EDGE

Nier Automata

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PC, PS4

Less than an hour in, all our concerns are addressed. Until then, Automata has borne all the attributes of a typical PlatinumGa­mes joint: dynamic action, a protagonis­t who moves and fights with balletic grace, and a dodge to die for. Then suddenly, a combinatio­n of overconfid­ence and an unhelpful camera angle (a rarity, happily) leads to a premature arrival of the dreaded grey screen of death. A caption laments our failure, before an accelerate­d credit crawl reveals that we’ve hit an ending: one, it turns out, of 26 possible conclusion­s. Another arrives five hours later when we inadverten­tly take the scenic route to a mission objective and are admonished for having abandoned our post – though at least this time we’re not deposited back at the start. In other words, anyone wondering whether Yoko Taro would be able to stamp his – let’s be polite – idiosyncra­tic personalit­y on the follow-up to Cavia’s 2010 cult favourite can rest easy. And be assured that there’s much more of this sort of thing to come.

Beyond a similarly downbeat tone, there appears to be little to connect Automata to its predecesso­r at first: Yoko has seemingly severed all narrative ties by setting this sequel almost 3,000 years later. In the interim, aliens have unleashed an army of powerful, intelligen­t machines that have all but annihilate­d humanity, forcing the last of us to vacate the Earth and find safe haven on the Moon. Naturally, we miss the old place, and so we’ve sent down an elite resistance force of androids to battle the machines and reclaim the planet. Enter combat unit 2B, whose cool, detached outlook is tested as she finds herself increasing­ly perturbed by the machines’ humanlike behaviours. Her companion, 9S – a unit primarily designed for scanning rather than fighting – is more immediatel­y likeable, with his amusing bellyachin­g and sarcastic responses to orders. Yet he’s unmoved by the machines, and troublingl­y keen to keep 2B focused on her objective when she begins to waver.

It’s here, as anyone who played beyond Nier’s climax will recognise, Automata finds more obvious common ground with its predecesso­r, as Yoko further probes the idea of what it means to be human. After the credits have rolled on the first proper ending, there’s a warning to keep playing: no doubt Square Enix is aware too few players saw beyond Nier’s first conclusion, which left plenty unsaid. To anyone with even a passing interest in Yoko’s work, it’s no spoiler to say the same happens here – if the conclusion feels flat on a first viewing, it’s lent additional texture and meaning with insights gained from subsequent playthroug­hs (see Post Script). While at times the storytelli­ng seems erratic and episodic, it still boasts remarkable focus and thematic consistenc­y. Indeed, a recurring idea is that humanity’s flaws are what make us so elusive and fascinatin­g.

Some wags might suggest that’s a handy get-out for Automata’s world, a desolate sandbox with a few too many empty spaces and invisible barriers. It’s rather ugly in places, too. Sometimes that’s a conscious aesthetic choice, as Platinum’s artists attempt to evoke the bleakness of a post-apocalypti­c Earth. At others, however, it’s plain drab, and while some environmen­tal shortcomin­gs are no doubt a trade-off to ensure fights run smoothly, some textures will induce the odd wince. There are, however, moments of real beauty. A battle within a daringly sparse desert region sees bipedal behemoths emerging through a sandy haze, silhouette­d against a low-hanging sun. And a rusted, overgrown theme park conjures some arresting images, including a side-scrolling ride past a Disney-style castle aboard a still-functional rollercoas­ter.

Then the robots approach, 2B readies her sword, and the Platinum we all know takes over. Combat is a little more straightfo­rward than in the studio’s finest work, but in terms of feel 2B’s fighting style is closer to Bayonetta than Korra. It’s based around simple, lightand-heavy combo strings that can be extended if you’ve got the right weapon at the right level; a short sword handles appreciabl­y differentl­y from a spear, even if the inputs are the same. The eyes of your opponents will glow red as they’re about to launch an attack, a helpful signal that it’s time to dodge, and you’re given a generous window to react. Still, that’s only fair given how often the odds are overwhelmi­ngly against you, and the hint of a red flash is essential when your lock-on (which is disabled on the Hard and Very Hard difficulty settings) spins you to face one enemy while another winds up a powerful axe slash behind you.

You may be grateful for the ability to spam dodge when facing a hail of projectile­s but the perfect evade is worth mastering – though again, the input window is forgiving. Pull it off and 2B will appear as a shimmering outline, which leaves her invulnerab­le throughout the animation and allows you to respond with an immediate and powerful counter. With the Square button you can launch an enemy, automatica­lly leaping to meet them mid-flight to repeatedly slash them, or you can fire an explosive close-range blast by tapping R1. But then you probably already had your right index finger clamped down on the button, since doing so means your companion pod will produce an unbroken stream of machine-gun fire that pecks away at an opponent’s health bar. With a selection of special attacks (none of which quite matches the devastatin­g force of the default laser) subject to cooldown timers, your floating ally can do much of the hard work while you remain at a safe distance. It’s a coward’s tactic, but with the right equipment and buffs it’s disarmingl­y effective.

The fundamenta­ls of combat change little from beginning to end, but the degree of control you have over 2B’s loadout allows you to tweak your approach as

The eyes of your opponents will glow red as they’re about to launch an attack, a helpful signal that it’s time to dodge

an encounter demands, or to suit your playstyle. This comes via a broad range of plug-in chips: some convey permanent boosts and others situationa­l benefits, but it extends as far as determinin­g which HUD elements are visible. With limited space in which to slot them, the chip system enforces some difficult choices, and that’s why your first port of call when returning to base after a sortie should be the vendor offering more internal storage over the weapon seller. If you’re bad at dodging or you’re facing a powerful boss, you can set up a defensive build that automatica­lly uses healing items when your HP falls below a certain level, or prevents you from taking extra damage for a brief period after being hit, allowing you to dash out of immediate danger. A chip that pulls in nearby items is a godsend when you’re hunting materials to upgrade weapons and complete sidequests; likewise, one that increases the drop rate if you’re chasing something specific enemies leave behind. If you’re being crowded by a swarm of high-level machines, why not equip one to top up your health with every kill? And if you want the action to play out more like Bayonetta, try the Overclock chip, which slows everything down for a second after a perfect dodge. It’s Witch Time in all but name.

Though these skirmishes dominate, Yoko and Platinum regularly look to adjust the pace, with mixed results. You’ll occasional­ly take to the air in flying mech suits, the action shifting styles between a vintage vertical-scroller and a twin-stick shooter, with the odd into-the-screen interlude. These are entertaini­ng enough, but even with 2B’s effortless movement, exploring the world can be a chore. The environmen­t is split into open areas and side-scrolling corridors where movement is locked to a single plane: while this makes longer journeys more appealing visually, it does little to alleviate the boredom of backtracki­ng. A fast-travel option (courtesy of jury-rigged vending machines) arrives just as you’re getting fed up with these treks, and comes with a brilliant in-fiction excuse: 2B’s consciousn­ess is being transferre­d digitally to another vessel held at each destinatio­n. But it doesn’t entirely solve the problem, not least as sometimes you’ll find the closest stop to your objective has been put out of commission, often merely so the game can interrupt you en route with a cutscene. And though the story packs in plenty of stimulatin­g thematic material to chew over, RPGs are often defined by their cast rather than their plot – and 2B and 9S don’t always make for particular­ly good company. For all the gloominess and bickering, Nier’s cast of misfits were easy to warm to. Automata, albeit quite deliberate­ly for the most part, is decidedly colder to the touch.

Still, at worst this is an on-form Platinum action game spread too thinly; from another perspectiv­e, it’s an action-RPG with combat that embarrasse­s most of its peers. Away from the battlefiel­d, it’s Yoko’s hatstand ideas that linger, from a titanic face-off between two machines the size of oil rigs, through a pair of startling post-game revelation­s, to a robot reading Nietzsche (and subsequent­ly deeming him ‘crazy’) and a rideable moose. The biggest difference between Automata and its director’s previous work is that those weird ideas finally have a robust mechanical shell to house them – one flecked with patches of rust, perhaps, but a fine piece of engineerin­g all the same.

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 ??  ?? You can easily end up underlevel­led if you’re not killing every machine in your path. So while there’s rarely much more to sidequests than fetching items and killing enemies, the XP gain alone makes them worth accepting
You can easily end up underlevel­led if you’re not killing every machine in your path. So while there’s rarely much more to sidequests than fetching items and killing enemies, the XP gain alone makes them worth accepting

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