Nier if I Start at a Chapter Can I Back Out Again or Do I Have to Beat the Game Agsin

[Notation: This piece contains many spoilers for Nier: Automata'south construction and mechanics, though plot spoilers are kept to a minimum. At that place are even so some though, so if you lot're already a Nier convert and know you're going to play Automata across the credits, y'all may want to avoid your eyes.]

Starting time things first: you lot don't need to play Nier: Automata iv times to become its truthful ending. That's a myth - one based on the beginning Nier that really did require such a job. No, instead Nier: Automata is comprised of four dissimilar campaigns, which is a very different situation.

The funny thing is that Nier: Automata doesn't annunciate three of these campaigns. It politely requests that players stick around later the credits to unveil the full story (really, at that place actually is a post-credits message suggesting this), merely it doesn't outright tell y'all what you'll see if you keep playing, simply equally Konami audaciously didn't inform anyone near Castlevania: Symphony of the Night'southward 2d castle upon release. The point is for the player to discover Nier: Automata's hole-and-corner second human activity. And then its tertiary act. And its fourth.

Many won't run across whatever of this though. After all, it'south not unusual for people to put a game back on their shelf (or return a rental copy) in one case they roll credits, and ploughing through an additional playthrough sounds similar a big ask. But stick with information technology, because the new additions aren't secondary stuffing drip-fed out to pad the length of a cursory chance, but rather the entire second half of an intriguing opus.

Here's how the game is structured: For the first dozen or then hours you lot play equally android 2B, a human-fabricated creation sent to earth to rid the world of pesky machines spawned by an conflicting invaders. There are many fascinating twists and turns along the manner, but when you fell the large bad it seems like the journey is over, even if it ends on a mild bewilderment involving the perplexing fate of your sidekick, scanner android 9S. Only this is 2017, so naturally this a ploy for players to need a sequel (or for the publisher to sell DLC), right?

Incorrect.

1
Complete one of the game's true endings and you'll unlock a Affiliate Select manner to revisit missed sidequests. The full game is 17 capacity, only the first playthrough concludes at the terminate of chapter 10.

Instead, continuing the story retells the aforementioned events, just this time from the perspective of 9S. The dazzler of this is that there are lengthy patches of the take a chance where 2B and 9S are separated, meaning that while roughly 60 per cent of 9S'south journeying mirrors that of 2B'due south, in that location are large swathes of entirely new content. We see this in the very first mission as 9S goes through various permutations of bullet hell shmups (including a new twin-stick shooter setup using a weirdly effective backside-the-shoulder perspective) to launch an assault on a manufactory that 2B infiltrated through a more traditional third-person hack-and-slash sequence. Such drastic changes are non uncommon in this subsequent campaign.

Better nevertheless, 9S plays much, much differently to 2B. Rather than unleashing a heavy melee assail with the triangle button, he hacks into foes transforming the combat from a character activity game into a pinnacle-down retro twin-stick shooter in which you control an abstruse triangle shooting nefarious spheres, cylinders, cones and cubes. Succeed in these very brief mini-games and your foe will accept massive impairment when the perspective switches dorsum to the more traditional tertiary-person action. Neglect, and you'll endure a hit. And the difficulty of these mini-games it tied to the enemy type and their level so tougher foes will place you in more challenging arcade arenas, should you lot effort hacking them.

Beyond that, you lot later learn to hack unsuspecting foes to either take command of them or recruit them to fight past your side. This doesn't happen though until pretty far through 9S's campaign, ensuring that even when information technology seems like you lot're going through the motions the developer all the same has new tricks up its sleeve.

The hacker angle also unveils new story bits equally 9S can wait inside the digital psyche of various bosses. Showstopping foes who were cryptically impressive the outset fourth dimension effectually now hint at tragic backstories, fleshing them out from absurd character designs to actual developed characters. To wit: an eerier ballerina adorned with the corpses of her fallen android casualty is given a harrowing origin barely hinted at in a first playthrough.

And then that's the second entrada. Loads of new stuff, but still partially a retread with many of the same bosses and setpieces repeating themselves from your first playthrough. Simply it'due south after that that things actually starting time feeling fresh. For it's merely once you've completed 9S's entrada that you become to play the unabridged terminal tertiary of the game.

2
Achieving one of Nier: Automata's 'proper endings' requires less replaying levels than Metal Gear Solid 5, some other game that hid many of its all-time $.25 behind a reams of recycled content.

As it turns out, this then-chosen "third playthrough" isn't a new playthrough at all, only rather the chronological continuation of where 2B and 9S's stories originally ended. What seems like it'southward going to be a brief epilogue consisting of a final chapter speedily spirals into a another 12 hour campaign.

A lot happens in this expansive entrada. New stages emerge on the world map you idea you lot'd already exhausted. New bosses show up. Numerous new plot developments are unveiled. At that place's fifty-fifty dozens of new side quests. During this time all the retreading you did during 9S's campaign fades into distant memory as you're repositioned into the climax of an epic Japanese activeness RPG.

And even this third campaign branches off into uncharted territory as now, tens of hours deep (and a lot more if you're playing on Hard mode), yous're introduced to a third playable character with their very own unique storyline. The twists! They only go along coming!

And proceed coming they volition! Even afterward y'all've unlocked the conclusions to each of these four campaigns, at that place's still a final surprise waiting for you in the cease credits. And an even more devious surprise after that, based on your choices during a postal service-credits coda (pro-tip: when it asks you if you'd cede all of your save information to help some other random role player, information technology's not kidding).

Fifty-fifty after all of this there'due south still a lot more to find in Yoko Taro'south bonkers world. There are 21 goofy novelty endings, loads of sidequests, plenty of hidden lore, surreptitious weapons, etc. Only that's all to exist expected in an expansive RPG such as Nier: Automata. That literally half of the game'south main adventure is tucked away behind a convincingly climactic credits roll is far more abnormal.

3
Ever play Astro Boy: Omega Factor? That game provides Nier: Automata's closest structural analogy. You achieve the end by the mid-point, merely at that place is so much more to see and do, and amazingly the game simply gets better after its false conclusion.

While Nier: Automata does require players retread some of the same territory in a subsequent playthrough, Yoko Taro and Platinum Games are so inventive in how they transform this e'er-expanding ballsy that those who persevere are profoundly rewarded. Ane might question why the developer did this at all. Why not simply make it i chronological campaign that has players switch roles throughout the adventure? Or at least, why not advertise it every bit a Rashomon-esque game ala Odin Sphere, another Japanese activeness-RPG revolving around synchronous stories (and ane vastly more than repetitive than Nier: Automata)?

My conventionalities is that Taro and co. wanted people to stumble into this. The eccentric director already stated in interviews that those who only play through the game once have "not even seen half of the story", just it wasn't clear what that meant. Would you take to play through the game multiple times simply for a new ending or two? Would the post-game only offer more than narrative nuggets, simply little else? Could you simply look upward the new content on YouTube and not miss out on much? Answer: No. No. And no.

Based on Taro words - and the first Nier - unearthing Nier: Automata's convoluted story sounded similar a lot of busywork. Who has time these days to play through a sprawling RPG multiple times? But backside this veil of drudgery lies the bulk of Nier: Automata'southward endlessly astonishing charms.

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Source: https://www.eurogamer.net/articles/2017-03-10-why-you-should-play-nier-automata-after-the-first-playthrough

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