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About the product
- Action-Packed Battles – Players switch between melee and ranged attacks in battle against hordes of enemies and challenging bosses across a variety of open field maps
- Beautifully Desolate Open-World – The game joins together beautiful vistas and locations with no area loading. Environments contain a wealth of sub-events in addition to the main storyline.
- Masterfully Crafted Story and Characters – The game tells the story of androids and their ferocious battle to reclaim a machine-driven dystopia overrun by powerful weapons known as machine lifeforms
- Elements of an RPG – Players will obtain a variety of weapon types, level up in battle, learn new combat skills, and customize a loadout that caters to their playstyle
- “Auto Mode” Available for Beginners – Novice players can elect “Auto Mode” for easy attacks and evasions
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From the manufacturer
Developer: PlatinumGames Inc.
An extra-terrestrial invasion has left mankind exiled on the moon. Androids are sent to the deserted ruins of our home planet in order to remove the menacing Mechanoids. The YoRHa 2B, the latest infantry model android, is tasked with the perilous mission to rid of the invaders from the surface of Earth. Where will the on-going proxy war between Androids and Mechanoids lead to?
GameSpot – 9/10.
CGMagazine – 10/10.
PlayStation Universe – 9.5/10.
GamesRadar – [4.5 stars].
Destructoid – 9/10.
IGN – 8.9/10.
Humanity has been driven from the Earth by mechanical beings from another world. In a final effort to take back the planet, the human resistance sends a force of android soldiers to destroy the invaders. Now, a war between machines and androids rages on... A war that could soon unveil a long-forgotten truth of the world. Developed by an all-star team consisting of producer Yosuke Saito (DRAGON QUEST X / NIER), director YOKO TARO (Drakengard / NIER), character designer Akihiko Yoshida from CyDesignation, Inc. (FINAL FANTASY XIV / BRAVELY DEFAULT), game designer Takahisa Taura from PlatinumGames Inc. (Metal Gear Rising: Revengeance), and composer Keiichi Okabe from MONACA, Inc. (TEKKEN / Drakengard 3 / NIER).
Top customer reviews
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Almost immediately the game starts to subvert those expectations piece by piece, deconstructing and twisting in on itself until you've abandoned any notion of predictability.
The first thing that surprised me about the game was the consistent fluidity of the combat, and how the mechanics seem to hold up even as the game throws new ideas and situations at you. The basic controls and rhythm remain the same as the game forces the perspective of a top-down shooter, or a 2D platformer. These experimental shifts never require you to mentally adapt or use different controls. I've never seen a game transform itself so frequently and effortlessly.
The story is also in a league of its own, as it starts with a very simple premise yet expands into something far more transgressive and poignant. It conveys its themes in a very surreal, postmodern style that blends tragedy with dark, offbeat humor, even going so far as experimenting with the fundamental structure of video games itself. (Disclaimer: Do not stop playing once the credits roll. You've barely scratched the surface.)
This is one of those games that you will think about long after you finish it. I can't recommend it enough.
 It’s a Platinum game; so of course the combat was top notch. Part of the reason why it took me 30 hours to complete a short campaign is because I often ran around looking for random enemies to fight! Now, THAT’s the mark of a game that has great combat! Each swing of my chosen weapon (a spear) felt smooth and realistic. Top that off with the ability to shoot lasers (A companion called a Pod), and I was a happy customer. I feel the need to point out that if you play the 2nd campaign (9S's campaign) he's not great at melee combat (from what I hear), so you'll need to rely on his hacking ability to take down enemies. I had very little experience with the hacking feature because it was only needed once, during 2B's playhthrough (I didn't care for it too much).
 I just mentioned the Pod was a companion in battle, but that’s not your only teammate. I’ve always enjoyed games that give you an A.I. partner, so I was thrilled that 9S joined 2B for most of the first playthrough. In my opinion, he was more than just a tag-along partner because he often killed enemies by himself. I liked that I could customize his tendencies; meaning I could decide how aggressive I wanted him to be in combat.
 I wasn’t too fond of the game save system. Maybe it’s just me, but I’ve grown accustomed to games autosaving, which usually means I had one less thing to worry about, while playing. Granted, Nier autosaved after certain events, but outside of that, the onus is on YOU to make sure to save your progress; or you may not like your respawn point, if you happen to die.
 Starting off, I wasn’t too impressed by the enemies because they all felt similar (all robots, for what it’s worth). As I progressed, I felt there was a bit more variety, but still not great. The boss battles were – weird… I’m not saying that’s a bad thing, by the way. For example; I was only able to inflict damage on one of the bosses by using counter attacks. The bastard blocked everything else…
 I’m going to touch on the most interesting aspect of the game. Going in, I was a little afraid of the various ‘2D’ and ‘overhead shooter’ sequences of the game because I wasn’t sure how that would all work. Believe it or not, it worked pretty darn well and it kept things interesting. Here’s an example of how it played out. You might start off a boss battle in 3D, and before you know it, the screen flips to an overhead view, where you’ll need to start shooting in order to survive.
 I don’t normally talk about video game music (because I don’t care), but Nier: Automata’s soundtrack was phenomenal! This is probably the best soundtrack since Rayman Legends (for me, at least). They did a great job of setting the ‘stage’ with some of the musical choices. If it was an intense battle, the music reflected that. If it was a ‘softer’ moment, the music did a great job of reflecting that as well. I often found myself humming along.
 The sidemissions are one of the main reasons why I couldn’t give the game 5 stars. I love sidemissions, and they play an important role, with any game. Too many of the sidemissions in Nier were “Go and find this” type of missions, and those are annoying. Also, there were a couple of sidemissions that I just could not find (a terrible map didn’t help). After visiting YouTube, I discovered that I had to progress further in the story, in order to unlock some of the sidequests. Here’s my question: Why in the hell was I allowed to accept a sidequest that technically was not available? How does that make sense?? I left quite a few sidemissions unfinished, and that’s something I rarely do.
 This last point is pretty important. If you’re the type of gamer who cares about the story (I do not); you’ll need to know this game requires multiple playthroughs in order to get the full story. The 1st playthrough is from 2B’s perspective, while the 2nd playthrough is from 9S’s. As for the 3rd playthrough, I don’t want to spoil anything, but if you MUST know who the character is, just look on the front of the box, lol. Again, I only played through the 1st campaign, so I can’t speak to any of the details of the other playthroughs.
Sidemissions not withstanding; I enjoyed my Nier: Automata experience. I sincerely believe it’s the type of game that can be as long (or as short) as you want it to be. If you’re like me and couldn’t care less about the story, I think the first playthrough will satisfy you enough. Kudos to the developers for successfully mixing and matching different genres within the same game. If you’re looking for something different, with excellent combat, then I highly recommend this game. Knack 2; you’re up next!