Nier 2

My Mom thought 2B’s outfit was some dumb bullshit

(I thought it was pretty cool)

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(Not that those are mutually exclusive)

Played the demo and while it felt less like a traditional Platinum game due to them grafting a twin stick shooter onto it, if you removed the enemy bullets from the game and put me in front of it blind I probably wouldn’t be able to tell it has anything to do with Nier. Even with the bullets I’d probably just go “hey, those look like the bullets from Nier” and still struggle.

Idk, I thought the boss’s design was cool and of course the music but if this is the game then I don’t think I need it. I don’t really expect the demo to reveal everything (except apparently that the characters and dialogue are kinda bad) but the original was able to signal with its first teaser (video-free nonetheless!) that it was… walking a different path, something this game has failed to do through multiple trailers and a playable demo.

Consider my worries and hopes both reduced I guess.

definitely feels different but there’s a lot about the style that hits me as feeling right.

overall, i really liked this demo, to the point that i’ve played through it about eight or nine times by now, and have been messing around with Very Hard.

if we get 12 hours of that demo (i.e. clipping along through different setpieces and playstyles), i’ll be happy

nevermind

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what I’m hearing is that Microsoft expected this to work like Mass Effect 1 and the Fable games, i.e. co-developed in Redmond, and Platinum was having none of it. Stuff like the creative team at Microsoft not getting emails back, assets not being developed properly by Platinum for the Microsoft-mandated Unreal engine…

even more reason to like kamiya

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Yeah, I don’t think you want to be a co-director with Kamiya. Now, on the other hand, “big dragons, sometimes” was an attempt to move definitively beyond DMC3 and now it’s shot. Wonderful 101 seems to have been a swing and a miss. while Once Upon A Time In America we’ve got Batman-derived combat oh lord help us

While it did look like a pretty troubled game, I was still very willing to take a ride with Scalebound. One of my close friends keeps up with JP Kellams and had been relaying some internal stresses the last couple months. It’s sad but not surprising.

honestly I can’t imagine having to work with microsoft game studios back and forth, especially not if I’m hideki kamiya, they focus test the bejeezus out of everything

I would trust them to co-develop the menus, maybe

it is ironic though that platinum is like the only AAA japanese dev who would rather not use UE4

Counter-point: The Master Chief Collection.

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I know a lot of good people came up through their offices in the early-to-mid-aughts when they were at least better than EA (which quickly stopped being true in the late aughts) and spending their money encouragingly so no one wants to badmouth them too much but their production design is basically “polish until it’s impossible to care”

hope everyone at least got paid on this project

well, if you miss milestones for 6 months at a time,

I work in the public sector, that is categorically not a reason not to get paid and there would be a revolt if it were tried

I don’t disagree but it’s like #7 on my list of injustices in games. It ain’t fun when you get into a fight with your publisher about whether the milestone was met and they have the legal resources of Microsoft.

Especially with Microsoft because almost all of their game deals have to include some Microsoft pet project that will eventually be yanked halfway through game development; 17-BIT missed several milestone payments because Microsoft’s end of the feature wasn’t working! good thing we had kept up on our lawyer’s invoices

man this is fuckin nuts but I guess it shouldn’t be surprising

Microsoft is nuts

What makes UE4 an undesirable engine for platinum? To new for a big project?

I hear they just didn’t want to. I mean, it is a pretty silly request if they have an engine working already. There’s also a longstanding Japanese software engineer aversion to middleware… there’s quotes in today’s Final Fantasy 7 oral history about Microsoft making Mistwalker use Unreal 3 and that causing huge issues.

To be fair, UE3 created headaches for a lot of developers in 2006 and it’d be much worse if you didn’t speak the language. UE4 launched similarly not-quite-complete but I don’t think it was near as bad (at least, no one has sued Epic over it yet!)

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you’re not wrong about this but man I adore the game’s aesthetic and nintendo gave it away at the end of their old rewards program if you had enough coins