Throughout his entire career, Taro Yoko has always felt disheartened by the image of humanity reflected in most big-budget video games, which propose the use of firearms as the principal means of action. Through his own work, from Drakengard to Automata, this artist attempts to explore the reasons behind our strange fascination with conflict. Is man so vicious that he must triumph, discriminate, hurt and kill even for entertainment? Within the great fields of ruin resulting from wars in which mankind battled against mankind, Taro Yoko perceives this “entertainment” as a way for hope, a horizon, a shield against evil. In this book we explore the contours of his games, the behind-the-scenes of their development, the complexity of their tales and their thematic depth. Discover this multifaceted and altruistic creator, who is convinced that video gaming is a diverse and unique medium.
En los últimos meses, Yoko Taro se ha convertido en algo así como mi amigo espiritual. Su obra es una cargada de mensaje que desafía todos los preceptos asociados a los videojuegos, ya sea desde su temática o sus propias bases lúdicas. Su creador es un hombre que, lejos de esa monotonía y corrección política de las grandes figuras japonesas de la industria, no tiene miedo a poner en palabras sus pensamientos y emociones. Bajo esa máscara tan creativa se esconde una persona que, si bien es consciente de los horrores del mundo, lo abraza y se muestra afable con todos. No importa la carga existencialista que lleve toda su obra o esa idea de que el absurdo es aquello que conduce al ser humano: siempre existe una esperanza, un contento con la vida que se resuelve aceptándola tal y como es, con sus virtudes y defectos. Me resulta imposible no respetar y admirar a una persona con semejante mentalidad.
Me sorprende el trabajo que Turcev ha realizado con este amplio ensayo. No es un análisis banal y distanciado de la obra de Yoko Taro, sino una investigación y reflexión profundas de la pluma de un fan acérrimo. Los primeros capítulos, dedicados a la creación de los trabajos principales del director (con un muy merecido capítulo completo únicamente tratando las bandas sonoras de Keiichi Okabe y Monaca), son no solo una grandísima introducción a los elementos contextuales de su obra; también son una carta de amor que narra con emoción las reuniones del equipo de desarrollo como si de una novela se trataran. Investigación y sentimiento se unen para brindar unas nada desdeñables cien páginas que cuentan de forma sencilla, amena y agradable todo el entramado político-económico de la industria lúdica.
El tercer capítulo, que puede resultar en ocasiones innecesario (¿un resumen exhaustivo de las cuatro obras de Yoko Taro a pesar de ser este un ensayo que las analiza?), tarda poco en merecer una lectura dedicada: Turcev habla desde la pasión, pero también desde el conocimiento de un investigador que ha reunido con entusiasmo todas las pequeñas piezas transmediáticas de información que conforman el Yokoverso. Casi podría ver sus resúmenes como novelizaciones con cierto exceso de narración; su capacidad de insertar diálogos y contar situaciones con el saber de un narrador experto es encomiable.
El cuarto capítulo es donde, personalmente, he conectado por completo con este ensayo. Tan solo he podido leer los análisis de NieR y NieR:Automata porque la saga Drakengard sigue en mis eternas pendientes y quería evitar spoilers, más aún sabiendo que la obra de Yoko Taro tiende a la sorpresa y a lo que se conoce científicamente por "pegar fuerte en la patata", pero la forma en que Turcev relaciona conceptos como la holística, el colectivismo, la filosofía sardónica o el absurdo camusiano con las distintas obras del director resulta fascinante. Si bien a veces creo que llega un poco lejos, como cuando trata de relacionar la alteridad y el absurdo con el sistema de pirateo de NieR:Automata, la mayoría de sus reflexiones clavan en la diana explorando el vasto universo de Yoko Taro. Quizá sea porque el Final E de NieR:Automata es mi momento favorito en la historia ya no solo de los videojuegos, sino del arte en general, pero la forma en que Turcev narra la rebelión contra el sistema a través del absurdo comunitario me ha hecho revivir una mínima parte de lo que supuso ese instante para mí. Es la conclusión perfecta para un ensayo que, con sus ligeros fallos, logra informar y emocionar a partes iguales mientras realiza un análisis profundo y un comentario reflexivo sobre la obra de su director.
Este libro me ha recordado que pocas personas respeto tanto como a Yoko Taro. Si hay algo de lo que estoy seguro es de que la obra de este director nos ha llegado a muchos. Quizá no sea la más perfecta ni la más pulida. Quizá sea algo extraña, sus aspectos técnicos no sean los más punteros y no siempre divierta, pero, al final, es como el recuerdo de aquel romance primerizo que todos tuvimos durante nuestra adolescencia: imperfecto, algo idealizado, un poco tontorrón, pero igualmente cándido, bonito y reconfortante. ¿No es así, Yoko?
I really enjoyed this book, even though I felt some important subjects were left out, but I guess it's impossible to include analysis from every single aspect of a universe and games as complex and rich as Taro's. So, first than anything, this is a book about Yoko Taro. So I'm guessing all readers interested are fans or at least know who he is and played his games, otherwise any attempt to read it will be meaningless as you will have no idea what it's talking about. It's very, very specific. Second thing to consider, in case you saw the cover and got the wrong idea, it's not an art book, it's a long essay that focuses on the Japanese gaming industry at the time of Taro's first game and it's evolution, tells the backstory of the birth and production of each one of his games until Automata and then reflects on the themes central to each of them and the evolvement of Taro's views using psychology and philosophy. A considerable part of the book recounts the events of every game in some detail, so that might be a bit reiterative if you played any of those too many times or too recently. I played the Replicant remake just a couple of months ago and was still quite interested in recollecting it, so it depends on each reader. The book has also lots of tiny details, anecdotes and quotes from interviews, which is really interesting, besides a lovely foreword by Taro himself, which is perfect. So, I really admire Taro's work and adore every tiny detail of his universe. I love the depth and the questioning, the philosophical agony and trauma, but also, specially in Automata, the kindness and hope you can glimpse barely visible between all the devastation and meaninglessness. And this book made me realize some details I hadn't noticed before (And I always get Platinum so play extensively), which was awesome. For example, I remember in Automata while playing in the factory during the cult's descent to madness, I thought it was quite ironic that the dead leader was named after Kierkegaard. I should've known it wasn't an ironic coincidence, as in Automata everything tells something directly related to the plot and reflects on something about it, there's no meaningless side quest, character or dialogue, as in Replicant (in which a lot of side quests are just for farming) It turns out every arc related to a philosopher is based on or questions their main ideas, totally destroying them. Also, I remember during route B after a series of very dark side quests it hit me suddenly how it was all very morbid, everything ended in death or meaninglessness, I think it must have been because I did in consecutive order the wise machines, the last stage of father Servo, Engels death and the E model or something like that, and then looking back I realized it had always been like that just that I didn't notice among all the other details, from the first apparently meaningless ones such as getting the materials for the arms and items dealers at the Resistance camp. Still, I didn't realize until reading this book, that actually it was I (the player) who ended up stealing the purpose, the meaning of existence for npcs such as father Servo or the speed machine causing their suicide, damn! And what for? Just to get 100% and some reward. I could've just walked away after some of the fights and leave it at that, Servo would've gone on striving to be the strongest. Made me think of the awfully traumatic journey to get every ending and doing things that really broke my heart, like killing everyone at Pascal's during the first visit even though they wave the white flags or abandoning 9S after killing Adam, and how it was a bit less painful after every time I was forced to do something like that because you start to disconnect to it, become numb somehow, like it happens everyday with all the pain and agony we see all over the place, in the news, the streets, etc. Digressing, I'm totally digressing here. Anyway, this is a must for anyone who likes Taro's works. It reflects on all the big themes present on his games and related content (novels, short stories, concerts, etc), identity, violence, agency, death, meaninglessness, resistance, etc. I felt some subjects that seem really relevant were barely brushed over, but it's still a really satisfying read.
An in-depth look into the mind, inspirations, and history of Yoko Taro’s games. A very detailed look into how everything came to be. Having only played Automata, the game could be very confusing. As such, this is really only for fans of the games, otherwise you’ll be confused.
That being said, the writer does an excellent job of contextualizing everything, especially for those unfamiliar with Yoko Taro and his work, though it’ll be helpful if you have any familiarity with him or his games.
The second half of the book serves, basically, as one massive lore dump of the entire line of games, which makes it seem almost like a fantasy/sci-fi story. The analysis afterwards, though a little dense, is definitely well researched and enjoyable to read.
Bien escrito, muy completo para aquellos que quieran saber de la producción de los juegos de Yoko Taro y el mundo que ha ido desarrollando. Hay referencias a entrevistas, puntuaciones respecto a los problemas de la traducciones entre los juegos de Drakengard y un análisis extenso respecto a la filosofía y los mensajes de los títulos de Drakengard y NieR. ¡Y la edición es muy buena!
I know this is translated, but still the amount of typos and odd word choices proved distracting. Still there's some useful background on the game development and some great observations about Nier: Automata and philosophy.
Taro Yoko is the creator of the video games Drakengard (2004), Nier (2010), Drakengard 3 (2013), and Nier: Automata (2017). I played them in this exact order, the way they have been released. Gameplay-wise the original Drakengard is a mediocre game at best, but the way its story unfolds through multiple endings and the crazy turns it makes at a few points has dropped a lot of jaws, I'm sure, not just mine. Since then I've been hooked and loved Nier and Drakengard 3, but didn't care about the story of Nier: Automata at all. This latest entry in the series is Yoko's most praised work yet. And as the book's title suggests his works are strange indeed.
French video game journalist Nicolas Turcev's book is divided into 3 parts: the development process of these four games (a third of the book), a very detailed retelling of their stories (about a half), and a philosophical analysis of the story (the rest). While the first part is the book's best in my opinion, the story recollection feels way too long and overwritten, and the final part is like the most boring shit I've ever read. So, a very mixed bag overall for me. If you're interested in Taro Yoko's games though, don't miss out on that first part - it's very informative.
No soy la persona más fan de la saga Nier, de hecho solo he jugado al Autómata, pero es quizás por eso que me interesaba saber más del trabajo de Yoko Taro y este libro lo desmenuza a la perfección.
Si bien es cierto que empieza siendo un libro muy técnico (muchas notas a pie de página, datos de venta, empresas japonesas y desarrolladoras de videojuegos) poco a poco coges "ritmo" de lectura y te adentras más y más en su universo. Me ha gustado especialmente el capítulo destinado al análisis de la banda sonora ya que a la vez que leía, la tenía puesta de fondo y me iba fijando en los pequeños detalles que el libro iba narrando sobre esta. Por favor, si os gusta la música instrumental combinada a veces con temas cantados, escuchad la banda sonora de Nier y Nier Autómata.
Me han entrado muchas ganas de jugar a todos sus juegos y observar todos y cada uno los detalles que conforman este gran universo. Ojalá y algún día salgan todos en un pack y en una misma plataforma jugable.
An intriguing analysis of the philosophical undertones present in the Nier and Drakengard series. Favorite quote that stuck with me:
“When everyday language is used, the duality of sound and meaning, the tone of the voice, help to convey feelings. But when the meaning is completely set aside, the voice has to transmit many more emotions, by making the best use of sounds and tones. Since emotions are no longer conveyed by thoughts, the form of expression becomes purer and more direct. As a result, and especially with respect to singing, it is possible to transmit emotions to anyone, regardless of their own language. When you speak a real language, communication takes place on an intellectual level, you have to think and reflect. When different tones and sounds are used, thinking is no longer necessary and communicating on a deeper emotional level becomes possible, as we simply gain the freedom of perception.” - Emi Evans
Excerpt From The Strange Works of Taro Yoko Nicolas Turcev
Como fan de la saga NieR, este libro proporciona información bastante interesante sobre su desarrollo, aunque quizá un poco escueta. Quizá me hubiera gustado que entrase más en detalles o tuviese un poco más de comentario crítico en lugar de ser una crónica. Sin embargo, algo positivo en mi opinión es que resume los cuatro juegos de Taro de forma bastante concienzuda (Drakengard 1 y 3 y ambos NieR), por lo que hace mucho más fácil de comprender la cronología y eventos de la saga, escrito de una forma bien digerible. No creo que te disguste en absoluto si eres fan o te interesan un mínimo estos juegos, aunque como ya he dicho, hace un resumen de todas las historias, así que si te importan los spoilers, lee sólo la parte del desarrollo o ignora la existencia de este libro hasta que hayas jugado.
Realmente no lo he terminado porque lo necesitaba para el TFG, pero tanto como material para conocer más sobre la saga como para usarlo en trabajos está genial. Habla de todos los aspectos de la saga desde los técnicos pasando por la música de MONACA y todos los entremanejes de los personajes y su significado en la historia. No lo califico porque no lo leí como tal y fui saltando de sección en sección pero si os gusta el Yokoverso, y leer sobre el más allá de los videojuegos os lo recomiendo. Aunque hay también muchos artículos en internet que son más cortos y tienen la misma función, pero profundizan menos.
"NieR Automata is not a blind advocate of humanity. It allows free men and women to demonstrate that they can rise above the fray.
This is absolutely recommended to anyone who's a huge Drakenier/Yoko Taro fan! It takes the reader through from Yoko Taro's origins in game design, the struggles he faced making the series, a pretty definitive lore retrospective, and an analysis of the games' themes. For someone who may never play Drakengard 1 and 3 because they may never be remastered, this is a great resource! It also treats Yoko Taro like the true auteur he is, which is much appreciated.
Decent and interesting analysis and comparison marred by awful translation and a lot of filler. Bizarre diction. First 50 pages and last 50 pages were insightful, if clunky. Middle 100 pages were comprised of fan-fiction-esque synopses which, after skimming a couple of pages, I totally skipped. A very dry, self-indulgent retelling of existing stories. Footnotes largely useless (we don't need an explanation of "beat-em-up" or "fourth wall"). Cover and binding are very nice. It has a white ribbon which is a rarity nowadays. I didn't like the paper type and the font was horrible to read. It also smelt weird. Looks good on my shelf though.
Ce livre propose une agréable retranscription des univers créés en grande partie par le fantasque Taro Yoko, que sont les séries de jeux vidéo Drakengard et Nier. L'analyse de ces œuvres, ainsi que les anecdotes, y sont pertinentes, et amènent à réfléchir sur le média en tant que tel, ainsi que sur la structure des jeux créés par les équipes plurielles qui ont accompagné le créateur.
N'hésitez pas à y plonger pour découvrir ces univers, et faites vous votre propre avis. Car comme le démontre très bien l'auteur, ainsi que Taro Yoko, c'est que la pluralité des points de vue, le doute, est ce qui rend humain.
Covers a variety of topics, from the history of the video game industry and it’s impact on Yokos games, to a clear timeline of the DrakeNier universe that was very clear and explained *some* gaps between games and questions that were unanswered in the original games (it also made me more confused too tho) and ended with a good breakdown of the themes in the games and how Yokos own beliefs and experiences throughout his career affected his games. Also dove a bit into philosophy which is great if that’s what you like. Overall it makes me hopeful that well see more games from this franchise.
I liked this book but Im so confused as to why goodreads is telling me it has only 200 pages. The 200 pages make no sense at all. Thats still in the middle of the analysis chapter. The french edition on goodreads has the correct page count. Anyway, I found it to be an interesting read! I liked the second chapter that talks about the music in the games the most and the chapter than summarized the story was a bit boring but that has more to do with me already being very familiar with both the drakengard and the nier lore!
Me gusto el contenido del libro. He visto tantos videos de Yoko Taro y sus juegos y aún así encontré datos interesantes que nunca había escuchado. No soy muy fan de la manera en la que escribe el autor, que en ocasiones es confusa, y muchas de las partes donde narra los sucesos del juego están incompletas o no muy bien explicadas por lo cual es difícil de entender, a menos que ya conozcas los juegos.
Aún así, es un material muy recomendado para los fans del Taroverse.
But this is only of Interest to people who are really into the Art of Yoko Taro, which happens to be Videogame - Art.
This guy alone created the Nier Universe, which is one of the deepest & frighteningly complex (or convoluted, your mileage may vary :) fictional universes ever created for Entertainment purposes, containing the most mindmelting SciFi - Stuff I've come to read since Jean Giraud (Moebius) or Roger Zelazny at their dopest.
Interesting stuff, but a lot of it is filler that I found a bit boring, as someone who has played all the games, so I don't need so much plot explanation. I found the first chapter to be the best. I'd love an extended version that includes the production of Nier: Replicant. If you're a fan of the DrakenNieR series, still check this out.
Sublime. Parte con una explicación de la génesis y contexto de las obras de Taro Yoko, paseándonos con un profundo relato para entender sus juegos y sus hilos temporales para finalizar con un a reflexión filosófica sobre el ser y su destino en el mundo del video juego…y el real. Es una obra completísima que recomiendo a ojos cerrados.
Lovely lil book, I just wish he would have cited a bit more properly in the 'Universe' section because it becomes hard to see whether something came from the game or from the side material related to the game. Because there are side materials mentioned at the end...
Es un buen libro sobre un autor extraño. Sólo he jugado a Nier: Automata, pero me dejó tan impactado que quería saber más sobre este mundo. Gracias a Héroes de Papel por traerlo.