Review of Neil's Artificial Life Upgrade: How can you stand the enchanting dreams

Neil Artificial Life/Form was released in 2010, and although the game's visuals were relatively poor at the time and the combat actions were quite stiff, it still gained a lot of loyalty with its deep storyline and intricate music.

The unparalleled success of the sequel "Neil's Autobots" has led to the constant mention of this legacy from the previous generation in recent years: Who is Neil? What is the connection between Emile, Divara, Popola, and the previous installment in the sequel? What exactly happened over 8000 years ago

Therefore, when Square Enix officially announced this game, many fans were excited, especially the new players who entered the pit from Autobots. "We can finally see what Yoko Taro's brain was filled with ten years ago!"!

Faced with the subtitle Ver. 1.22474497139, veteran players couldn't help but wonder, "What kind of medicine is being sold in the tail pocket this time?"

*Due to the excessively long subtitle of this work, the original version released in 2010 will be collectively referred to as "Neil", while this work will be collectively referred to as the "upgraded version".

*This article does not include spoilers.

A Story of Taro Yoko

The protagonist Neil is a resident living in a distant village. In order to save his sister Yuna, who is suffering from Haven's disease, Neil begins to search for a cure and gradually meets his companions Bai Zhishu, Kani, and Emil

This upgraded version has enhanced the game's visuals and made the overall color scheme of the world more vibrant. And the shapes of Neil, Kani, Yuna, Emil, and others have become more like what they looked like in the original painting, becoming more rounded and in line with modern aesthetics (of course, Emil in the future can no longer be more round)

Stop, it's time to finish the basic introduction.

Please be clear headed, this is the story of Taro Yoko! This is a story that even he admitted in later interviews with Autobots that he went a bit too far in the previous installment.

The more he presents me with beautiful and pure things in this world, the more I am wary of the possibility of future attacks. I built a psychological wall early on, with a premonition that future development would be even more daunting, but I couldn't help but want to continue reading this story.

Surprise, shock, anger, heartache, regret During the game, different emotions intertwined in my mind.

Oh by the way, the upgraded version has added a new storyline, and the short story "Mermaid Princess" that only appeared in the set has become a part of the game's main storyline. The novel provides more detailed psychological descriptions of different characters, and the game is confined to the perspective of the protagonist Neil, presenting more adventure and combat content. Although the expression vectors are different, they are still very hurtful.

(Off topic: If you have connected to "Neil Artificial Life Ver. 1.22474487139..." and like this story, we sincerely suggest that you read several short stories from the game set, which will be helpful for completing several main NPC storylines.)

And just like the promotional slogan "Just for one person, destroy everything" in the previous trailer, during the game, I gradually realized how heavy the burden on myself/Neil was.

The pressure on my shoulders comes from my companions, from the NPCs I encounter on the journey, and even from the enemies I slay.

But the establishment of this cognition requires time to pave the way.

Yes, Neil also has a multi episode design, in which you will learn new stories, experience everything with new knowledge, and gradually think about whether your position is correct.

By connecting new endings, this story will become even more exciting.

But to be honest, the preparation time is too long (more than ten hours!), especially in the early stages where there are also many boring main and side tasks interspersed (such as pure map running and gift giving, killing XX monsters/sheep, collecting XX materials, etc.), coupled with constantly switching maps for loading and waiting& nbsp; 

It's really a bit unbearable.

The design of two material collection tasks at the beginning of "Neil's Autobots" is simply a tribute and inheritance to the previous work.

Fortunately, the upgraded version has added fast teleportation and even written many new (hurtful) plotlines for it, which has improved some of the gaming experience. Of course, it may be better to delete some tasks or reduce the required quantity of materials.


Another thing is music. But what does music need to be mentioned?

For veteran players, the "upgraded version" has several new songs led by Kiichi Okabe. Players who have come into contact with the "Neal" series from "Autobots" should be more reassured about the music of this game. Many people may have heard the music before playing the game, or even listened to the game concert.

The desolate and empty scene should have been a deduction in the game, but with the help of music, I am willing to stay in it for a while longer; The passionate and sorrowful music and incomprehensible female harmonies rendered each note into a barrage in the BOSS battle, making me involuntarily accelerate the speed of the buttons.

The original work was jokingly referred to by players as "buying music and giving away games" in the past, but this upgraded version not only offers more gifts, but also has a greater weight as the main body.

Inherited from Autobots

Players who have played the original game may be more concerned about the changes in the action section of this "upgraded version", after all, the combat of the first generation of "Neil" is difficult to describe in terms of operation feel and action design.

Although it was not handled by Platinum Studio, the combat part of the "upgraded version" did not fully evolve to the level of pleasure in Autobots. However, Platinum Studio's "number one Neil fan" Takahiro Tamura still participated in the supervision and adjustment of the action system, and the successful experience of the "predecessor" was also inherited, which has indeed greatly improved the combat part of the "upgraded version".

Specifically, the "upgraded version" has added new moves such as bounce back attacks, dodge and wrap around/counterattack/cancel actions, and added a locking function. The light and heavy attack moves are completely redone, with seamless transitions between stages. At the same time, while attacking, it can accumulate power or cast magic, and human and object attacks are more rapid and decisive. It will also leave a lingering image like in "Autobots", showcasing Neil's speed and strength to the fullest.

Three weapons, one handed sword, two handed sword, and long spear, support quick switching. Magic can be quickly edited through buttons, making the switching of coping strategies during battles seamless.

Not to mention that this game was run at 60 frames instead of 30 frames.

Even though I struggle with this kind of action, sometimes I can still perform smug and flashy actions, and I can't help but save the video for future self appreciation.

Compared to the original, the upgraded version has a qualified and relatively refreshing combat system.

In addition, the scenes that were converted from 3D to landscape or overhead views during battles are still preserved in the upgraded version, adjusting the rhythm of the battle. The overwhelming barrage shooting not only provides shock, but also becomes an important prop to enhance the performance effect of BOSS battles.

junction

High definition or above, remake not yet full.

Even if players cannot understand the meaning of Ver. 1.22474497139, they can still roughly read this meaning from this string of numbers.

This statement is too cunning.

I seem to hear Taro Yoko whispering repeatedly in my ear:

Players don't ask me to stuff too many things inside, this is just Ver 1.22... It's not up to the point of remaking, how can I have so much funding?

This is Ver 1.22 with a lot of things added! It's much stronger than the high-definition version. Take a look at this completely remade character modeling, take a look at this newly added plot, and listen to this complete voice

The original version of Neil, as an ARPG that combines elements such as text adventure, puzzle solving, and barrage shooting, has various inhumane dissuasion designs due to its poor visuals and battles.

Fortunately, the sequel was handed over to Platinum Studios, one of the most skilled action game companies. The "upgraded version" clearly received the "feedback" from "Autobots", borrowing the latter's battles and bringing the economic expenses earned by the latter to the screen. Unfortunately, we were unable to further delete and modify the original uninteresting tasks.

After completing this work, I feel that the success of Neil's Autobots in 2017 was not surprising at all. Yoko Taro's wild imagination, well-known bad taste, and the acclaimed music of Kiichi Okabe/MONACA have already been fully reflected in this work.

Without Neil, there would be no Autobots; Without Autobots, there would be no upgraded version, which is a loop. As with the cycle between the Dragon Rider series and Neil, fortunately this cycle is positive.

Oh yes, I almost forgot to say that "Neil Artificial Life Ver.1.22474487139..." has added an E ending. It's an ending that the original version didn't have. Completing the ending will result in an achievement/trophy, which is described as a string of garbled numbers and decoded to mean

See the light.

I also wish the Neil series a bright future.

No introduction yet....

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