![]() While there’s an extremely valid story reason for the inability to save, there’s a very practical aspect as well: 2B is outfitted with an easy to use pair of weapons, none of the enemies are particularly threatening, healing items are common, and during this course of events 2B is outfitted with a chip that will automatically use healing items when in danger. Some may see this as a flaw, but its an ingenious way to insure players acquire the basic skills needed to beat the game. It’s not until after the introductory mission that players can save their game, which must be done manually. Between these points of view and the shmup segments, players get a strong feel for how the game will play with their senses. As 2B continues her hunt for the Goliath class weapon on foot, players are introduced to all of the different perspective transitions the game will feature: While the camera is typically free moving, some rooms will take an overhead view,and some passageways will be seen from a side-scrolling perspective. The game opens with some light shmup action before giving players control of 2B during the introductory mission, which fans may remember from the playable demo. The shmup segments in Nier: Automata are short, simple affairs that give a breather from standard combat. Peanut butter and jelly could only dream of being half as good a pairing. That’s why Nier: Automata’s pairing of Yoko Taro, genius story writer and director, and Platinum Games, the king of action games, is so beautiful. ![]() While the quality of gameplay for the Drakengard and Nier games of the past could be described as mediocre at very best, the quality of his stories is beyond reproach. Yoko Taro has a well earned cult following. ![]()
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