Just a small rant because this thread seems good for that.
The first Nier was really, really bad. Dunno if that was because of Yoko Taro style directing that didn't go hand-and-hand with the general ideas of the rest of the team or because the team couldn't implement the things the way he wanted. Its clear that he needs folks around him to keep him reality checked, so to speak. And Platinum especially seems very good at that. All the strongest parts of Nier can be pinpointed to what makes other P+ games great. To the very least, Nier: AM has amazing style and the fighting feels good, even if its a swallow and useless in parts as you can perform amazing acrobatic feels, yet button mashing gets the job better done).
I do believe that Nier: AM is the first good Yoko Taro game for a couple of different reasons and even then its not a really good game in parts, the player has to really dive into the world in order to find the fun. The setting itself is captivating enough however, but only to be badly designed by invisible walls that they kind of take away from the magic of exploring this interesting world. It feels intentional that the game only reveals itself while playing through it, rather than by your own exploration.
This game ain't seem to follow a cohesive gameplay scheme (as the thread creator stated, the game is all over the place in that regard). Its thanks to P+ ideas that the game functions really well as a video game, while still getting alongside it's weirdness. Personally, the Weapon stories were the best written parts of the game. The game was accessable enough that I didn't care much about using the weapons but rather I tried to collect them in order to read the stories behind them and some collectables were very rewarding even if finding them were bad on how the game is designed.
Its clear that the whole games setting and story is a great team effort rather than pure Auteurship. I've played other Yoko Taro games and they played more like anti-games where not even the story is the saving grace but the setting and the world.
Besides all of that, the games he were a part of are like the anti-thesis of logic and order to juxtapose his own ideas that people are highly unreasonable up by putting them into extremely surreal and deadly environments (settings of war, post-apocalyptic settings, etc). However, I could also argue that the unpredictability that comes with the setting is indeed his strongest suit. Its difficult to predict what happens next in any game he was a part of.
Regardless, even if parts of Nier: AM are not-so-good, I think that the general weirdness of the games he has directed became part of his own brand a long, long time ago. Which is why he can keep doing what he does and thats in general a very good thing.
I would've loved to see a "normal" game were Yoko Taro would be a part of. But perhaps thats what seperates Nier: AM from any other game he made already because compared to any other game this one carried the identity of a good action game.
Log in to comment