November, 2022

29

4h 30m

Being locked out of pursuing any more side quests, I pressed onward with the story and finished 'Route A'.

To surmise what happened as well as my thoughts:

The search for 9S lead me to the 'Copied City'. My first question was where this structure even was? It connected with an elevator and seemingly extents infinitely. Not to mention how much silicon was required to form this place.

Either way, you find 9S and a boss fight with Adam shortly ensues. Like the previous encounters with the twins, it was more of a nuisance fighting him than anything else. In Adam's journey to comprehend emotion and the complexities of human nature he disconnects from the network and allows 2B to kill him so that he might understand why humans feared death.

The city collapses and you escape with 9S. Upon getting back to the surface Pascal informs you of another machine factions interested in forging a peace treaty which isn't suspicious whatsoever. Player then meets up with Pascal at the abandoned factory (again...) but at least this time you explore a new part of the factory instead of revisiting the opening area. I didn't try killing any of the cult members before entering the main room but I'm guessing there's a hidden ending if you do so.

Expectedly, the treaty does not go to plan and all hell breaks loose. I was sufficiently overleveled so didn't run into any problems with the enemies. Pascal took the whole situation rather well considering; more intrigued if anything.

But not long after that you return to find the resistance under attack from machines. The other brother Eve is running rampant at the loss of his brother Adam. The fight is decent enough I suppose requiring a varied use of your arsenal to take him down.

The "ending" felt hastily concluded but obviously this isn't really the end instead just the prologue to the rest of the game.

Before that I must now replay the game and go through 9S's route. Immediately after starting and trying to help a robot fix his big brother - I finish the game - well its more a joke ending but still. The opening level plays out from 9S's perspective this time serving as an extended flight unit section and introduces his unique 'hacking' mechanic which I quite like. The integration of 'hacking' could be considered jarring and maybe doesn't flow as well as doing combo strings with 2B but regardless the mini bullet hell arenas are fun.

Had a chuckle at watching the boot up sequence from 9S's point of view, which shows the player recording of the tutorial during 2B's route. Kind of embarrassing having to watch me take my time tinkering through all the menu options.

Can't say if the additional lore and scenes justifies forcing me to do a 2nd playthrough to reach the rest of the game as of yet.

28

3h 50m

Explored the forest kingdom today, did a few sides missions along the way. Died for the first time to a LV50 goliath (I was only LV23) and decided to return at later time as I wasn't dealing any substantial damage anyway.

Found the castle location a little difficult to navigate with the forced 2D perspective but this also happen to be the moment I discovered that the camera could be moved in this sections (assumed it was locked) which made finding hidden rooms significantly easier.

After reaching the king - a tiny machine cradled like baby - they're swiftly executed by a rogue android named A2. The ensuing boss was fairly easy, and honestly I find most encounters in the horizontal 2D side-scrolling sections to be somewhat lacklustre given the limited room for the player to move around in. Enemies can only approach you in two directions and their attacks have to be evadable within that enclosed area so often times attacks are really easy to dodge. Without the large open spaces to throw out complex bullet patterns, most horizontal 2D sections consist of minimal bullets that are simple to avoid and the horizontal perspective makes aiming easier and by virtue shooting down projectiles a breeze. This mainly applies to the 'horizontal' sections as the 'overhead' perspective gives you more directions to work with and thus the encounters can be more elaborate. But even so the horizontal sections didn't need to be so middling as games like Metroid are entirely in a horizontal 2D plane and while they fall victim to some of the same issues, overall they manage to craft more compelling action in this perspective.

Afterwards I proceeded to complete the backlog of quests that had piled up. Have to say: I REALLY dislike the amount of times I've had to come back to the abandoned factory just to pick up stuff. It doesn't feel as if the map is big enough or that the space they have is used to its fullest extent with so many side quests taking place in the same location. On the subject of tedium; having to sit through all the dialogue and camera pans to the goal on each attempt of the "Speedstar" quest is very frustrating. I tend to be bothered by intermittent pauses in gameplay more than slowly paced sections so this was especially bothersome for myself.

Due to all of these annoyances I decided to drop by the Flooded City. In doing so, lead me to unintentionally making progress in the story and consequently getting locked out of several quests that'll have to be next playthrough now (though probably for the best).

It here that another on rails shoot 'em up sequence took place. I liked this one even if it dragged a bit. 9S gets separated from 2B and now I'll have to obtain a scanner to seek out his Black Box signal.

23

3h 0m

Turns out the aliens had died centuries ago, which explains the widespread shift in machine behaviour. Fighting a perpetual war at the whims of creators long since perished; left only to contemplate the meaning for why they even fight. Separated from the network and given the opportunity to act on their own free will.

It's here you reconvene with twins born amidst the machine orgy. They talk about humanity and vow to kill them. While this exposition is happening you fight the twins on a 2D plane, one on one. Like before the fight is more annoying than it is hard as they keep teleporting around and going invulnerable.

Following that I was finally given access to the transporters allowing me to fast travel across the map. This spurred me on to continue working through side quests and I believe to have hit the wall as to how far I can progress without strenuous effort. One side quest in particular "11b memento" featured an ambiguous conclusion. Said quest involved finding the body of a deceased android designated 11B and to bring back whatever remains were left as mementos.

At the end of the quest you are provided a choice to tell 16D about 11B's planned desertion or choose to withhold the truth. If you decide not to share her plan, then 16D will confess she was in a relationship with 11B and that she'll convert into a combat model in order to avenge her. However, should you tell her the truth; she proceeds to laugh and speak mockingly of 11B's death. Revealing that she had been continuously abused and with her passing she was now free to devote herself to work.

On picking either decision, 16D will reward you with a [Melee Defence 6+] chip and say "I don't have a reason to protect myself anyone..." carrying heavy implications to the severe extent of her abuse from 11B. This contradicts the outcome of not telling her; in which she talks about how 11Bs desire to protect her seemed "romantic at the time" and even going so far as to convert herself. From what I gather the combat models are typically seen as superior and this tends to manifest into an inferiority complex within many defensive models. Perhaps it's why if you don't tell 16D the truth she speaks so highly of 11B compared to if you do, as by maintaining the belief that she was inferior she could somehow justify her suffering under the pretence of it being the status
quo. Her choice to convert models could be construed as attempting to escape this abuse, she wouldn't be viewed as inferior and thus not risk being abused or used as a disposable shield.

But when confronted by the reality of 11Bs death she disregards this notion entirely and lets out their true feelings unburdened from a hierarchy that coerced her into thinking otherwise - in this scenario she chooses not to convert to a combat model as she no longer has to believe those units are infallible. 11B is gone, she doesn't need to protect herself anymore.

Of course there is room to speculate alternative possibilities, for instance perhaps their relationship was genuine. The disparate hierarchy narrative can also by applied here, 16Ds affections towards 11B may have resulted in her overextending herself and sustaining far more abuse then she needed to. When asking the player to seek out 11Bs belongings - she isn't sure how to process her grief being unfamiliar with the experience of losing someone precious. What you tell her in the end influences how that emotion is handled. In not telling her, that image remains intact and decides to go off and try get revenge; leaving behind her defensive chip since if she can't find peace in avenging 11Bs death than she has no other reason to live at all, possibly suicidal unable to cope with the loss. You betray that image when revealing the truth and unable to accept it, 16D reevaluates all of her prior experience and attempts to frame it negativity since she has nowhere else to direct her emotions. She decides then to occupy herself in work to avoid thinking about 11B and move on.

I could just be delving far too deep into a minor side quest and looking for depth where there isn't, but this kind of moral dilemma and thought provoking subtext were frequently touted as proof Nier: Automata was something more. So I tried my best to engage with it.

22

3h 0m

Spent most of today's session completing various side quests, and I'm clearly going to be here for awhile.

These robots all seem to have a screw or two loose. Many of the current quests throw enemies that about 15~20 levels higher than me so I may need to press on with the main story soon.

During an encounter with YoRHa androids the stunned enemy "finishers" were acting extremely glitched. Not certain if my attacks were even going through at all but still won in the end. Made the mistake of taking on Father Servo's black belt challenge only at LV 14, took around 30min of just whittling his HP down until he was finally defeated.

18

3h 15m

The desert was fun to traverse thanks in no small part to the ability to slide down dunes.

Robot orgy scene was hectic and genuinely quite funny; unfortunately the same cannot be said for the subsequent boss fight. Didn't find them particularly challengingly but it did kind of drag (perhaps skill issue). Disne- I mean the "amusement park" area felt smaller than it should've but I suspect it'll open up more later.

The boss there was cool and I liked how the music synced up with the corresponding attacks. This fight definitely stressed the 'bullet hell' component of gameplay more.

One issue I've found with the constantly shifting perspective is that the camera doesn't always centre immediately which left me unable to see where the enemy was or incoming projectiles. On a related note, the game can be finicky when trying to interact with NPCs or objects in the environment while in a forced 2d perspective.

Completed a fair amount of side quests today: mostly standard affair, however the silliness of some of dialogue makes it worthwhile.

17

2h 0m

Started

Finally got around to trying this; been on my radar for awhile.

As for my first impressions:

The introduction sequence was pretty good, showcased a mix of its various gameplay styles. I think given my minimally acted upon fondness for bullet hells may result in bias towards this game.

Controls feel good to use; but the timing window for dodges might be a bit too lenient as I found dodge spamming certain phases to be a viable strategy. I imagine that timing window will only increase as I progress further into the game.

Obviously just entered the tutorial section and its kind of jarring pacing wise after such a bombastic opening but I've played enough JRPGs to completion that it's of little consequence to me.

Started

July, 2022

31

Started

Playing XC2 + Torna shortly beforehand without any break period was a mistake. I'm still feeling the burnout from those games, time will tell if I end up shelving this temporarily.

Despite that, I'll continue to soldier onward. The opening cinematics reek of polish and that additional Dev time really shines through. Not sure if the production quality will remain consistent throughout but nonetheless excited to see what's in store for the next entry.

Started

June, 2022

21

Finished

» Review In Progress (Indefinitely)

Finished

May, 2022

April, 2022

March, 2022

February, 2022

15

Finished

» Review In Progress (50%)

Finished

January, 2022

December, 2021

July, 2021

June, 2021

22

May, 2021