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[PC] [PS4] Nier: Automata

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[PC] [PS4] Nier: Automata

Unread postby Sparkster » 16 Jun 2015 20:17

http://gematsu.com/2015/06/nier-new-pro ... ounced-ps4

Sal Romano wrote:NieR New Project, developed by Platinum Games, announced for PS4

Square Enix anounced NieR New Project, a new NieR game developed by Platinum Games for PlayStation 4.

The game’s staff is as follows:

    Director: Yoko Taro
    Producer: Yosuke Saito
    Game Designer: Takahisa Taura (Metal Gear Rising)
    Composer: Keiichi Okabe (Drakengard)

According to Platinum Games producer Atsushi Inaba, the request was to instill new strength in the NieR franchise by levering Platinum’s specialty, action.

Square Enix promises further updates sometime around the fall.

The game is in early development.


Nier 2 Trailer: https://www.youtube.com/watch?v=CEAzs9Jbs_w
Last edited by Sparkster on 02 Dec 2015 08:57, edited 1 time in total.
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Unread postby Hanged Man » 17 Jun 2015 17:12

http://gematsu.com/2015/06/nier-new-pro ... characters

NieR New Project will feature three playable characters, two of which we’ve already seen, director Yoko Taro confirmed during an E3 interview with GameSpot.

We’ve already seen two of them: the white-haired girl featured in the trailer and the small boy we see briefly standing atop a building. The third character has yet to be revealed.

A release date for the new NieR has not been announced. But whenever it does release, it will be in a single version. The original NieR released in two forms in Japan—NieR Replicant for PlayStation 3 and NieR Gestalt for Xbox 360. The former featured a younger, teenage protagonist geared towards Japanese audiences, while the latter a middle-aged protagonist geared towards western audiences. The latter was released as NieR for both platforms in North America and Europe, with Replicant never leaving Japan. Now, the developers believe the time has passed for treating each market so differently.
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Unread postby El Chaos » 27 Jun 2015 16:32

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Unread postby shubn » 30 Oct 2015 15:37

http://www.allgamesbeta.com/2015/10/nie ... ailer.html

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NieR: Automata First Gameplay Trailer & Screens

Square Enix Reveals NieR: Automata

Square Enix today unveiled the full name for the upcoming action-packed addition to the NieR series as NieR: Automata.

During a stage presentation at Paris Games Week, producer Yosuke Saito (Dragon Quest X / NieR) and director Yoko Taro (Drakengard / NieR) provided audience members a first-look at the title’s gameplay, which features PlatinumGames’s signature action-oriented combat.

“NieR struck a chord with many passionate gamers. It was something so special that we felt compelled to heed the fans’ call for a follow-up,” said Saito. “To create the ultimate action-RPG, it dawned on me that a collaboration between PlatinumGames and Square Enix would be a dream come true.”

Accompanying the new trailer were a selection of screenshots and artwork that provides a glimpse of the visually diverse world of NieR: Automata. The title’s protagonist, “2B,” was designed by Akihiko Yoshida from CyDesignation, artist for Final Fantasy XIV and the Bravely Default series.

About YoRHa No. 2, Model B, “2B”

2B is an all-purpose battle android, deployed as a member of the automated infantry squad, YoRHa. She is equipped with a sword for close quarters combat, and can attack from range using the “Pod” support system. Her eyes are obscured beneath her standard-issue military visor, which she rarely removes.

Members of the YoRHa squad forgo names and are referred to only by their code numbers. Though the regulations forbid them from expressing emotions, each model has its own distinguishing personality, and 2B is comparatively cool, calm, and collected.

Story of NieR: Automata

Invaders from another world attack without warning, unleashing their secret weapon: the machines. In the face of this insurmountable threat, the human race is driven from the earth and takes refuge on the moon.

The humans develop an army of android soldiers to fight back against the mechanical horde, but succeed only in slowing its advance. To break the deadlock, a new breed of android infantry is sent into the fray: the YoRHa squad.

In the forsaken wasteland below, the war between the machines and the androids rages on. A war that is soon to unveil the long-forgotten truth of this world...blog.us.playstation.com


NieR: Automata Trailer: https://www.youtube.com/watch?v=OCGOxIJa8V0

Download HQ Trailer (.MP4 | 126 MB): https://mega.nz/#!ydB33RAL!8jlt9cCv0u_x ... S_Fk-GJtZ4
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Unread postby shubn » 08 Nov 2015 22:06

http://www.dualshockers.com/2015/11/08/ ... much-more/

PS4 Exclusive NieR: Automata Gets a Lot of Info on Gameplay, Music, YoRHa 2B, Origins and Much More

The debut gameplay trailer of NieR: Automata showcased at Paris Games week definitely impressed many, and during a livestream from the event hosted by JeuxVideo.com Producer Yosuke Saito and director Taro Yoko gave a lot of information about the game and its origins.

The livestream was in French, but below you can read a recap of what we learned.

• Saito-san admitted that NieR didn’t sell very well, but the franchise has a cult following of hardcore fans and it has a lot of potential.
• Combining Platinum Games and Square Enix is like having a dream team, especially adding the character design of Akihiko Yoshida.
• The coherence of the world between NieR and NieR: Automata is guaranteed by the work of Taro Yoko himself. The fans of the previous NieR won’t be disappointed or feel betrayed.
• The game is benefiting form the experience of PlatinumGames in action games, and from Akihiko Yoshida’s very personal art style. Saito-san feels the combination of those factors can result in a great game.
• Square Enix didn’t expect such a strong positive hype about the franchise. People keep buying the original soundtrack CD for the first game, talking about the story and they really like the world.
• At the beginning they wanted to name the game NieR: Androids, but there were trademark problems and “Androids” sounded too simple anyway.
• The first prototype for the game was completed on July 2014.
• A lot of attention was paid to the criticism received by the first game. Saito-san’s work as the producer is to assemble the best team to make the best game possible. According to him, with the team they have, the game is going to be great.
• Saito-san remembers that many foreign reviews of NieR mentioned that the graphics weren’t very good, but they weren’t able to stop playing, and that’s one the game’s trademarks.
• When PlatinumGames developed the prototype of NieR: Automata, it was also a test to see if Taro Yoko was compatible with Platinum, and it went very well. They also discovered that PlatinumGames has a lot of respect for the director, and there is no problem in them working together.
• In order for the game to be made, Yoko-san decided to live in Osaka (he normally lives in Tokyo), where PlatinumGames is located. He’s there to guarantee that the game remains faithful to the original game. NieR: Automata is going to be very faithful to the franchise’s universe because the same person is in charge.
• When Taro Yoko joined the team, he was the first one to ask himself if the game would become just an action game, but when he went to Platinum, he met Chief Planner Takahisa Taura, and he noticed that he had a lot of respect for the previous NieR. His ambition is to create a new NieR while keeping what made the first game unique.
• The story about NieR: Automata being originally a mobile game is just a rumor without any solid ground. A long time ago Taro Yoko considered a NieR adaptation for PlaySytation Vita, and that might be where the rumor came from, but it had nothing to do with NieR: Automata, and the project was canceled. There’s no NieR project for mobile.
• Emi Evans (that provided vocals and lyrics for the original NieR) isn’t working on the game.
• Composer Keiichi Okabe and Taro Yoko didn’t expect the original soundtrack for NieR to be this popular, and they don’t even know exactly the reason why, so they can’t guarantee that they will repeat the same miracle, but Yoko-san is sure that he’ll do his best.
• Saito-san mentioned that as a producer his directive was for the music to remind of the previous NieR so that the fans of the previous game could enjoy it.
• In some levels there are places you won’t be able to reach with normal jumps, so you’ll have to use your gliding drone “Pod” in order to reach them.
• Between combat phases there will be exploration phases, and contrary to what the trailer might make you think, there won’t be only action. On top of the action, there will be adventure, dialogue with characters, puzzle solving and story progression.
• The Pod flies around you, but he won’t behave like the Grimoire Weiss. It won’t talk all the time and behave more like a car’s GPS. That said, he’s not just going to be an accessory.
• You can switch between weapons very easily, and also between close combat weapons and ranged weapons. The ranged weapons are all stored inside Pod.
• The gap between the dark universe and comedic elements is what makes NieR unique, and Yoko-san wants fans to feel it again in NieR: Automata. That said, he doesn’t like to do exactly the same thing twice, so that kind of unbalance is going to appear in an unexpected way.
• For now the team is giving its all on NieR: Automata, so they’ll think about possible remasters of NieR after the release of the new game.
• Saito-san cannot promise that the game will have a demo, because he wouldn’t want to disappoint people, but it’s something they’ll consider in their planning, so there might be one if no problem arises.
• What looks like a bandage on YoRHa 2B’s eyes is actually not a bandage, but special glasses that display information for her. The glasses are part of her equipment right from the beginning of the game.
• The reason why you can’t see her eyes is a very important part of the story, so Yoko-san can’t reveal it. Saito-san mentioned that it has nothing to do with Emil’s petrifying gaze from NieR.
• Yoko-san mentioned that his iconic mask is four times hotter than what you’d imagine.
• It was confirmed that the game is only in development on PS4.
• The fact that YoRHa 2B’s weapons don’t touch her back but just float behind her has a very peculiar reason. Her swords have their own magnetic fields, and that’s important in the gameplay. They can be used as swords, but also thrown like shuriken.

[Translation: Morgane Bouvais]
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Unread postby El Chaos » 05 May 2016 21:26

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Unread postby Sparkster » 16 Jun 2016 07:28

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Unread postby El Chaos » 03 Sep 2016 14:37

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Unread postby El Chaos » 22 Dec 2016 16:14

Demo 120161128 battle footage and commentary:
https://www.youtube.com/watch?v=SOm-MF9cmg8
Last edited by El Chaos on 01 Jan 2017 23:45, edited 1 time in total.
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Unread postby El Chaos » 01 Jan 2017 23:44

Digital Foundry PS4 vs. PS4 Pro demo comparison + frame-rate test: https://www.youtube.com/watch?v=cvs7I2QUFh8

Thorough mechanics analysis and demo playthrough:
https://www.youtube.com/watch?v=jIEyXz2mprg
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Unread postby El Chaos » 11 Feb 2017 15:05

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Unread postby Bread » 11 Feb 2017 15:31

English version, Glory to Mankind 119450310: https://www.youtube.com/watch?v=mOQwMLWEJrg
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Unread postby Bread » 19 Feb 2017 23:00

Hardcore Girls and Bullet Hell: A Conversation with the Makers of 'Nier: Automata'
https://waypoint.vice.com/en_us/article ... r-automata

Sayem Ahmed wrote:"People think that we've put shooting into an RPG," says Yoko. "But we developed the [sides of the game] alongside each other. I wanted to make a shooting game, but Square wouldn't give me any money for that. So, we had to put RPG elements into the game, to appease them."

He chuckles, exposing his likely exaggeration of the situation. But while a pinch of salt is sometimes necessary with Yoko's account of Automata's development, there's no doubt that he got seriously into bullet-hell shooters while making the new game. "I studied CAVE's shooters, on YouTube," he reveals. "I looked at how fast they moved, how many bullets were in screen, and how many frames they appeared in. We worked really hard to copy, basically, the way those games feel."
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Unread postby El Chaos » 27 Feb 2017 05:13

Official blog post about the enhancements on PS4 Pro:
http://blog.jp.square-enix.com/nier/201 ... 4_pro.html

Increase in resolution from 1600×900 to 1920×1080, additional object-based motion blur, improved light shafts and increased shadow resolution.

NIER_BLOG_SCR_A_20170210_01_FULL_1920x1080.jpg


NIER_BLOG_SCR_A_20170210_02_FULL_1920x1080.jpg


NIER_BLOG_SCR_A_20170210_03_FULL_1920x1080.jpg


Also, the Japanese PlayStation Store informs the game's file size is 45.4 GB.

Automata_PS_Store_JP.png
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Unread postby El Chaos » 27 Feb 2017 16:01

PS4/PS4 Pro final code comparison + frame-rate test:
https://www.youtube.com/watch?v=lRlGlMMn830
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Unread postby icycalm » 18 Mar 2017 14:21

http://steamcommunity.com/id/BertieWoos ... ed/524220/

William Shakesman wrote:A sequel to Platinum's Transformers Devastation, Nier Buttomata is set after the bad ending where Megatron succeeded in roboticizing Earth.

Also 2B is NOT HUMAN SHE IS A ROBOT STOP THINKING IMPURE THOUGHTS ABOUT HER. SHE IS AN APPLIANCE NOT A PERSON.

Apart from some issues with cutscene FPS and the full screen resolution not setting properly, the port seems to play fine. The game itself is nowhere near Platinum's best combat. T:D, Bayonetta, etc are all better, tighter designed, and more fair. And Yoko Taro's insanity bleeds through the game with awful checkpointing and balance (At least one boss is a 40 minute checkpoint hike.). Large portions of the game are devoted to overly drawn out shoot-em-up segments that aren't as exciting as actual shumps. The game's camera swings wildly, changing perspectives on you like the director is drunk. The visual style is so busy it's nearly impossible to read the action in any meaningful sense. Nobody will notice any of this because Normal is so trivially easy you can sleepwalk through the game, yet Hard turns everything into nearly a one hit kill and Very Hard guarantees the one-shot. Most of your game time is spent sprinting through massive open areas collecting shinies and the plot doesn't even pretend at normality for an hour before Taro's madness takes over. While the game hasn't become the morose, awful depression ridden crapfest that was Nier 1's plot, I suspect that's coming.

Beyond all those issues, it is a lovely game. If Platinum didn't bring their A-game here, their B or C game is still light years beyond most other action RPGs not titled Ys. The animations are absolutely beautiful and for all the time sprinting across open plains... it's actually kinda fun because of how fast your robots control. This isn't the best game released this year, not even close, but it is certainly something you'll have fun with.

Just for pity's sake, play on Normal!
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Unread postby Hanged Man » 18 Mar 2017 17:31

That's mostly accurate, except maybe combat being "nowhere near Platinum's best". I'm not a super-expert (as in I haven't SSS-ranked all the DMC games on the hardest difficulty), but balance aside, fighting here felt for me as good as in Bayonetta, for instance. There are not as many combos and movesets, but you can attack with your melee and ranged weapons at the same time and you've got a variety of cooldown-based abilities. Plus you can acquire most of the usual tricks from Platinum games - counter, dodge offset, Witch Time equivalent, etc. I think that combat in this game may feel dumbed down because there's no scoring and enemies in the open areas are just mostly there for you to kill for loot or experience (levels don't really matter btw). Fights here can get really intense though, because enemies like to shower you with STG-like bullets, so you'd have to constantly dodge both melee and ranged attacks (a defining feature of the Nier games).

Regarding difficulty — if you want a "balanced" experience, play this on Normal, but don't use healing items or auto-healing upgrades (maybe except the prologue, because it's almost hour long without skipping anything, and if you die you have to start from the very beginning). Usually you'd be able to handle about 4 hits. This way the game will actually be tough, especially at bosses.

The bigger issue here is whether you can handle a Yoko Taro game. I'm not going to spoil how the game is structured if you've never played his games before, but all you have to know is that there's a lot of backtracking and replaying involved. Thankfully, it's not nearly as bad as it was with the first Nier or the Drag-On Dragoon games, but that's still something to keep in mind. Also Taro likes to "humanize" enemies by giving them sad backstories (usually after you've already killed them, you MONSTER), so you'd have to not take that too seriously. I'm pretty sure there isn't a "message" there or anything, because life sucks for everyone in his stories.
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Unread postby El Chaos » 22 Mar 2017 22:26

https://www.youtube.com/watch?v=vvnG3-JwLl4

Digital Foundry wrote:What's up with Nier: Automata on PC?

Yes, we've got Nier: Automata graphics comparisons with the PS4 and Pro versions, but the real story here is how the PC version is sub-par and how the problems aren't just about the quality of the port, but with the Platinum engine itself.
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Unread postby icycalm » 22 Mar 2017 23:33

I am annoyed by the way they talk about their port evaluations. When they say that this port is "okay" or whatever, merely "decent", but not on par with "better ports", they give the casual viewer/reader the impression that the console versions are superior. But they themselves say that the PC version offers the ultimate, superior experience if you have the required hardware. So for the most important issue at hand -- which version offers the ultimate experience -- even a "mediocre" port will usually win that comparison. Even SHIT ports will usually win it, if you throw enough hardware at them. Sure, we would all like every PC port to run on a 30-dollar toaster flawlessly and better than the console versions, but let's be realistic here, and let's not lose sight of WHAT ULTIMATELY MATTERS, and what ultimately matters is NOT if the port can run on a toaster flawlessly, or if it doesn't require any user-made patches for an optimal experience. So the stuff they are asking for, in order to call a port "a good port", must be details of minor importance, in the grand scheme of things, and if they base their ultimate evaluation of the port on these details they must be morons.

Pedantry at its worst. Completely missing the forest for the trees. They try to appear to have high standards and discerning taste, and in the process trash the very thing here that maintains the highest standards of quality overall.
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Unread postby El Chaos » 24 Mar 2017 15:58

The article goes into a bit more detail: http://www.eurogamer.net/articles/digit ... mata-on-pc
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Unread postby icycalm » 29 Mar 2017 00:44

Review: http://culture.vg/reviews/in-depth/nier ... 7-ps4.html

It's the same review I posted earlier, but slightly updated (by the author). I have still not seen any other review that's not mindless gushing or whining about the PC port, so I decided to go with this because it contains actual analysis that's quite convincing. He compares the game to a bunch of other games (T:D, Korra, Moster Hunter, Nier 1), and the end result doesn't sound very appealing, if at all. Perhaps the aesthetics are enough to bump it up to a 4/5, but if so I would have to read a convincing argument to that effect or play the game myself, to adjust Insomnia's rating. As things stand this guy has written the best review of the game that I can find, and he is therefore entitled to pass his middling judgement on it. If anyone can find a better review or make a convincing counter-argument, I am all eyes and ears.
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Unread postby Bread » 03 Apr 2017 22:37

Currently playing this. I just finished reading the review, and I've got no reason to contest the judgement.

The game begins wonderfully. It warns you that there's no autosave, and the opening stage is about 30 minutes of action, with two boss fights. It's a tutorial that teaches the old-fashioned way, through harsh repetition. But it's setting up a promise it doesn't keep.

Saving is done at checkpoints, manually. This is incorporated into the fiction: you're backing up your android memories. But later on, there are mid-boss checkpoints. It's inconsistent. There's the Souls-like mechanic of death leaving behind a body in the field, holding recoverable items and experience points. On dying, your last checkpoint manufactures a new body. (If we've got the resources, why not make and operate many bodies simultaneously?)

Early on, you're descending through ruined tower block. Elsewhere, intricate-looking ruined shells of buildings are disappointingly blocked-off with invisible walls.

I like the way combat moves flow as you hold down the attack buttons, rather than sticking to a one tap = one strike system.

I was playing on hard mode. Now I've decided to downgrade to normal, finish it, then move on to Horizon Zero Dawn.
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Unread postby icycalm » 14 May 2017 13:31

http://www.neogaf.com/forum/showthread.php?t=1373595

Sammy Samusu wrote:So I have to play through Nier Automata 5 times to fully experience the game? [Nope]

I just finished Nier Automata (Ending A) and apparently, I now have to play through the same game another 4 times to fully understand the story and experience the game?

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Whose idea was that? I'm currently on my second playthrough but the repetition is boring me to death. And it's just the SECOND of FIVE playthroughs.

I'm sorry but I have other games to play.

Young adults are the target audience for Nier Automata, and as one of them, I certainly don't have time to play through the same game over and over again just to watch a bunch of extra scenes leading to different endings. The gameplay, the quests... the core of the game is the same no matter how many cosmestic changes you add to each play through.

And with all the praise the game got, especially here on GAF, I'm thinking that we are ok with developers hiding the real story behind multiple playthroughs?

Please tell me we are not.


Acquiescence wrote:Just watch the other four endings on Youtube.
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