Atk reviews video games

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Though I am an advocate of DRM-free games, I do use Steam as my storefront of choice. Please take some time out of your day though to check out GOG, they might not have the best selection of games, but their entire catalogue is DRM-free and well worth your consideration if you want is available there. Anyone that uses or advocates for the Epic Games Store is seriously misguided, because while free games every 2 weeks or so is nice, selling your data to China and supporting anti-competitive strategies aren't worth it

None of the reviews below are sponsored, there are no affiliate links either. I will only provide store links to GOG and/or Steam

Genres of games I do not enjoy:

Video game analysts I recommend:

Some of my reviews!

You can see all of my game reviews on Steam, although in some cases the version on my website will be longer, due to Steam's character limit

Wolfenstein II Steam banner

Wolfenstein II: The New Colossus šŸ”—

TL;DR: šŸ‘
Available on: Steam

Wolfenstein 2 is a cracking game that picks up from where The New Order left off in a spectacular fashion. The gunplay is tight, fast paced, and varied in terms of weapon usage. The story is riveting and engaging, with a couple unexpected plot twists. The graphics of the game leave absolutely nothing to be desired, and the performance of the game doesn't suffer in the slightest because of it. The game's story is lengthy but never loses your interest and there's plenty of extra side mission-style content that's unlocked when you've almost finished the game.

The DLC are interesting, providing a different playstyle experience to the main campaign with all new areas, perks, characters, and stories. While the quality of the DLC means that it's not necessarily all that long in terms of gameplay time, I'd take this any day over some cosmetic or side mission adding DLC like you get in some other modern AAA titles.

At the price the game tends to go on sale for, I'd recommend it without hesitation. Get the DLC if you know you're going to enjoy the game.


INSIDE Steam banner

INSIDE šŸ”—

TL;DR: šŸ‘Ž
Available on: Steam, GOG

I can understand why this game gets such overwhelmingly positive reviews, but to me the atmosphere is lost to the poorly handled puzzle aspects of the game. This is my spoiler-free critique of INSIDE.

Inside is the story of survival of a young boy against all odds - physical barriers, dogs, people, and other such adversaries in the game. The gameplay against this narrative comes in 3 flavours, which the game rotates through as you play: escaping adversity, puzzle solving, and spectacle.

Spectacle I have no aversion to - the game nails its art style and atmosphere, and is thoroughly enjoyable eye candy. Sometimes the sections felt a little long to me, but I typically play more action intensive games, so this isn't a great surprise.

Both escaping adversity and puzzle solving are entirely mechanically devoid - that is to say that the challenge isn't knowing what to do and struggling to do it, it's not knowing what to do, but once you work it out it's relatively trivial to pull off. There's nothing wrong with this, it just means the game places its difficulty/challenge in the solution finding. This is important.

The character controls comes across rather out of place in a lot of the escaping adversity sections of the game, where the boy moves at a comfortable jog / light run, despite having a ferocious dog running full pelt behind you with clear intent to kill. This can feel frustrating, because if you don't quite have the solution to the puzzle (but you're most of the way there), it feels like you probably could have survived if the protagonist just put a littttle bit more effort in. This bring me onto the main thing I disliked about these escaping adversity sections in general: they require trial & death to overcome. In my opinion, putting a time limit on solving a puzzle when your life is at stake is not fun, and it's the core mechanic of these parts of the game. It damages immersion in my opinion and makes solving the problems not feel rewarding.

To talk more generally about the puzzles (this also applies to escaping adversity), they are not designed to facilitate first time success / improvised success. Timing windows are narrow where present, and the game does nothing to help or guide the player (hell, it doesn't even tell you the controls when you start playing). In dedicated puzzle sections (those with no imminent threat of death), performing the necessary trial and error ends up being time consuming and slow, primarily due to the size of the environments and how slow your character moves.

The final nit I'll pick with INSIDE is the size of the environments. Especially frequent during the spectacle sections, you can end up without a clear indication of where you need to go, and thus simply have to run in one direction until you find a wall, and then turn around. The game's achievements lead me to believe there are more secrets hidden throughout the levels, however more often than not I found myself having explored the 'wrong' way intentionally to no reward other than the boring return journey. The game actively feels like it's trying to disincentivise this 'explore the other way first' style of play.

To conclude, I did complete the game and enjoy it's ending. I didn't feel overly compelled by the story due to it's obscurity, and was more than ready to be done with the puzzles by the time I got to the end - and that's for a short 3.5 hour game.

For a similar second opinion to mine, check out Joseph Anderson's critique.


Bright Memory Steam banner

Bright Memory šŸ”—

TL;DR: šŸ‘Ž
Available on: Steam, GOG

The graphics are easy to get out of the way - they're great, they all form a cohesive art style, and the environments don't look like they were made in a matter seconds. That having been said, the level of detail in its graphics that this game opts for can make some enemies hard to see with all the noise coming from the detail of the textures and the very fast pace the game makes you play at.

The two pitfalls that are the reasons I refunded the game are the combat mechanics and enemy behaviour.

The combat mechanics feel as if they were made as a developer's first outing into FPS design. You want the game to feel fast, so you speed things up - enemy attacks, player movement, etc. It feels like the intuitive solution, but this is not the way it works necessarily, a fast paced game can be made to feel fast without everything happening quickly. Take DOOM 2016 - you move fast, but your rate of fire is controlled, and enemies all attack relatively slowly, despite DOOM's branding and success in being a fast paced FPS. It allows for decision making and greater observation of the environment not otherwise possible if you're always hard-pressed by enemies. In Bright Memory, enemy attacks for the mob enemies are seldom telegraphable due to the short duration of the animations. Bright Memory's intensity is then brought right down by the game's combat being in favour of kiting. Dashes only move you backwards, there is no cooldown (or if there is, I never noticed it), and no enemy moves faster than you can kite with this ability. From there, all you have to do is empty your magazine into the closest enemy, dashing further away again when they get too close. It is a boring gameplay loop which the game tries to break you out of by providing abilities, though the EMP's cast time still means you have to strafe and if you've kited a large group of enemies, it never seems to catch them all. My two sole deaths were environmental - once I accidentally backed into a fire and was unable to run out as I was being blocked by enemies, the other time I ran backwards off a cliff. If running backwards through every combat scene is going to be how the game is played, at least makes the walls smooth and environmental deaths like these harder to have happen.

Next in combat mechanics is gunplay. In this preview, you get three guns, only two of which that are really worth using, being the SMG and shotgun. The game never provides an obvious enemy type or environment type to let you know which you should use, you kinda just have to pick one and use it. Neither gun feels like it does much damage and all enemies are bullet sponges. The fact that the shotguns rate of fire isn't fixed is downright broken the second you let anyone remap their keys (why you can't is beyond me, gotta wait for the full game for that). The fact that guns have an ammo limit feels incredibly pointless - I never noticed any ammo pickups and I never was short on ammo for either gun. The ability to aim down sights is difficult to use given the pace of the game and lack of stationary gameplay as there's never any cover, so I don't really see why it's needed/included with the rest of the game balanced as it is. The game's feedback with hitmarkers and incredibly drastic time slow downs never felt consistent to me - I didn't know whether I'd killed an enemy or scored a critical hit, or why I was getting the feedback I did.

Enemy behaviour. First of all - why do I never die from enemy attacks? I never at once even reached a greyscale 'uh-oh' state from enemy attacks. Not that I know where/if I have a health bar. Enemy spawning is poor, the spawns seem fixed, meaning you won't always see enemies spawn in, or you can just farm where they spawn from a safe distance. To add to the first point, enemies will attack you even if they're off screen. This seems normal without considering the experience the player ends up with - you weren't even aware there are enemies and now you're being hit by them. DOOM 2016, by contrast, tries wherever possible to spawn demons in your cone of vision and ensures that for the most part, demons you can't see won't attack you. In Bright Memory, I can't recall any decent audio cues, and so the lack of visual information was very unhelpful and if there were directional damage indicators I didn't notice those either amoungst the rest of the HUD's clutter.

What about the boss fights? Same as the rest of the game honestly, strafe and aim for the head, empty magazine, reload. The character's commentary doesn't match up with what's happening during fights I found (specifically the knight dude), and the enemy AI doesn't seem to know what to do against a strafe queen, which is weird considering that's what you spend 98% of the game doing. The knight fight I would literally just back strafe and shoot the knight in the head while he walked slowly towards me. For the whole fight. Even the extras that get spawned couldn't do anything because I was kiting them one and the same. Poor, honestly. Bosses, especially in large arenas, need gap closers (not smaller arenas, that makes everything worse). Bosses movesets are incredibly limited (I identified maybe 3 moves for each boss) and they don't perform any combos or anything, just dice roll which attack to do (or so it seems).

If the above was fixed, I'd happily keep the game and be able to enjoy playing it, nothing else is so awfully wrong that it'd stop me wanting to play. That having been said, here are my nitpicks:

  1. The HUD is awful, there is literally clutter in the middle of your screen that serves no purpose. The game was noisy enough alright?
  2. The style system seems pretty stupid honestly. It doesn't fit the game's genre and however the scoring is decided, it will nearly always be flawed. I didn't feel 'A' tier constantly back strafing, bumping into things, and getting hit by enemies I couldn't see
  3. Buying the game on Steam might get you a copy of the full game, but I am very concerned by the explicit non-promise to release on Steam. I will not support an Epic Games accepting title/developer
  4. The framerate isn't consistent enough. You can often get large FPS drops right after cutscenes and when initiating abilities. This preview isn't in early access, it should be better optimised
  5. The story doesn't make any sense. Hopefully it will in the full game with more time to explain
  6. There are very few enemy types. I think maybe 6 excluding bosses, but some are very similar despite being strictly different (just giving a dude a shield for instance). Once again I'd expect the full game to include more
  7. They literally reused an area in the game. The character even calls the dev out on it
  8. The one puzzle is pretty poorly done honestly, when you realise the solution it takes an incredibly long time to solve still. There is no clear correlation between the symbols on the floor and those on the wall either
  9. An EMP does not (in real life) make enemies float, put out fires, or break wooden objects. In this game, and EMP is never used as an EMP. It is a vacuum creator with some gravitational pull to go with it and should be named more accordingly

NieR Replicant Steam banner

NieR Replicant šŸ”—

TL;DR: šŸ‘Ž
Available on: Steam

A pretty-face remaster of a game whose design has aged like milk, redeemed only by its lovable, well-written characters, memorable blockbuster movie moments, and exceptional soundtrack.

The two biggest things Iā€™d draw attention to to make people reconsider playing NieR Replicant are the nothing-good-ever-happens mood of the story & side quests, as well as the absurd tedium baked into quest design.

The sombre mood of the NieR games feels intended to be one of their more defining features ā€“ theyā€™re sad stories with existential themes ā€“ but with Replicant it got to the point where for me the game was getting genuinely emotionally draining to play, because every step of progress you push for reveals the next line of the tragedy. Donā€™t get me wrong, there are a couple of certifiably happy moments, but thereā€™s maybe two that arenā€™t bittersweet in the whole 40+ hours of play.

Perhaps the bigger problem is that if you want to try and find those happy moments, you must slog through an absolute abundance of atrocious quest design. Nearly all the quests in this game are fetch quests or telephone game, and the main story quests are by no means immune. This isnā€™t helped by the fact that the only form of fast travel in the game is quite limited and only unlocks about two thirds of the way through the story. Thereā€™s a lot of running back and forth to be done, and the sheer quantity of side quests will let you sink literal hours into this. If you want low-spoiler quintessential example of NieR Replicantā€™s quest design, look up ā€œThe Ballad of the Twinsā€. If we thought it was just modern live service games that don't respect our time, we were wrong. This game gladly wastes your time, with the primary difference being that you canā€™t alleviate the struggle with microtransactions.

Final attempt to put you off buying the game: the opening ~1h30m are (in my opinion) the gameā€™s weakest, because you havenā€™t met your sidekick yet. The protagonist you play as is the most hateable guy ever ā€“ a goody two-shoes pushover thatā€™ll willingly and enthusiastically do the inanest tasks anyone could ask of him. I hate his guts. I was going to abandon the game because of the bad quest design and obnoxious protagonist until I finally got to the point in the story where you get your sidekick. Keeping light on the spoilers, but his well-spoken arrogance and mightier-than-thou attitude is the perfect contrast to your character, and he makes clear how much he resents your characterā€™s selfless do-gooder attitude. God bless, the game is now playable.

I have a lot of thoughts on this game. Now that the most important ones are out of the way, letā€™s get into the depths of my love-hate relationship with NieR Replicant. Spoilers are fair game from this point forward.

The first thing to get off my chest is that itā€™s ludicrously unfair that 2B gets the overwhelming majority of NieR franchise fanart. KainĆ© is just an overall superior character, and still has big ā€œI can fix herā€ energy if thatā€™s what you need to get your rocks off. Iā€™m disappointed in the NieR community and think yā€™all should strive to do better.

Letā€™s rant about the whole ā€˜endingsā€™ system. For the uninitiated, to see all the story content of NieR Replicant, you need to complete five endings, A through E. This requires you to play through the entire game once for route A, play the second half/act twice more for routes B & C/D, and then maybe the first quarter of the game again for ending E. Who in their right mind thought this was a good idea?? Itā€™s like the devs are trying to make you get sick of the game by the time you properly complete it. Donā€™t get me wrong, itā€™s not all bad ā€“ the way shades get recontextualised is a unique and powerful narrative device I donā€™t think Iā€™ve ever seen in another game, but the fresh content is sparsely interspersed within the swathes of repeated content, and almost none of it impacts gameplay. After ending B, getting endings C&D changes almost nothing except the final cut scenes, only increasing my resentment towards the deluge of dĆ©jĆ  vu. One of the best improvements the devs made in NieR Automata was massively cutting down the amount of content you have to redo.

The combat for the game is really well-designed and fun ā€“ itā€™s Souls-y and has easy-to-use parries! It would just be a shame if after route A that all of combat boils down to one of two correct approaches: mash attack until your target dies (because it doesnā€™t stand a chance of getting a hit in), or using a single spear cast of Dark Lance to knock an enemy down, and then one-shotting it with the press-B finisher. There is so much wasted potential here.

Another combat-related quirk I noticed on my first playthrough (i.e. route A) was that bosses wereā€¦ easier than dungeon fights? It was like the game wanted to give you a run for your money getting through the Junk Pit or whatever, but then once you get into the actual boss room itā€™s rooting for you to complete the boss first try. Bosses do comically little damage to you, and thatā€™s despite my third combat nit to pickā€¦

The amount of healing you can carry on you is absurd. Excluding flowers and fish, you can carry enough healing items to restore your full health bar nineteen times over. Obviously, this should be massively reduced (maybe have a limited quantity on your person, but more in overflow storage?) to make you feel at any kind of risk of exhausting your healing supply during a fight. Plus, the items are functionally instant to use and have zero cooldown, so you donā€™t have to find a timing window to be able to heal, like you do in Souls-like games. I appreciate not everyone wants a challenging Souls-like combat experience, but NieR Replicant really feels like they laid the groundwork for a great entry in the genre and then pulled out last second to make the game more accessible. This is why, for me, there is no intrinsic fun in any of the gameplay of NieR Replicant. Itā€™s all just running around or braindead (in terms of both strategy and difficulty) combat. The gameā€™s combat peaked in the prologue.

Up next: enemy design. The lack of variety of enemy shades and zero depth of move sets is once again disappointing. No regular enemies have combos or anything more than a couple of basic attacks. A lot of the attack animations can look similar as well, and thereā€™s no indication whether an attack is parryable, which disincentivises using parries at all after the very early stages of the game.

Companions not understanding ladders looks really goofy, I wish the devs have bothered to make this work. It would also be nice if companions ran in view of you when theyā€™re following, so it felt like you were being accompanied by friends, instead of dragging along your reluctant aides.

Facade is really poorly thought-out on a number of levels. Thereā€™s no explanation for why can suddenly start understanding its citizens. Also, the fact that they can understand your language and make zero attempt to communicate back in any way is ridiculous/rude. Fyraā€™s tour is asinine; I can see why thereā€™s an option to skip it (I wish I had). It feels like a lot of these unexplained idiosyncrasies and inconsistencies are left in because you can just paper over them with ā€œthe rules probably cover itā€, which is lazy and unsatisfying.

The gameā€™s world is really poorly established, and the storyā€™s pacing is stop-start to say the least. Anything that exists that pre-dates the story the game tells you are expected to accept / take for granted. For example, why do you and Yonah have a nice house in the village outskirts? Why is (and how was) The Aerie built in such a dangerous location? Why is KainĆ© wearing that? Et cetera. Also, I really dislike how the game only expands its story beyond ā€œyou must save Yonahā€ after the final point of no return. Like you play the whole game trying to heal and then take back your sister, then suddenly bam Devola & Popola are evil bam Project Gestalt: youā€™re not real people bam the Shadowlord is you bam your Yonah is possessed by shade Yonah. The plot explodes in scope right at the last second, basically going ā€œhehe, guess youā€™ll have to play the game again now to learn moreā€. Donā€™t even get me started on Ending E, it feels like the game is trying to gaslight you into its premise being reasonable so it can pile on more supernatural phenomena and unanswerable questions.

To end this critique on a positive note: I didnā€™t expect to, but I loved the music in this game. On the surface, I didnā€™t see how big orchestral music could just be used as ambience at even point in the game, instead of just during important boss battles, but NieR Replicant thoroughly opened my eyes (ears!) in this regard. It was always refreshing and pleasing hearing the beautiful music start up as I spent my forty seconds to two minutes sprinting through a given area into the next loading screen. The praise this gameā€™s soundtrack gets is well and truly warranted, bravo. My favourite tracks were those that play during the ā€˜father NieRā€™ levels which you access by interacting with the bookcase in your home (after getting Ending A). The orchestral score but with some more electronic elements was chefā€™s kiss.


NieR Automata Steam banner

NieR Automata šŸ”—

TL;DR: šŸ‘Ž
Available on: Steam

NieR Automata is the more approachable NieR game that trades in the amazing personalities in NieR Replicant for some minor quality of life improvements (and even more side quests!). Itā€™s a lukewarm entry in a series I donā€™t think deserves to be so critically acclaimed.

While NieR Automata is strictly the sequel to NieR Replicant, you could absolutely play the games in either order, as theyā€™re only very loosely tied. If you only want to play one game, itā€™s honestly a toss-up. NieR Automata has fewer extremes of good and bad compared to Replicant, and is maybe slightly nicer to play overall. That having been said, in hindsight I think Replicant is my favourite of the two, because the character design & voicing (aside from the protagonist) are stellar. If you expect to play both anyway then naturally you should play Replicant first, as thatā€™s correct chronologically, plus if you can make it through its 45+ hours of main endings, NieR Automataā€™s <30 hours for the main endings will feel relatively fast & refreshing.

Before I settle into full reviewer mode; a couple of useful knowledge nuggets to improve your gameplay experience.

For us Steam gamers, Iā€™d strongly recommend leveraging Steam Input in this game in order to change the shoulder buttons (for pod fire & abilities) into toggles. Itā€™s such a simple usability change, and while it can mess you around if you open the menu with a toggle on, the lack of hand contortions during gameplay is absolutely worth it. It blows my mind that theyā€™re not toggles in-game by default. There is a preset available if you donā€™t know how to edit the control scheme yourself.

Also, the modding scene is pretty good for this game ā€“ thereā€™s a good range graphical improvements (some of which should not need to exist, but hey ho), and outfit/model/weapon swaps, which can add some fun/flavour when youā€™re playing the game with an attractive protagonist. Oh, and there are memes, for when grinding endings is getting stale and you want Among Us & Shrek robots to fight. The game doesnā€™t officially have modding support though, so getting everything set up and working can take some time investment and requires more experience poking around in game files than, say, a Bethesda game. There is a community-made mod manager which may help you, but I didnā€™t use it myself so I canā€™t comment on it.

Kicking off the review properly then, combat in this game is šŸ’ƒstylishšŸ’ƒ. Thatā€™s not to say itā€™s challenging ā€“ this game is definitely a hack ā€˜nā€™ slash unless you choose to make it a Souls-like ā€“ but it feels suitably cinematic and juicy. Animations all around are clean; well-timed evasions have a sick cartwheel animation with a slow-motion effect that lets you get extra damage in, and you have enough different attacking moves and short combos for things to not start feeling too same-y too quickly. (Being realistic, I think anyone that pushes themselves to 100% this game will be sick of almost all of it by the time they get there.) Another strength of combat comes from the chip customisation system ā€“ although never explained/tutorialised by the game ā€“ which allows you to choose how to approach fights and suit things to your play style, which makes things more satisfying and damage number go up. The counter chip was a serious missed opportunity for a super-cool animation with gratuitous hit-pause, but it does add the option of a high-risk high-reward playstyle if you want to get your blood pumping (basically everything can be parried with this, and as a result itā€™s often the best strategy for pure damage output). Personally, Iā€™m not a huge fan of JRPG-style levelling and progression (though there is almost no enemy scaling), but if you want to scale better and kill enemies faster you can use chips that boost experience or damage, or alternatively ā€“ because this is a single player game and itā€™s morally acceptable to make games more fun for yourself ā€“ cheat (for instance, with a stronger damage/experience multiplier than the game otherwise provides). One fortunate upside of this JPRG-style progression is that because character level and chips matter far more than weapon stats, weapons become far more of an aesthetic & playstyle decision, whereas in NieR Replicant youā€™re just clamouring for the highest damage stat. NieR Automata also far better caters to combat enthusiasts than the previous game, thanks to the addition of colosseums. There are three of these to discover, each providing escalating challenges to complete that test different facets of the gameā€™s combat.

Minor spoiler warning from here. I want to be able to talk about the gameā€™s themes and how it shows the charactersā€™ perspectives, but without spoiling the plot. If you want to go in completely blind, stop reading here.

The big overarching theme of the NieR games is, as far as I can tell, existentialism: trying to address what it means to be you and/or what it means to be human. However, NieR Automata falls short of realising this goal in my opinion by having a large portion of the cast with a limited emotional range (2B, A2, the Commander, 21O ā€“ 9Sā€™ operator), and not giving the characters any breathing room between story beats to discuss or air their feelings. Whenever 9S starts to question the orders him & 2B have been given by YoRHa, 2Bā€™s response is robotic and pre-programmed. This makes sense to start with ā€“ androids are obedient by default, 2B being no exception ā€“ but the fact that this never changes as the plot progresses causes the gameā€™s execution of its core theme to be lacklustre. Players arenā€™t going to think about the bigger picture in half as much depth without the space and prompting to do so; the game must facilitate this through its narrative. As another example, at one point 9S makes a bombshell discovery, but is never given the time to discuss this with 2B, and subsequently buries his own feelings & doubts to better aid her in the present moment, skipping another chance to crack their world views wide open. NieR Replicant doesnā€™t handle this particularly well either: it crams the characterā€™s discovery of these same main themes into the endings, but it still feels more explored than what little Automata manages to achieve.

I also feel that NieR Automata struggled to develop its characters, and what personal/relational progression there is in the game came off as awkward or abrupt. The obvious citation to reach for is the relationship between 2B and 9S: theyā€™re the canon couple the game ships, but without persistently reading between the lines, I think one could reasonably interpret the pair as nothing more than good friends/comrades by the end of the game. There is one single instance I can think of where 2B says anything approaching familiar/flirty to 9S, and as 9S portrays the awkward kid with a crush, he struggles to articulate how he feels. Itā€™s only once you play 9Sā€™ own arc in route B that you see how deeply invested he is in 2B, at which point I just started feeling frustrated that despite how much time Iā€™m spending running around with both of them doing inane side quests, these characters canā€™t find the proper time to speak talk about their feelings. I could see this maybe being intentional to an extent, in order to allow the player to ship themselves with 2B, but if thatā€™s why this is so poorly handled, I think itā€™s a detriment to the game regardless. A2 arguably has the strongest and most noticeable progression arc of the main cast, but sadly is introduced to the player (outside of a brief drive-by) very late, and never does anything to push the other characters out of their comfort zone. Hell, the pods go through more relationship progression than 2B and 9S once youā€™re getting into route C/D.

The remainder of this review is going to be dedicated to comparing NieR Automata to Replicant, mainly discussing the improvements made in the new game. Without the context of at least my Replicant review, or ideally having played the game, this commentary mightnā€™t be the most useful to you. Spoilers are fair game from here on out.

The most valuable improvement NieR Automata makes over Replicant is misusing the ending system. Both games have five main endings/routes, however NieR Replicant tells the same story (excluding the ending) four times and the fifth diverges. NieR Automata, by contrast, only makes you repeat the main story once, and yet in doing so manages to cover far more new ground than NieR Replicant does in its three re-runs: changing the character you play as (giving you their perspective in the process), adding a gameplay major mechanic (hacking), and using the character change to smoothly transition into the ā€“ gasps ā€“ direct story continuation for the third route! The euphoria that hit me not having to repeat more of the game just exemplifies how poorly this mechanic suits the gamesā€™ stories. My next question is, why not take it further? Entirely ditch the ā€˜endingsā€™ paradigm and tell the story entirely linearly from the get-go. Merge routes A & B (weaving between 2B and 9Sā€™ perspectives, the existing route C/D demonstrates the game can do this sort of thing well already), and then after getting ending C or D, just give the option to go back and make the other choice for the rest of the plot (since E automatically follows once you have both C & D). And yes, I know there are 21 hidden ā€˜endingsā€™, keep those in, sure, but I would 100% make the main story linear; I think it would benefit the gameā€™s pacing and the delivery of its character development.

One of the most immediately noticeable upgrades you get in NieR Automata is waypoints, quest markers, and a mini-map. This is a huge quality of life upgrade for questing, helping you more easily find the people you need to talk to, and making it easier to optimise your pathing to hit as many objectives as possible on runs to and fro. That having been said, itā€™s not an amazing quality mini-map, as itā€™s not very detailed and doesnā€™t clearly contain height information (except by unhelpfully hiding markers that are at a significantly different height to you). It also doesnā€™t convey what terrain is traversable, or where ladders/entrances/exits are (e.g. to the underground tunnel system in the desert). Better than nothing, but easy to improve upon.

Healing has two major changes compared to NieR Replicant. The good is that choosing your healing item no longer pauses the game, the bad is that the healing itself is still instant once selected, and the ugly is that you can carry up to 99 of each healing item on you. Coming from the country famous for its National Health Service, I thought the 19x healing in Replicant was ridiculous, and yet now we are out here with up to 198x healing (depending on the depth of your pockets) ā€“ really illustrating the power of privatised healthcare. Overall though, I do think the improvement outweighs the healthcare joke; finding the time and concentration to open the menu and select your healing item might not be anything compared to Helldivers 2ā€™s stratagems, but itā€™s a darn-sight tougher to pull off in the heat of battle while you still need be evading than having the game pause for you to do so. This actually led me to value the auto-healing chip quite highly, and while this is definitely a skill issue on my part because I suck at using a controller, even the chip isnā€™t foolproof: itā€™s not instant to respond so multiple quick hits can down you still, and if an enemy can just blast you for over 40% of your health in a single attack (definitely not unheard of), you might be dead before the chip even knows youā€™re in trouble.

The fast travel you get about two thirds through the game is also far more flexible than that of its predecessor, actually putting you close to where you need to be, instead of just cutting a chunk out of your marathon. There are only a couple of locations in the game which will take over a minute to get to after fast travelling.

Final revenge parting shot: NieR Replicantā€™s music was better. Thereā€™s beauty in the score of Automata, but it definitely fades into the background during play, whereas for me, the vocals in Replicantā€™s soundtrack really helps it stay present and remain a core part of the game ā€˜experienceā€™.