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Nier: Automata review

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  • Nier: Automata review

    If there was ever a game that didn't need a sequel it's Nier. The cult classic sci-fi fantasy fever dream by masked madman Yoko Taro did a lot to endear its niche but dedicated audience. Its peculiar blend of open-world adventure, hack-and-slash combat, and bullet hell shmups supplanted into a strange and harrowing world that refused to conform to usual sci-fi fantasy tropes was among the most audacious and surprising retail releases in ages. Yet as much as I adored Nier, it felt like a complete story. It had a beginning, middle and end. Then another end. And another.
    It wasn't the most technically accomplished game, but its hodgepodge of influences blended together to make something wholly original. There's never been anything like it since. Until now.
    The question, of course, is whether Taro would be able to make lighting strike twice. His follow-up to Nier, Drakengard 3, was a fascinating failure; a game with tremendous ideas and abysmal execution. With Bayonetta and Vanquish studio Platinum Games certainly there's promise of a more polished product (or at least a more refined combat system), but the concern remained that it might come at a cost. Would this big(ish) budget sequel to an aggressively off-kilter curio be too dumbed down? Too safe?
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