Earlier today, I posted a summary of a Famitsu Xbox 360 interview with Nier executive producer Yosuke Saito. Here's a bit more from that interview, touching upon demos, difficulty levels, the difference between Replicant and Gestalt, and just what you'll be able to do with the demon-possessed hermaphrodite Kaine.

In the original story, I wrote that PS3 and Xbox 360 owners outside of Japan would be getting Gestalt, which is the name for the Xbox 360 version of the game here. This is not specifically stated in the interview, but is heavily implied.

The magazine asked Saito, "Are there any differences between Gestalt and the overseas version of the game?" To this, Saito responded, "In the framework of the worldwide version, the 360 version is the exact same as what will be released overseas. This is something that will be decided from here on out, so I can't say for sure, but we're also thinking about keeping the difficulty that best fits overseas players."

Responding to a question on why Replicant and Gestalt ended up being two different products, Saito said that the changes were made with sales considerations. "Overseas, there are many players who think that a thin character can't wield a massive sword and engage in flashy combat, and regardless of how interesting the product is, they won't even pick it up." This is not something that game makers want, explained Saito, and thus the Nier characters ended up as they are.

Gestalt's form was decided by discussing with overseas staff what direction should be taken for overseas sales. Replicant's form was decided by Square Enix and Cavia discussing, as a Japanese publisher and Japanese developer, what character image and world setting would most fit Japan.

Nier Gestalt

Nier Replicant

Differences between Replicant and Gestalt were only a small part of the interview. Saito shared a number of insights into the game's development and upcoming marketing plans.

Cavia previously worked with Square Enix on Drakengard, somewhat of a fan favorite amongst core gamers. Famitsu asked a few questions in comparison to that title.

The theme for Nier is "love," said Saito in response to a statement from Famitsu that Drakengard, had the theme of "despair." Like Drakengard, Nier will have multiple endings; those who clear the game multiple times will find a shocking finale. Nier won't have you riding a dragon for massive air battles like Drakengard, Saito confirmed, but in place of that, the development staff is putting their effort into ground-based combat.

While most of the screens and videos that we've seen have shown Nier as a third person action game, there are also areas where the camera seamlessly transitions to 2D mode, having players view the action from the side or from above. You can expect about 10% of the game to be in this form.

The Tokyo Game Show demo of Gestalt had English voices. Saito confirmed that the game's recording is being done by overseas voice actors. The Japanese version of the game will have English voices and Japanese subtitles. He said that while some players here will see this and feel that the game is a western game, upon playing it they will understand that it is a Japanese game.

Saito also touched upon the Kaine character, the hermaphrodite who's partially possessed by a demon. She (the interview puts a question mark after references to her gender) will join Nier midway through his travels. Apparently, the game's art director was somewhat embarrassed when doing some of the modeling for the character, and chose to do it late at night.

Kaine, because of her demon half, is strong from the start, said Saito. She also grows along side Nier. Saito stopped short of saying that you'd actually control Kaine, though. For the most part, you control Nier during combat, he said, but you can also, to a certain level, consciously make Kaine move.

Kaine in Gestalt (left) and Replicant (right).

As detailed in my earlier recap, Nier will not offer online co-op play. However, the team is looking into download contents. Saito says that they've come up with some interesting ideas.

Gestalt's Tokyo Game Show put players in a basic fight against a couple of giant beasts. Will Square Enix be offering the general public at large a chance to try the game in advance? Saito responded that he feels they can convey the game's air of action through video, but it's difficult to convey the enjoyment of play. Therefore, time permitting, they'd like to release a demo.

In closing, Saito said to expect Gestalt in 2010, but with early timing. The game is currently listed with a general 2010 release date, so perhaps this will be a Winter or Spring title rather than something later in the year.

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Reader Comments (showing 7 of 7)

  • It sounds like Square and Cavia hired a self proclaimed Western expert that doesn't understand our culture at all. Americans have no problem with cut or everyman protagonists. We just don't wanna be a character that's self loathing, emo, and effeminate.

    I mean, look at popular characters like Prince of Persia, Nathan Drake, or Altair. None of them are big, hulking, muscle bound bald men with arms the size of tree trunks, but they're all popular and well liked.

    Square just seems to be making a huge mistake here, because NO ONE wants to play some old retired guy that slugs beer and eats potato chips that suddenly has to save his daughter during halftime of the Sunday football game.

  • A lot of this still doesn't make sense on Square Enix's part, so we'll probably have to wait closer to the game's release in order to get everything fully explained.

    But the thing that's more important than who gets which game where is whether the game is actually any good, so hopefully in trying to adapt the game for multiple audiences they didn't lose sight of this crucial aspect.

  • I wonder how Western gamers will take the Kaine character knowing that she is a hermaphrite, if they are unable to accept an effeminate-looking protagonist.

  • ShadowFox2012, you're missing the point. None of the characters you mention wield huge swords either. Altair and Prince of Persia both use speedy, light combat. Nathan Drake totes a handgun. It's just unnatural to expect a wimpy character like, Nathan Drake, to wield a massive sword, for a westerner anyway. Anime fans are already used to it, but they probably want to sell to a larger audience than just anime fans.

  • @jonnyram

    So change the size of the sword? I think ShadowFox is right. The look if the character isn't the problem, but The personality usually turns into one. I don't like whinny kids in real life, I sure as hell don't want them in my video games.

  • Still, the 'little guy big sword' thing is not the issue. Characters like Cloud Strife are very popular in the US. Dante usually gets some big swords too, no complaints against him.

    Like I said, the reason most Americans tend to hate on Japanese characters is because of their personalities. Characters like Raiden aren't hate on because of how they look, rather, it's how they act(complain a lot, overly passive, etc).

  • I think the producer might have been using "little guy big sword" as just an example. He really means a clean-cut boy band style hero not doing as well overseas. Dante and Cloud wouldn't fit that description, but the heroes for the Tales games, for example, would.

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