Saturday, April 5, 2014

Entry 135: "Nier" Pt.3 End



Dear Internet,

                Well, I am a day late and a Gald short.  I said that I would usually post these reviews on Friday, and here it is Saturday.  I was up late yesterday in an attempt to finish off "Nier" so that I could write a full review.  By the time that I had finished "Nier," it was too late to write a final review.  I think we can all learn something from this experience.  I need to start these reviews earlier so that I can make sure I have enough time.  And you need to remember the definition of "usually."  But I jest, unlike "Nier."

                "Nier" is a game that takes itself too seriously.  From the story to the message that it wants to impart on the player, "Nier" does not know how to lighten up until it absolutely has to.  Everything is taken with the same layer of dark narrative and done so poorly at that.  Take how the game handles the quest to cure Yonah and how it attempts to force the audience to care.  We know as an audience that Nier cares deeply for his daughter.  He is constantly trying to find a way to save her from a death sentence.  That is the whole point of the quest that he sets out on from early on in the game.  However, there is little to no emotional bond that occurs between the character of Yonah and the audience because there is little to no attempt to create that bond.  Early on in the game, there is next to no interaction with her as a character.  We only get a few lines of dialog here and there with a few fetch side quests thrown in.  We are meant to care for her not because we have grown fond of her from a depth of interaction with her but because she is a plot item.  She is there as a reason to go around and explore.  The player does not have to even interact with her at all beyond a few forced dialog bits.  We know she is most likely going to be OK by the end of the game in one way or another since denying this would be one amazing anti-climax.  There is not a real threat of losing her at all, just missing her a little while.  Unlike a game like "Valkyria Chronicles," where having one of your soldiers fall in battle can risk them dying permanently and you will never use them again, "Nier" cannot reproduce this effect by just telling the audience that they are supposed to care about the plot character.  I cared more about the super minor characters in "Valkyria Chronicles" way more than Yonah because there was a real threat of losing the character.  It made me want to protect and keep those characters safe because it would have been my own fault for losing them.

Are we supposed to care because we did not get the chance to interact with her?  That is like telling me to care about the pet snail of a boy in Bangladesh that I have never seen.
It does not help the fact that the game openly denies interaction with her.
                There is a scene in "Nier" where a certain character permanently changes their physical form significantly, to the point that they look more like a monster than human.  They naturally freak out at such a change, breaking down and crying a little.  Less than two minutes later they say about the transformation, "I was terrified at first, but I think I'm okay with it."  This kind of turnaround of emotion within a short amount of time and with so little force to do so is a reflection of the game's poor story pacing.  The character lost their mortal body but was perfectly alright with it mere minutes later.  The whole transformation felt unneeded to the plot, instead feeling as if the development team had created a character design that they did not want to go to waste.  In fact, Nier himself receives a redesign after a time skip in the game which feels more like forced implementation of unused art assets.  I say this because prior to the time skip he receives immensely physical wounds through his upper body and abdomen, but after the time skip he is wearing an eye patch.  His eye had not been damaged.  Is the eye patch supposed to illustrate how battle weary he has become since before the time skip?  It only brings forth the question of how he lost his eye since it was not injured when we last saw him.  If the aim is to show the character's culmination of his battle exploits that have formed him into the character that we see after the time skip, how about we see him with the scars of the battle that we saw him fought, not the ones we did not see?  Every time we would then see those scars, we would remember the incident that formed them, reminding us of a specific even in the game's story.  Instead, we get an eye patch because eye patches means he is a tough guy.

Do what you want 'cause a pirate is free, you are a pirate!

                Then there is the death of a side character that cannot be avoided no matter what which should come as no surprise to anyone who plays the game.  I say this because the opening movie that plays every time the game is launched clearly shows the character dying.  This is not the only spoiler that occurs within the opening movie.  All one has to do is watch the movie just once for a number of images to keep popping into their heads as they play the game to have a number of plot points lose their impact when they finally occur.  This is not something that is unique to "Nier."  A number of Japanese games that I have played like to do this.  They take all of the game's highest quality cinematics and mash them together to form an opening movie.  This is not something all that bad in upon itself.  One usually wants to put their best foot forward when showcasing the game in an effort to pump up the player and get them excited to see what the game has in store for them.  However, when the game throws together the most pivotal scenes into that mash up and includes plot hints as well, it becomes a ruining experience that devalues the game's story.  

                I said last about mentioning the game's fishing and farming aspects.  Let me just say that there are extensive fishing and farming mechanics.  You can fish in a number of locations that even include quicksand.  You can farm anything from wheat to flowers.  It can even be enough to be a game on itself, especially considering that there are a few difficult goals within those aspects of the game.  I only have one problem with these things.  What in the world do they have to do with the core game?  Absolutely nothing I tell you.  You only have to fish once in the game, and you do not even have to farm to complete the game.  Neither of these things have got anything to do with the core game mechanics.  Reeling in a major catch does nothing to make you hit harder.  Growing a tulip will not make your magic any better.  Or at least I am not aware of such things.  I do not mind a small diversion in some games, even if it is to break the monotony that some can fall into.  But when there is such a large side game that does nothing to correlate itself to the main game, it just feels silly to include it.  I would rather go play a "Harvest Moon" game or "Fishing Resort" at that point.  If the diversion is to the point of being another game itself then it would be better to just go play a game that does that diversion much better.

                I will end just saying that the game world is recycled fluff.  There are only about five or six dungeons that get revisited a number of times, too many times in my opinion.  Sure, when you revisit one or two, you will get an added room or corridor to explore but this is the same problem that "Skyward Sword" suffered from.  Both games have a few giant worlds that take a while to get from one end to another, which highlights their size, but both games end up feeling empty due to a limited number of locations that matter which are visited way too often.

                "Nier" is not a bad game.  It is just generic.  It is another one of the multitude of Japanese games that have got more angsty and brooding characters than substance.  There is even the token city that gets destroyed completely.  The central gameplay is fine, just underdeveloped for the most part.  I looked forward to some of the enemies whose attacks made the battlefield resemble a bullet hell game.  The multiple endings are not all that interesting other than the extra backstory of Kaine.  The only thing that I would say is worth its weight is the game's soundtrack.  The soundtrack alone is worth listening to even without playing the game.  But I cannot go recommending a whole game on just one single aspect.  The game is an alright diversion for a while, but I cannot think of dumping more time into it.

Yours in digital,
BeepBoop

P.S.  Next will be "Four Faultless Felons."

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