Nier: Automata’s Anime Is a Perfect Companion Piece To The Game
Photo courtesy of Crunchyroll
Nier: Automata is one of those games where, if it lands for you, it’s likely to become an annoyingly large part of your personality. Part ambitious sci-fi fable, part critique of state-sanctioned violence, part degenerate weeb nonsense, it helped transform Yoko Taro’s cult classic Drakengard series into something more approaching a household name, a transgressive and thoroughly weird object whose massive thematic swings help it stand apart from most other AA-AAA games.
Considering the amount of love for Automata, there was a combination of excitement and slight confusion when it was announced it would receive an anime adaptation from A-1 Pictures. It was promising that a new audience would get a taste of this idiosyncratic story and that Yoko Taro, the game’s director and lead writer, was handling the screenplay. But, considering how deeply Automata utilizes interactivity to tell its story, many wondered if its events could translate to a passive medium—could this narrative work without player involvement?
At least through Nier: Automata Ver1.1a ‘s first episode, it didn’t seem like it. The premiere directly pulled from the game’s cold open intro in a way that didn’t add anything new, and between some awkward 3DCGI and its failure to draw audiences in, things didn’t look particularly promising. However, after this somewhat lackluster initial episode, this adaptation rapidly improved, eventually not only matching but, in some cases, improving on the original story.
Just like the source material, the TV series follows 2B and 9S, combat androids in the militarized organization YoRHa. Fighting on behalf of humanity (who are living on the moon), these soldiers battle in a never-ending proxy war against “machine lifeforms” deployed by invading aliens. Suffice it to say, there’s a lot going on, and things only become more complicated as 2B, 9S, and eventually, the revenge-fueled A2 discover secrets that shatter their beliefs about this cyclical conflict.
If there’s a single most obvious place where the TV series meaningfully improves on the game, it’s with this third character, A2, who wasn’t given enough room to breathe in the original telling. Nier: Automata is structured fairly unusually in that you play as three different protagonists. The first two, 2B and 9S, are partners for most of the runtime before a traumatic event leaves you playing as A2 for the backstretch.
Unlike 2B and 9S, A2 has gone AWOL from YoRHa, and while her distance from this regime would seemingly endear us to her, she lives her days in a similarly blind state of violence as she vengefully lashes out at YoRHa and machine lifeforms alike. Although she’s the protagonist of the most compelling stretch of the game, there’s one big issue: her backstory, which is entirely essential for understanding her perspective and motivations, is hidden behind an optional text log.
In this side story, we learn how A2’s unit was betrayed by YoRHa and subsequently wiped out by machines, explaining why she hates both groups. This backstab defines her: the name A2 is derived from the first two words of “Et tu, Brute” from Shakespeare’s Julius Ceasar. After her team is killed, she is consumed by a combination of survivor’s guilt and hatred towards both her former organization and their enemy. Although the text log which details these events is an engaging read and Keichi Okabe’s otherworldly score helps set the stage, this essential material being tucked away in a missable corner of the Resistance base is a relatively strange choice. Furthermore, it feels like a missed opportunity that this dramatic sequence didn’t receive the full playable treatment, something which sums up how this heroine is relatively shortchanged and stuffed into the game’s back section—most of the runtime is focused on 2B and 9S, which makes A2 come across as a bit of a third wheel.
But while the game doesn’t fully capitalize on A2, the anime entirely rights this wrong, so much so that she ends up the definitive protagonist of this rendition. Pivotally, we finally see her backstory in motion in the series’ best episode, “[L]one wolf,” which is based on Taro’s spin-off manga YoRHa: Pearl Harbor Descent Record. Here, she’s deployed in a prototype YoRHa unit tasked with an impossible mission as she forms irreplaceable bonds with her comrades. Structured like a war epic and directed by Toshimasa Ishii, who helmed the adaptation of the similarly harrowing anime 86, the episode uses evocative visual language and abrupt bursts of brutality to pull us into this failed operation. We’re quickly endeared to these fighters before they meet their demise, and YoRHa’s callousness is laid bare as A2’s friends die for nothing. It’s as good a treatment of this storyline as you could possibly hope for, and while it’s largely centered around Lily, who becomes the Resistance leader in the anime, it introduces us to A2’s motivations while setting the stage for a later episode that retells these events from her perspective.
Another boon to this adaptation is that much less of A2’s screen time is spent frantically moving the plot forward, which allows more room for her to grow as a character. We see her desire for revenge slowly melt away as she spends time in Pascal’s village of pacifist machines, as she pretends to be much more disaffected than she actually is. All these little moments lead to a powerful finale, where despite all the horrible things she’s endured, she doesn’t give in to nihilistic despair. Unlike the game, it feels like she fully adopts the mantle of the protagonist, culminating in a barnburner denouement as she fights for a better world to pay forward the kindness she’s been shown.
However, while the anime addresses the game’s biggest flaw while introducing plenty of other small changes that keep things fresh for those who played the source material, it doesn’t feel like it “replaces” the game, but more that it adds to it. Because at the end of the day, Nier: Automata uses its interactive elements in ways that are impossible to fully adapt.
The most commonly cited example of this weaponized interactivity is the game’s climax, which makes the player choose if they want to make a tangible sacrifice to help another real person see the conclusion—it’s the type of inspired twist that’s only possible in this medium and perfectly ties into the overarching themes about breaking out of cycles of violence through rendering aid. There are plenty of other examples of this interactivity enhancing the narrative, like how being in control gives the player some degree of complicity in all this horrible carnage. Stabbing, shooting, and killing are classic videogame verbs, but Taro actually interrogates these actions in his games, reflecting a fascination with what makes people commit these kinds of acts in the real world. In the case of Automata, we’re forced to carry out uncomfortable crimes while being increasingly confronted with the futility and immorality of these actions.