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Another Pokémon is coming (well, technically two but…), and the content keeps piling up. From what we have seen so far, it's destined to kick everyone's rear in the fall Japanese charts for the traditional couple of months.
Here you can see an attack animation for 2B in progress. In this attack, she uses both her sword and that large melee weapon on her right hand. 2B has a sense of elegance that we try to capture in all of her animations. It’s not enough for main characters’ animations to just look good – they have to feel good in players’ hands, too.
NieR: Automata is certainly gathering a lot of attention lately thanks to the great gameplay showcased by the recently-released demo , but there is another element that turned many heads, the rather prominent behind of android protagonist YoRHa 2B, which is often generously displayed by her physics-enabled sk
On the other hand, Square Enix mentioned better lighting and shadows definition for PS4 Pro, but from what we can see in the comparison screenshots above, and playing the demo, those improvements might not yet be implemented in the demo. That's quite understandable, considering that we're still about two months from release.
The world of Nier: Automata appears to be more technologically advanced than its predecessor. This shouldn't be too surprising as this title takes place 9929 years into the future, though things appear to have fallen into disrepair since the last time players got to visit this world. Instead of a wise cracking spell book 2B has a floating gun turret. The NPC android that assists 2B during her mission, 9S, has a pretty sweet flying apparatus that is equipped for battle. Humans are no longer on Earth, and the androids left behind are at war. The factory where the demo takes place is enormous, and is completely overrun by hostile machines.
After a bit of tweaking, we try it out and see how it feels. Then we tweak again, and test again, then tweak again, then… It’s repetitive work, but all this testing is essential to make NieR: Automata feel exactly as it should. Sometimes we end up spending an entire day just working out the perfect way to position enemies in a single fight scene!
Keiichi Okabe: When I was working on the previous title, the difference that I felt with other projects was that NieR Automata Endings guide|https://nierautomatafans.com/ uses a lot of vocals in its tracks, and I placed importance on the emotions that that conv
On paper, Nier sounds like a strange game. It's an action RPG where the player controls the titular protagonist who is on a quest to cure his daughter Yonah from a disease called Black Scrawl and takes place 1312 years after the year 2049. Nier is accompanied by a talking floating book known as Grimoire Weiss, „female“ warrior Kaine with a mouth that could make a sailor blush, and Emil, who has something in common with gorgons and ends up looking like something retrieved from the nether regions of Tim Burton's mind. This game is actually about as weird as it sounds, but that is part of the charm that has made the title nier and dier to many gamers. The emotional story, memorable characters, humorous dialog and fantastic soundtrack have made it a cult hit among action RPG fans, and because of this there is a certain level of excitement over the upcoming Nier: Automata, which recently received a playable demo. In an action game, the response time between when a player pushes a button and when their attack is performed has to feel great. To improve this response time, we use a special tool to fine-tune when each animation can be canceled into other actions, and occasionally even make subtle adjustments to their total speed. We have to be careful, though – if the animators catch us changing the speed too much, they get pretty mad…
The difference appears to be less visible during cutscenes, where developers probably managed to squeeze a little more juice out of the standard PS4 due to the controlled rendering environment, bur it's still quite noticeable in elements like YoRHa 2B's hair.
YS: We have been asked this before during other interviews at Gamescom, and I have been telling everyone that it would be 25 hours, because that's just how I felt. But when I told that to my Japanese staff yesterday night, they were like „no, it'll probably take a lot longer than th
At Gamescom 2016 in Cologne, Germany, DualShockers had the pleasure to interview NieR: Automata Producer Yosuke Saito and Composer Keiichi Okabe about the upcoming game, that will be released for PS4 and PC in early 2
What you see here is a test level where we check characters’ animations to make sure they’re ready to go in the game. We also use this level to try out visual effects, like the sword arc you can see above, as well as special effects like clouds of dust, explosions and more.
It’s absolutely critical to start with a solid premise, then playtest again and again to make sure you’re staying on track. Passersby usually assume we’re just playing games all day, never suspecting how much blood, sweat and tears it takes…
