*** Cyberpunk 2077 ***

Marketing features & promised content for years on end isn't the same as fans "letting their imagination run wild". Glad you enjoyed the game, despite the technical issues and cut content, but don't blame the fans for CDPR's deceitful methods.

Exactly... They could have avoided 99% of the disappointment if they took just 5 minutes at the end of each of those Night City Wire things or something to answer a few fan questions... Something like this:

"We've seen a lot of people asking about cop chases and GTA style 'wanted level' gameplay. Although there are going to be Police in the game we aren't planning on having a system as detailed and in-depth as GTA. In fact really comparisons to GTA aren't quite fitting with the spirit of what we are going for - the city is 'alive' but only in so much as it's a backdrop to the relatively linear gameplay"

Could have instantly defused a huge chunk of the expectation and criticism. Okay so they'd have to deal with a couple of snotty articles on clickbait sites, but as we all know fans love knowing stuff and being able to point to and cite "official" sources, so once they clearly state something like the above it would quickly get spread around and keep everyone's rampant speculation in check.

Did they not do this because they wanted people to be misled and buy the game anyway? Or did they do such a poor job of keeping their ears to the ground that they didn't realise that was what people were building expectations towards?
 
Problem is... Cyberpunk is a regression if you compare it to Witcher 3 in some aspects. If you walk on the path or streets of the city and you'll see people talk, make remarks and act "alive". Some comments are towards Geralt "why does he has two swords, does he tend to lose them?". The quests are also done with a greater care to detail, with characters speaking with Geralt, giving you options what to do at times, etc.It feels more like a book well written while Cyberpunk is more like TV series made in haste and soon cancelled.

Also, while some stuff is about iteration, is also about the hardware you're targeting. GTA 4 was a big jump from GTA SA (or whichever was before GTA4), because the consoles allowed it. Moreover, you have modders adding mechanics and items to games such as Skyrim and ArmA, making no excuse for developers, who know the engine like the back of their hand (or at least should know), to not introduce certain things - other than "why bother, let's leave something for the next game as well!" or simply... rushing things. :)


After I finished Cyberpunk 100% I started TW3 which I played about 6 hours of last night, and the NPCs are slightly more believable, they tend to have context sensitive actions like crying near a burnt home or washing some clothes or sweeping up. And a lot of this seems very hand crafted, like hand crafted routines for specific individuals. But the difference is that there's a huge population in Night City, the streets are filled with 100's of people and giving them all detailed routines and interactions wouldn't be possible in the same way, they tend to follow more basic rules about their behaviour which gives them less personality. There are still hand crafted/placed NPCs in many of the common Hubs which have unique dialogue but as a fraction or percentage of the total population they're much smaller, just by virtue of the fact that Cyberpunk is crammed full of people in most areas.

But I can only comment on the early parts of TW3 because I've not played it much at all yet, so far it's been enjoyable, I can't wait to get to the city and see how the hustle and bustle compares when NPCs have to be done on a much larger scale.
 
Did they not do this because they wanted people to be misled and buy the game anyway?

Of course!

Why would you market a game as "Achieving our vision and your expectations is impossible, so the complexity will only be skin deep and the story will be linear with some RPG thrown in to eek it out a bit. It will look nice though if you have a 3K PC, so that's cool?"
 
Did they not do this because they wanted people to be misled and buy the game anyway?

Given the way they wanted social media people to present the game and the control of information about it coming out I can only assume the intention was to mislead.

On another note 3x tonight had in the middle of a fight where suddenly all the enemy are immune, no damage numbers - even running them down with a car they just get up unhurt - while I'm taking 2-3x higher damage than normal - not sure what is going on there but definitely a bug and not some feature.
 
LOL just broke Arasaka so bad - they see me as hostile and go to combat status but don't attack and then talk to me like I'm one of them.

Not sure what to think of vehicles exploding and killing you in one hit - got in a huge firefight with 6th street which escalated - not sure how had police and 2 other gangs pouring in with like ~50 hostile NPCs and kind of fun then stood near a vehicle that exploded unexpectedly and flatlined me instantly :(

Still no idea how randomly an engagement will suddenly be flagged up as an illegal activity and have police just spawning in on you despite not shooting at any civilians, etc.
 
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watched ghost in the shell remake last night (not the best movie). What was pretty startling is the graphics in the film where often worse than the graphics in CP2077, guess it was just a mid budget film. There's quite a lot of similarity in the design of the world as well. Wonder how much things like this and other films influenced CP2077 designers.
 
Probably not a huge deal. Remember the Lore and universe of CP goes way back before the film so it's likely these films had inspirations from Cyberpunk!
 
Stuck at home with covid for probably at least the next week so I bought this and booted it up earlier.

Performance is excellent for me, but tbh I don't have particularly high standards! With a 2060 at 1080p I've got pretty much everything on high or ultra with rtx lighting on and so far hasn't gone under 60fps.

Driving isn't great but tbh I'm not bothered. I'm sure I'll get used to it.
 
Finding some more "hidden" things in the bottom left of the Heywood (near where the undersea tunnel from Pacifica comes out), nothing to do with missions etc just found by looking around each building, back alley etc -
  • In a back alley behind some flats there's the remains of fight scene where a guy trying to get his daughter back from the Valentino's (info on a Shard) fought against 6 of them in a "Melee weapons only" fight before dying. All 7 people are dead and all dropped Epic quality Melee weapons
  • In a garage there's the tortured remains of a Police Informer with his story on a Shard.
  • A dead guy with a Shard showing that he was being attacked by some thugs and was desperately calling for Trauma Team after he was badly injured only to find his subscription had run out a few days earlier.
The game is filled with these little world-building things, possibly 100's of them across the whole map, which really are "fun" to find, once you finish completing every single mission, gig Police job etc.
 
Finding some more "hidden" things in the bottom left of the Heywood (near where the undersea tunnel from Pacifica comes out), nothing to do with missions etc just found by looking around each building, back alley etc -
  • In a back alley behind some flats there's the remains of fight scene where a guy trying to get his daughter back from the Valentino's (info on a Shard) fought against 6 of them in a "Melee weapons only" fight before dying. All 7 people are dead and all dropped Epic quality Melee weapons
  • In a garage there's the tortured remains of a Police Informer with his story on a Shard.
  • A dead guy with a Shard showing that he was being attacked by some thugs and was desperately calling for Trauma Team after he was badly injured only to find his subscription had run out a few days earlier.
The game is filled with these little world-building things, possibly 100's of them across the whole map, which really are "fun" to find, once you finish completing every single mission, gig Police job etc.
Nice. I plan on doing that now that there is nothing left to do mission wise. Though I will move onto another game now, I will still fire up Cyberpunk now and then to explore and do what you are doing :)
 
Yeah there are loads of references to popular culture, etc. several references to Portal (not just the Delamain one) and Deus Ex amongst other things as well.

Seems they spent more time embedding stuff like this than developing the actual game LOL - some of it is quite integrated into the wider game.

EDIT: Seen a bunch of things which are blatantly Breaking Bad references as well - sometimes to the point it kind of pulls you out of the immersion - I wouldn't be surprised if there wasn't an analogue of the Breaking Bad story implemented into the fabric of the game world.
 
I can't decide between rtx on or off.

Off it is smooth 60fps. Medium on it dips to 40s occasionally. Definitely can't have Ray traced reflections on anyway!

Also, two hours I've been playing. Had one invisible weapon, traffic going through the barriers and exploding, floating items.
 
Well, after 90 hours I'm down to the last few story elements along with various endings to complete. I have thoroughly enjoyed playing the game and I am desperate for more content. The way the dialogues have been designed is reminiscent of Mass Effect in it's fluidity and preference of conversation path, I have been thoroughly impressed. Silverhand was played amazingly, I loved seeing him pop up through the entire game giving his 2 cents on the situation.

Driving through the streets of Night City also bought back memories of playing Need for Speed Underground (1 and 2) which honestly, felt amazing and I thoroughly enjoyed. By far, the gunplay was just beautiful, they did really well and my most enjoyable method of working through the game.
 
Well, after 90 hours I'm down to the last few story elements along with various endings to complete. I have thoroughly enjoyed playing the game and I am desperate for more content. The way the dialogues have been designed is reminiscent of Mass Effect in it's fluidity and preference of conversation path, I have been thoroughly impressed. Silverhand was played amazingly, I loved seeing him pop up through the entire game giving his 2 cents on the situation.

Driving through the streets of Night City also bought back memories of playing Need for Speed Underground (1 and 2) which honestly, felt amazing and I thoroughly enjoyed. By far, the gunplay was just beautiful, they did really well and my most enjoyable method of working through the game.

Mostly not really feeling the gun play personally - it improves a bit when you have some perks, etc. but I still find it mostly a bit meh.

I actually have enjoyed some of the longer side arcs more than the main story so far - some of them are almost an entire game worth of content in this day and age of their own :s and Johnny popping up does add quite something to the game - one of the few areas of the game where you can actually sort of put your own spin on the relationship - though it still often limits you to one main choice far too often.
 
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