“The end is destined for all living things. We are forever locked in an endless cycle of life and death. This is a curse? Or some kind of punishment? I often think about God that I sent us this mysterious riddle, and wondering if we can kill him. ".
History begins with these words Nier: Automata, it ends with them. Not literally, but by the disclosure of the question posed: “What is behind the things that we perceive for given, and is it possible to do something with them?" This cannot Continue
Of course, the game will not give any answer to this difficult question, but a unique vision revealed through a no less unique world, in the form of a certain art-installation on a given topic-quite. You just have to keep in mind that to get to the point, the player has to go through n: a three times. Because the first passage will not finish, and moreover, it will leave many questions, for the most part asked not on the forehead, hanging in the air, the second will slightly deepen the general idea of what is happening here, and only the third can be considered a full -fledged completion of the plot. And then, it is strongly recommended to check the updates in the archives, so that for sure.
I can’t approve a similar approach to storytelling, even on condition that it is tied to the ideas of an endless cycle, because the integrity of the work is ultimately lost. Nothing interfered with the authors, or rather the author, the scriptwriter of the game Yoko Tarot, Place all the narrative features n: a into one complex passage without the need to crush the player’s perception. Especially when there are no reasons for this, there is simply no. Except, perhaps, already mentioned – such an approach is directly related to the driving idea of history, with the cycle. But is it high price? Could be higher.
In general, a player who first falls into the open world N: a, can be horrified by empty locations, from a uniform and poor environment, from the general technical performance, which came from the past, from the time of PS3. Especially against the background of other games in an open world where such a thing would be difficult to imagine. And this is true, arguing with this is pointless. But the paradox is that exploring this world is much more interesting than London in Assassin’s Creed: Syndicate, Or Prague in Deus Ex: Mankind Divated, or even the fantasy world of the third Witcher. And moreover, this is the case when the poverty of the environment is beneficial for immersion. After all, you just have to start undergoing additional instructions, read messages, pay attention to the little things, like a periodically lost enthusiastic speech dedicated to androids, and at least a little capture of the context, as you can physically feel a feeling of loneliness, meaninglessness, sadness, loss. After all, humanity was forced to fly to the moon, and androids and rusty machines remained for the dead planet. And empty decorations fit perfectly into the mood. This is an approximate picture of the world that meets the player.
A replica of the city, which the player will be able to evaluate in one of the plot tasks. As an example of not an empty location.
With each completed order, with each plot mission, this world will grow with interesting details. For example, shortly after the beginning, the player will come across a group of cars that will try to repeat the life of people, and a creature that looks like a person will be born before his eyes. After defeating him from his wound, where, so to speak, there could be a rib, another machine is materialized. The names they, by the way, chose the appropriate for themselves – Adam and Eve. Another player can pay attention to the fact that the space station of Yorha fighters, a local hab-location, has to be explored in black and white tones, and the eyes of the main characters, 2b And Yas, hidden behind black bandages. This is also strange because we only hear people, but we don’t see, and clear explanations from the leadership, why we sent a combat android to the reconnaissance mission, we will not receive. All these details create a riddle that will warm up interest in the passage, and the study of the open world in the form of additional tasks will be encouraged by information, which will deepen its understanding.
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N: a – a slasher, in the formula of which the Bullet Hell, Arcades, Run & Gun and even a text quest periodically. Stages of Bullet Hell, where the player has to control the combat robot and fight in the air, are strictly inside the plot campaign, and just take and fly to fly. The enemy’s hacking was implemented with the help of a simple arcade, and on the second passage, when Hacker 9s becomes the main character, the mechanic will squeeze the slasher and become almost the main. Run & Gun with a view of the top or side is assigned to specific locations, and the text quest is generally one for the whole game and I can’t say anything good about it. He just eats, and he is meaningless from the word completely. And despite the fact that separately each such gameplay is not called outstanding, their amount is great to ennoble the gaming process with a variety.
But there is something to diversify, because the slasher mechanics are very simple in essence. There is a weak attack, there is a strong attack, there is a jerk that at the last moment before the blow turns into a detour, and there is a constant long attack with the ability to use the chosen special receive. Combo is also provided, but I noticed any practical benefit from them. Because of this, fights could quickly get bored, if not for another "but". In this case, the variety of animations and the dynamics of the battles draws out – each weapon is effectively animated, has its own counterattack, strike area and speed, and the enemies are slow, but are able to put pressure on numbers and survivability. Although there is one nuance that can turn over the impressions of the local combat system – the keyboard and the mouse. In the best traditions of bad PC ports N: A will give you real hardcore anime at high levels of complexity.
When playing on the gamepad, no difficulties with the development of the combat system should arise. But the keyboard and the mouse bring their own adjustments. Dodel in the game is the only and main opportunity to effectively fight. But on the keyboard of his Zabindeli for double pressing in the direction. If you need to dodge, for example, quickly forgive S twice, and provided that you are in a timing, there is a corruption. If you didn’t get into a timing, a breakthrough. However, the jerk has no personality personality trailers, and whether damage will pass through you is a case. A somewhat complex input will have to master. But the fast access panel caused by the wheeled mouse is generally better not to touch, because with the sensitivity of the input there is generally bad. Moreover, if in the Bullet Hell episodes the choice of direction of shooting by the mouse can be experienced due to the lack of complexity, then in the Arkad I strongly recommend switching to the arrows. There the timer is ticking, and the correct direction of shooting is vital.
But what pleased without any “but” is a system of progress. Since the player controls the android, he will have to configure the internal memory by installing individual chips. And depending on what chip it is, the volumes of memory will be spent different. If you, like me, play on a keyboard with a mouse, then I strongly recommend finding a chip that uses a chill on your own, so as not to waste time on its squeeze from the game menu or in the fast access panel with the brutal sensory of the mouse. Another useful upgrade will be a chip that gives short -term immunity to damage after receiving damage, not allowing enemies to keep you in a state of juggling or squeezing you in the corner. During the second passage, if you do not really want to constantly spit hacking, I can recommend a chip that increases damage in a long battle, t.To. in the near 9S is not very effective. But be careful that some gaming elements N: a peeped at Dark Souls. And if after death you do not have time to choose a “soul”, then you can say goodbye to chips. Improving weapons – standard. Found resources, prapgraited the gun, increasing the damage caused. There is still a story of a little one, but the resulting allowance for the damage will be more significant and more interesting.
Chip system. Pillars in the center – Affordable memory.
Nevertheless, the most important in n: a I think it is the narrative part of it. When he began to go through the game, he was afraid that Yoko Tarot would not withstand the weight of his own story, because turning to complex topics, to complex images and, in general, making the plot deep – it is easy not to cope with the constructed structure, thereby spoiling the end. And the ending in any work is the most important thing, the most important. This does not mean that the rest should be written from hand, but, nevertheless, it is the ending that makes meaning to everything. And Yoko Tarot still managed not to sit in a puddle. True, with small reservations.
The game has special substances. After using such a character, he will begin to pile. You never know what passive effects the player will receive, but visual glitches will hardly not be noticed.
The plot is beautiful. The context of what is happening is constantly changing, it is always interesting to get to the bottom of both global nature and knots. The player always has a kind of mystery, a secret that perfectly performs the functions of a motivator, and therefore the study of this world is just an interesting process. And in general, as an art installation on a given topic, n: a is completely amazing. Therefore, further criticism of individual narrative elements, I ask you to treat with understanding. Moreover, the overall impression of the plot is strong, and the scale of the problems is not so significant.
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Nevertheless, in view of the globalness of everything that is happening-and I will remind you that here we have a story about a certain cycle, about life and death, about some automatism, about God, in the end, the characters are lost. If at the beginning it still seems that the characters in this story are significant, both main and secondary, then closer to the end of the game, when quite ultimatical events occur, it becomes completely clear that the builds are 2b, 9s, A2, Pascal and others – ultimately remain with builds and do not have development on a multiplied scale. In fact, there is development. The same 2B, initially skeptical of the manifestation of emotions among androids and machines, will change and become more emotional. But in a global context, this is a slight contribution to history.
The second reservation that does not give me peace and prevents me to name the scenario of the game perfect – the presentation of the final part of the story. Everything that was described in the code after passing should have been mentioned, visualized, somehow beaten in the game itself. But this was not, because of which the impression of the finals remains a little greased. If you did not play the previous Yoko Tarot games, and you don’t know anything about the Gestalt project, then the archives found are the only thing that you can at least somehow shed light on the events there. But even in this case, I would not hope for a comprehensive understanding of the situation, especially since some of these archives can be missed.
But the music in n: a perfect. And not only is it perfect, but also many tracks of various. There are motives for all cases of the game, from children’s, funny, to tense nervous. There was even a place for choral signs, under which thoughts about the meaning of being, as in Ghost in armor, and for simply relaxing compositions. And all this is also with vocals. I still don’t understand why vocals in games are not as popular as just music against the background. And the compositions from N: a listened before he played, and after all the more. The tracklist will linger for a long time. I strongly recommend evaluating yourself.
Let you not scare the budget of the game, reflected in empty and non -casual locations, a large part of unreleased dialogs and the local fauna limited by moose and wild boars. Even if you are not scared even by poor ported control, pastegen graphics and additional instructions in the spirit of “Give-Brynes”, because Nier: Automata is a truly unique project, which is strictly necessary if the player like the plot-oriented games. And any roughness, which can be noted, will not only not cancel all the outstanding virtues of n: a, but will ultimately make it even more unique. This is real art.