Walking *and* running in Nier Automata feels great.
I’ve found myself surprised by the game’s geography; how expansive it is. Crossing a ruined city leads to a wide-open desert. Trekking across the dunes leads to abandoned apartment complexes, lost to sandstorms, and invasive robots.
But journeying across the map doesn’t feel strenuous or tedious. Nier Automata actually gives walking and sprinting a rhythm not found in most open-world games. Crossing a vast, and empty, tract of land is actually enjoyable.
I’m asked for more than holding down the analog stick. The android I’m controlling, 2B, starts with a slow walk turning it into a jog. At any point, I can pull the right trigger and send her into a glide. This next point is crucial: the glide is fast, and in any other game, I’d spam the glide button to just stay going fast. But letting go of the glide actually forces 2B into a sprint. The sprint stops when I do, or 2B returns to jogging after running through a bush or hopping over a large rock.
This choice for the character controller--adding another layer to movement on top of the fast glide--forces me to really engage with rhythm. I can hold off on another glide if I think 2B’s safe to sprint awhile. Or maybe I want to ensure I keep up the speed; pressing glide again after a few seconds of sprinting. I’m not just in control of how fast I want my journey to be, but how optimized by trigger pulls are. My attention is also rapt; rocks or in-the-way brush isn’t innocuous; it’s something to be avoided.
I was fully expecting a more linear experience. The first forty-five minutes of the game is really on-the-rails, and there’s really only one way to go. Not only am I thrilled that the game map opens more, but that it’s also a joy to criss-cross the damn thing.






