![]() I think we can find new possibilities within games, and I believe that is the core of the job. “My true goal is, I believe, that directors can do more than just make a game. What drives Taro’s desire to make things? His answer is immediate: “Because to live, you need money.” After a pause, though, he continues. Of course, I still mix a bit of alcohol in here and there.” “I love alcohol, but these days I can feel my body breaking apart from it, so I usually drink diet coke,” he deadpans. “It might just be age.”Īge is also having an effect on Taro’s publicly stated habit of writing while inebriated. “ Saito said to me, ‘You’ve gotten soft,’” says Taro. Nier: Automata, however, ends on a hopeful note. I don’t aim for bad endings – they just naturally come out.” The reason my games are chaotic is that the world is chaotic, not me. That is why people can empathise with the suffering of characters. “The reason why there are so many characters who suffer in my games,” says Taro, “is that I want to show reality. ![]() Whatever form they come in, Taro’s works tend towards existential nihilism and pyrrhic victories, with characters often moving tragically and inexorably towards pain and self-destruction. I just made what I wanted to, and I tried to stay hidden from Square Enix as much as possible.” “For Nier: Automata, I wasn’t told to target anyone. “But it didn’t end in great sales,” explains Taro, “so we stopped overthinking it.” The previous game in the series, Nier, even had protagonists aimed at different markets: a hulking, older warrior in the western release and a slender youth in the Japanese version. Taro’s other games have made occasional gestures towards mass appeal, but have not always hit the mark. “What’s great about them is their company is full of people who are actually otaku (pop culture fans),” he says, “so it was very enjoyable and easy to work with them.” Taro attributes part of Nier’s popularity in the west to the efforts of video game translation firm 8-4, whose vivacious translation brought the game to life in English. Not bad for a philosophical, occasionally obtuse game that ricochets between adrenaline-spiking robotic destruction and sober contemplation of the meaning of existence. Taro’s games have long been considered obscure classics, but Automata – funded by publishing giant Square Enix and developed by action experts Platinum Games – sold 3m worldwide. Yoko Taro’s legacy has been solidified with each title that he has under his belt, but the eccentric artist surely has more to come.Judging by Nier: Automata’s sales figures, there sure are a lot of weird people in the world. Two vocal songs act as the opening and ending songs, Normandy and Guadalcanal. Taking place in 11,941, it tells the story of the Pearl Harbor Descent Mission during the 14th Machine War. Nier now makes its way to the Nintendo Switch with a definitive version titled Nier: Automata - The End of YoRHa Edition, which is being released with exclusive content and DLC. Written by Yoko Taro, YoRHa is a stage play which tells of the events before NieR:Automata. The expanding story of Nier through several new releases over the past ten years has created a world loved by thousands of fans. His substantial success with the Nier franchise has been earned through hard work and dedication. ![]() Updated on October 10, 2022, by C.M Edwards: Yoko Taro continues to be one of the most prominent game directors. RELATED: Why Nier: Automata Is Still Groundbreaking 5 Years Later Here are some of the best games that Yoko Taro has worked on. His success has been defined recently by his works in the NieR franchise, which has become a cult classic. Taro’s themes are heavy in the games he has worked on, and fans of his work remember him for those narrative elements. He is praised for his unique style of storytelling, which focuses on the darker side of people and why they deem it necessary to cause violence against one another. Part of the NieR Automata fanbase has been calling Project Eve a rip-off, but Yoko Taro actually has a pretty interesting take on the Korean action RPG. While it is widespread knowledge that Yoko Taro had never originally planned on being a part of video-game development, he joined the faction after working for Namco and Sony. Over the course of his career, he has had his hands in the development of many flagship titles both as creator and support. His intricate imagination bears incredible games with unique worlds and characters. Yoko Taro is a veteran in the game industry.
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