eddiewho
34 Reviews liked by eddiewho
Omori
2020
Omori
2020
Celeste
2018
Maddy Makes Games đ¤ Nathan Fielder
Being Vancouver's greatest imports
Seriously though what an amazing game. I spent half a day trying to beat a b side level, thought I was at least halfway done and felt truly demoralized when I learnt I was barely a third done. Truly an epic gamer game.
PS THIS GAME RELEASED ON GOOGLE STADIA!?!?
Being Vancouver's greatest imports
Seriously though what an amazing game. I spent half a day trying to beat a b side level, thought I was at least halfway done and felt truly demoralized when I learnt I was barely a third done. Truly an epic gamer game.
PS THIS GAME RELEASED ON GOOGLE STADIA!?!?
Evil West
2022
Single Player Campaign
Evil West to me is a game that ticked the boxes of having fun mechanics, an engaging and interesting world, mildly interesting lore and some damn freaky critters. That being said there were more than a few pitfalls that befell this game that unfortunately to me were difficult to ignore, and some tweaks that definitely needed to worked out with perhaps more playtesting. I don't know, obviously I'm not the developers.
I'll begin with the positives: The games setting is it's hugest hook I believe and they use this completely to it's potential. Not only did I feel like a cowboy killing vampires, but the games weaponry, set pieces, interactions and more. The finishers and the bloody bits were satisfying and upgrading your gauntlet, weapons, etc. and seeing the results in game was beyond awesome. Additionally, enemies dropping health or energy pieces that I can absorb was a life saver, and I really appreciate games that use this mechanic.
The things I felt were more in the middle in terms of my feelings were the character interactions. They didn't exactly feel organic but they didn't feel forced or anything either. I only brought myself to feel intense care about Edgar and Jesse, (and Virgil to a degree), but aside from that I didn't have exactly the strongest feelings towards or about certain characters. The boss fights were reasonably difficult but nothing too challenging, although maybe I have to play it on a higher difficulty for that.
As for what I didn't like: I felt there was a lot of potential for this story and this setting beyond the story, and maybe I would be able to find that in the multiplayer sections or other extras. Regardless, I feel that it should be in the main campaign no matter what. There was very little direction for where the player was meant to go next, as the glowing chains are barely visible in some spots or unclear of which direction is the correct one and which just has some money to collect. I also did not appreciate that you couldn't save in the middle of the chapter, and if you did that, left the game and then returned, you'd be at the very beginning of the chapter. I'd rather be locked from saving at all in a case like this. Lastly, the movement options were relatively limited. There isn't a jump button or anything like that, you merely just have to wait until theres a yellow marker near the glowing chains to go anywhere. I think I'd find the correct paths or ways to go faster if I was given this option.
All in all it's a pretty fun game with really kickass designs and an awesome setting, but it suffers from some set backs as well. Maybe if I play this game on a harder difficulty I'll have more fun.
Evil West to me is a game that ticked the boxes of having fun mechanics, an engaging and interesting world, mildly interesting lore and some damn freaky critters. That being said there were more than a few pitfalls that befell this game that unfortunately to me were difficult to ignore, and some tweaks that definitely needed to worked out with perhaps more playtesting. I don't know, obviously I'm not the developers.
I'll begin with the positives: The games setting is it's hugest hook I believe and they use this completely to it's potential. Not only did I feel like a cowboy killing vampires, but the games weaponry, set pieces, interactions and more. The finishers and the bloody bits were satisfying and upgrading your gauntlet, weapons, etc. and seeing the results in game was beyond awesome. Additionally, enemies dropping health or energy pieces that I can absorb was a life saver, and I really appreciate games that use this mechanic.
The things I felt were more in the middle in terms of my feelings were the character interactions. They didn't exactly feel organic but they didn't feel forced or anything either. I only brought myself to feel intense care about Edgar and Jesse, (and Virgil to a degree), but aside from that I didn't have exactly the strongest feelings towards or about certain characters. The boss fights were reasonably difficult but nothing too challenging, although maybe I have to play it on a higher difficulty for that.
As for what I didn't like: I felt there was a lot of potential for this story and this setting beyond the story, and maybe I would be able to find that in the multiplayer sections or other extras. Regardless, I feel that it should be in the main campaign no matter what. There was very little direction for where the player was meant to go next, as the glowing chains are barely visible in some spots or unclear of which direction is the correct one and which just has some money to collect. I also did not appreciate that you couldn't save in the middle of the chapter, and if you did that, left the game and then returned, you'd be at the very beginning of the chapter. I'd rather be locked from saving at all in a case like this. Lastly, the movement options were relatively limited. There isn't a jump button or anything like that, you merely just have to wait until theres a yellow marker near the glowing chains to go anywhere. I think I'd find the correct paths or ways to go faster if I was given this option.
All in all it's a pretty fun game with really kickass designs and an awesome setting, but it suffers from some set backs as well. Maybe if I play this game on a harder difficulty I'll have more fun.
NieR: Automata
2017
âWARNINGâ
SNESSER
Videogames are for media perverts.
Really, is it not enough just watching a character perform an action from the comfort of the living room sofa? Weâve got the written word, the stage, the projector, illustration and sound, but for the weirdos among us, that doesnât cut it. No, we just have to crawl into the screen and take up residence in their skin. We need to feel their digital knuckles scraping against the robo-flesh of their adversaries. We need to breathe the air of that post-apocalyptic wasteland and go fishing in the little streams that have formed between the cracks in the asphalt. In "A Play of Bodies," games researcher Brendan Keogh (the man responsible for my treatment of "videogame" as a single word) writes that video-gameplay creates a circuit between the player and the software. We enter the machine, and there is a âmeshing of materially different bodies into an amalgam cyborg body through which the player both produces and perceives the play experienceâ (41).
Itâs a little twisted, isnât it? Just the slightest bit deranged?
I think about that whenever I consider recommending NieR: Automata to another person, because even if it didn't mean asking someone to take control of an android soldier inexplicably dressed as a blindfolded french maid in a billowy skirt and heels (âTaro just likes girls, manâ), it still demands a degree of investment which isnât remotely common in media. For games, itâs a high bar. I have to remind myself that even in 2023, the year when my Mom called in to rave about HBOâs The Last of Us, picking up a controller to actively involve oneself in a play experience of this kind is still a lot to ask. That show managed to reach an audience of people who had never considered conversion into one of Keoghâs cyborgs. If even one of them asked me which videogames to start with, Automata wouldnât make the shortlist. Youâve already gotta be quite a ways down the rabbit hole. You have to love giving yourself over to and becoming entwined with these things for hours at a time. You have to be aware of their conventions. Itâs one for the video-perverts.
Luckily, there are plenty of us to go around if you know where to look. Media literacy is an odd thing. Iâm enough of a ridiculous videogame/media cyborg person that I mightâve written off Automata â of all things â as passĂŠ. A little too indulgent in some unfortunate tropes and well-trodden themes.
If youâre just joining us, the premise is this â In the future, aliens have sent a mechanical army to conquer the Earth, forcing humanity to take refuge on the moon. Weâve constructed a squadron of android soldiers to take back the planet, resulting in an ongoing proxy war between the two robotic factions on the surface. You, the player, follow androids 2B and 9S in their righteous quest to drive back the alien menace and reclaim the world.
Incidentally, this is pretty much the plot of DoDonPachi DaiOuJou. You have the right to remain suspicious.
Iâd played my share of JRPGs, done some hacking and slashing, wasnât terribly impressed with 13 Sentinels, seen Evangelion, Lain and Ghost in the Shell. Iâve had Space Runaway Ideon: Be Invoked in my queue since that one Hazel video, alright. I wasnâtâŚpressed. I didnât discount what Iâd heard about its excellence and experimentation, but I was pretty sure I knew what Iâd find. No matter how you slice it, the broad questions of existential philosophy can only have so many possible conclusions. Either everything is futile, or itâs not. To paraphrase Albert Camus, you either live for some reason, or you donât. Viktor Frankl narrowed it down to three: one might live for a goal, for someone else, or to overcome suffering. Paring it further down, you either accept the beauty that you can find in whatever corner of this world you inhabit, or else rage against it and build a better one.
Really, I hoped it was hiding a perspective or a problem that would change my mind. I want to be wrong and I want to learn. My diagnosis of existentialism is so broad as to be useless. But Automata didnât show me âThe Gospel of the New Age,â it didnât pretend it could arrive at unique conclusions about life and its meaning. Rather, itâs frustrated with the answers that have been given. It just doesnât know how to escape from them.
SYSTEM MESSAGE
(It's gonna be a long one)
The opening says as much, states in no uncertain terms that weâre âperpetually trappedâ in The Wheel of Samsara, and then drops us into a top-down arcade shoot âem up. I watched the rest of my squad get picked off one by one, and knew I was in the hands of a director. So letâs talk Taro. Yoko Taro, the all-but undisputed creative force behind NieR, has spoken loudly about his love for 2D shooters, and that inspiration isnât limited to gameplay. It comes through in Automataâs premise, themes, and looping narrative. Shoot âem ups are about dying again and again, setting oneâs own goals, finding meaning in their madness. Theyâre about lone pilots in their last stands to save already doomed worlds. Their characters never escape the five to seven manic stages that contain their stories. Yoko Taro may have wanted to make ZeroRanger (and if he had, itâd had said all heâd wanted to say), but given Square Enixâs requirement that it be an Action RPG, I think the team came to a solid compromise.
Automataâs control scheme is cleverly designed to seamlessly shift between 2D shooting and 3D action without twisting the fundamentals. Melee attacks, specials and evasion are all mapped to the same buttons no matter the perspective, and thatâs a powerful gesture. NieR: Replicant was bent on shocking the player out of their comfort zone with shifts into text adventuring and fixed camera Resident EvilâŚing, its parts as cobbled together as any of Automataâs machines (and make no mistake, I love it for that). Automata, meanwhile, is sleek. Its mechanical consistency more readily invites the player to slip into a state of cyborg-dom, even as the shape of the game morphs around them. Nowhere is this better felt than the final stretch of The Tower, and those whoâve played the game will know what Iâm talking about. Whatever form it takes, whoever you are, your index finger is for shooting. Customizable chips inform your abilities and interface, and it does plenty to contextualize game elements as features of the android protagonists. Whether or not it measurably contains âzero unintended ludo-narrative dissonance,â Automata goes the distance.
But few players I know would accuse Automata of âconsistency,â and for good reason. Its narrative structure is easily one of its strangest features. I wouldnât call it subtle so much asâŚselectively cryptic? Curious. I wouldnât say thereâs anything presented in the critical path that doesnât serve at least a thematic purpose, but events rarely build directly on top of each other throughout the A/B playthroughs, and only the barest threads actively cause the events of Routes C/D. Much of this is by design, seeing as the player is taking direct orders from their commanding officers as soldiers of YoRHa, simply doing as youâre told without the agency to decide your path, but I wouldnât argue if someone found Automata âhalf-baked.â
Iâm getting ahead of myself â Iâve seen it discussed that the mystery of the machinesâ sentience is badly handled, that itâs too obvious and heavy-handed right from the get-go, but I think itâs clear thatâs not the question being raised by the story. Itâs not âdo the machines really have emotions,â itâs âwhy are the androids so bent on deluding themselves into believing that the machines lack emotion?â Whatâs so qualitatively different about the two robot factions? What drives people to ignore the pleas of others and deny their personhood? We find them in distress in the desert, quite literally birthing two beings called Adam and Eve. It takes just three hours to encounter a village of machine pacifists, and, when heâs no longer able to deny their sentience, 9S just pulls out some lame excuse to maintain his worldview. This might be frustrating as a player, to be required to carry out actions you donât believe in for the sake of progress through a story. You could call it stupid, maybe cruel, or you might appreciate that your doubts echo those of the characters.
But some cracks begin to show as you await each revelation.
_________________________________
After a climactic battle with a gargantuan mech results in the loss of your sidekick, you follow a trail of breadcrumbs to a rusted elevator in the depths of a dimly-lit cavern. Youâre warned it may be a trap. Both you and your character shrug off the suggestion.
At the bottom of a long descent, you emerge beneath a subterranean sky, a void of white. Before you, an eerie facsimile of civilization. The architecture is reminiscent of a metropolis that once stood, but colorless and incomplete. One of the top three songs in the game starts up.
Pressing forward, you find the bodies of androids strewn about the scenery. Further and further, until you come face to face with the perpetrator. You have a dramatic rematch with Adam. Philosophy is spouted, combat ensues, and you kill him. You retrieve 9S.
You thenâŚreport back to the Resistance Camp and receive your next assignment.
The Copied City never becomes relevant again.
_________________________________
(Tangentially, Adam and Eve confront our heroes a total of three times, which doesnât give them much room to interact beyond being born and dying. This is interesting on the face of it, but none of these interactions shake up the status quo. Killing Eve supposedly alters the machine network, but not in a way that interferes with its normal functioning. 9S then enters the machine network during the first ending, and little seems to come of it beyond perhaps the intermittent vignettes you receive before and after boss fights during Route B. Tragically, none of these vignettes seem to influence 9Sâ thoughts or actions later on)
Iâm not here to slap a âbad writingâ stamp on NieR: Automata, despite what I'm about to say. Honest. All of this is kind of fascinating to me. The fact that Adam and Eveâs story doesnât affect the characters as much as it should might speak to how little regard the androids afford machines in general. The fact that the status quo is not affected by any of these wild moments sort of makes sense when you consider the cyclical state of the setting. Maybe. But a certain thought cloud began to hang over me as I continued playing, and then it grew as the story revealed itself.
Any suspicions I had were confirmed by Taroâs 2014 GDC Talk where he lays bare his process. Before arriving at any character or premise, he whips up an emotional climax. He decides where he wants his audience to cry, and then works backward to create context for that moment. Iâd like to be charitable, everyone expresses themselves differently, but itâs hard not to look at this and find some Hack Behavior. Taro does explore themes and questions and characters, but itâs obvious when a moment is crafted in isolation for the sake of shock value, and it doesnât help that many of them lack long-standing consequences. Of course there are great, hard-hitting scenes (the intro to the gameâs second half comes to mind), but I know when Iâm being punked. And as it pulls this sort of thing again and again, it becomes easier to see the mirrors behind the smoke. Final Fantasy VIâs opera setpiece might be very obviously tossed in there, but the development that happens in and around it, before and after, makes it worthwhile.
And so is Automata, just not for the same reasons. I was convinced at one point that it had actually been about the conflict between A2 and 9S all along. Whatever inconsistencies thereâd been or questions that had gone unanswered, everything had been built to explore how theyâd end up as ideological opposites. But for that to be true, A2 herself wouldâve needed more time. Iâve got just enough of a speedrunnerâs brain that I enjoyed replaying the first third as 9S, especially for recontextualizing his role in the duo and containing late-game reveals only he was privy to. Likewise, weâd have needed to see what made A2 who she was at the beginning of the story. After ages of aimless rage and rebellion, it should have taken more than just one late-game subplot to alter her worldview (2B-pilled or not). Itâs a testament to the music, pacing and performances that I was able to buy her character, but it would be a stretch to say that the story is squarely about her.
Maybe itâs become clearer as Taro has progressively dominated this write-up, but I donât feel this is a game about its characters, but a mind at odds with itself. It wonât be obvious if youâre only reading this review without having played the game, but NieR is the story of a man grappling with existentialists, admitting that none of their perspectives have managed to convince him or offer a satisfactory route to purpose. Maybe heâs frustrated that none of them click. Whether youâre driven by fear or beauty or selfishness, spirituality or revenge, weâre all made of the same stuff, and weâre all going to the same place.
I donât think itâs unfair to criticize Automata for failing to thoroughly explore those avenues of meaning. Fair or not, Iâll posit this dismissal comes from the honest place of a person whoâs become lost and resentful toward structures built to fabricate meaning at the expense of others. Religion and love and community are all represented in unflattering extremes, and having oneâs purpose stripped away is immediately met with violence against oneself and others. Even when I disagreed or wanted more in the way of nuance, I had to admit that I could sympathize with the author. I realize Iâve come to take Godâs absence for granted, that meaning is self-made. Around the time I played Automata, a close someone told me that life would not be worth living without God. Happiness would be impossible. Only the involvement of an Eternal Being can give our existence weight.
Well, Itâs a good thing Heâs up there, then.
âŚ
So we play as this torn mind, inhabiting both characters and driving them toward opposite objectives. These androids are only granted agency by the player, after all. Whichever of the two you gravitate toward, each must be defeated by the other. You must kill both of your selves.
Itâs a bleak lens, and itâs not shy about that. Maybe it shouldn't be any sort of surprise that Automataâs ending invites its players to rebel against its worldview, unite and collectively destroy it. It wants us to demonstrate that we can find purpose in each other. As far as I can tell, Taro wants to be proven wrong. He wants to learn something. Of course, it could be that I only found what I wanted to see.
But thatâs not what I saw in the moment. Ending E didnât hit as hard as Iâd wanted. I nodded in acknowledgment of the gesture, knew that it was a modern Shigesato Itoi finale. Automata contains some real sparks of bottled magic, but it rarely managed to pull me out of my own head, maybe because the mind behind it was made so painfully visible. It never brought me to tears (TieRs?). Despite the gorgeousness of its soundtrack, I felt more distant than Iâd have liked to be. I became uncomfortably aware of myself in that desk chair, holding a plastic videogame controller, watching my screen flash with the light of real people whoâd given up their save data to help me, someone theyâd never meet.
It felt like getting caught in the act.
SNESSER
Videogames are for media perverts.
Really, is it not enough just watching a character perform an action from the comfort of the living room sofa? Weâve got the written word, the stage, the projector, illustration and sound, but for the weirdos among us, that doesnât cut it. No, we just have to crawl into the screen and take up residence in their skin. We need to feel their digital knuckles scraping against the robo-flesh of their adversaries. We need to breathe the air of that post-apocalyptic wasteland and go fishing in the little streams that have formed between the cracks in the asphalt. In "A Play of Bodies," games researcher Brendan Keogh (the man responsible for my treatment of "videogame" as a single word) writes that video-gameplay creates a circuit between the player and the software. We enter the machine, and there is a âmeshing of materially different bodies into an amalgam cyborg body through which the player both produces and perceives the play experienceâ (41).
Itâs a little twisted, isnât it? Just the slightest bit deranged?
I think about that whenever I consider recommending NieR: Automata to another person, because even if it didn't mean asking someone to take control of an android soldier inexplicably dressed as a blindfolded french maid in a billowy skirt and heels (âTaro just likes girls, manâ), it still demands a degree of investment which isnât remotely common in media. For games, itâs a high bar. I have to remind myself that even in 2023, the year when my Mom called in to rave about HBOâs The Last of Us, picking up a controller to actively involve oneself in a play experience of this kind is still a lot to ask. That show managed to reach an audience of people who had never considered conversion into one of Keoghâs cyborgs. If even one of them asked me which videogames to start with, Automata wouldnât make the shortlist. Youâve already gotta be quite a ways down the rabbit hole. You have to love giving yourself over to and becoming entwined with these things for hours at a time. You have to be aware of their conventions. Itâs one for the video-perverts.
Luckily, there are plenty of us to go around if you know where to look. Media literacy is an odd thing. Iâm enough of a ridiculous videogame/media cyborg person that I mightâve written off Automata â of all things â as passĂŠ. A little too indulgent in some unfortunate tropes and well-trodden themes.
If youâre just joining us, the premise is this â In the future, aliens have sent a mechanical army to conquer the Earth, forcing humanity to take refuge on the moon. Weâve constructed a squadron of android soldiers to take back the planet, resulting in an ongoing proxy war between the two robotic factions on the surface. You, the player, follow androids 2B and 9S in their righteous quest to drive back the alien menace and reclaim the world.
Incidentally, this is pretty much the plot of DoDonPachi DaiOuJou. You have the right to remain suspicious.
Iâd played my share of JRPGs, done some hacking and slashing, wasnât terribly impressed with 13 Sentinels, seen Evangelion, Lain and Ghost in the Shell. Iâve had Space Runaway Ideon: Be Invoked in my queue since that one Hazel video, alright. I wasnâtâŚpressed. I didnât discount what Iâd heard about its excellence and experimentation, but I was pretty sure I knew what Iâd find. No matter how you slice it, the broad questions of existential philosophy can only have so many possible conclusions. Either everything is futile, or itâs not. To paraphrase Albert Camus, you either live for some reason, or you donât. Viktor Frankl narrowed it down to three: one might live for a goal, for someone else, or to overcome suffering. Paring it further down, you either accept the beauty that you can find in whatever corner of this world you inhabit, or else rage against it and build a better one.
Really, I hoped it was hiding a perspective or a problem that would change my mind. I want to be wrong and I want to learn. My diagnosis of existentialism is so broad as to be useless. But Automata didnât show me âThe Gospel of the New Age,â it didnât pretend it could arrive at unique conclusions about life and its meaning. Rather, itâs frustrated with the answers that have been given. It just doesnât know how to escape from them.
SYSTEM MESSAGE
(It's gonna be a long one)
The opening says as much, states in no uncertain terms that weâre âperpetually trappedâ in The Wheel of Samsara, and then drops us into a top-down arcade shoot âem up. I watched the rest of my squad get picked off one by one, and knew I was in the hands of a director. So letâs talk Taro. Yoko Taro, the all-but undisputed creative force behind NieR, has spoken loudly about his love for 2D shooters, and that inspiration isnât limited to gameplay. It comes through in Automataâs premise, themes, and looping narrative. Shoot âem ups are about dying again and again, setting oneâs own goals, finding meaning in their madness. Theyâre about lone pilots in their last stands to save already doomed worlds. Their characters never escape the five to seven manic stages that contain their stories. Yoko Taro may have wanted to make ZeroRanger (and if he had, itâd had said all heâd wanted to say), but given Square Enixâs requirement that it be an Action RPG, I think the team came to a solid compromise.
Automataâs control scheme is cleverly designed to seamlessly shift between 2D shooting and 3D action without twisting the fundamentals. Melee attacks, specials and evasion are all mapped to the same buttons no matter the perspective, and thatâs a powerful gesture. NieR: Replicant was bent on shocking the player out of their comfort zone with shifts into text adventuring and fixed camera Resident EvilâŚing, its parts as cobbled together as any of Automataâs machines (and make no mistake, I love it for that). Automata, meanwhile, is sleek. Its mechanical consistency more readily invites the player to slip into a state of cyborg-dom, even as the shape of the game morphs around them. Nowhere is this better felt than the final stretch of The Tower, and those whoâve played the game will know what Iâm talking about. Whatever form it takes, whoever you are, your index finger is for shooting. Customizable chips inform your abilities and interface, and it does plenty to contextualize game elements as features of the android protagonists. Whether or not it measurably contains âzero unintended ludo-narrative dissonance,â Automata goes the distance.
But few players I know would accuse Automata of âconsistency,â and for good reason. Its narrative structure is easily one of its strangest features. I wouldnât call it subtle so much asâŚselectively cryptic? Curious. I wouldnât say thereâs anything presented in the critical path that doesnât serve at least a thematic purpose, but events rarely build directly on top of each other throughout the A/B playthroughs, and only the barest threads actively cause the events of Routes C/D. Much of this is by design, seeing as the player is taking direct orders from their commanding officers as soldiers of YoRHa, simply doing as youâre told without the agency to decide your path, but I wouldnât argue if someone found Automata âhalf-baked.â
Iâm getting ahead of myself â Iâve seen it discussed that the mystery of the machinesâ sentience is badly handled, that itâs too obvious and heavy-handed right from the get-go, but I think itâs clear thatâs not the question being raised by the story. Itâs not âdo the machines really have emotions,â itâs âwhy are the androids so bent on deluding themselves into believing that the machines lack emotion?â Whatâs so qualitatively different about the two robot factions? What drives people to ignore the pleas of others and deny their personhood? We find them in distress in the desert, quite literally birthing two beings called Adam and Eve. It takes just three hours to encounter a village of machine pacifists, and, when heâs no longer able to deny their sentience, 9S just pulls out some lame excuse to maintain his worldview. This might be frustrating as a player, to be required to carry out actions you donât believe in for the sake of progress through a story. You could call it stupid, maybe cruel, or you might appreciate that your doubts echo those of the characters.
But some cracks begin to show as you await each revelation.
_________________________________
After a climactic battle with a gargantuan mech results in the loss of your sidekick, you follow a trail of breadcrumbs to a rusted elevator in the depths of a dimly-lit cavern. Youâre warned it may be a trap. Both you and your character shrug off the suggestion.
At the bottom of a long descent, you emerge beneath a subterranean sky, a void of white. Before you, an eerie facsimile of civilization. The architecture is reminiscent of a metropolis that once stood, but colorless and incomplete. One of the top three songs in the game starts up.
Pressing forward, you find the bodies of androids strewn about the scenery. Further and further, until you come face to face with the perpetrator. You have a dramatic rematch with Adam. Philosophy is spouted, combat ensues, and you kill him. You retrieve 9S.
You thenâŚreport back to the Resistance Camp and receive your next assignment.
The Copied City never becomes relevant again.
_________________________________
(Tangentially, Adam and Eve confront our heroes a total of three times, which doesnât give them much room to interact beyond being born and dying. This is interesting on the face of it, but none of these interactions shake up the status quo. Killing Eve supposedly alters the machine network, but not in a way that interferes with its normal functioning. 9S then enters the machine network during the first ending, and little seems to come of it beyond perhaps the intermittent vignettes you receive before and after boss fights during Route B. Tragically, none of these vignettes seem to influence 9Sâ thoughts or actions later on)
Iâm not here to slap a âbad writingâ stamp on NieR: Automata, despite what I'm about to say. Honest. All of this is kind of fascinating to me. The fact that Adam and Eveâs story doesnât affect the characters as much as it should might speak to how little regard the androids afford machines in general. The fact that the status quo is not affected by any of these wild moments sort of makes sense when you consider the cyclical state of the setting. Maybe. But a certain thought cloud began to hang over me as I continued playing, and then it grew as the story revealed itself.
Any suspicions I had were confirmed by Taroâs 2014 GDC Talk where he lays bare his process. Before arriving at any character or premise, he whips up an emotional climax. He decides where he wants his audience to cry, and then works backward to create context for that moment. Iâd like to be charitable, everyone expresses themselves differently, but itâs hard not to look at this and find some Hack Behavior. Taro does explore themes and questions and characters, but itâs obvious when a moment is crafted in isolation for the sake of shock value, and it doesnât help that many of them lack long-standing consequences. Of course there are great, hard-hitting scenes (the intro to the gameâs second half comes to mind), but I know when Iâm being punked. And as it pulls this sort of thing again and again, it becomes easier to see the mirrors behind the smoke. Final Fantasy VIâs opera setpiece might be very obviously tossed in there, but the development that happens in and around it, before and after, makes it worthwhile.
And so is Automata, just not for the same reasons. I was convinced at one point that it had actually been about the conflict between A2 and 9S all along. Whatever inconsistencies thereâd been or questions that had gone unanswered, everything had been built to explore how theyâd end up as ideological opposites. But for that to be true, A2 herself wouldâve needed more time. Iâve got just enough of a speedrunnerâs brain that I enjoyed replaying the first third as 9S, especially for recontextualizing his role in the duo and containing late-game reveals only he was privy to. Likewise, weâd have needed to see what made A2 who she was at the beginning of the story. After ages of aimless rage and rebellion, it should have taken more than just one late-game subplot to alter her worldview (2B-pilled or not). Itâs a testament to the music, pacing and performances that I was able to buy her character, but it would be a stretch to say that the story is squarely about her.
Maybe itâs become clearer as Taro has progressively dominated this write-up, but I donât feel this is a game about its characters, but a mind at odds with itself. It wonât be obvious if youâre only reading this review without having played the game, but NieR is the story of a man grappling with existentialists, admitting that none of their perspectives have managed to convince him or offer a satisfactory route to purpose. Maybe heâs frustrated that none of them click. Whether youâre driven by fear or beauty or selfishness, spirituality or revenge, weâre all made of the same stuff, and weâre all going to the same place.
I donât think itâs unfair to criticize Automata for failing to thoroughly explore those avenues of meaning. Fair or not, Iâll posit this dismissal comes from the honest place of a person whoâs become lost and resentful toward structures built to fabricate meaning at the expense of others. Religion and love and community are all represented in unflattering extremes, and having oneâs purpose stripped away is immediately met with violence against oneself and others. Even when I disagreed or wanted more in the way of nuance, I had to admit that I could sympathize with the author. I realize Iâve come to take Godâs absence for granted, that meaning is self-made. Around the time I played Automata, a close someone told me that life would not be worth living without God. Happiness would be impossible. Only the involvement of an Eternal Being can give our existence weight.
Well, Itâs a good thing Heâs up there, then.
âŚ
So we play as this torn mind, inhabiting both characters and driving them toward opposite objectives. These androids are only granted agency by the player, after all. Whichever of the two you gravitate toward, each must be defeated by the other. You must kill both of your selves.
Itâs a bleak lens, and itâs not shy about that. Maybe it shouldn't be any sort of surprise that Automataâs ending invites its players to rebel against its worldview, unite and collectively destroy it. It wants us to demonstrate that we can find purpose in each other. As far as I can tell, Taro wants to be proven wrong. He wants to learn something. Of course, it could be that I only found what I wanted to see.
But thatâs not what I saw in the moment. Ending E didnât hit as hard as Iâd wanted. I nodded in acknowledgment of the gesture, knew that it was a modern Shigesato Itoi finale. Automata contains some real sparks of bottled magic, but it rarely managed to pull me out of my own head, maybe because the mind behind it was made so painfully visible. It never brought me to tears (TieRs?). Despite the gorgeousness of its soundtrack, I felt more distant than Iâd have liked to be. I became uncomfortably aware of myself in that desk chair, holding a plastic videogame controller, watching my screen flash with the light of real people whoâd given up their save data to help me, someone theyâd never meet.
It felt like getting caught in the act.