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Blog entry by Chanel Simpkinson

NieR: Automata Developer Blog Details Development Process and Challenges

NieR: Automata Developer Blog Details Development Process and Challenges

The beginning of the game was playable at the show, and it was absolutely fantastic. The full thing isn't so far off, and if this demo is any indication, with further polish on top of it, we're in for a real treat.

Soon we'll be able to play the demo of the game ourselves. It will be released for PS4 on December 22nd , while the game will release in North America on March 7th, 2017, while Europe will get it on March 1

I made this concept art of an abandoned city by painting over a screenshot of the area as it looked in the unfinished game. Environmental concept art like this serves as a solid guideline for the team that makes all the environmental models. I originally painted this cityscape with much darker colors – though the weather was always pretty nice! In the end, I decided that it didn’t match the overall feeling of NieR: Automata very well, so I brightened it up to what you see here.

We weren't sure what the response would be like, but many more votes than we expected poured in, and the results were clear, with a landslide win for Final Fantasy XV. There is no doubt that the hard work by Hajime Tabata and his team connected with many of our readers like it did with us, and the results clearly show in the chart be

It took three different designers to arrive at the character you see now: One made the original concept, another made the full rough design, and a third (that’s me!) added all the additional details. I also worked on the designs for the other machine lifeforms you’ll find in NieR: Automata, making sure they have an appropriate amount of visual detail. I also check over all these designs with an eye towards what configurations and mechanical details would make for the best possible 3D character models.

In an action game, the response time between when a player pushes a button and when their attack is performed has to feel great. To improve this response time, we use a special tool to fine-tune when each animation can be canceled into other actions, and occasionally even make subtle adjustments to their total speed. We have to be careful, though – if the animators catch us changing the speed too much, they get pretty mad…

The trickiest part is properly controlling the movement of her cloth details. Robots tend to look bland and lifeless when they aren’t moving, so making her cape flow in a somewhat exaggerated, almost heroic manner helps her look more dynamic. It was harder than we expected to keep her metal skirt from sticking out from under the cloth dress when she moves! The more we tried to fix it, the more her dress stretched out to its limits. It took a lot of time and effort to keep her dress shaped properly.

Speaking of taste, this Tokyo Game Show marks the beginning of our Reader's Choice Award, voted directly by you. The response was much stronger than we anticipated, and you can expect to be able to express your preference like this at every edition of the DualShockers awards from now on. And since we're keeping the best thing for last, you can find the winner out at the bottom of the p

The moment you manage to place your ship in a position that allows you to bring down a full broadside on an enemy while preventing them to shoot at the same time (a traditional maneuver that seamen call "crossing the T"), you'll feel like a god. Try to resist the temptation to scream "FIRE!!!" into the mic if you can. I couldn't.

This system sends signals out into the area around the player, and these signals provide information that helps determine how much reverb to use – what the walls are made of, how big the room is, and so on. The green dots in this image are the exact spots where these signals hit, but you won’t see them when you play nier Automata endings guide|https://nierautomatafans.com/: Automata. They’re just there to help us debug the dynamic echo system!

While the red-eyed enemies did run the risk of repetition, the game mixed up the action with unique camera angles, switching from a traditional 3D perspective to a 2D sidescroller. These transitions felt seamless, and the bold move to play with camera angles kept the combat from feeling too stale as 2B progressed to each new fighting location. She has several hack-and-slash attacks, and gamers can also utilize their floating pod companion to lay down bullets and trigger laser attacks from distance - something they'll have to do when enemies who can't be melee attacked enter the pict

As producer Yosuke Saito explains, the first step in the production of the sequel was all about making amends for the missteps of the first title. As it turns out, the harsh reaction from critics about the original game's lacklustre action sequences is exactly what led Saito to team up with Platinum Games this time around, a studio which had previously worked on Bayonetta and Metal Gear Solid: Revengeance . As we played a short period of the game in the boots of the android 2B, the studio's action experience was immediately apparent: combat felt very fluid, and it was easy to hack and slash with 2B's sword as she jumped and dashed across a battlefield of tin-can looking robotic enem

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