NieR | |
---|---|
Developer(s) | Cavia |
Publisher(s) | Square Enix |
Series | Drakengard |
Release date(s) | JP/AU April 22, 2010 EU April 23, 2010 NA April 27, 2010 |
Release type | Console exclusive |
Genre(s) | Action, Role-playing, Hack and slash |
Mode(s) | Single-player |
GameID(s) | NieR BLUS30481 (IRD), BLES00826 (IRD) NieR RepliCant BLJM60223 (IRD) |
Quick links | Check Compatibility Open Issues Search Google Wikipedia Page |
NieR is a spin-off from the Drakengard series, and follows the fifth ending of the first game, the events of which have left the planet Earth in a state of decay. Set over one thousand years after this, the game puts the player in control of the titular protagonist Nier, as he attempts to find a cure for an illness, known as the Black Scrawl, to which his daughter Yonah has succumbed. Partnering with a talking book known as Grimoire Weiss, he journeys with two other characters, Kainé and Emil, as he attempts to find a remedy and understand the nature of the creatures known as Shades that stalk the world. The gameplay borrows elements from various video game genres, occasionally switching between them and the main role-playing-based gameplay.
In Japan, the game was released as Nier Gestalt (Japanese: ニーア ゲシュタルト Hepburn: Nīa Geshutaruto) for the Xbox 360, while an alternate version entitled Nier Replicant (Japanese: ニーア レプリカント Hepburn: Nīa Repurikanto) was released for PlayStation 3 with a younger main character. The game was developed to appeal both to older players and to players outside Japan, where the developer was based. The music was composed by Keiichi Okabe, head of Monaca, a music composition studio, and has sparked the release of several albums.
Nier was released to mixed reception; reviewers praised the story, characters and soundtrack and were mixed in their opinions of how well the disparate gameplay elements were connected. The execution of some gameplay elements was criticized, notably the side quests, and especially the graphics (which were regarded as substandard). Despite this, the game acquired acclaim among players over time, becoming a cult classic. A more successful sequel developed by PlatinumGames, titled Nier: Automata, was released in 2017 for PlayStation 4, Microsoft Windows and in 2018 for Xbox One.
Configuration
Options that deviate from RPCS3's default settings and provide the best experience with this title are listed below.
GPU configuration
Setting | Option | Notes |
---|---|---|
Framelimit | 30 | Without framelimiter, audio will de-sync in cutscenes and menu navigation will move too quickly. If using the 60 FPS patch, leave this setting at Auto. |
Anisotropic filter | Auto | Changing to anything other than Auto causes graphical issues. |
Write color buffers | On | Fixes missing in-game visuals. |
Multithreaded RSX | On | Improves performance. Warning: May slowdown the game if your CPU does not have enough threads. |
Asynchronous texture streaming | On | Improves performance. |
Advanced configuration
Setting | Option | Notes |
---|---|---|
Sleep timers accuracy | Usleep Only | Linux users are required to change to "Usleep Only" since it defaults to "As Host" there. Setting to "Usleep Only" improves performance. |
Recommended patches
Game patches are available through the RPCS3 Patch Manager. To enable them, right-click a game in RPCS3 then select "Manage Game Patches". Game Patches are created by RPCS3's community, and can alter how a game runs. More information can be found here.
Recommendation | Patch name | Notes |
---|---|---|
Recommended patch | Unlock FPS |
Known Issues
There are no reported issues with this title.
Vulkan hang during final cutscenes - Fixed
After the point-of-no-return at the final dungeon of the game, the game will freeze and crash during the cutscenes when using the Vulkan renderer. In order to bypass this, users are required to either skip the cutscenes or play the final sequence with the OpenGL renderer. This issue is tracked as part of Issue 6468 (Warning, contains major spoilers regarding the final boss battle).
Special Notes
Japanese text name
The Japanese version of NieR, Nier Replicant (BLJM60223), requires the character name to be entered in Japanese. However, the on-screen keyboard present in RPCS3's native UI is currently restricted to only English. Therefore, to input a name, users must first disable the native UI and then input any name in Japanese (such as ニーア) through the Qt dialog box. Note that you'll need to enter the name again at a later point in the game, so do not enable native UI immediately after the first dialog prompt.
Fix Bloom at higher resolutions
NieR has pixelated bloom at higher resolutions than native, especially at +200%.
To work around this, set your "Resolution Scale Threshold" to 512x512. This makes Depth of Field more pixelated.
Patches
Anchors: NieR_FPS_Notes: &NieR_FPS_Notes "Updated with a new version that has correct game speed at any framerate. You no longer need to set the Framelimiter to 30 or 60." NieR_FPS_USEU: &NieR_FPS_USEU # unlock framerate - [ be32, 0x00f7c3b8, 0x386001f5 ] # li r3, 1f5 - [ be32, 0x00711b50, 0x489c3ef1 ] # jump to code cave # get mftb - [ be32, 0x010d5a40, 0x7ccc42e6 ] # mftb r6 // move from timebase register (clock) # get mftb delta - [ be32, 0x010d5a44, 0x3ca0010e ] # lis r5,0x010e // load high bits of address (0x010e23c8) - [ be32, 0x010d5a48, 0x60a523c8 ] # ori r5,r5,0x23c8 // load low bits of address - [ be32, 0x010d5a4c, 0x7c85202a ] # ldx r4,r5,r4 // load previous frames mftb reading - [ be32, 0x010d5a50, 0xf8c50000 ] # std r6,0x0(r5) // store this frames mftb reading - [ be32, 0x010d5a54, 0x7cc43050 ] # subf r6,r4,r6 // subtract previous mftb reading from this mftb frames reading # mftb delta to float - [ be32, 0x010d5a58, 0xf8c50080 ] # std r6,0x80(r5) // store mftb delta (to be loaded into FPR) - [ be32, 0x010d5a5c, 0xcba50080 ] # lfd f29,0x80(r5) // load mftb delta into FPR - [ be32, 0x010d5a60, 0xffa0ee9c ] # fcfid f29,f29 // convert integer to double - [ be32, 0x010d5a64, 0xffa0e818 ] # frsp f29,f29 // round to single precision # mftb delta to seconds - [ be32, 0x010d5a68, 0x3c80010d ] # r4,0x10d // load high bits constants pointer - [ be32, 0x010d5a6c, 0x60845a40 ] # ori r4,r4,0x5a40 // load low bits of constants pointer - [ be32, 0x010d5a70, 0xc384003c ] # lfs f28,0x3c(r4) // load timebase frequency - [ be32, 0x010d5a74, 0xec3de024 ] # fdivs f1,f29,f28 // divide timebase delta by timebase frequency # return - [ be32, 0x010d5a78, 0x4e800020 ] # blr // return # constants - [ be32, 0x010d5a7c, 0x4c989680 ] # timebase frequency as hexfloat (80mhz) NieR_FPS_JP: &NieR_FPS_JP # unlock framerate - [ be32, 0x00f7cbcc, 0x386001f5 ] # li r3, 1f5 - [ be32, 0x00711d58, 0x489c48e9 ] # jump to code cave # get mftb - [ be32, 0x010d6640, 0x7ccc42e6 ] # mftb r6 // move from timebase register (clock) # get mftb delta - [ be32, 0x010d6644, 0x3ca0010e ] # lis r5,0x010e // load high bits of address (0x010e23e8) - [ be32, 0x010d6648, 0x60a523e8 ] # ori r5,r5,0x23e8 // load low bits of address - [ be32, 0x010d664c, 0x7c85202a ] # ldx r4,r5,r4 // load previous frames mftb reading - [ be32, 0x010d6650, 0xf8c50000 ] # std r6,0x0(r5) // store this frames mftb reading - [ be32, 0x010d6654, 0x7cc43050 ] # subf r6,r4,r6 // subtract previous mftb reading from this mftb frames reading # mftb delta to float - [ be32, 0x010d6658, 0xf8c50080 ] # std r6,0x80(r5) // store mftb delta (to be loaded into FPR) - [ be32, 0x010d665c, 0xcba50080 ] # lfd f29,0x80(r5) // load mftb delta into FPR - [ be32, 0x010d6660, 0xffa0ee9c ] # fcfid f29,f29 // convert integer to double - [ be32, 0x010d6664, 0xffa0e818 ] # frsp f29,f29 // round to single precision # mftb delta to seconds - [ be32, 0x010d6668, 0x3c80010d ] # r4,0x10d // load high bits constants pointer - [ be32, 0x010d666c, 0x60846640 ] # ori r4,r4,0x6640 // load low bits of constants pointer - [ be32, 0x010d6670, 0xc384003c ] # lfs f28,0x3c(r4) // load timebase frequency - [ be32, 0x010d6674, 0xec3de024 ] # fdivs f1,f29,f28 // divide timebase delta by timebase frequency # return - [ be32, 0x010d6678, 0x4e800020 ] # blr // return # constants - [ be32, 0x010d667c, 0x4c989680 ] # timebase frequency as hexfloat (80mhz) NieR_AR_Notes: &NieR_AR_Notes "Requires \"Stretch To Display Area\" checked in the GPU settings. HUD Elements will be stretched and misplaced." NieR_AR_Configurable_values: &NieR_AR_Configurable_Values "Aspect Ratio": Type: double_enum Value: &32_9_value 3.555555555555556 Allowed Values: "32:9": *32_9_value "21:9 (3840x1600)": 2.4 "21:9 (3440x1440)": 2.388888888888889 "21:9 (2560x1080)": 2.37037037037037 "16:10": 1.6 "4:3": 1.333333333333333 "5:4": 1.25 PPU-13950b2e29e05a115fe317815d3da9d2b2baee65: "Unlock FPS": Games: "NieR (Nier Replicant)": BLUS30481: [ All ] BLES00826: [ All ] Author: "Whatcookie" Notes: *NieR_FPS_Notes Patch Version: 2.1 Patch: - [ load, *NieR_FPS_USEU ] "Aspect Ratio": Games: "NieR (Nier Replicant)": BLUS30481: [ All ] BLES00826: [ All ] Author: "dio" Notes: *NieR_AR_Notes Configurable Values: *NieR_AR_Configurable_Values Patch Version: 1.0 Patch: - [ bef32, 0x01120398, "Aspect Ratio" ] PPU-f098ee8410599c81c89f90d698340a078dc69a90: "Unlock FPS": Games: "NieR (Nier Replicant)": BLJM60223: [ All ] Author: "Whatcookie" Notes: *NieR_FPS_Notes Patch Version: 2.1 Patch: - [ load, *NieR_FPS_JP ]