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SOJ NieR Automata · The History
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The History of NieR Automata

The sequel nobody budgeted for became the phenomenon.

NieR Automata (2017) paired the most unlikely survivor in modern games, Yoko Taro, whose 2010 original had sold an estimated half million copies, with PlatinumGames, the action specialists of Bayonetta and Metal Gear Rising: Revengeance. The result, a war of androids and machines fought over a humanity already extinct, sold over ten million copies, landed on greatest-games lists, and was credited by PlatinumGames itself with saving the company.

THE MAKING

A collaboration with two conditions

After NieR, both Yoko and producer Yosuke Saito wanted a sequel; an assistant producer, Yuki Yokoyama, was unwilling, on the evidence of the original's low sales. The fans changed the arithmetic. After the original's positive fan reception, Square Enix and the returning staff agreed to continue, on a clear brief: keep what NieR did well, and build a better, more action-oriented game.

That brief led to PlatinumGames, and the collaboration was agreed on two conditions: that Yoko would direct, and that he would be present to help with production. The second condition moved him from Tokyo to Osaka, where PlatinumGames is based. Production began in 2014, including six months of pre-production, and even the scheduling had to be engineered: Yoko's freelance hours ran against the studio's, so the team built a system of free time when he would be available. Designer Takahisa Taura, a long-time fan, joined out of a stated desire to create a NieR sequel.

The team studied fan and critical feedback on the original and itemized what had to improve: gameplay, graphics, character designs. What they deliberately carried over was the complexity of the story and the music, with composer Keiichi Okabe returning alongside artist Akihiko Yoshida, engaged after the original's character designer, D.K, broke his elbow and recommended him.

THE DESIGN

Platinum combat, Yoko structure

Taura built the combat on NieR's systems blended with elements from PlatinumGames' own titles, with the stated goal of improving on the original while weaving the fighting into the story; Isao Negishi built the role-playing elements. The sidequests were held to a named standard: The Witcher 3: Wild Hunt. The perspective shifts into side-scrolling were inspired by the Castlevania series, of which Taura is a fan. And unlike the 2010 game, which carried two different protagonists for different markets, the team committed to one character design consistent across all regions.

The structure is the signature: 26 endings, five of them main endings lettered A to E, the rest mostly elaborate game overs. The final ending asks the player to fight through the closing credits, and then offers the choice the original pioneered, sacrificing your save data to help a stranger. Yoko has said on record (Tier 1) that the help mechanic was inspired by a Coca-Cola campaign that livestreamed drink machines in India and Pakistan to each other, an impression strong enough that he rebuilt it as messages of encouragement from players across the world. The team's own word for the theme was agaku: to struggle out of a bad situation.

THE EDITIONS

Four names for one growing game
Original · 2017
PlayStation 4: Japan February 23, North America March 7, Europe March 10, in standard, Day One, and Black Box Collector's editions. Windows followed worldwide on March 17.
Become as Gods · 2018
The Xbox One edition, June 26, 2018, subtitled Become as Gods, carrying the 3C3C1D119440927 downloadable content with it.
Game of the YoRHa · 2019
The complete PlayStation 4 and Windows edition, February 26, 2019. Its steady sales added half a million copies in the year to March 2020 alone.
The End of YoRHa · 2022
The Nintendo Switch port, October 6, 2022, capped at 30 frames per second and praised as one of the system's best third-party ports. The subtitle quotes the game's final ending.

THE RECEPTION

Acclaim, with the PC port kept in the record
Metacritic · 88
The PlayStation 4 average across 107 critic reviews. The Xbox One edition scored 90, the Switch port 89, the PC version 84.
Famitsu · 39 / 40
A near-perfect score from Japan's four-reviewer panel, lauding themes and gameplay alike.
IGN · 8.9 / 10
Enthusiastic on narrative and quality, with the reservation, shared by several reviewers, that relating to android protagonists took work.
GameSpot · 9 / 10
Miguel Concepcion praised the gameplay as the closest thing there is to a spiritual successor to Metal Gear Rising: Revengeance.

The music received unanimous acclaim, and the honours followed: Best Score and Music at The Game Awards 2017, Role-Playing Game of the Year at the D.I.C.E. Awards. The dissent is part of the record too: several critics found the combat shallower than PlatinumGames' pure action titles, the visuals drew complaints about pop-in and frame rates, and the PC version's technical problems went officially unpatched until July 2021, four years after launch, after fans had patched it themselves.

THE AFTERMATH

Ten million copies and a saved studio

The sales rewrote everyone's expectations in public. First week in Japan: over 198,500 copies and the number one chart position, significantly beyond anything the 2010 game managed. By May 2017 the PlayStation 4 and PC versions had reached 1.5 million copies, the majority from overseas, a success the coverage of the time flatly called a surprise next to the original's sales. Four million by May 2019. And as of February 2026, over ten million copies worldwide.

Square Enix began treating NieR as a franchise. PlatinumGames went further, citing the game's sales and reception as saving the company after several disappointing releases and a severe financial crisis. The world kept expanding around the hit: stage plays that predate the game itself, novels, the anime series NieR Automata Ver1.1a (2023 to 2024), and 2B's guest appearance in Soulcalibur VI. The original's half million had become, seven years on, the seed of one of the defining games of its decade.

THE GAME ON THE SHELF

NieR: Automata · 2017
NieR Automata cover
Cover art · 2017
PlatinumGames and Yoko Taro: 2B and 9S, and ten million copies.
The GalleryThe History of NieRThe Drakengard connection
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THE FIRST WORD

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