Saturday, April 1, 2017

Endings

I hope you don't mind if I just let my mind wander for this post.

I recently played a game called Drakengard.


Drakengard was an interesting experience for me, as its the only game where I've seen endings get progressively worse as the game progresses.

The first ending of the game leaves something to be the desired, as your sister is murdered by the high priestess of a cult that is bringing about the destruction of the world. 

No matter how much you work, no matter how many soldiers you kill or bonus weapons you receive, there is no ending in which your sister is spared.

It makes me wonder— How does this detail affect the story of Drakengard?  How does it affect the theme of Drakengard overall?




I finished another game recently: Nier. Nier is the predecessor to Nier: Automata that came out earlier last month.

As the game progresses, and endings begin to be unlocked, a real theme of perspective arises. A player quickly realizes that a lack of information has led them to make mistakes throughout their journey.

Secretly, this article has just been about Yoko Taro, the director of both Nier, Drakengard, and Nier: Automata. Staples of Yoko Taro's work include subverting stereotypical Japanese tropes, rejecting "happy endings," and including characters with glaring flaws or abnormalities.

Every game that Yoko Taro puts out is fresh, cerebral, and interesting. If you're looking for a new story with rich characters, be on the lookout for his work.

SINoALICE is Taro's upcoming game for iPhone, though if you want to play it, you will have to go through the hassle of logging into the Japanese iTunes. Lets all hope for localization!


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