , the same company which localized of the original Nier.

The aim was to create a script that would appeal to players around the world. While 9S was already written to be more emotive in Japanese, 2B had to be rewritten so she came off as "droll" rather than emotionless in English.

The team had notes about how to write each character; for example 9S would speak about things at length, while 2B would be more crisp.

The team also needed to make decisions about the voice acting, ranging from potential regional accents to altering voice types.

A cited example was changing a character with a high-pitched child's voice to a more mature one so as not to grate on players.

They also needed to do research on the various philosophical themes so as not to make a mistake in their writing. As the estate of Jean-Paul Sartre would not have allowed the philosopher's name to be used in this context outside Japan, Yoko reluctantly allowed the name change at Square Enix's request.

The game released in Japan on February 23, Amazarashi's lead singer Hiromu Akita was a fan of Nier , facilitating the promotion. The music video for "Inochi ni Fusawashii" was supervised by Yoko.

The game was announced for a digital release on Windows platforms through Steam. When handling this problem, the teams considered using Denuvo digital rights management.

In November , Saito stated that an Xbox One version was up for consideration, and announced that the game would support the enhanced PlayStation 4 Pro model.

It released worldwide on June 26, The game also has had downloadable content DLC released for it. Titled 3C3C1D , it was released on May 2, , and features additional costumes, elements from the , three new battle colosseums, including boss fights with Square Enix and PlatinumGames presidents Yosuke Matsuda and Kenichi Sato.

The original PS4 release of Nier: Automata received "generally favorable reviews" on review aggregator Metacritic , earning a score of 88 out of based on critic reviews.

Japanese gaming magazine Famitsu gave it a near-perfect score, lauding most aspects of it despite one reviewer finding customisation cumbersome.

Game Informer reviewer Joe Juba noted that a lot of enjoyable elements within the game's narrative and gameplay were obscured by confusing or obtuse mechanics.

The story and narrative themes met with general acclaim, [83] [85] [86] [88] [90] though some found its pacing or presentation lacking.

The game sold , copies during its first week of release in Japan, topping the charts and significantly exceeding the sales of the original Nier in The majority of sales during that period came from overseas, and was seen as a surprising success compared to the low sales of the first Nier.

Nier: Automata was nominated for and awarded several different industry awards across and , including awards of acclaim from CEDEC and the Game Developers Conference.

It was also awarded or nominated in several "Best of" lists for by gaming websites. Prior to the release of Nier: Automata , Yoko scripted a musical stage play called YoRHa , which was performed in Yoko created the basic scenario while the script was written by Kaoru.

For later productions, Yoko made revisions to Asakusa's script to simplify the plot. Multiple novels were also created based on the universe, written by Yoko and Eishima.

Released on December 19, the DLC features a scenario around the character, themed moves and weapons, and an alternate white variation dubbed "2P".

Yoko Taro jokingly suggested the P stands for Panasonic. PlatinumGames March 7, Nier: Automata PlayStation 4. Square Enix. From Wikipedia, the free encyclopedia.

Keiichi Okabe Keigo Hoashi. PlayStation 4 Windows Xbox One. WW : March 17, WW : June 26, Main article: Music of Nier.

October 28, Archived from the original on May 11, Retrieved February 9, PlayStation Blog. Archived from the original on February 13, Retrieved February 15, Archived from the original on February 15, Archived from the original on February 1, Views: 3, Related Posts.

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