Performance, Gaze, and Reality in Nier: Automata: A Comparison With Perfect Blue
Performance, Gaze, and Reality in Nier: Automata: A Comparison With Perfect Blue
Performance, Gaze, and Reality in Nier: Automata: A Comparison With Perfect Blue
“I feel that a world in which you only see what you want to see is incomplete.”
In 1997, a film called Perfect Blue was released. Directed by the late Satoshi Kon, the
film is well known for its unusual elements: Despite being an animated work, the film’s
presentation is simultaneously realistic and dreamlike, with sequences that encourage viewers to
question whether what is on the screen is actually happening. Character designs are lifelike, and
the film has been compared to, and has in fact inspired, true live-action works. The film follows
a female Japanese idol that quits her role to become an actress and begins to lose her grip on
reality as a deranged fan begins to stalk her in the wake of her decision to change her career. Of
particular note is the film’s emphasis on performance and gender, with its protagonist navigating
expectations of female gender roles during her time as both idol and actress under the controlling
influence of a (male) audience. Although a seemingly unrelated work, Nier: Automata shares
themes and a scene that is strikingly similar, to the extent that the title may very well have taken
direct inspiration from the aforementioned film. More than anything, it is the similarities in how
both works portray themes of performance via their own respective pairs of characters that
justifies comparison between the two. In Perfect Blue, this is chiefly done through the stalker and
the protagonist, Mima Kirigoe, while in Nier: Automata this is most apparent in the connection
between 9S and 2B, whose relationship is startlingly similar to that of idol and fan. In this
analysis, I will argue that Perfect Blue and Nier: Automata share core themes by comparing their
main characters, as well as through a close reading of scenes from both works that appear to
share similarities. After establishing a thematic connection, I will utilize that as a foundation
Before launching into a comparison between Perfect Blue and Nier: Automata, it would
be prudent to begin with an analysis of several characters from the original Nier to highlight the
series’ connection with the themes of Perfect Blue. Much like Nier:Automata, the original is set
in a post-apocalyptic world and follows the titular Nier, a girl named Yonah, as well as several
side characters. One of these, an individual named Kaine, is ostracized by her village. Their
appearance is quite notable; clad in exceptionally revealing clothes, their character design is by
far one of the most overtly sexualized. Although not made absolutely apparent in the game
proper, it has been confirmed by Yoko Taro himself that Kaine was actually intersex. This offers
an explanation for both their rejection on the part of their village as well as their appearance. It is
possible that their manner of dress is in response to their nature as intersex—at first ashamed at
their appearance, it could be read as Kaine’s desire to be seen as attractive rather than as an
aberration. In other words, Kaine is highly conscious of their own appearance and of how others
see them to the extent that it has shaped how they live.
On the other hand, Emil, a boy that lives alone in a manor, has the ability to turn those he
gazes at to stone. Ashamed at this ability, Emil wears a blindfold to protect others from his own
gaze. His shame as a result of this power forms a large part of his character, and is a
commonality with which he and Kaine are able to see eye-to-eye. In one exchange between the
“Your eyes are not a sin. They’re a vital part of you. Do you understand?”
For Kaine, as well as Emil, this is an important line. Having lived their life ostracized by
others for their appearance, it follows that Kaine should feel threatened by the gaze of others.
Emil is a literal manifestation of the effect that simply viewing others can have—for all of us, the
way we look at others has the potential to hurt and shape the way people behave, and Emil’s eyes
are an extreme version of the damage this can result in: In his case, looks can kill. For Kaine,
Emil is a metaphor for the village that rejected her, and yet she is able to accept his existence.
This comes to a head in a dramatic scene at the end of the first half of Nier. To save
others from a shade, Kaine asks Emil to strip off his blindfold and petrify her, thereby sealing
away the enemy and keeping their friends safe. Just as the villagers influenced Kaine’s own
dress, Emil, by looking at Kaine and turning her into a statue, will define Kaine’s appearance
forever (or at least until part 2). The player, and Emil himself, are effectively given no choice in
the matter. There are only two selectable options: “Petrify Kaine and seal away the shade,” and
“Do nothing and be annihilated.” The scene is a metaphor for the struggles both characters have
endured. Kaine and Emil, to some extent, learn to accept the necessity of the human gaze, and
that while it can cause great damage, it is a necessary and unavoidable part of us.
Nier: Automata features the gazes of multiple entities throughout its story. The
organization of YoRHa itself, an android force based on synthetic beings, was created in
humanity’s image. The androids’ idealized bodies are no coincidence from both a watsonian and
doyalist perspective. In-universe, humanity consciously chose the form the androids have taken,
thereby using their own gaze to exert control over their creations, while from a meta perspective,
the androids were designed to be appealing as a product made for consumers. If 2B’s fame
before the game’s launch is considered, then evidently this was a success. Despite his word, I do
not believe that Yoko Taro simply chose to create a work with beautiful women because of his
own preferences (although those may have played a part), rather I believe that this is a form of
commentary on the effect the human gaze has on those under it.
The androids perform under the gaze of multiple entities: Firstly, under that of humanity.
Secondly, under that of the player. And finally, under the watchful eye of themselves. Let us take
a moment to understand how the androids perform under their own “gaze”. YoRHa, as an
organization, is self-regulating. Its members are constantly under watchful scrutiny as to whether
they have found out the truth about humanity and are still loyal to the group’s cause. Aside from
the main story, this topic is tackled directly by the side-quest “YoRHa Betrayers.” In it, 2B and
9S are tasked with destroying disloyal former members of YoRHa. Although little context is
given for their betrayal at the time, the player later can infer the reasoning based on late-game
reveals. The point is thus: The androids themselves are not exclusively under the control of
humanity. Humanity is not, strictly speaking, enforcing the loyalty of their creations. Rather this
is something that the androids do themselves, of their own volition. The androids are certainly
oppressed, but this is a sort of self-oppression done with a certain amount of agency. They have
invented their own “gaze,” suffering under their own ideal of what an android should be. They
are simultaneously village and intersex, oppressor and the oppressed, audience and performer.
Let's return to the comparison between Perfect Blue and Nier: Automata—namely the
relationship between Mima Kirigoe and her stalker and how that relates to 2B and 9S. In the
story of Perfect Blue, Mima Kirigoe is a beloved idol that attempts to transition to a career of
acting, to the displeasure of her stalker known as “Mi-mania.” Although much of the film
follows the torment and distress that Mima is exposed to, due in large part to Mi-mania, their
relationship at the beginning of the film, when Mima is still an idol, is anything but adversarial.
While perhaps easy to ignore, there is an early scene that solidifies the initial relationship
between the two as nearly symbiotic. On stage, Mima is confronted by hecklers, who throw
items and disrupt her performance. Surprisingly, it is none other than the grizzly-looking Mi-
mania that comes to her rescue, turning the hecklers away. It is a short, simple scene that is
protector, although exactly who or what he is a protector of is more difficult to define. As the
film progresses, and Mima announces her retirement as an idol, the camera rests for a moment on
Mi-mania, who wears a rather blank expression. From that point on, he indeed takes on the
profile of a frightening stalker, striking fear and paranoia in the heart of Mima. It is the change in
Mima from innocent idol to sultry actress that causes such drastic change in the behavior of Mi-
mania.
It is necessary to highlight some aspects of idol culture in simple terms in order to frame
this aforementioned change in character. Japanese idols, for the most part, are meant to project
an appearance of youthful innocence to their audiences. Beautiful, yes, but “sexy” would perhaps
be too much in the eyes of their fans. For most idols, including Mima, extreme nudity is out of
the question. Furthermore, such idols are noted for their promotion as approachable individuals
rather than as the unattainable celebrity. They are individuals you could meet on the street; ”the
girl next door”. For many, there is a genuine, down-to-earth connection between idol and fan—
or at the least that is what the industry hopes to achieve. For Mi-mania, it is this loss of
Mima’s actions in the wake of her retirement fly in the face of what an ideal idol should
be. She’s filmed in risque outfits, appears in a gravure magazine, and even appears in a rape
scene. For Mi-mania, these are no mere changes—they are an outright attack on his reality.
Delusional, he refuses to accept Mima’s new behavior as herself, instead viewing her as an
impostor, a threat to the “real” Mima Kirigoe. To Mi-mania, perhaps the most painful aspect of
Mima’s evolution from innocence to maturity is that it voids the connection he may well have
felt with her. Without the “real” Mima by his side, he is left alone in a false reality. If he is not
interested in protecting Mima as she is, and only in one variation of her, perhaps he indeed lives
via his interpretation of reality. Ultimately, his protection desperately needs Mima to conform to
Let us compare this relationship to that of 2B and 9S. During routes A and B, their
relationship is friendly, and much like with Mi-mania, somewhat symbiotic. As a team, 2B and
9S work to support each other in combat, taking on roles that only each of them can fill, and on
multiple occasions entrust a great deal to each other. If one pays attention however, it is in their
first confrontation with A2 in which potential cracks in their relationship show. Upon meeting
Who is “us”? Although the obvious assumption is that he is asking why A2 betrayed
YoRHa, there is another possibility. In one of the game’s final scenes, A2 accuses 9S of being
“What do you know? You don’t know anything at all about us!”
Instead of referring to A2’s betrayal of YoRHa, I believe 9S, in his reference to “us”, is
instead subconsciously referring to the multiple versions of himself that have been destroyed by
2B. When he asks A2 the aforementioned question, he does so because he sees A2 as 2B’s
shadow, and thus aspects of himself that he suppressed, such as the fact that he is aware of 2B’s
actions from the start, surface in subtle ways. By asking A2 these questions, he is really asking
Let me explain what I mean when I refer to A2 as 2B’s “shadow”. As A2 states, 9S, on
some level, is aware of the actions that 2B is forced to take to ensure he does not find out the
truth about humanity. However, this knowledge seems to remain somewhat “dormant,” locked
within a corner of his mind that would rather not acknowledge the adversarial aspect of his
relationship with 2B. Even over the course of the game, 9S willingly yields his life to 2B when
the situation calls for it, showing that he is resigned to the act if necessary for one reason or
another.
What could this reason be? There is a measure of ambivalence with regards to how 9S
reacts to 2B’s repeated acts of violence toward him. On one hand, his relationship with A2
suggests a certain discontent with the situation, but on the other, the player witnesses multiple
instances of willing sacrifice from him. One explanation could be that 9S’s main reasoning for
his sacrifices is that he is simply that devoted to YoRHa’s cause—humanity itself—but 9S’s
character remains relatively unchanged for the brief time he is aware of humanity’s demise to
2B’s death. During this time, he continues to serve YoRHa without wavering in spite of his
newfound, forbidden knowledge. Instead, there is another possibility for his willful cooperation.
In ending C, during the text sequence, we are able to see into 9S’s thoughts:
“I was anxious. A soldier from the moment I was born, thrown into the world alone.
9S has known nothing but the hardship of combat, a task that he finds terribly lonesome.
2B provides companionship for 9S, something he longs for to the extent that he willingly
yields his life in service of his relationship with her. He is conflicted, torn between his affection
toward 2B and her continuous betrayal. Additionally note the mention of family, which is a
recurring theme in Nier: Automata. Interestingly, the game seems particularly interested in what
happens when such bonds are broken. A scene at the beginning of route B provides additional
context for the conflict present in 9S’s mind. In it, a machine attempts to repair a broken, inactive
“Doesn’t matter how much oil you give him little guy. You can’t make a machine your
brother.”
the machines in the scene. One can easily imagine this is a reaction to his own dissatisfaction
with the truth behind his relationship with 2B. This, along with the other aforementioned
dialogue suggest that 2B is not just a beloved companion of 9S, he also values the idea of
personal, familial connection with her. 9S allows himself to be killed less out of a sense of duty
than to preserve the continuity of his relationship with 2B. 9S may indeed be “trapped in a never-
ending cycle of life and death,” but as long as that means he is able to remain by her side, he is
able to abide by the required conditions. And yet acknowledging the truth of the situation would
void his relationship with 2B—she would no longer be the “family” that he so treasures.
Ultimately, it is the bond that 9S shares with 2B that he truly values, regardless of whether or not
the truth behind that reality is false. To preserve that bond, 9S must continually accept death.
Here too, a sort of “gaze” factors into this situation. 9S is dependent upon his perceived
reality, and is clearly insecure over its frayed edges, as his aforementioned quotes show. Not
only that, it may be time to address the elephant in the room, so to speak. While an android, 2B is
modeled after the figure of an ideal human female, and 9S’s relationship with her may not be
strictly speaking selfless and innocent. During 9S’s mental confrontation with Adam, he is
“You’re thinking about how much you want to **** 2B, aren’t you?
Let me be clear. There is no definite answer to what has been redacted; there are
numerous possibilities. Further, I do not believe that contemplating the answer may even be the
point of the line. Rather, I think that we are primarily meant to consider why we choose to “fill
in” the answers that we do; if we believe the answer to be “fuck,” for instance, why do we
believe that? In other words, I believe the line is meant to invite inward analysis of our own
thoughts rather than on itself. With that said, however, there are indeed multiple ways to read
this line. Considering the context—that in this moment Adam is accusing 9S of being subject to
uncontrolled desire—I will postulate that an aspect of this line alludes to 9S’s selfish desire
toward 2B. In a sense, 9S’s need to maintain his certain perception of 2B is self-serving. He does
not allow her the freedom to be who she truly is. Instead, she is more of a tool to satisfy his need
for companionship, even if that means refusing to acknowledge part of her as truth. Furthermore,
as mentioned earlier, 2B’s figure is so ideal as to garner fame even in real life. Although their
interactions are fairly chaste during the game, this line may allude to the sexualized place that 2B
nonetheless maintains within 9S’s mind, with the interesting implication that gender is also a
factor in how 9S perceives 2B. It must be said: 9S’s relationship with 2B relies on his selective
acknowledgement of the aspects of 2B that he finds palatable. He does not view her as a whole,
and as we see in the game, doing so results in violent rejection of the reality he is confronted
with.
Even before the events of routes C and D, I believe there is still a measure of resentment
embedded in this relationship. This comes to a head after the fall of YoRHa and immediately
following the death of 2B. Earlier, I mentioned that A2, at least to 9S, is the “shadow” of 2B.
Within his mind, deep in his subconscious, 9S is aware of 2B’s true designation and actions.
When A2 kills 2B, 9S reacts with rage, because from his perspective, not only has he lost his
companion, he has lost the reality she represents. Although A2 may be the perpetrator of 2B’s
death, to 9S, it’s as if 2B herself has destroyed this reality. Thus, 9S’s rage is directed not only at
the literal loss of 2B, but at 2B herself, and he comes to direct this frustration at A2. 9S’s
relationship with A2 is the manifestation of the latent rage he feels toward 2B. To reflect this
fact, A2 even trims her hair, so that she is even closer in appearance to the deceased 2B. Much
like Mima Kirigoe’s transition from idol to actress, the death of 2B at the hands of A2 is the
moment wherein 9S turns on the individual he once knew. Although ostensibly to avenge 2B,
9S’s pursuit of A2 later in the story can also be summarized as an attempt to find revenge for
2B’s actions with A2 as his proxy. One could go as far as to say that the aggression 9S displays
toward A2 late in the game is in fact a story of aggression against his beloved 2B. A2 might have
nothing to do with the cycle of life and death 9S was trapped in, but to 9S, she resembles 2B
enough for him to associate them together. Thus, after 2B’s death, A2 could be thought of as
analogous to Mima’s identity after she transitions from idol to actress—the shadow of another
individual.
There are striking similarities in the relationships Mima and 2B have with their respective
partners. Both are initially mutually beneficial but sour later on. The positive aspects in each
relationship are predicated on the warped perceptions Mi-mania and 9S have of that which is the
object of their desire. Additionally, the downturn in each relationship is preceded by a sort of
“metamorphosis” of Mima and 2B into something else; an actress for the former and A2 for the
latter. The progression of each relationship over the course of each respective work is
fundamentally the same. On this basis alone, a comparison between Perfect Blue and Nier:
Automata would be warranted. But the similarities deepen further, right down to a scene in the
Let’s examine the version of the scene present in Perfect Blue. Having transitioned from
idol to actress, Mima begins participating in roles on various television shows. The roles she
participates in are both unflattering and risque’, ranging from a rape scene to photos in a gravure
magazine. Disturbingly, people involved in her works are attacked, such as the writer of one of
her shows, who has his eyes gouged out. In another violent scene, which is also the one under
examination, the audience is shown one of these attacks as it occurs. The photographer for a
magazine Mima appears in—a man—is viciously attacked by an assailant with a screwdriver,
which is driven into his eyes and groin. The man stumbles back, pursued by his assailant, and is
repeatedly stabbed while straddled by his attacker, who is revealed to be Mima herself. As she
continues stabbing him, nude images of Mima flash by, likely from a previous photoshoot with
the photographer. Concurrently with Mima’s assault, a clip of the photographer straddling Mima
as he photographs her is shown on screen. The scene ends, and Mima wakes up in her room, but
does not remember perpetrating the attack when she is informed of its occurrence. She is left to
question her sanity. The scene is ambiguous as to who in fact committed the crime—was it truly
There are some commonalities between these murders that are important to emphasize.
Both the writer and photographer are involved in portrayals of Mima following her debut as an
actress. Secondly, they both sustain injuries to interesting organs, namely the eyes and groin. To
connect these two points and explain their meaning, it is necessary to address the following
questions: Why were these attacks perpetrated, and having answered this question, what is the
First, let us operate under the assumption that the attacker was someone besides Mima.
Mi-mania is the first obvious possibility. Displeased with her roles and image following her
transition to actress, the writer for her television show and her photographer make for sensible
targets. In a sense, it is these men that are responsible for molding her into the figure she now
represents, and so for Mi-mania, who resents Mima’s current character, they become objects of
revenge. There is an interesting layer to his motivation: From Mi-mania’s perspective, who
treasures who Mima once was, these attacks could be read as a form of protection. To him, he
remains the stalwart knight, defender of Mima; by killing these individuals who have so sullied
her, his idol’s innocence is preserved. But once again, this protection is no mere selflessness.
Rather, Mi-mania is attempting to exert control over the identity Mima is able to take on, so that
alternatively be Rumi Hidaka, Mima’s agent. Much of what constitutes Mi-mania’s motivation
applies to Rumi as well. Like Mi-mania, Rumi seeks to protect Mima and objects strongly
against her participation in the rape scene. Additionally, her desire to protect Mima is similarly
self-serving. At the film’s climax, a delusional Rumi attacks Mima, envisioning herself as the
“true” Mima. In her past, Rumi was once an idol like Mima, and so utilizes Mima as a cypher
through which she is able to revive her former self, thus perceiving Mima’s career
Lastly and perhaps most interestingly, let’s explore the possibility of Mima being the
perpetrator, or at least why it is in fact her who the film portrays as the attacker. For Mima, just
as with Mi-mania and Rumi, committing the act is a matter of protection—of self-defense in her
case. Fascinatingly, there is a part of Mima that empathizes with Mi-mania’s and Rumi’s desire
to maintain her identity as an idol. It is not solely Mi-mania and Rumi that Mima is terrorized
throughout the movie by; rather it is her own specter—her shadow—that torments her. In the
finale of the film, Mima is pursued by a homicidal Rumi, but Mima delusionally perceives Rumi
as her own self, clad in the frilly dress she once wore as an idol. This is because there is a part of
Mima that has not fully come to terms with her own self-transformation. Her transition to actress
can alternately be seen as both a sign of independence—that of an individual taking charge of the
direction of their own career—or as a situation of oppression imposed by those around her. Thus,
from a feminist point of view, the murder of the writer of her show, who levied a rape scene on
her, as well as the vicious killing of her photographer, who took shockingly risque pictures of her
body, can be seen as a sort of cathartic, self-asserting undertaking. As Mima drives the
screwdriver into the eye of her oppressor, she reclaims her lost identity by force. From this
perspective, the scene is, at its core, an unbridled act of self-determination. And yet there is an
ambivalence to this; the actions of her dreamlike counterpart also terrify her for one reason. That
is, beyond anyone else, even the men that coerced her into doing things against her will, it is
Mima herself that is responsible for her own transformation, her own choice to abandon her
identity as an idol. In other words, this act is indeed a matter of “protection” in the sense that it is
about protecting her own reality via her identity. But in doing so, she also makes an attack on her
current identity as an actress. Mima herself is scared after learning of the incident, and the
repeated killing of individuals surrounding her amounts to an attack on her career. Therefore, this
two parts: Innocent idol and sultry actress, and to preserve herself means denying half of her as
well. Like the organization of YoRHa, of all the gazes she operates under, it is her own that is
most oppressive.
protect their own respective reality. It is no mistake that their eyes are targeted; the eyes are the
principal method through which we perceive reality. In destroying their eyes, these individuals
are able to wrestle control of reality away and mold it to their liking. For all three, this means
returning Mima to her status as idol. It is for this reason that the groin is also attacked; as a
symbol of male sexuality, the groin, like the eyes, is a way through which the photographer is
able to perceive, and frame, Mima. By destroying it, his attacker removes the method through
which he can perceive Mima as anything but virginal and innocent, further controlling Mima’s
identity. Above all, this scene could be described as a messy attempt at self-determination via the
attempting to hack and destroy a machine power source, 9S finds himself in a virtual world. In it,
2B’s data in the form of her figure. 9S reaches out and says the following:
Suddenly, the images shimmer and vanish, as 9S begs for it to stop. 2B’s figure then
transforms into an enemy resembling a black mass. 9S begins to combat the adversary,
demanding it to leave his memories alone. Upon victory, he straddles the enemy, repeatedly
As he continues stabbing, the figure under 9S changes from a black mass to 2B herself,
whose lifeless body he continues to assault. The scene switches back to reality from the virtual
world mid-downthrust, and 9S is left with his sword stuck in the machine power source as the
scene ends.
9S, having lost 2B, the part of her that he refuses to acknowledge, that of her true
designation as 2E, begins to creep into his consciousness. 9S’s reality is under siege, so he reacts
violently when his memories—that which constitutes that reality, are threatened. His rage and
aggression in this scene reflect the degree to which this reality is important to him. 9S’s efforts to
vanquish the enemy in this scene are both an attempt to protect the sanctity of his relationship to
2B by maintaining his memories,as well as an attempt to exact revenge on her for violating that
very relationship. This is the meaning of his assault on 2B’s corpse. The “memories” he refers to
have a dual meaning: They refer to both his relationship with 2B as a trusted companion as well
as to the memories he is forced to give up whenever he is killed by her. For her contribution to
his memories as well as her hand in their erasure, she is both a cherished companion worthy of
Additionally, I will argue that in the scene under examination, as well as in the entirety of
the third route in general, 9S’s actions, which amount to a desire to preserve the reality that he
lost, also have a self-destructive aspect to them. Throughout routes A and B, 9S outwardly
displays nothing but willingness to sacrifice himself at the hands of 2B, but in truth these acts are
partially selfish. They are in service of preserving his cherished reality, and to do so means
denying aspects of both himself and 2B. After the destruction of the bunker, the violence 9S
commits against A2 and the machines even though the war has been all but lost is a mission to
restore his lost reality, and while vengeance against A2 forms part of that mission, his own death
is also a vital aspect of it. His continued demise—the forgetting of certain memories—has
always been intrinsic to maintaining his former reality. In a sense, by risking his life in routes C
At the core of both scenes under examination is the desire for self-determination via the
preservation of one’s reality. By killing the photographer and 2B, Mima and 9S respectively
overthrow their “oppressors,” so to speak. At the same time, there is a strange wrinkle to these
acts of self-determination; both require the ignoring or censorship of certain aspects of reality, a
fact that results in a form of self-destruction. For Mima, protecting her identity as an idol is
inseparable from denying her self as an actress, and vice versa. This is why, in her imagination,
she is hounded by her own double: She is ambivalent over her own identity and cannot reconcile
her two halves. She is locked is a zero-sum game, where siding with one aspect of her split
identity comes at the expense of the other. The chase scene at the finale of Perfect Blue
exemplifies this struggle; envisioning her pursuer in the image of her past self, the film implies
that a part of Mima empathizes with the destruction of her current self as an actress. Preserving
one of her realities comes at the expense of another; to her, self-determination and self-
2B may be the direct instrument of his demise on multiple occasions, his own willingness to give
his life should be emphasized. Just as Mima must extinguish part of herself for the sake of her
other half, to protect some memories, 9S sacrifices others, and the continued loss of part of his
identity manifests in some interesting ways throughout the story—in the form of censorship.
Although I already referenced Adam’s famous, accusatory line toward 9S earlier in this analysis,
there are multiple ways to interpret the line, and it bears mentioning here as well. This time, I do
not aim to speculate about what word specifically belongs in the censored portion. Instead, the
reasoning behind the censorship itself is what I wish to focus on. As we learn at the end of the
game, 9S has chosen to voluntarily “forget” his knowledge of 2B’s true purpose in order to
preserve his reality. In addition, we are aware of 9S’s willingness to sacrifice himself to 2B for
this purpose. Like the organization of YoRHa itself in the hunting of those which it perceives as
“traitors”, he willfully erases the part of reality he cannot accept, censoring it from his
consciousness. Adam’s line so disturbs 9S because it is suggestive of a reality that he has chosen
to reject, and so just as he has done with his perception of 2B, and his own life, he transfigures
its most heretical content into an innocuous “****”. I also speculate that this could be the reason
behind why 9S fights a black mass during the scene of him stabbing 2B. At first, it takes her
form; it should be remembered that he is literally fighting 2B’s data. The reason her data takes on
the form of a black mass is because 9S still refuses to acknowledge 2B’s adversarial duty against
him. Her final transformation back into 2B as 9S stabs her represents his inability to completely
ignore the truth behind her identity. This censorship—the outright erasure of part of reality—
present in both Perfect Blue and Nier: Automata, is inextricably linked to self-destruction, taking
Between Yorha, Mima, and 9S, there is a desire to control perception of reality that
comes at a personal cost to each. The self-inflicted nature of their efforts is worth expounding on.
While it can be argued that each is influenced by outside parties, the prevailing theme is that
although each party suffers under their efforts to preserve reality, they are not necessarily being
coerced. Androids might have been created in humanity’s image and “designed to protect (their)
human masters” as A2 says, but those masters have long since vanished. Rather, the androids
have naturally come to psychologically rely on the existence of humanity, so that serving them is
done of their own will. When the commander is confronted by 9S as to why the truth has been so
guarded, she replies that “No one fights without a reason.” It does not reference any sense of
duty toward humanity, but rather consideration for androids themselves. Mima’s distress stems
chiefly from none other than her own counterpart. In the case of 9S, while he may be technically
unable to escape death from 2B, he comes to submit to her without a struggle. The message is
thus: While outside forces might contribute to how we behave, we often come to adhere to these
forces with genuine earnestness, adopting them as our own. Even alone, without an audience, we
perform for ourselves. Sometimes the most oppressive gaze of all happens to be that of our own.
Before continuing, there is one last perspective I want to touch on—that of 2B herself.
This analysis has so far focused on how 9S sees 2B, but in return 2B has her own way of
perceiving 9S; a gaze of her own. While at times cold toward him, 2B exhibits moments that
betray a liking for her partner. In an easily missed piece of dialogue, her true feelings are made
clear:
“9S...the time I was able to spend with you...it was like memories of pure light.”
It is clear that 2B treasures the time she was able to spend with 9S, regardless of her duty.
According to A2, she “hated” killing him. By doing so, her actions form a sort of metaphor for
the exact effect a person’s gaze can have on another: Every time 9S steps out of bounds, his life
is extinguished, and so he cannot express his full character. Her repeated killing acts like the
straightjacket of societal expectations, not unlike that which Mima lives under as an entertainer.
2B cares for him, yet must sculpt him into a form that is acceptable. In the same way that 9S
cannot bear to view 2B for who she truly is, 2B is also unable to see 9S in his entirety.
In this sense, direct comparisons can be drawn from 2B’s killing to Emil’s eyes. In fact,
one can even consider Emil’s petrification of Kaine as a sister scene to 2B’s killing of 9S at the
end of routes A and B. The setups are similar; both characters are tasked with killing someone
close to them against their will to avoid certain annihilation. Here, it may finally be worth
discussing the blindfolds the androids wear. While some ideas have been proposed behind their
meaning, such as that they signify the characters’ ignorance to the truth of humanity’s extinction,
this does not quite make sense, as 9S continues to wear his blindfold deep into route C. Instead, I
believe the true symbolism is likely related to the topic of the gaze. 2B and Emil both wear
blindfolds, but both pieces of clothing are absent when each are forced to kill their companion.
Just as Emil petrifies Kaine, preserving her figure in stone, 2B is forced to reset 9S (or at least
believes he will be reset), preventing him from ever evolving. The visuals of 9S’s death even
evoke the look of turning to stone; as he dies, part of his body turns into warped metal. With her
blindfold off, she sees 9S through eyes that only permit him to exist in a certain form. While
Emil’s eyes are able to petrify and kill, a metaphor for the power of the human gaze, 2B’s duty
as 2E forces her to function in much the same way. Having lost his memories again and again,
Selfish Devotion
The central conflict in Nier: Automata has been repeatedly compared to a religious war,
with the machines and androids ostensibly fighting over which gods—their creators—get to
assume control over the Earth. This conflict can alternately be phrased as a war over reality
itself, with many characters attempting to establish control over their own interpretation of
reality. There is a veneer of selflessness here, brought out via a consistent theme of revenge. 9S
is an obvious example, who hunts A2 for her killing of 2B. YoRHa itself is also apparently
fuelled by the same notion, made clear in a speech given by the Commander to her troops:
“Remember your pain. The pain of having your homeland stolen. We will never give up
our struggle. We will take back the seas, the skies, the land! We will take back our world from
concept, even when done in service of another, is a selfish act, especially when that which it is
done for no longer exists. Killing A2 won’t bring 2B back to life, and winning the war against
the machines means nothing when humanity has long passed. Eulogies are not for the dead, but
for the living, and likewise these acts of revenge are not to the benefit of 2B and humanity but to
the avengers themselves. Whose pain? Whose homeland? While some androids themselves
existed, YoRHa itself did not exist at the onset of the machine war. Did the seas, the skies, or the
land ever truly belong to the androids in the first place? YoRHa, a force in service of humanity,
is conflating its own suffering with that of humanity’s. Humanity’s suffering has become their
suffering, despite the fact that the legitimacy of their claim to the Earth itself is rather tenuous.
Why do the androids even deserve to call themselves humanity’s successors? The conflict
has been called both a religious war and a proxy war, and at the outset of the game its status as
the latter does indeed appear to be the case from humanity’s perspective, with the androids acting
on behalf of their masters. But as we find out, the position of controller and tool is not so clear-
cut. Humanity is gone, and the androids have kept the memory of humanity alive for their own
benefit. The machines have destroyed their masters and now wish to learn from humanity
instead. In fact, the conflict is not a religious war or a proxy war as we might first perceive it. We
begin the game believing that the androids are the proxy, but this goes both ways; humanity is
also the proxy by which both the machines and androids derive their reality. The purpose of the
war is not only to enable humanity to re-inherit the Earth, it is to determine which party has the
right to be humanity’s successor. Humanity has become the tool, a husk through which synthetic
life is to live.
This theme of proxies permeates Nier: Automata. Again, 9S’s relationship with 2B is at
least partially self-serving. His concept of self depends on her to the extent that she qualifies as
his own proxy. The unconvinced can refer to a certain scene in the game, after 9S enters the
tower. In it, 9S has just finished combat with a multitude of 2B models and lies wounded on the
ground, having lost an arm, next to an unconscious copy of 2B. Looking at the body of his
former companion, he brings her lifeless hand to his face, caressing it. This scene of tenderness
is interrupted when he violently tears 2B’s forearm from her body, grafting it onto his own. The
scene is a metaphor for how essential 2B is to 9S’s self-concept. He desperately needs her to
symbolize affection, and for that reason he uses the medium of that affection—her arm—and
literally makes it a part of him. Like Yorha lives through humanity, 9S lives through 2B, and so
an attack on 2B as he understands her amounts to an attack on himself. It is for this reason that
A2 severs the arm from 9S’s body in ending C. In-universe, this is because it is the source of a
virus that has infected 9S, but from a thematic standpoint, the arm is symbolic of 9S’s unhealthy
reliance on 2B. Thus, when A2 cuts it from 9S’s body, she divorces him from the object of his
dependence.
Although this analysis is by no means exhaustive of the proxy relationships present in the
game, there is a final example that deserves mention: That of the player and the playable
character. When we play games, we take on the identities of others, be they heroes, villains,
animals—or androids. We do so as an escape; for a moment, we can forget about the hardships
of reality and spend time playing in another. Despite the existence of games without killing, in
that alternate reality, there is often a force we must commit violence against in order to proceed.
Like the warring factions in Automata and 9S, we must vanquish something in order to maintain
this alternate reality. This might be an enemy in the game, but there is another identity we must
temporarily extinguish: that of our own. Just as 9S, the androids, and Mima destroy part of
themselves for the sake of one reality, we must stifle part of ourselves to live in another. For a
fleeting instant, we are not us, but rather someone else. And yet we play for our own benefit, to
be stronger than in real life, to be an ideal, to forget our own troubled world. Victory in video
games is not for the characters we live within, it is for ourselves. By living through a proxy, the
And yet this self-aggrandizement requires another identity to act as a channel; it cannot
be done alone. When the androids are torn from their proxy, they cannot live for themselves.
YoRHa’s policy of killing those that discover the truth may seem harsh, but if 9S’s mental
deterioration following 2B’s death and the revelation of humanity’s extinction is any indication,
it is a debatably necessary one. The androids’ relationship with humanity can be likened to a
game they play; androids as the players, humanity as the played. When the game is shut off, the
If there is a message to gleaned from this, it is the following: our identities, and thus the
realities that we live in, cannot be maintained solely by ourselves. We desperately need the
existence of another. The belief in a creator, the affection of a family, the performance of an idol,
the reign of a Forest King, the gaze of a lover—“the touch of what no longer exists”. This is one
of the core themes of Nier: Automata: We cannot live without another. And yet our relationship
with this other is tainted by self-interest. Not only is 9S afraid of acknowledging that 2B has
been killing him, it is the fear that his relationship with her might be impure that causes 9S to
react with such distress when interrogated by Adam. “Overflowing desire,” Adam states. The
characters of Nier: Automata are stained by this desire, and interestingly, it is the machines that
are most honest about this. Unlike the androids, which outwardly revere humanity, Adam says
the following when he proposes the androids help them learn about their masters:
“We need you to locate the humans on the moon and bring them to us. We will then
dissect and analyze them in order to drag their secrets forth into the light!”
Their relationship with humanity is openly exploitative. The Forest Kingdom is another
example of self-interest in a proxy relationship. Upon the death of their King, the machines place
his “memory” into a machine infant. However, the infant is unable to grow, and so the King
remains eternally trapped in a body that will never change, just like 9S. But that does not matter
to his subjects—as 2B and 9S assault their territory, destroying scores of their brethren, a
machine commander rallies his forces, declaring that they have lived their lives for this singular
moment. Their King’s life is not what his subjects wished to save: It was their place of servitude
beneath him. Holding on to their identities as his subjects represents what little self-
determination they have. By retaining the memory of their King in a vessel, the Forest Kingdom
commits the same act as the androids, who have installed a server on the moon with only the
memories of humanity. Their existences are like that of mere puppets. Although selfless in
appearance, androids and machines should not be taken as mere servants of their masters, but
There is a tension between the benefit the characters receive from their proxy and the
devotion they display toward them that is difficult to navigate. This is captured by 9S’s
complicated ambivalence toward 2B. Does he love her? There are numerous points one could
cite in service of such an interpretation. Does he hate her? Certainly “hate” is a viable candidate
for the censored portion of Adam’s quote. The aggression he displays toward the specters of 2B
he is confronted with in the tower supports the notion that he has not forgiven her killing of him.
Is his relationship with her selfish? It is undeniable that he chooses to be aware of only the
portions of 2B’s character that he wants to see, discarding the rest. His warped perception of her
forms the shell he lives in, and without it he cannot survive. Is his relationship selfless? Although
I have argued almost exclusively against this interpretation, I have truly been writing as a sort of
devil’s advocate; I believe this interpretation to be one of the most interesting, and will pay
service to it later. In any case, 9S’s character is one of opposite extremes. To quote Adam when
talking of humanity, who he states “killed uncountable numbers of their own kind, and yet loved
in equal measure,” this line alternately refers to the continued killing 2B performs against 9S as
well as, in a larger sense, the tension between hatred and love, as well as the feelings of
selfishness and self-sacrifice, that 9S, the androids, and 2B all feel toward the proxy that defines
their existence.
We need the existence of others, and yet we can only perceive them in a way that services
our own egos. The willful exclusion of that which we do not want to see is essential to our
existence. This fact acts on ourselves as both self-harming poison and self-sustaining elixir. To
build our self-concept, we must simultaneously deny aspects of ourselves, as well as that of
others which conflict with it. The questions that Nier: Automata poses are thus: Is it possible for
us to perceive reality in all its unfiltered glory, warts and all? Can we bear to perceive others
without discarding the aspects we dislike? And finally, can we then look upon others not with
In fact, the structure of the game forms an answer to these questions. By the end of route
A, we hardly know the full story. In Rashomon-esque style, we must observe 9S’s perspective of
events before we can progress further. In route B, we are exposed to information previously
unavailable to us; we are shown the perspective of the machine named Simone, further
contextualizing what occurs. Only by understanding all aspects of reality can we proceed,
The game goes even further. At the end of each route, we are presented with an ending
song called “Weight of the World”. Initially presented in English, the song occurs again at the
end of route B, but in Japanese. The song occurs again during the credits for endings C and D,
but in a “language” invented by singer Emi Evans. Set to exactly the same tune, these songs are
actually a subtle example of misdirection, as monolingual speakers might falsely believe the
meaning of the lyrics to be exactly the same across each version. In actuality, there are slight
variations between the English and Japanese versions, with the latter having the added title of
“Kowareta Sekai No Uta,” translatable as “Song of The Broken World.” Just as the game’s
multiple routes force players to observe multiple viewpoints to fully understand the game, the
The inability of some players to understand some of the songs is representative of the difficulty
that comes with understanding reality in its entirety, while the lyrical differences, which do not
appear to be simply attributable to translator preference, show how easily reality can be
misunderstood. Moreover, the misdirection acts as a sort of pointed criticism toward the
audience, highlighting players’ predilection for assigning their own meanings to the words of
communication. Here, one must be either multilingual or willing to research the songs in order to
gain a holistic understanding, and yet even that much does not reveal the meaning behind all
songs. The meaning of the invented language may never be known. Instead, the player is simply
left to imagine what its singer might mean. This conveys an unfortunate truth: Sometimes it is
impossible for us to understand each perspective, and therefore a full understanding of reality
But efforts to find one are not futile. The final version of the song, played at the end of
route E, which might only be reached upon sustained effort and even repeated failure, as the
game points out, combines every version and thus every language into one complete work.
English, Japanese and Evans’ made-up language are combined, and finally the song is sung by a
vast chorus of individuals, who are in fact the game’s developers. Songs themselves have the
capability to carry artistic qualities and come with the ability to express the unique perspectives
of its creators. In this case, the “Weight of the World” includes lyrics that are open to
interpretation; it might even be said that they “tell a story”. Just as we must play through multiple
routes to understand the game’s story, this song is yet another expression of someone’s reality,
There’s another interesting conclusion one might draw from this. While originally a
Japanese game, the inclusion of multiple languages at the end of each playthrough suggests an
ambivalence with what might be rightfully called the “true” language of the game. Indeed,
English copies are the result of translation efforts, and thus might be viewed as less valid than the
Japanese version. However, considering the game’s theme of “repairing” fragmented realities, I
will argue that this fact, along with the game’s reliance on multiple languages to present a
holistic reality, actually suggests an impartiality toward any language. We might even recall
Adam’s censored line once again. Individuals have attempted to base interpretations on how
many characters can fit into the censored portion, but this is faulty reasoning. When the game is
played in different languages, we observe that the number of censored characters remains
unchanged, showing that basing interpretations on any one language cannot be done. In fact, this
example, as well as in another that will soon be discussed, show that language is in fact an
obstacle to understanding. When we play the game as 2B, the names of enemy machines are
obscured by writing them in a made-up language, and only by playing the game as 9S are the
meaning of these names revealed. For example, we cannot read the name of the machine named
multilingualism that we as players can understand the game in its entirety. Thus, it may be
through selflessness and self-sacrifice that the characters of Nier: Automata are able to extract
themselves from their troubled circumstances and fully understand reality. To do so, I will focus
analysis.
Nier:Automata. The theme of revenge exemplifies this. Often in service of one that has passed,
revenge serves to psychologically benefit its perpetrator. Even so, the actions of the characters in
the game also suggest an objective beyond simple preservation of reality. There are scenes that
are oddly conspicuous in that they run jarringly counter to the also-present themes of self-
interest. Routes A and B feature perhaps the most examples of this, especially during the fight
against Eve. During combat, Eve begins healing himself by connecting himself to the machine
network. To stop this, 9S declares his intention to hack into Eve. However, the player’s pod
2B’s response suggests trust in 9S so extreme that she is willing to risk her life for him
even in the face of near certain failure. This is not the only example of 2B’s trust toward 9S.
Similarly, in the aerial fight against Grun, a massive aquatic machine, 9S states he has a plan to
defeat the enemy and subsequently leaves the battlefield with his flight unit. In response, the
player’s pod says “Proposal: 9S should be reported to command as a deserter,” to which 2B
The androids are only able to defeat the machine by launching a missile from orbit,
causing vast destruction to the surrounding area. Having lost contact with her forces on Earth,
the android Commander betrays an odd amount of care for her troops and 2B and 9S. After
ordering a search-and-rescue party for the missing YoRHa members, she even says the
What could be the purpose of such care? Under orders from none other than the
Commander herself, 2B has been forced to kill 9S over and over. This scene demonstrates a
strange tension between the harm she inflicts on her own forces and genuine concern for their
well-being.
Perhaps the most enigmatic example of selflessness is how 9S himself behaves in routes
A and B. Although inwardly discontent with how 2B has been killing him, he nonetheless allows
2B to kill him whenever the situation demands it. He consistently puts her life above his,
culminating in his sacrifice at the end of the two routes. When playing as 9S, we even discover
that he was conscious of what hacking into Eve would mean for his own life in the following
exchange:
this scene exists to expound on this fact as one of the defining characteristics of routes A and B.
Put this way, the first half of the story is not only one of selfishness, but of selflessness as well.
We can even alternately interpret the theme of revenge, previously analyzed as symbolic of the
selfishness of its perpetrators. Maybe killing A2 will not bring 2B back from the dead, but
perhaps 9S’s revenge is simply exemplary of the great degree of anguish he is experiencing over
her loss.
Why invite selfishness and selflessness as two alternate readings? It could be a message
of hope; its characters, although harrowed by their inability to correctly perceive reality, have the
capacity to perform selfless acts. Moreover, it also shows how self-interest and care for others
are inseparably tied together. As Adam says, humanity, “loved and hated in equal measure,” and
in a broader sense, this applies to many of the characters and organizations present in the game,
During ending E, players are confronted by a bullet hell sequence that they must progress
through to reach the end of the game. Although technically possible to beat alone, the section is
difficult to the extreme, making it nearly impossible. After a certain number of deaths, players
are given the option to receive help from other players, who add a large amount of firepower to
the player’s control. After beating the sequence and viewing the last scenes of the game, players
are given the option to delete their own data in order to help other players complete the game as
well; it only is through this act on the part of others that the player likely was able to complete
the game. There is an interesting parallel between the deleting of one’s data and the deaths of 9S.
Both are a form of sacrifice, with players’ loss of data being comparable to the loss of memory
9S experiences upon death. Before players’ can delete their memory, the game repeatedly
questions them, presenting reasons to reconsider: The player that is assisted will be a “total
stranger”. The player may be someone that you “intensely dislike”. Debug mode and chapter
select, which the player has worked so hard for, will be inaccessible. The game even suggests
that “some may say that your efforts are purely for show.”
Why does the game present so many reasons discouraging this act? In essence, the game
appears to question the selflessness at the core of the player’s decision. Can we truly say that
players feel no self-interest when saving another? Throughout the game, we have seen many
examples of selfish sacrifice, such as in the androids servitude of humanity. 9S’s willingness to
die at the hands of 2B could also be described as selfish, since it is in service of maintaining his
own reality. Here, the game places us in the same position as the characters in the game, and asks
whether our sacrifice will be an act of selflessness or in service of our own psychological well-
being. Regardless of a player’s motivation, it is only through this sacrifice that most other
This sequence serves as a reflection of the game’s central themes of reality and
perception of others. In order to see the entirety of the game, and thus all of the game’s reality,
we must perform self-sacrifice. In a larger sense, performing this sacrifice also discourages us
from revisiting the game, since all of a player’s progress, including the chapter select, is deleted.
In doing so, the players are encouraged to return to their own realities, and thus their own
identities. Severed from our proxy, it’s as if the game asks the following: Can the player survive
reality on their own, without living through another? Or, by living through the anonymous player
they assist, do players still live in a false, invented reality, in service of one’s own self-concept?
There is a tension between the sacrifice players must commit in ending E and the game’s
final line, which states, “A future is not given to you. It is something you must take for yourself.”
On one hand, players are saved by a community and subsequently asked to contribute to it, while
on the other, the game advocates self-determination. I argue that there is room for both to coexist
on a thematic level; as stated earlier, relationships between people are rarely exclusively matters
Although the characters in routes A and B may be trapped within a cycle by the lies they
operate under, the selflessness they exhibit transforms their false existence into one of truth, if
only to a small degree. Selfish desire permeates the narrative, as Adam outright states during his
interaction with 9S. But the selfless sacrifice that 9S and 2B show for each other also implies a
sincerity to their relationships. There is a strange harmony present in the first half of the story
that disappears later on. For all of the lies present before the fall of YoRHa, the teamwork that 9S
and 2B demonstrate allows them to sustain a sort of life together. Reality isn’t the only thing 9S
loses after the destruction of YoRHa and the death of 2B, but also a system of unity and a sort of
“truth” found in his relationships. He loses the sense of community that reappears in ending E,
when the player is assisted by the community of the game itself. Lies and truth can exist side-by-
In the game’s final scenes, the pods are shown reassembling the bodies of A2, 9S, and
2B. They acknowledge that by inheriting their past memories, events may happen the same as
they have before. In a sense, this is a test for 9S; will he be able to maintain a relationship with
2B, knowing what she has done? Will he be able to perceive her as a whole, warts and all? Will
he be able to forge a self-concept without the influence of the past and 2B? This ending, which
occurs without the oversight of YoRHa, is an embracement of reality, an appeal for honesty.
Conclusion
What is the meaning of such themes of fractured reality in Nier: Automata? What part do
themes of self-destructiveness, as well as selfishness, play in the grand scheme of meaning? Why
section, I will attempt to reconcile many of these aspects of Nier: Automata’s narrative to
reality. In every case, the sacrifice of something is required, from 9S’s memories to, in a grander
sense, the destruction of the machines as a force opposite to that of the androids. I believe this to
be commentary on how we construct our personal realities; in order to build our self-concept,
and thus exist in the world, we must discard that which we find repugnant. In the game, this
“discarding” of reality has an effect of “entrapment”. 9S is cursed to repeat the same life over
and over, and the androids have been locked in a never-ending conflict for thousands of years.
This “war over reality itself”, forms what may be thought of as one of the true obstacles to the
characters of Nier: Automata; it is this desire to control reality that leaves them “perpetually
This offers a potential answer to the game’s themes of violence as well. The destruction
of machines allows the androids to maintain their identities as humanity’s servants. From a meta
perspective, it is also only through the killing of these enemies that the player is able to progress
through the game. Since the game is itself an alternate reality, it can be said that killing sustains
that reality. Based on this, I contend that Nier: Automata’s interest in reality and the gaze is
primarily a critique of how we form our identities and perceptions of the world. There is always
believe that the tension between these concepts forms one of the game’s main conflicts, if hidden
in the background. Because of this, sacrifice has a double meaning in the game, and can be read
general, I believe that this ambivalence is meant to leave the game’s final say on these themes
open-ended. While sacrifice can be a tool that allows progression and purifies relationships, it
can just as easily reinforce fractured realities. But in its final scenes, the game is hopeful that our
In the end, such ambivalence might be considered a reflection of the dual nature of our
gaze upon others. An exercise in opposites, the gaze in Nier: Automata, and in Nier as well, has
the power to hurt—to love—and to hate. But just as easily as it can kill, as seen in ending E, and
in the sacrifices made by the characters of the game, it can also save. Indeed, all of these words
could arguably fit in Adam’s censored line. But ultimately, the game chooses to accentuate the
positive aspects of the gaze alongside the negative. As Kaine says, “Your eyes are not a sin.”
They are an essential part of the characters of Nier: Automata, warts and all.
Works Cited
Klepek, Patrick. “Does the Designer behind 'Nier: Automata' Believe in God?” VICE, 5
automata-believe-in-god.