


But those dreams were put on hold when the game arrived to a lukewarm reception. But there was still a lot of hardcore fans that really liked the game, the world and everything that was in there." While the original NieR's development was wrapping up, Yoko was already thinking about a sequel. "It was in the red," Yosuke Saito, the game's producer, admits. The story had its merits, but the overall adventure was weighed down by some bland environments and tedious fetch quests. "Square Enix came to me and said, 'Well, it didn't sell very well. Even stranger, the same characters depicted in the "modern" prologue seem to be living in this new, fantastical world.īy subscribing, you are agreeing to Engadget's Terms and Privacy Policy. The adventure then cuts to more than 1,000 years later, where humanity has reverted to swords and rudimentary houses once more. It starts in the distant future, in a bleak, snow-covered Tokyo. NieR was a strange experience, extending the story of the original, equally bizarre Drakengard game from the PlayStation 2 era. The first title was a commercial flop, and Square Enix, the game's publisher, had shown no interest in a sequel. Two years ago, no one would have guessed that a new NieR was in development. The Japanese game designer is, perhaps, trying to temper expectations. It's an intriguing, if not wholly original, setup. They talk about life and death, and what it means to be caught up in a never-ending cycle of war. The story follows a pair of combat androids who are fighting on humanity's behalf. I've just spent a few hours playing a preview build in London, and it was anything but crap. So I wouldn't have great expectations for the game if I were you." "The stories I write really aren't very good at all," he says, through a translator. Taro Yoko, director of NieR: Automata, leans forward in his chair.
