Nier: Automata
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Nier: Automata | |||
Originaltitel | ニーア オートマタ | ||
---|---|---|---|
Entwickler | PlatinumGames | ||
Publisher | Square Enix | ||
Leitende Entwickler | Taro Yoko (Leitender Entwickler) Yosuke Saito (Produzent) Atsushi Inaba Takahisa Taura Isao Negishi | ||
Komponist | Keiichi Okabe Keigo Hoashi | ||
Veröffentlichung | März 2017 | ||
Plattform | PlayStation 4 Microsoft Windows | ||
Genre | Action-Rollenspiel | ||
Spielmodus | Einzelspielermodus | ||
Steuerung | Controller, Maus und Tastatur | ||
Medium | digitale Distribution | ||
Sprache | mehrsprachig | ||
Altersfreigabe |
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Nier: Automata (japanisch: ニーア オートマタ, Eigenschreibweise: NieR:Automata) ist ein Action-Rollenspiel, das von Platinum Games entwickelt und durch Square Enix für die PlayStation 4 und Microsoft Windows veröffentlicht wurde. Das Spiel spielt in demselben Universum wie Nier, einem Ableger der Drakengard-Reihe. Die Handlung spielt inmitten eines Stellvertreterkrieges zwischen Maschinen, die von außerirdischen Eindringlingen gebaut wurden, und den Resten der Menschheit. Die Story folgt den Kämpfen eines Kampf-Androiden und ihres Begleiters.
Die Produktion begann 2014 mit Taro Yoko als leitender Entwickler, der schon Nier mitentwickelt hatte, Produzent Yosuke Saito und den Komponisten Keiichi Okabe und Keigo Hoashi. Atsushi Inaba war als Co-Produzent für PlatinumGames tätig, während Square Enix den Designer Akihiko Yoshida für die Gestaltung der Hauptcharaktere engagierte. Das Ziel war, ein neues Spiel von Nier im Sinne des Originals zu gestalten, während es eine verbesserte Handlung und ein besseres Gameplay besitzt. Als ein den Entwicklern völlig neues Projekt stellte das Spiel die Mitarbeiter von PlatinumGames vor vielfache Herausforderungen während der Entwicklung des Gameplays und der offenen Spielumgebung.
Spielaufbau
Nier: Automata ist ein japanisches Rollenspiel in einer Open-World-Spielumgebung. Die vielfach vorhandenen Charaktere steuert der Spieler durch die Handlung mit der Fähigkeit, die Kamera jederzeit in 360 Grad rotieren zu können. Neue spielbare Charaktere werden mit jedem abgeschlossenen Abschnitt freigeschaltet. Während das Spiel anfangs als Action-Spiel angekündigt wurde, änderten die Entwickler das Spiel in sofern, dass es die rollenspielähnlichen Elemente des ursprünglichen Nier behielt. Der Fokus im Spielaufbau setzt sich auf Waffen mit kurzer Reichweite, wobei einige Schusswaffen-Elemente ebenfalls eingebaut sind. Waffengeschichten, ein wiederkehrendes Element in Drakengard und Nier, die an die gefundenen Waffen gebunden sind, wurden ebenfalls eingefügt.[1][2][3]
Handlung
Hintergrund
Nier: Automata shares the post-apocalyptic setting of the original Nier, taking place after the game's fourth ending.[3] While carrying over the Drakengard series' tradition of a dark atmosphere and branching storylines, no direct narrative connection is shared between Nier: Automata and the rest of the series.[1][3][4] Set an unknown time after the events of Nier, the story revolves around a war between the remnants of humanity and the machine army of invaders from another world. The initial invasion forced humanity to flee to the Moon.[5][6] Humanity eventually sends down combat androids dubbed "YoRHa" to fight the invaders in a proxy war. While denied emotions and lacking true names, they have particular attitudes that distinguish them from their fellows.[5][6][7] The YoRHa are commanded from the Bunker, a reconnaissance base in orbit above Earth, and establish a self-sufficient Resistance on Earth to drive back the Machines.[8]
Charaktere
The main protagonist is YoRHa No. 2 Model B, or "2B" for short, a female-model YoRHa android whose main traits are being calm and composed.[5][6][7] She is accompanied by "9S" (YoRHa No. 9 Model S), a reconnaissance android who displays more emotion than other YoRHa units; and observed by "A2" (YoRHa Model A No. 2), an obsolete prototype android of 2B's line with a taciturn personality who often chooses to act alone.[7] Other characters include the Commander, an android in command of the Bunker; Adam and Eve, twin brothers whose motives are unknown; Pascal, a machine who dislikes conflict and wishes for peace; Devola and Popola, androids who aid the Resistance and descended from similar beings that went berserk during the events of Nier; original Nier protagonist Emil, who has lost his memories in the intervening years; the various Operator androids who act as overseers for the YoRHa; and the Pods that accompany YoRHa units and act as combat support and communicators with the Bunker.[2] Other characters from both Nier and Drakengard 3 are mentioned.[8]
Entwicklung
After the release of Nier, both director Taro Yoko and producer Yosuke Saito wanted to create a sequel. When Saitō spoke to assistant producer Yuki Yokoyama, Yokoyama was unwilling due to the original game's low sales.[9] After the positive fan reception of the original Nier, both Square Enix and the lead staff who worked on the original game were willing to continue the Nier IP, but also wanted to create a better, more action-oriented gameplay experience. As a result, they contacted PlatinumGames, which had developed a reputation for high-quality action games such as Bayonetta and Metal Gear Rising: Revengeance.[1][10] The collaboration was agreed upon on two conditions: that Yoko become director, and that he be present to help with production, necessitating a move by Yoko from Tokyo to Osaka where PlatinumGames was located.[9] Although Yoko was initially uneasy about the collaboration, the staff at PlatinumGames had been wanting to work on a Nier game since its release, and their enthusiasm and wish to remain faithful to the original assuaged his doubts.[4] Designer Takahisa Taura also wished to create a sequel to Nier prior to Square Enix approaching the company.[11] The original plan was to make the game for mobile platforms or PlayStation Vita, but it was soon decided to make the game for PlayStation 4.[3]
Production for the game began in 2014, including six months of pre-production. It included many staff from the original Nier.[3][10][12] Yoko also wrote the game's scenario.[13] The team defined the game's central theme as "agaku", a Japanese word meaning to struggle out of a bad situation.[14] When creating the story, Yoko was hesitant about adding Devola and Popola to the scenario due to their integral role in the original game, but eventually decided to feature them.[15] During production, the team took both fan and critic feedback of Nier and their later opinions on the game into account. The points they felt needed addressing ranged from character designs to gameplay to graphics. While improving on these points, they also carried over the aspects that were well-received, such as the story and music.[13] The majority of development was handled by PlatinumGames at their bases in Osaka and Tokyo, while outside staff were such as Yoko were also brought in.[11]
As it was a role-playing action game as opposed to Taura's previous pure action games, the development presented some new challenges for him.[4][11] While Taura handled the action battle system, designer Isao Negishi created the RPG elements.[16] According to Negishi and programmer Ryo Onishi, a major difficulty was creating a title faithful to Nier, which required a shift away from the style of their earlier titles.[16] For the battle system, the team are taking the systems used in Nier and infusing elements from other titles by PlatinumGames. Taura's main concept was that the battle system improve on the original and weave into the story.[4][11] An additional consideration was including mechanics that would allow both casual and hardcore action gamers to enjoy playing.[17] It was also the studio's first open world game: while their previous titles had used a story-driven linear structure, Nier: Automata boasted large environments linked with seamless transitions. A particular element noted by Negishi was a lower concentration of enemies than usually found in their titles, as the open nature of the game required this. This was part of their efforts to fulfill Yoko's creative vision: by including less enemies, the team gave players the opportunity to "enjoy the still beauty of the game's desolate world". Required inclusions were the shooting elements, compared by staff to bullet hell titles, and combat which switched between top and side camera views.[16][17]
Using feedback about the original characters, Akihiko Yoshida was brought on as character designer. While the team thought he would refuse due to his busy schedule, Yoshida was willing to come on board the project as multiple staff members at his company CyDesignation were fans of Nier. Yoshida joined a little later than usual in the process, so Yoko gave him a general guideline of sleek designs with black as the dominant color.[1][3] As opposed to the original Nier, which was released in two versions with a different version of the main protagonist for western tastes, the team decided to have the game feature the same protagonist in all versions, focusing on creating a high-quality Japanese role-playing game rather than making adjustments for its western release.[4][13] This wish for a uniform international appearance was another reason why the team brought in Yoshida.[16] Other characters were designed by Yuya Nagai.[18] The enemy concept art was handled by Hisayoshi Kijima, while environmental artwork was done by Kazuma Koda, Yasuyuki Kaji, and Shohei Kameoka: environmental design was a collaborative effort with Yoko, and the team strove to make them appear like places players would visit in the real world. One of the challenges faced when creating the character models was making them seem alive despite their mechanical nature.[17][19]
Audio
Composer Keiichi Okabe, who worked on both Nier and Drakengard 3, returned as composer with his studio band Monaca, creating the music alongside fellow member Keigo Hoashi.[13][20] Additional composers were Kuniyuki Takahashi and Shotaro Seo, newcomers to Monaca.[21] The score for Nier: Automata was influenced by classical music, while recalling elements used for Nier such as the overall sense of melancholy. A change from the previous score was a shift to portraying a more mechanical and brutal theme and environment than Nier, which had focused on grasslands and villages. Another factor was the open world environment: rather than a single looping track, Okabe created multiple hard and soft tracks that transitioned into each other depending on situation and environment. Balancing of the music was carried out using Pro Tools.[20] Another prominent return was Emi Evans, who provided vocals for the first game's soundtrack. Additional male vocals were provided by Shotaro Seo.[20][22] In addition, a theme song was created for the game, with versions sung by both Evans and new singer J'Nique Nicole. Nicole and Nami Nakagawa joined with Evans to form a three-part chorus for some of the musical work, including a boss theme featured in the game.[20] Several songs from the Nier soundtrack will be arranged for Nier: Automata.[23]
The general sound design was handled by Masato Shindo, who was faced with a challenge new to the PlatinumGames staff: in their previous projects sound echoes had been handled by individual settings created by the team, but that would not work properly in an open world setting due to its scale. Instead, Shindo designed a realistic soundscape using a system to manage echoes in real time, determining how much reverberation to generate based on current surroundings.[19] Sound implementation was handled by Masami Ueda, and it was a larger amount of work than he had experienced on any previous project. One of the factors that helped with the smooth implementation was Ueda's previous encounters and good working relationship with Okabe.[17]
A concert in Tokyo, called "NieR Music Concert & Talk Live", was held at the Ex Theater Roppongi on April 16, 2016, with various musical pieces from Nier and Nier: Automata performed.[24] An official soundtrack album is set for release on March 28, 2017.[21]
Veröffentlichung
In January 2014, after the release of Drakengard 3, Yoko expressed an interest in making a second spin-off from the Drakengard series, but did not specify whether it would be related to Nier.[25] Yoko later confirmed in December of that year that he was working on a new game, but did not reveal any more details.[26] Nier: Automata was first announced at Square Enix's press conference at the 2015 Electronic Entertainment Expo under the provisional title Nier New Project.[10] Its official title was kept secret at the time as it would have spoiled aspects of the game's plot.[1] At the time it was announced, the game was apparently 10% complete.[2] Its official title, along with a gameplay trailer and prospective year of release, were revealed at the 2015 Paris Games Week trade show.[5] Initially planned for release in November 2016, Square Enix delayed release as there were concerns about its commercial performance against other prominent titles: it was decided that a Q4 or Q1 release would give Nier: Automata more of a chance for commercial success. The delay gave the developers additional time to improve the quality and gameplay balance.[27] It was later announced for a digital release on Microsoft Windows platforms through Steam.[28] In November 2016, Saito stated that an Xbox One version is up for consideration, and announced that the game would support the enhanced PlayStation 4 Pro model.[29]
The game will release in Japan on February 23, 2017.[30] A limited Black Box Collector's Edition was created, featuring the game, a figurine of 2B, a special release of the Nier: Automata live concert, an artbook, a download code for a special item, and a special prequel novella.[31] The novella, which retells the events of Nier from the perspectives of characters Devola and Popola, was written by Jun Eishima, a regular collaborator for supplementary material related to the Drakengard series, in collaboration with Yoko.[32] In the West, the PS4 version will release on March 7 in North America and March 10 in Europe.[33] In addition to the standard version, there was a Day One edition which featured a reversible cover art featuring artwork by Yoshida, and a version of the Black Box Collector's Edition featuring the Day One edition with added accessory content, the 2B figurine, an artbook, and a 13-track soundtrack including tracks from both Nier and the earlier Drakengard games.[34]
External links
Einzelnachweise
- ↑ a b c d e Sal Romano: NieR New Project producer and director talk happy coincidences, happy endings. Gematsu, 18. Juni 2015, abgerufen am 18. Juni 2015.
- ↑ a b c Sal Romano: NieR New Project will have returning characters. Gematsu, 17. Juni 2015, abgerufen am 18. Juni 2015.
- ↑ a b c d e f 『NieR』の新作は前作を遊んだファンほど混乱する!? ヨコオタロウ氏ら開発スタッフに直撃インタビュー. Dengeki Online, 19. Juni 2015, abgerufen am 19. Juni 2015 (japanisch).
- ↑ a b c d e Alexa Ray Corriea: New Nier Will Stay Weird, But This Time With Platinum's Combat. GameSpot, 16. Juni 2015, archiviert vom am 17. Juni 2015; abgerufen am 17. Juni 2015.
- ↑ a b c d Dan Seto: The Full Story Behind Nier: Automata on PS4. PlayStation Blog, 29. Oktober 2015, archiviert vom am 29. Oktober 2015; abgerufen am 29. Oktober 2015.
- ↑ a b c 「ニーア」シリーズ最新作のタイトル名は「NieR Automata」(ニーア オートマタ)。主人公「2B」のアクションを確認できるトレイラーが公開. 4Gamer.net, 30. Oktober 2015, archiviert vom am 31. Oktober 2015; abgerufen am 31. Oktober 2015.
- ↑ a b c Sato: NieR: Automata Details On The Recently Introduced Characters. Siliconera, 19. April 2016, archiviert vom am 21. April 2016; abgerufen am 21. April 2016.
- ↑ a b Sal Romano: NieR: Automata details new and returning characters, Bunker and Resistance Camp. Gematsu, 15. September 2016, archiviert vom am 16. September 2016; abgerufen am 16. September 2016.
- ↑ a b 豪華布陣で挑む『NieR New Project(仮題)』スタッフインタビュー詳細版. (Originaltitel: ja:豪華布陣で挑む『NieR New Project(仮題)』スタッフインタビュー詳細版). Famitsu, 2. Juli 2015, archiviert vom am 8. Juli 2015; abgerufen am 8. Juli 2015 (japanisch).
- ↑ a b c Michael McWhertor: Square Enix is making a new Nier with Platinum Games. Polygon, 16. Juni 2015, archiviert vom am 16. Juni 2015; abgerufen am 16. Juni 2015.
- ↑ a b c d Chris Pereira: PS4's Nier Sequel Being Developed Almost Entirely by Bayonetta Studio Platinum. GameSpot, 15. Oktober 2015, archiviert vom am 17. Oktober 2015; abgerufen am 17. Oktober 2015.
- ↑ Micheal McWhertor: Square Enix is making a new Nier with Platinum Games. Polygon, 17. Juni 2015, archiviert vom am 18. Juni 2015; abgerufen am 18. Juni 2015.
- ↑ a b c d Yōsuke Saitō: E3 2015: NieR New Project. Square Enix, 18. Juni 2015, archiviert vom am 18. Juni 2015; abgerufen am 18. Juni 2015.
- ↑ Meghan Sullivan: 12 Things We Learnt About the New Nier. IGN, 19. Juni 2015, archiviert vom am 20. Juni 2015; abgerufen am 21. Juni 2015.
- ↑ 『NieR:Automata』新キャラ&アクションが苦手な人向けのオートモード解説、そしてエミールが……【TGS 2016】. Famitsu, 17. September 2016, archiviert vom am 18. September 2016 (japanisch).
- ↑ a b c d Nier: Automata - Machine Learning. In: Edge. Nr. 301. Future plc, Januar 2017, S. 58–67.
- ↑ a b c d Takahisa Taura: Meet PlatinumGames' NieR:Automata team! Part 2. PlatinumGames, 19. August 2016, archiviert vom am 21. August 2016; abgerufen am 21. August 2016.
- ↑ John Ales: Nier: Automata Character Designer Releases New Artwork. RPGFan, 22. November 2016, archiviert vom am 22. November 2016; abgerufen am 22. November 2016.
- ↑ a b Sato: NieR: Automata Team Shares Their Development Processes And Challenges. Siliconera, 18. Juli 2016, archiviert vom am 18. Juli 2016; abgerufen am 18. Juli 2016.
- ↑ a b c d 『NieR:Automata(ニーア オートマタ)』の音楽はこうして作られる! MONACAのスタジオに潜入、2バージョンのテーマ曲も公開. Famitsu, 17. August 2016, archiviert vom am 17. August 2016; abgerufen am 17. August 2016 (japanisch).
- ↑ a b Chris Greening: NieR: Automata soundtrack dated, composers revealed. Video Game Music Online, 28. Januar 2017, archiviert vom am 28. Januar 2017; abgerufen am 28. Januar 2017.
- ↑ Heath Hindman: Soundtrack Dream Team Returns for Nier Automata. PlayStation Lifestyle, 18. Juni 2016, archiviert vom am 19. Juni 2016; abgerufen am 20. Juni 2016.
- ↑ Ruben: NieR Automata: Unser Interview mit Yosuke Saito. JPGames.de, 27. August 2016, archiviert vom am 28. August 2016; abgerufen am 6. November 2016.
- ↑ James O'Connor: The upcoming NieR Music Concert & Talk Live will share new information. VG247, 15. Februar 2016, archiviert vom am 16. Februar 2016; abgerufen am 23. August 2016.
- ↑ Brian Ashcraft: Drakengard 3's Director Is Keen for Drakengard 4. Kotaku, 6. Januar 2014, archiviert vom am 26. Oktober 2014; abgerufen am 25. Mai 2014.
- ↑ Sato: Drakengard Creator Taro Yoko Is Working On A New Game, But Shh, Don't Tell. Siliconera, 9. Dezember 2014, archiviert vom am 12. Februar 2015; abgerufen am 18. Juni 2015.
- ↑ Kyle MacGregor: Why Square Enix delayed NieR: Automata. Destructoid, 14. Juni 2016, archiviert vom am 14. Juni 2016; abgerufen am 20. Juni 2016.
- ↑ Sal Romano: NieR: Automata coming to PC via Steam in early 2017. Gematsu, 17. August 2016, archiviert vom am 17. August 2016; abgerufen am 17. August 2016.
- ↑ John Jacques: NieR: Automata May Come to Xbox One, Will Be Optimized for PS4 Pro. Gamerant, 12. November 2016, archiviert vom am 12. November 2016; abgerufen am 12. November 2016.
- ↑ 発売日が2017年2月23日に決定した『NieR:Automata(ニーア オートマタ)』のリリースが到着、最新PVも公開! Famitsu, 13. September 2016, archiviert vom am 14. September 2016; abgerufen am 3. Dezember 2016 (japanisch).
- ↑ Sal Romano: NieR: Automata 'Black Box Edition' announced for Japan. Gematsu, 16. September 2016, archiviert vom am 10. November 2016; abgerufen am 3. Dezember 2016.
- ↑ 『NieR:Automata』Black Box Editionご紹介#04. Nier: Automata Blog, 28. Oktober 2016, archiviert vom am 3. Dezember 2016; abgerufen am 3. Dezember 2016 (japanisch).
- ↑ Adam Vitale: NieR: Automata set to release in March, new trailer from PSX. RPG Site, 3. Dezember 2016, archiviert vom am 4. Dezember 2016; abgerufen am 4. Dezember 2016.
- ↑ Sal Romano: NieR: Automata for PS4 launches March 7 in North America, March 10 in Europe. Gematsu, 3. Dezember 2016, archiviert vom am 23. Dezember 2016; abgerufen am 3. Dezember 2016.