![]() offers a plethora of new content that wasn't present in the original PlayStation 3 and Xbox 360 releases that have been faithfully been restored from original design documents and the various other media that Yoko Taro has published over the years. It's very minor but a mechanic that I definitely would have swapped around the inputs. Even mid-combat, the player can swap weapons from one-handed swords to two-handed blades and spears (in the second half of the story) with a strange quirk: tapping the d-pad brings up the weapon menu while holding the direction button instead does a quick swap. Combos are simple to chain together by alternating between tapping the attack button or holding it for a more powerful attack. ![]() Brother NieR's combat flow still consists of weaving light and heavy weapon attacks together with magicks cast from his floating grimoire partner and dodging/parrying/blocking to mitigate incoming attacks. To offset this, the team at Toylogic has helped to renew the combat to modern standards. The combat in the original Cavia-developed NieR Gestalt/Replicant, while serviceable, certainly feels stiff and unintuitive a decade after its release. The tale itself takes place across a great many years and multiple playthroughs, so steel yourself with a unique tale that requires some dedication to see through until the end. Along the way, this swordsman and devoted family man will cross paths and be partnered up with a swordswoman with a mouth more vicious than her blades, a floating grimoire with a similar way with words, and a young boy cursed with the ability to petrify anything he lays eyes on. He won't stop at anything to find a potential cure, no matter where it may come. Cursed with a mysterious affliction that leaves the host marked all over with runes known as the Black Scrawl, the brother (or father in NieR Gestalt's case) wants to do anything to give his sister/daughter a better chance at life.
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