But then the game gives you a final hope. But then you lose Kainé and then the protagonist itself. Keeps killing shades for a new ending, for Kainé, for Emil. Despite saving your sister, the only reason why you slaughtered all the shades, the player keeps on going. But after all this adventure, we understand that he’s just as ruthless and selfish as Caim or Zero. We willingly kill shades because it’s necessary, it’s for a good cause. Unlike Zero and Caim, the protagonist of this world seems definitely more righteous. But it’s to another world that we brought the cycle : NieR’s. DRAKENGARD 3 LP FREESo we keep killing, replaying to get all the weapons, upgrading them, replaying missions countless times, achieving endings after endings, until finally, this world is free of the cycle. At the end of this massacre, our sister and dragon dies. Despite the chaotic nature of Caim, the player understands that there’s bigger threats to the world so we fight. In the same way as Zero from Drakengard 3, we kill countless enemies through the bloodlusty Caim. Finally, the event of Drakengard’s 3 final ending put you the player, Zero and Mikhail at rest, yet doom another world: Drakengard’s. We hope that the game finally gives everyone a happy ending but it never does. Then we keep going and more people die at each endings. And then we learn the truth, we understand Zero’s character but Mikhail dies. Through the character of Zero, we kill countless enemies, without much an explanation than just that she wants to kill her sisters. It starts way back at the very beginning, Drakengard 3. And it is a cycle that actually started at the very beginning of Yoko Taro’s universe and never stopped. The player is the one that keeps the cycle of killing ongoing. And that’s the powerful thing about Yoko Taro’s game. Then, why, even confronted to our horrendous actions do we keep going? Do we keep on doing that long and tedious farming? Simply because we want more, we want a better ending, we wish that somehow, someway, the game gives us back some companions lost on the way, we wish to see our hero finally end the cycle. And NieR Automata is reusing that mechanic, in an even smarter way than its predecessor. Which end up much more impactful than knowing you’ve killed for wrong reasons but aren’t facing truly the consequences. By the repetitiveness of the game, reenacting the killing, you, the players are confronted once again to every life you took throughout the game. Where few games do question the meaning behind the killing, the delusional vision of a right or wrong world, none does it as strongly as NieR. The mechanic is clearly more accentuated in NieR Replicant’s/ Gestalt because this repetition serves as a way to make you question your decisions and right to kill the shades, with run B obliterating all of your expectations and beliefs. Yet, the games follow a similar narrative construction and a way of doing endings, with multiple endings you can unlock by tedious grinds or hidden secrets, with each offering a new reality. Where Drakengard is more of Hack&Slah Ace Combat hybrid devided in chapters, NieR games are a bit closer to Action RPGs. (This is a personal analysis so it doesn’t mean that anything I say in here is true and that it is Yoko Taro’s intentions )Īfter replaying NieR Replicant and a rewatching a Drakengard LP, something actually striked me in the “Play the game again” mechanic so unique to Yoko Taro’s games. A brief analysis of Drakengard/NieR Repetition mechanic and its role in the neverending cycle of death of the Taroverse.
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