Thankfully modders have come to the rescue if you've been a victim of NieR Replicant's issues. There's the Special K tool by \"Kaldaien\" (must, resist, cereal, joke), which gets rid of the mouse cursor issue, lets you set your own frame rate limit, disables the game's V-Sync, and more. Special K was an important tool for fixing NieR Automata's PC version woes too, so it's good to see it make a triumphant return here.
A short progression guide with movement ability locations. Minor spoilers. It can be hard to figure out where to go in this game. Hopefully this quick guide will help some players progress without any major spoilers...
When NieR: Automata was released back in 2017, it quickly became regarded as one of the best action games of the decade. It had a deep and memorable atmosphere about depression and existentialism and the way it tells its story is one of the most unique and interesting presentations in the gaming industry.
However, if you played it on the PC, chances are, you encountered some annoying hiccups in your otherwise perfect gaming masterpiece experience. As good as a game NieR: Automata was, its developers seemingly prioritized the console audience and left the PC version in quite a frustrating state. Even the most basic of PC adjustments were somehow omitted or forgotten. Thankfully, the PC gaming community is known partly for one of its exclusive capabilities: modifications (mods) for any game. So, here are the best and most essential mods you can download and install in order for you to enjoy NieR: Automata as it should have been experienced. These are all free, by the way.
However, if you can't wait that long and you need to get a new NieR fix, there are plenty of mods for the PC version of NieR: Automata that keeps the game feeling fresh and provides the player with new experiences.
NieR Replicant wasn't the only recent announcement when it comes to the popular franchise, there was also the news that a new mobile title would be coming called Nier Reincarnation. Footage of the game shows the young female protagonist accompanied by a small ghost, and this Kaine's Ghost mod allows you to change your Pods into adorable ghosts inspired by Reincarnation.
NieR: Automata's art style is one-of-a-kind and has its own identity. This also translates into the game's user interface (UI) which was made to look like a futuristic robot's firmware. There is one thing that can be polarizing about it and that's the grid overlay. It makes the UI look like a radar of some sort and also clutters up the screen.
2B, the undeniably beautiful goth robot and poster-girl of NieR: Automata is probably one of the reasons for playing the game... for some... not judging, okay However, that isn't to say that there are also other notable and cool characters in-game which you would love to get the chance to also play as, such as... the Commander (oh, boy), etc.
9S is 2B's sidekick and is also one of the three playable characters in the game. For some players, though, 9S might not be their cup of tea. Be it his appearance or the lack of two other things which makes him less interesting than 2B... like stiletto heels. There are valid reasons to replace 9S.
This can be done easily by updating the game's graphics thanks to a third party texture pack. It basically replaces most textures in NieR: Automata and makes them more high-resolution, something the developers also forgot to the for the PC version. There you have it, make sure to install the first four mods before immersing yourselves, enjoy.
For those who must be now wondering -- no, I didn't stroke out on my keyboard while typing that title. This first Nier: Automata DLC is actually (and absurdly) called 3C3C1D119440927. We're gonna go ahead and just refer to it as \"the Nier Automata DLC\" from here on out, because I'm not typing that string of ludicrous numbers and letters ever again. Apparently there's a method to the madness, and its not just to mess with game sites, as the title refers to \"3 Costumes, 3 Colosseums, 1 Dream and the Date 119440927.\"
If you need a refresher, there are a ludicrous 26 endings to the game -- and yes, you are meant to eventually reach most of them. In order to truly find out what's going on between Earth and YoRHa, you have to at least get the first three or four endings, playing the game through multiple times with different characters besides just 2B.
As characters progress through the game, they gain experience levels, increasing their health, defense, and attack power. Character customization is handled through chips, items installed into the player characters that adjust some of their attributes; chips can alter the HUD to show enemy health and damage, and grant status buffs to the player characters. The number of chips that can be installed at any one time is limited to the number of slots a character has. Chips can either be purchased at shops or collected from defeated enemies. If the player character dies, they respawn at their previous save point. The player character can then find their original body and either attempt to repair it or retrieve items and experience from it to gain a bonus. If the repair attempt is successful, the body is resurrected as a temporary ally, but if the attempt is unsuccessful, it becomes an enemy the player can defeat for an extra bonus. With online features enabled, the bodies of other players can also be retrieved or revived where they died.
Nier: Automata, which shares the post-apocalyptic setting of Nier, takes place thousands of years after the original game's events. The Nier fictional universe exists in an alternative timeline within the Drakengard series. While carrying over the Drakengard tradition of a dark atmosphere and branching storylines, there is no direct narrative connection between Nier: Automata and the rest of the series. The story is set in 11945 AD, and revolves around a proxy war between the human-made androids and an invading army of machines from another world. Though they lack emotions and true names, androids have attitudes that distinguish them from their fellows. The \"YoRHa\" android forces are commanded from the Bunker, a reconnaissance base that orbits Earth. The YoRHA forces fight alongside the pre-YoRHa Earth androids known as the Resistance to drive back the Machines.
After the release of Nier, director Yoko Taro and Square Enix producer Yosuke Saito wanted to create a sequel. Saito spoke to assistant producer Yuki Yokoyama, who was unwilling due to low sales of Nier. After the positive fan reception of Nier, however, both Square Enix and the lead staff who worked on the original game were willing to continue the Nier Intellectual property (IP) but wanted to create a better, more-action-oriented gameplay experience. They contacted PlatinumGames, which had developed a reputation for high-quality action games such as Bayonetta (2009) and Metal Gear Rising: Revengeance (2013). The two companies agreed to collaborate on the sequel provided Yoko would be its director and that he would be present to help with production. The latter condition required Yoko to move from Tokyo to Osaka, where PlatinumGames was located. Although Yoko was initially uneasy about the collaboration, he became confident in PlatinumGames due to their excitement to work on a Nier game, and their promise to remain faithful to the original game. Designer Takahisa Taura also joined the team due to their long-time desire to create a Nier sequel. PlatinumGames handled primary development of the game while Square Enix supported the project with additional staff and sound design.
Yoko was the primary writer of the game's scenario; he working much more on the script than on those of his previous games. He delivered the script nearly five months late; side from minor changes, the narrative remained the same throughout development. Yoko was supported by sub-writers Yoshiho Akabane from the company Highestar, and Hana Kikuchi, who worked on Nier and Drakengard 3 (2013). When creating Nier: Automata's story, Yoko was hesitant about adding Devola and Popola to the story due to their role in the original game but he later decided to include them. According to Yoko, while the scenario of Nier is \"wet\" in its emotional content, he wanted Nier: Automata to have a \"dry\" narrative concerning the world's inherent unfairness and prejudices the characters are forced to confront. He also wanted to leave more room for the player to interpret the story, feeling he had gone too far when humanizing the antagonists of Nier, and decided to strike a different balance in the sequel. According to Saito, a lot of time and effort went into creating the story and character interactions so they would match those of Nier. 
As with the original Nier, multiple endings were created, but the conditions for reaching them were not as stringent as the first game. Yoko's desire was to make the game's conclusion happy, which prompted scepticism from other staff members when reviewing his story. The happy ending from Yoko's perspective was the fifth and final ending, which he only created after the character motivations logically led him to the concept. The final ending featured a shooting sequence where the player fought their way through the closing credits, which symbolized the characters breaking out of a known system to find the hope of a new future. The team also included the option for player to sacrifice their save data to aid other random players in the closing credit sequence, a mechanic similar to that of the original Nier. This ability for players to help each other was inspired a Coca-Cola campaign, where drink machines in India were connected via livestream to machines in Pakistan, encouraging the two peoples to overcome their political rivalry. The campaign made a strong im