ABOUT Nier Replicant/Gestalt It is very difficult to speak. This is an extremely ambiguous project. It can be called a bold experiment, the brainchild of the wonderful genius of Yoko Tarot, a cult work, which flirts with the form of an interactive adventure. But at the same time, I will not be mistaken if I say that this is a very bad game.
The franchise, starting in 2010, did not gain particular popularity either among players or playing journalists. She was criticized literally for everything: a useless and slow combat system, disgusting visual execution, stretched missions to mocking, both side and main. Sales of the game were not pleased either, because despite her entire budget, she barely went to zero.
It would seem, why then talk about a bad game? But, as I mentioned early, Nier is a cult work. Those few people who were able to let her into themselves have expected many hours of exciting plot, charming characters, magnificent music and a unique melancholy atmosphere of the dying world. Therefore, I said that Nier is a bad game, as a form of interactive leisure. However, this does not cancel the fact that this is an outstanding work that is not shy to flirt with the feelings of the player.
And feelings and emotions are the main levers of the pressure of this project. Game designer Yoko Taro deliberately makes you angry with the game in order to immediately after that make you surprise with genre eclecticism.
We can talk about Nier (and even necessary) for a long time and a lot, but today we will analyze one specific situation in the game on the typology of the emotions of Ten and the Pereron.
Forest of myths
It is worth immediately stipulating one feature of the game. Nier Repicant is not shy about using its mechanics at full power. The game quite often tries to change genres based on a few existing capabilities.
Isometric slasher in the spirit of Diablo
2D sections with platforming
Classic horror https://bettingsitesnogamstop.co.uk/review/slots-amigo/ with a fixed camera
And the situation that we will talk about today is no exception. According to the plot of the game, the sister of the protagonist gets the disease “Black Letters”, which forces him to go in search of medicine. In the process of traveling, the hero gathers his company of military partners, simultaneously looking for information about the disease. One of these partners is the talking book – Grimoar Weiss. It is he who assumes that, having overcome the lord of the shadows (analogue of the main villain) throughout the world, “Black Letters” will disappear. But the forces of even all the settlements of the game world are not enough to defeat him, so the party of heroes goes to collect parts of “sealed poems” – magical artifacts that give Weiss magical power.
One of these places where the heroes are the forest of myths. It looks like a very peaceful location with soothing music and lulling visual
In this forest, the hero notices the only person near the entrance to the village. This is the mayor of the local settlement. However, he is not very talkative.
Typology of emotions of Ten and Porone
According to this typology, three types of emotions are distinguished from the work (in this case, game):
Emotion from fiction (highlighted by filming ede Es. Ten)– a person is involved in the work and passionate. He receives emotions, noting his narrative features more (more specifically, this can be represented as paying attention to the plot, Laura, the game world, characters, etc.n).
Emotion from an artifact (highlighted Kinoved Ed Es. Ten) -A person receives emotions, noting technical, aesthetic, visual solutions (if we take more concretized, then we are talking about game scenes, sound design, metaphors, etc.n). The audience refers to the project as a work of art.
Emotion from gameplay (identified by a professor of sociological sciences Bernard Peron in the study "Silent Hill: The Terror Engine") – A person receives emotions from interaction with the game world, receiving a certain reaction from him.
In this case, emotions from fiction are especially pronounced. The game, moving into the category of a text quest, changes the story of the narrative. Brief and capacious dialogs inherent in the Action/RPG Games change to a fairly measured style of writing, reminiscent of a literary novel rather. Nier represents the player his most strengths in the form of a perfectly written local story. Characters fall into completely new circumstances for themselves. They communicate not only with themselves, but also with their thoughts, because on a sheet of black paper, everyone see their own experiences and thoughts that they may not even think about. The game tries to reveal not only the problems of the main characters, but also the world of the game as a whole.
From ordinary dialogs, the game goes into a full -fledged literary work, leaving only the text on the screen
Excited by emotions from fiction, the surprised player begins to pay attention to the more formal properties of the work, t. e. receive emotions from an artifact. Very neatly the game increases the amount of text on the screen. The usual dialog box with each new paragraph begins to expand, placing more and more text. However, this happens so imperceptibly and so natural that the player does not attach any importance to this, noticing such a technique only after its end. Then the situation is laid out for a more and more small components. For example, music. Extremely sleepy, light mysterious motives try to convey the detachment of this place from the main world, not forgetting that first of all, this is a fairy tale. It serves as an instrument of involving a player in the world, trying to introduce him into a half-bearing state in which he can purely mechanically perform some actions, but one foot is already in the kingdom of dreams. (Therefore, again I strongly recommend turning on the theme of myth forest I attached).
From the very beginning, Yoko-san asked to include some "voice" in the music for the Nier series. Whether it is a chorus, solo vocalist or a whisper almost like breathing, a huge variety of votes was turned on depending on what the song entails.
Josuke Saito in an interview with Superjump portal
Only after the exit from death, the hero can realize what were these or other moments told in it. The game metaphorically offers the player to look at certain situations that he has to pass. Thus, she makes you think about her journey not so much heroes as a player. And it is especially valuable that this technique is revealed on all subsequent passages of the game, when the player can already fully understand what was hidden between him between the lines.
Visual also plays on the hands of what is happening. The location itself can and is made as a not very distinguished fantasy forest, but with all this it actively uses post -string and effects. Surprisingly tender, bluish fog envelops the distant corners of the forest, and in the trees here and there you can find flocks of fireflies that discard the tiny, but such the necessary light for comfort.
Emotions from gameplay, in this case, are fading into the background. Like no way, a text quest is not the most interactive form of leisure in games. The genre itself cannot boast of such a variety as the original action in the game, for example. However, even in such a situation, Nier flies with a person sitting on the other side of the screen. Sometimes, mortal sleep, as if checking the player for attentiveness, asking him about certain insignificant details of the story that can be missed. The correct answers will reward the hero, allowing him to save the inhabitants of the village, and the wrong ones – on the contrary, will expel him from sleep of infected people or in exceptional cases will forever force him to fall asleep in such a peaceful place. Changing the genre with a relatively brisk (in remake) Slher to such a slow text quest, the game does not forget that it, first of all, is an interactive adventure and tries to at least minimally ensure some kind of reigree, giving players emotions from gameplay, which I recently mentioned.
As a result of inattention and incorrect answers, the hero wakes up outside the village
An example of a question to which you need to give an answer (the game checks the attentiveness of the reader)