Friday, March 21, 2014

Entry 133: "Nier" Pt. 1



Maybe the sequel will be called "Faar."



Dear Internet,

                "Nier" has been on my backlog for a little while now, and I was happy to finally get to it.  While I do my best to be as unknowledgeable as possible in regards to the various medias I want to consume (so as to prevent any sort of spoilers for myself), I knew one thing for certain about this game.  It had fantastic music throughout the game.  From one forum to another, "Nier" would almost be guaranteed a mention for having one of the most beautiful soundtracks in the last/current generation of games.  Beyond that, I knew just about next to nothing.  In fact, I had believed that the game was more of an RPG than anything else.  But I am getting ahead of myself.

                "Nier" follows around the titular character, who can also be named whatever you want.  Nier is a middle aged man with a daughter named Yonah.  His daughter is sick and dying from a mysterious magical ailment, called the Black Scrawl, which manifests itself in black runes that appear over her body, giving her pain among other things.  The setting is a futuristic dystopia that has more in common with the middle ages than a science fiction epic.  The biggest threat to the people of this world is the Shades, a kind of monster that seems to be born from darkness.  They are slowly encroaching upon the various villages, terrorizing and killing the people of the land.  One day, Yonah attempts to obtain a flower from outside the village.  Nier followers her in pursuit, only to find her passed out and surrounded by Shades.  There, he finds the talking book Grimoire Weiss, an ancient tomb that has many magical abilities that are slowly unlocked.  After saving his daughter, Nier plans on taking on the Shades and unlocking Grimoire Weiss's verses in hopes of curing his daughter.
Let us hope they do not call in the Tints or the Hues.
Shades readying an attack.

                So far, the plot is fairly straightforward and sounds like many other games that have come out from Japan in the last fifteen or more years.  The biggest notable change is that the player is controlling a father character as compared to a teenage angst ridden desperado.  It is a change of pace that I wish the game would place more emphasis on.  There is very limited interaction that the player has with the daughter, only being able to take on an extra side quest or two.  On top of that, the main character does not seem to take a more personal role with Yonah.  Sure, he provides for her by doing a number of odd jobs for the various villagers in order that she has food and medicine, but there is something of a gaping hole that forms because he is more concerned with her physical well-being than all her other needs.  This of course stems from the fact that she is dying from an unknown disease.  The game is somewhat aware of this gap and highlights it to the player, so it is not as if the game itself was unaware.  The father/daughter interaction is one that few games go near and rarely from the perspective of the father.  "Lost Odyssey" had it briefly, only to snatch it away just as quick.  The "God of War" franchise has a bit, but in those games the daughter is more a goal than a fleshed out character.  Then again, the Japanese versions of "Nier" had two different formats, one with Nier as the father and the other with Nier as Yonah's brother.  Keeping this in mind, the various themes that appear might only be there through the injection of the audience rather than the creators.  If the main character can just as easily be Yonah's father or brother for the purpose of the story of the game, he might as well be her cousin, mailman, or pet hamster. 

                The gameplay is not as RPG as I thought it was.  In fact, it is more action-adventure like a beat-em-up game.  You control Nier in a third-person perspective that occasionally goes side-scroller or top-down.  Jumping, attacking, evading, and combo-ing are very much like games such as "Bayonetta" but is probably more like "God of War."  I say that because the combos are less string based than "Bayonetta," which uses at least one more attack button, and combat in "Nier" is more reliant upon learning the various enemies' patterns than juggling them in the air.  There is also a little magic thrown in for good measure, but so far, the magic is limited to use in only two buttons that are player-designated spells.  The player can hold the attack button or spell button for a harder attack, but the stronger attack charge is usually rather long, which can slow down combat or create too wide of an opening.  The magic charged attack is a little more creative with some spells just being powered versions up while other spells being altered to the point of having an added effect.  Evading feels a bit sluggish at times, but it is balanced out by being able to avoid most attacks.  

                Enemies are categorized into two groups.  There are the passive ones and the aggressive ones.  Passive ones, like sheep and goats will not normally attack unless provoked.  These types of enemies are almost guaranteed to be harvestable for materials that are used for side-quests and money making plans.  The aggressive ones, such as Shades and bats, will attack on sight (or when within earshot).  These are usually better hunted for Exp than for materials, although the bat can be harvested upon victory.  Most of the time, Shades drop nothing, but occasionally they drop medicine and more importantly tutorials and "Words".  The tutorials are really strangely scattered around.  Sometimes I found myself amidst a group of enemies that I was attacking, only to be told I found a tutorial somewhere in the battle that tells me how to plant crops.  But what is more valuable are the Words.
I wish I could learn heart surgery from breaking open boxes.
Sometimes, tutorials are hidden in boxes around town.

                There are 120 Words within the game.  I know this because that's what the back of the game box says.  It also says that there are 30 weapons and 8 spells.  This is most likely why I thought the game was more RPG than anything else.  Words are used to alter weapons, spells, and attacks.  These effects can raise damage output, spell cost, item drop chance, and so forth.  The effects are minor so early in the game, which mean that there is no real strategy at this point.  Until the Words have effects that at least alter stats by double digit percentages, Words can be largely ignored.  It is rather strange that the game's back cover could only think about boasting about these three things.  The only other thing it says is that there are a lot of side quests and multiple endings.  Bragging about the Words , weapons, and spells makes the game feel like the game is scraping the bottom of the barrel.  It would be like Bethesda Game Studios bragging about the number of different NPCs its game has.  Sure, there are a lot of them, but after a while you realize that they are not that different and they sort of look alike.  Having only 8 spells loses its appeal when just in the prologue you get to use about half of them.

                I'll end here and carry on next time.

Yours in digital,
BeepBoop

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