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Multi-route ABCDE structure

Nier: Automata's marketing line was "26 endings." That's misleading. There are 5 main endings (A through E) plus 21 joke endings triggered by deliberately failing. The five main endings form a single intended sequence — and only one of them, E, is the ending of the game.

The structure is the load-bearing trick of Nier: Automata's design.

The route sequence

RouteProtagonistTimeWhat's actually different
A2B (combat android)~12hFirst playthrough. Open world, main story arc. Credits roll.
B9S (scanner android)~10hSame content as Route A, but from 9S's POV. Adds: hacking minigame replaces some combat encounters; cutscenes you didn't see in A; new dialogue; the same world feels different because 9S can read things 2B couldn't.
C / D2B → A2 (rogue android) / 9S~6h each branchNew content. Branches at a critical decision; one path produces Ending C, the other Ending D. Both are required to unlock E.
E2B + 9S + A2 (the meta-protagonist: you)~30 minBullet-hell credits sequence. Network-supported. Save-deletion prompt. The ending.

So the canonical "complete" experience is A → B → C → D → E, in that order, ~25–30h total.

Route B is the load-bearing trick

If routes B/C/D were just unlock cutscenes after Ending A, the game would be a normal action-RPG. It's not. Route B re-runs Route A's story — but the game trusts you've seen it. Specifically:

  • Cutscenes you've already seen are skippable with a button hold (a feature added because Yoko Taro knew the structure required it).
  • Encounters are remixed for 9S's verbs. 9S has weaker melee but a hacking ability that turns some enemies into one-shot puzzles. The same boss is differently shaped.
  • Information you didn't have in Route A is revealed. A pivotal cutscene that played as one character's tragedy in A becomes a duet in B with 9S's reaction.

This is not a New Game+. It is the second half of Act 1, designed and budgeted as a separate playthrough with shared assets. Yoko Taro's Drakengard 1 used the same structure; he describes it as a way to get more story out of a fixed budget.

"The route system was, well, that was a product of our budget from Square Enix. We couldn't really make all that much content … we ended up trying to make those route shifts and try to use the same content as much as possible."

Yoko Taro, 2023 interview

The constraint became the design.

Routes C/D split — and why both are required

After 9S's run ends, the game proceeds into new content. At a structural climax, the player is asked to commit to one of two protagonists for a final confrontation: 2B or 9S (the prompt is in-fiction, framed as A2's choice). One leads to Ending C, the other to Ending D.

Picking C does not lock out D. After Ending C, the game prompts the player to start route D from the same decision point. The endings are branching, not exclusive. Both must be seen for Ending E to unlock.

This is late-introduced-mechanics operating at the route-structure layer: Automata teaches the player that an ending is just a chapter break by re-using the credits sequence as a chapter header five times.

What the player learns about their relationship to the game

The structural argument made by ABCDE is something like:

  • After route A, you think you understand the story.
  • Route B reveals that your interpretation was incomplete in important ways. A cutscene you read as "2B betrays a comrade out of duty" reads as "2B is forced to repeatedly do this" once you see 9S's data logs.
  • Routes C/D destabilise the cast — your favourite character's perspective may not be available, and you have to play someone else.
  • Ending E asks: now that you've done all that work, will you give it up?

This works because the game enforces the rereading. If routes B/C/D were optional epilogue DLC, the structural trick collapses. The reread is mandatory. So is the new perspective.

What this teaches

  • Replay can be required, not optional, if you budget it as content. Most games treat replay as bonus mode. Yoko Taro budgets it as Act 2.
  • A structural twist must be enforced by the systems, not just promised by the writing. Ending A reads as a complete story unless you keep playing. The game's "Continue" prompt is the entire device.
  • Reusing assets is not cheap if you re-author them. Route B uses Route A's environments, encounter layouts, and many cutscenes — but every encounter is re-paced, every cutscene is re-edited, and 9S's hacking turns combat into something else. Reuse-as-frame; new-as-content.
  • Skip features earn their keep when route structure is non-linear. Yoko Taro's team explicitly added cutscene-skip with full voice-acting context-aware skipping because the structure required it. If you're going to make players watch the same scene from multiple angles, give them the skip button — and don't take it personally when they use it.

Patterns this exemplifies

  • multi-route-replay — the game requires replay to reach the canonical ending. Uncurated; Yoko Taro's other works (Drakengard, the 2010 Nier) follow the same template, but they aren't yet in this knowledge base.
  • late-introduced-mechanics — 9S's hacking, A2's berserk mode, and most of the philosophical reveals all arrive after Ending A. The first 12 hours are the tutorial.

Released under the MIT License.