![]() 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. 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. Babylon’s Fall is a poor attempt at a cash grab that doesn’t even get that right - no one is going to want to spend money on it.Yoko Taro is a veteran in the game industry. Any hopes I had were quickly dragged down by wonky combat mechanics, a below-average narrative, poor graphics, and even worse aesthetic choices that only make the whole experience even more unenjoyable and frustrating. Related: Babylon's Fall Demo Players Dismayed At Lack Of Dark Skin Tonesįrom God Eater 3 to Freedom Wars, the trope of a soldier slave is not strange in JRPGs, but it’s certainly an outdated one, which only gets worse when the narrative forces your character to become somewhat friends with your master, who just a few hours ago electroshocked one of your friends for talking back.Įven with PlatinumGames’ signature combat and some mechanics brought in from its past work, Babylon’s Fall babylon-falls short in every department. As the unwilling cannon fodder for the military in Neo Babylon, you are the first to be put in danger, which of course, justifies the shenanigans you witness. While the game doesn’t offer any commentary on the subject, it’s impossible to ignore the fact that you are basically a slave. That being said, none of these changes are strong enough to make a big difference from what you’ve seen up to that point. ![]() Other innovations come in the form of elemental damage, and some circumstantial ailments such as slippery floors or lava, which make the fights feel a bit more varied after a few hours into the game. Since that will affect how you use them in combat, it gives you plenty of room for experimentation and enables you to tailor your playstyle as you see fit, at least until you inevitably replace them with better ones. One of the few things that does shine positively is the functionality of the weapons you equip, which will vary depending on the slot you’re putting them in. ![]() This doesn’t carry over to Babylon’s Fall, sadly, since the combat is average at best and just boring at worst, with several fights being unnecessarily long and quite repetitive. ![]() This is not a Genshin Impact-level mobile game though, it’s more like those knock-off match-three games where you need to repair a house using just a hammer and some sticky tape.Īesthetics aside, PlatinumGames usually delivers the best combat systems and mechanics in action RPGs - just look at Bayonetta, Astral Chain, or Nier Automata. That, and the fact that it has a massive phone signal bar on the top right part of the screen. And now I think about it, the game kinda looks like it’s made for smartphones if you pay attention to the HUD and some other elements, like the subpar graphics displayed during the static cutscenes. It’s as if the horrible painting filter tries to hide some poor quality upscaling in the game. This becomes especially frustrating in zones like the Thieves Cloister or the Volcanic Cloister, as weather elements like rain or the lack of lighting overlap with the filter, making everything look like a poorly painted mosaic. Sadly, it’s implemented in such a messy way that it looks like you’re getting your head violently shaken while playing the game, meaning any attempt at perceiving details (especially during combat) just fails miserably. There is a clear intent to make this game look like a painting, and you can perceive invisible brush movements and a canvas-like filter as you move the camera. Right from the beginning, the art style in this game grabbed my attention, but unfortunately for all the wrong reasons. Related: Babylon's Fall Interview: “There Will Be Lots Of Differing Opinions About It”
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