![]() ![]() They are story branch variations should the conclusion of the tale be this way, or that?Įnding E, the “final” ending, then is the chance for the player to then say, “No, actually. Much like Replicant, Nier Automata’s C and D endings are the result of a player-made choice. Were the creators of this game really going to nullify something as important as "Ending D" in the now infamous cult classic? It’s easy for the reaction to an additional ending, one that gives back that save file and makes our sacrifices all but moot, potentially disconcerting. When 2010’s Nier came along and gave us the option to give back to that world in one of the only forms we meaningfully can - through the sacrifice of our save files, giving up our connection to the world we had come to cherish enough to play through a minimum of three times - it was an indication that we had come to deeply respect these digital beings, thankful for the profound effect they left on our existences. ![]() In video game tragedies, we don’t just experience their anguish - we are the cause of their undoings.Īs a form of entertainment, the most meaningful games use their interactivity to engender powerful emotion. With regalia of tragedies in other mediums, we simply bear witness to the inevitable falls our beloved characters bring upon themselves. ![]() It’s a truism of video games that nothing really happens in a game world without the player’s input. Yonah was saved, Kainé’s life was spared, and the person responsible for the end of humanity was removed from existence in this world entirely. The final conclusion of the original text left things in a relatively “good” space. Please beware, heavy spoilers abound immediately in this piece for both Nier Replicant and Automata!ĭoubt reverberated through my mind when I first read about the introduction of “Ending E” in Nier Replicant. ![]()
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