In my 25 years of gaming there were games I absolutely adored, games I absolutely hated, games that were simply all right, and now there's Nier: Automata, that doesn't fit in any of these categories. Which might be a good thing, since I probably will remember N:A for a long time.
I picked Nier: Automata day one edition to simply kill time in 4 days between me finishing Mass Effect Trilogy and Andromeda being released. So a little 'mind numbing mindless action' will keep me busy I thought after looking at some Automata trailers. Needless to say, I just started playing Andromeda last night after sinking ~50 hours into story of androids.
So the game definitely kept me engaged - it's not often I manage to keep interest for such a long time - but I come out of the other end with mixed feeling, having achieved almost all endings and done most of interesting content.
There's a lot of things that Automata does great - battle system is fun, changing of game genres and perspectives felt fresh (having never played Yoko Taro game before), characters were reasonably engaging and plot twists brought plenty "Oh tha-a-at's why" revelations.
But it's not all fun and roses here. My main issue with the game is the consistent straightforward direction, or rather lack thereof. Consistency is the key for a good game or a movie, but in a crazy little world that Yoko-san inhabits, this is probably unheard of.
Let me get to the elephant in the room straight away - the pacing and story progression could be better. Say what you want, but there was little need to make routes A and B separate. In the final chapter stories of A2 and 9S are told in parallel, even though they are much more disconnected from one another, but stories of 2B and 9S, which are for 90% are a part of same narrative, are told separately. Consistency, yo! The route of 9S as a result becomes a bit of a grind, even though different mechanics are introduced. Yes, there are some interesting story developments in B route, but most of them come at the end, during the Abandoned factory mission, so this part could've been done much better.
Another issue with story telling is breaking up the narrative in such a way, that the revelation that would result in a much deeper emotional response at the end of route A only comes at the end of route C, some 25 hours later. Of course, it was still interesting and gave deeper understanding of what was happening, but the moment was lost. I was emotionally cold when I finished route A, because I couldn't really feel compassionate with 2B crying over the body of her partner, when her partner is an immortal android, who, probably at that very moment was being recreated at the Bunker, but by the time understanding came it was already too late.
Difficulty was also very inconsistent and jumping all over the place. When the starting chapter was rather challenging for me, who haven't played on a controller for a while, once you do a minimal amount of upgrading of your character with chips, you suddenly become practically un-killable, with obvious ramifications to the difficulty of the game. Route B was on the other hand entirely skill based, but once you learn and develop strategies for those ~20 levels used for the hacking game, any difficulty disappears. Hacking game was exhilarating and cathartic, all right, but way too repetitive.
Suddenly, at the start of route C difficulty ramps up by a large margin, mostly due to the fact that for the last 10 hours I've been exploding every enemy by hacking into them and any leveling that happened was not seen from my perspective. But again, once I figured to slot Taunt chip along with various healing chips, the difficulty faded away like morning fog. Final boss fight was a breeze and final-final fight ended in around 1 minute for either character.
World was not very believable in many aspects, and Automata designers should've had a look at Aleppo after "only" 4 years of armed conflict to realize that ravaged-by-thousands-years-of-war city ruins would not look as well preserved, not even taking into account simple environmental factors.
I'm usually not one to complain about graphics, but just to mention that for a PS4 release and year 2017 the detail level of both world and characters, the draw distance and loading times were sub-par to put it lightly. I often found myself contemplating whether I should use transporter or just run to my destination and mostly chose to run, even though I was playing on a PC with well above recommended specs.
And the music, while overall amazing, was a bit inconsistent, where most of compositions were exquisite, but intermixed with occasional absolutely generic track, like the one playing at resistance camp. And also the music, by the virtue of being so damn amazing sort of fails as a SOUNDTRACK as it doesn't live with the game, doesn't evolve, but represents a separate independent entity.
In conclusion, I was like "Wow! This was amazing!" at the end of route A, and I went to recommend this game to all my friends, but as I moved onward as advised by design team message, this excitement gradually faded. It's still a good game, easily an 8 in my ratings, but it could've been a game of the decade, and it's unfortunate, that it stopped short of being an all-time great.
P.S. Well, that was a wall of text. Kudos to everyone who managed to not fall asleep :)
P.P.S. Accidentally made it a question. Anyone knows how to make it just a normal post?
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