"Cyberpunk 2077" (New DLC "Phantom Liberty" | (9/26)

6CertsAndAMovie

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Man, this might be the most frustrating part of the game.

When Placide is explaining what their role in Night City is, along with their relationship with the Net, I was ready for them to be a big part of the game. And the game even seems to think so too. They're an absolutely crucial part of what leads into the events of the game. If you choose not to attack them at all throughout their mission, you taunt Placide for not being able to murk you, and he even texts you telling you to watch your back. So, clearly, SOMETHING of some sort was meant to happen at some point, but probably just wasn't finished.

Not to mention that in one of the prologues, Padre mentions that there's serious beef between the Patriots and Valentinos, but it's barely touched on again.

Not to mention that one of the endings sets up some absolutely wild shyt, and then just ends. :gucci:[/QUOTE]

huhh which one, I played through most of them and never saw anything like that
 

Insensitive

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Man, this might be the most frustrating part of the game.

When Placide is explaining what their role in Night City is, along with their relationship with the Net, I was ready for them to be a big part of the game. And the game even seems to think so too. They're an absolutely crucial part of what leads into the events of the game. If you choose not to attack them at all throughout their mission, you taunt Placide for not being able to murk you, and he even texts you telling you to watch your back. So, clearly, SOMETHING of some sort was meant to happen at some point, but probably just wasn't finished.

Not to mention that in one of the prologues, Padre mentions that there's serious beef between the Patriots and Valentinos, but it's barely touched on again.

Not to mention that one of the endings sets up some absolutely wild shyt, and then just ends. :gucci:
Yup.
There are so many beefs that are hinted at but ultimately barely touched on.

The Valentino's vs. 6th Street
Arasaka vs. Militech
Militech vs. The Nomads
The Mox vs. Tyger Claws
etc.
There's all these factions going against each and seemingly vying for control of night city
(there are whole questlines that imply 6th is upping their weaponry to wipe out the Valentino's for example) and in the actual
game world the shyt practically DOES NOT exist.

It brings me back to Fallout.
The Brotherhood Of Steel having beef with the Super mutants isn't just something said
passively in conversation or something that took place in the prior games lore.
The shyt actively happens while you're traveling across the wasteland.
You can happen upon the brotherhood of steel duking it out with Super mutants or Raiders.
Not as some pre-canned thing that just happens all the time but as something that'll happen
but what appears to be happenstance.
It doesn't feel "authored" and this is a game where the A.I. genuinely does have their own "24 hour" night cycle
(sleeping, eating, shooting at the gun range etc.)

Or how fallout new vegas or 3 handled pivotal moments or siding with various factions.
It isn't something which ultimately doesn't matter but can literally permanently alter the game world.
Like whole towns wiped off of the map.

What this game could've been if they could marry the scenario writers of Bethesda, Obsidian and Bioware
with the technology of Cd Projekt Red :ohlawd:
 

TheGodling

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The Dum-Dum/Militech/Dexter Deshawn mission has theee most possible outcomes than any mission in the game.

The Pickup - Cyberpunk 2077 Wiki Guide - IGN

flowchart-cp-pickup-v2.jpg


And this in within the first 5 hours of the game.

Name one mission with that much complexity throughout the entire game.
It's also the only mission where the outcome greatly affects how another mission plays out.

Depending on whether you saved Brick, whether Royce and Dum-Dum are still alive or they all died it affects how the visit to the Maelstrom rave plays out.

No other mission's outcome has this much impact on a follow-up mission. Most of the other story choices only affect ending possibilities and then there are story choices that affect fukk-all like Voodoo Boys Vs Netwatch.

If anything CDPR needs to make DLC about the fall-out from that subplot since it doesn't feel like the decision has any ramifications it should have on the world (and was probably originally envisioned to have).
 

Hejdå

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man


just played through johnny's ending and arasaka's ending

They're both fukking depressing especially johnnys ending where he takes over because in the credits judy who I romanced, calls and she seems like she's ready to commit that:mjcry:
 

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The level of detail to everything. Never really been a game world built like this with the intricacy of the buildings and neighborhoods. It’s been compared to GTA, but the actual city in GTA is very simple in comparison. Like in GTA to get a mission you just pull up to the marker and a cutscene starts. In Cyberpunk, you actually gotta park your car get on the elevator and go up to the persons apartment, and everything on the way is detailed and explorable instead of being a cutscene. It leads to a level of immersion we have not really seen in a game. Also the gameplay itself melds a couple different genres in a unique way we have not seen before. Most open world games like this you are more grounded, there’s little to no verticality, in cyberpunk you can climb pretty much everything within reason and there’s plenty to explore that way.

Basically it offers the level of detail and immersion of a linear cinematic game, with the level of player agency and options of an action title, with detailed RPG mechanics to tie it all together.

Do you like Immersive Sims? Games like Dishonored, Prey, and Deus Ex?
 

Legal

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@6CertsAndAMovie

Apparently, it's part of the secret suicide mission ending. You've got to become friends with Johnny at the end of Chippin' In, and then when Misty takes you to the rooftop so you can decide who to take with you to Arasaka, just sit there and do nothing for five minutes. Johnny will volunteer to go with you, and you decide to just raid Arasaka solo.

It's actually pretty tough. I was level 45 when I tried it, and got WAXED. If you die, that's it. It's the end of the game. Credits roll, and everyone calls all upset about you commiting suicide. Judy sounds like she's about to off herself, and Panam tells you to hope there's no actual afterlife, because she wants the smoke.

Complete the run, and keep your body, and the game cuts to some time later. You take over Afterlife, and get hired to hit the Crystal Palace space casino there've been a few ads for in the game. Game cuts to black right as V hops out of the airlock to head toward the station.

Supposedly, aside from the mission, that's supposed to be the same as at least one other ending.
 

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The level of detail to everything. Never really been a game world built like this with the intricacy of the buildings and neighborhoods. It’s been compared to GTA, but the actual city in GTA is very simple in comparison. Like in GTA to get a mission you just pull up to the marker and a cutscene starts. In Cyberpunk, you actually gotta park your car get on the elevator and go up to the persons apartment, and everything on the way is detailed and explorable instead of being a cutscene. It leads to a level of immersion we have not really seen in a game. Also the gameplay itself melds a couple different genres in a unique way we have not seen before. Most open world games like this you are more grounded, there’s little to no verticality, in cyberpunk you can climb pretty much everything within reason and there’s plenty to explore that way.

Basically it offers the level of detail and immersion of a linear cinematic game, with the level of player agency and options of an action title, with detailed RPG mechanics to tie it all together.



Whoo, boy.


This will ultimately conclude with all involved parties agreeing to disagree and Im okay with that.


This game doesn't feel next gen in the least.


Basically it offers the level of detail and immersion of a linear cinematic game, with the level of player agency and options of an action title, with detailed RPG mechanics to tie it all together.

All of that has been done before, and in the case of games like New Vegas (skill check variety, branching quests, actual factions, & branching narratives) Dragon Age Origins (life path affecting the story throughout the entire narrative) & Divinity: Original Sin 2 (all of the above) done better and with more variety. Since its also in first person, Alien Isolation acheived the linear immersion aspect better five years ago, and that's a niche survival horror. The verticality opens certain routes for alternative routes and you may find a chest with a dozen Epic components & a common Maelstrom jacket that you otherwise wouldn't have.



The game flows from story beat to story beat with mimimum interruption due to the game being essentially first person for the duration of the playthrough, but that's definitively were it ends. I'm absolutely baffled as to how some are claiming this to be the most immersive open world they've played in. The game is themed around body modification and augmentation, and yet you can't even do something as rudimentary as get a tattoo or a hair cut. The pedestrians aren't even as bright as GTA 3s, as even those guys would pull around a car impeding the flow of traffic and if you were in a rough neighborhood, maybe even decide they wanted your ride. They lack the interactivity of even the pedestrians in Saints Row 2. Stillwater as a city in Saints Row 2 was more interactive with more to do. The elevator rides you speak of don't even feature the variety of Mass Effect rides, which were essentially loading screens.

Immersive?

A teeming metropolis and yet beyond the first five minutes of the corpo opening and a companion side quest, V is the only person in the entire city with a pulse that takes the elevator. That elevator is also accompined by the same Breaking News cycle about K9 fees skyrocketing.


Exploration in apartments?



On the way up Judy's apartment, you have a different pedestrian standing in the same spot with the same locked doors. On the way up to your apartment at 11pm, you walk past the same cops eating the same meal at the same table. You step into the elevator once again as the only soul and you step out the same way, with Watson in the same spot he was in at 6am that morning when you left. It doesnt add anything jaw dropping to the first person aspect, either. Opening car trunks. Turning on switches. Opening doors and windows. Be it technical limtations or sheer oversight, there's no animations for any of those actions. I can pick up any RPG from the previous two generations and literally get the same thing from that aspect.


We're playing the same game. For every door that opens, there are 10 with "Open" signs that are locked. This isnt Shenmue. This game when it comes to exploration and immersion barely registers. It isn't Skyrim level. It's not even Fallout New Vegas level. RDR2 took place in the barren West and there was more to stumble across. I, like you, have never understood the GTA 5 comparisons. Presently, Night City has more in common with GTA 3's vanilla Liberty City & the original Saints Row StillWater than anything that came after.


Cyberpunk's characters, side quest and the main story are its' strengths, and that's okay. I enjoy the game and I have no doubt that CDPR will improve upon it with future updates, but if this game is the barometer for what some of you classify as a next gen experience, there's no wonder these AAA titles blend together and have stagnated.
 

Kamikaze Revy

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The level of detail to everything. Never really been a game world built like this with the intricacy of the buildings and neighborhoods. It’s been compared to GTA, but the actual city in GTA is very simple in comparison. Like in GTA to get a mission you just pull up to the marker and a cutscene starts. In Cyberpunk, you actually gotta park your car get on the elevator and go up to the persons apartment, and everything on the way is detailed and explorable instead of being a cutscene. It leads to a level of immersion we have not really seen in a game. Also the gameplay itself melds a couple different genres in a unique way we have not seen before. Most open world games like this you are more grounded, there’s little to no verticality, in cyberpunk you can climb pretty much everything within reason and there’s plenty to explore that way.

Basically it offers the level of detail and immersion of a linear cinematic game, with the level of player agency and options of an action title, with detailed RPG mechanics to tie it all together.
I feel differently.
This game isn’t doing anything I haven’t seen before. Skyrim offered an enormous world with the level of detail you’re describing and included deep RPG mechanics as well. Comparing this to GTA isn’t apples to apples, but if we did compare to GTA, then you would have to point out that GTA has MUCH better immersion in terms of the world itself feeling more alive with NPCs that actually behave more like people. Car damage in cyberpunk is a joke. Tires don’t even go flat if you shoot them and about half the time, you can be driving 150 mph on a motorcycle, hit something, and literally nothing will happen. Police ai is stupid and they magically see everything. NPCs have no responses other than running. Park a car in the street and other cars don’t bother to drive around it. There’s a laundry list of design flaws in cyberpunk like that which I won’t really dive into right now.
Point is, for me, cyberpunk is in the lane of Skyrim, fallout, and dues ex and when you look at the things cyberpunk does well, the aforementioned games actually do better.
I’m not trying to say cyberpunk is trash because it isn’t. I’m just disagreeing with the notion that cyberpunk is a “next gen experience never seen before” like you described. I specially feel like there is little about this game that actually does feel “next gen”. (Maybe because it literally isn’t, since were playing last gen ports at the moment). For me, I find too many design issues and bugs to even begin to say “now THIS is a next gen game!”
Very interesting story to me. OK gameplay with sloppy controls all around. I’m hoping CDPR is taking the complaints seriously and is also working magic to make the true “next gen versions” look and feel much different.
 

MeachTheMonster

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All of that has been done before,
No, it has not.

Look how many games you named.:mjlol:

You named like 30 games to point out individual things each game does better. Cyberpunk does ALL that shyt in one game. At 60fps and at a level of graphical detail/ fidelity none of those games would even dream of attempting.

Cyberpunk the most “next gen” thing you will be playing for a long time.:manny:
 

Fctftl

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Whoo, boy.


This will ultimately conclude with all involved parties agreeing to disagree and Im okay with that.


This game doesn't feel next gen in the least.




All of that has been done before, and in the case of games like New Vegas (skill check variety, branching quests, actual factions, & branching narratives) Dragon Age Origins (life path affecting the story throughout the entire narrative) & Divinity: Original Sin 2 (all of the above) done better and with more variety. Since its also in first person, Alien Isolation acheived the linear immersion aspect better five years ago, and that's a niche survival horror. The verticality opens certain routes for alternative routes and you may find a chest with a dozen Epic components & a common Maelstrom jacket that you otherwise wouldn't have.



The game flows from story beat to story beat with mimimum interruption due to the game being essentially first person for the duration of the playthrough, but that's definitively were it ends. I'm absolutely baffled as to how some are claiming this to be the most immersive open world they've played in. The game is themed around body modification and augmentation, and yet you can't even do something as rudimentary as get a tattoo or a hair cut. The pedestrians aren't even as bright as GTA 3s, as even those guys would pull around a car impeding the flow of traffic and if you were in a rough neighborhood, maybe even decide they wanted your ride. They lack the interactivity of even the pedestrians in Saints Row 2. Stillwater as a city in Saints Row 2 was more interactive with more to do. The elevator rides you speak of don't even feature the variety of Mass Effect rides, which were essentially loading screens.

Immersive?

A teeming metropolis and yet beyond the first five minutes of the corpo opening and a companion side quest, V is the only person in the entire city with a pulse that takes the elevator. That elevator is also accompined by the same Breaking News cycle about K9 fees skyrocketing.


Exploration in apartments?



On the way up Judy's apartment, you have a different pedestrian standing in the same spot with the same locked doors. On the way up to your apartment at 11pm, you walk past the same cops eating the same meal at the same table. You step into the elevator once again as the only soul and you step out the same way, with Watson in the same spot he was in at 6am that morning when you left. It doesnt add anything jaw dropping to the first person aspect, either. Opening car trunks. Turning on switches. Opening doors and windows. Be it technical limtations or sheer oversight, there's no animations for any of those actions. I can pick up any RPG from the previous two generations and literally get the same thing from that aspect.


We're playing the same game. For every door that opens, there are 10 with "Open" signs that are locked. This isnt Shenmue. This game when it comes to exploration and immersion barely registers. It isn't Skyrim level. It's not even Fallout New Vegas level. RDR2 took place in the barren West and there was more to stumble across. I, like you, have never understood the GTA 5 comparisons. Presently, Night City has more in common with GTA 3's vanilla Liberty City & the original Saints Row StillWater than anything that came after.


Cyberpunk's characters, side quest and the main story are its' strengths, and that's okay. I enjoy the game and I have no doubt that CDPR will improve upon it with future updates, but if this game is the barometer for what some of you classify as a next gen experience, there's no wonder these AAA titles blend together and have stagnated.
Go beat on somebody’s car until it catches fire. The driver gets out, crouches with their hands over their head beside the car till it explodes. Every single time. I tested it out with 7 cars lined up in a row, never failed:mjgrin:
 

Kamikaze Revy

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Whoo, boy.


This will ultimately conclude with all involved parties agreeing to disagree and Im okay with that.


This game doesn't feel next gen in the least.




All of that has been done before, and in the case of games like New Vegas (skill check variety, branching quests, actual factions, & branching narratives) Dragon Age Origins (life path affecting the story throughout the entire narrative) & Divinity: Original Sin 2 (all of the above) done better and with more variety. Since its also in first person, Alien Isolation acheived the linear immersion aspect better five years ago, and that's a niche survival horror. The verticality opens certain routes for alternative routes and you may find a chest with a dozen Epic components & a common Maelstrom jacket that you otherwise wouldn't have.



The game flows from story beat to story beat with mimimum interruption due to the game being essentially first person for the duration of the playthrough, but that's definitively were it ends. I'm absolutely baffled as to how some are claiming this to be the most immersive open world they've played in. The game is themed around body modification and augmentation, and yet you can't even do something as rudimentary as get a tattoo or a hair cut. The pedestrians aren't even as bright as GTA 3s, as even those guys would pull around a car impeding the flow of traffic and if you were in a rough neighborhood, maybe even decide they wanted your ride. They lack the interactivity of even the pedestrians in Saints Row 2. Stillwater as a city in Saints Row 2 was more interactive with more to do. The elevator rides you speak of don't even feature the variety of Mass Effect rides, which were essentially loading screens.

Immersive?

A teeming metropolis and yet beyond the first five minutes of the corpo opening and a companion side quest, V is the only person in the entire city with a pulse that takes the elevator. That elevator is also accompined by the same Breaking News cycle about K9 fees skyrocketing.


Exploration in apartments?



On the way up Judy's apartment, you have a different pedestrian standing in the same spot with the same locked doors. On the way up to your apartment at 11pm, you walk past the same cops eating the same meal at the same table. You step into the elevator once again as the only soul and you step out the same way, with Watson in the same spot he was in at 6am that morning when you left. It doesnt add anything jaw dropping to the first person aspect, either. Opening car trunks. Turning on switches. Opening doors and windows. Be it technical limtations or sheer oversight, there's no animations for any of those actions. I can pick up any RPG from the previous two generations and literally get the same thing from that aspect.


We're playing the same game. For every door that opens, there are 10 with "Open" signs that are locked. This isnt Shenmue. This game when it comes to exploration and immersion barely registers. It isn't Skyrim level. It's not even Fallout New Vegas level. RDR2 took place in the barren West and there was more to stumble across. I, like you, have never understood the GTA 5 comparisons. Presently, Night City has more in common with GTA 3's vanilla Liberty City & the original Saints Row StillWater than anything that came after.


Cyberpunk's characters, side quest and the main story are its' strengths, and that's okay. I enjoy the game and I have no doubt that CDPR will improve upon it with future updates, but if this game is the barometer for what some of you classify as a next gen experience, there's no wonder these AAA titles blend together and have stagnated.
I agree 100%. I expect this to be dismissed with “but cyberpunk is doing this so it can’t be doing all that”. Which is a fine argument, but we would have to just adjust and stop saying this game is doing things we’ve never seen before because we have and others have done it much better.
Again. NOT SAYING THE GAME SUCKS. Just disagreeing that this is a unicorn of a game that is raising any bars.
 
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