Me too but my expectations are low.I suspect the DLCs will fill in the faction stories.
Me too but my expectations are low.I suspect the DLCs will fill in the faction stories.
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. [/QUOTE]
huhh which one, I played through most of them and never saw anything like that
Yup.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.
It's also the only mission where the outcome greatly affects how another mission plays out.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
And this in within the first 5 hours of the game.
Name one mission with that much complexity throughout the entire game.
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.
Yup, probably my favorite style of game.Do you like Immersive Sims? Games like Dishonored, Prey, and Deus Ex?
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.
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.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.
No, it has not.All of that has been done before,
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 failedWhoo, 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.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.