Cyberpunk 2077 - Page 53
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virpi
Germany3598 Posts
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Manit0u
Poland17257 Posts
![]() Seeing trees through walls everywhere. Walking and jumping animations feel... unnatural. And I absolutely hate the forced background story and linear progression. Missions as phonecalls are annoying as hell. UI might be good for consoles but I hate it on PC. I don't really "feel" this game, not gonna play it. Right now I think I'm more hyped for Succubus, which was done by a small team of 25 devs and playing the demo feels like a game that's 10x more polished than CP2K77. | ||
thePunGun
598 Posts
A game like that could have been expanded by mission dlcs for the next five years, but instead we get a dead city and repetitive go kill and fetch side quests. Hacking and braindances are way too easy and need way more complexity to actually be challenging and fun. And what's the point of having factions and gangs in the city when I can't even farm reputation for them? The game has many great ideas, but it sadly lacks in depth in every category. T.T | ||
hitthat
Poland2267 Posts
On January 16 2021 08:10 thePunGun wrote: I just don't understand why they chose a main storyline over an open end netrunner career game. This is exacly game I didnt want. I dont blame them for going the path they did, but for making it too linear and short. I agree thou with your further complain that netrunning skills are just overkill, no wizzards from fantasy can even match with it. The usual path to win everything is use epic-level Ping on any kind of device and than spam battlehacks untill area is cleared. Worse, they didnt give enemies too many ways to defeat this strategy, like their own ICEs. Hell, enemy AI won't even shoot cameras if they are quickhacked with use of one. | ||
virpi
Germany3598 Posts
On January 16 2021 06:36 Manit0u wrote: Decided to give it a try. Uninstalled after 45 minutes. Not really my kind of game. ![]() Seeing trees through walls everywhere. Walking and jumping animations feel... unnatural. And I absolutely hate the forced background story and linear progression. Missions as phonecalls are annoying as hell. UI might be good for consoles but I hate it on PC. I don't really "feel" this game, not gonna play it. Right now I think I'm more hyped for Succubus, which was done by a small team of 25 devs and playing the demo feels like a game that's 10x more polished than CP2K77. Tree bug: Update your graphics drivers. Will increase perfomance by a mile as well. The story is forced, because it is designed to be a one time narrative experience. It's NOT a sand box. Tastes are different, of course. I prefer the linear story over some shitty open world busy work. The phone calls are really annoying, though. There should be an option to deactivate them. I don't care about those side missions anyway, I want to play the main story and the major side quests, I'm not into farming cyberpsychos or NCPD hotspots. The main story is very well done. Writing, animations and voice acting are top notch (I played as female V, didn't like the male voice). But it is one of those "cinematic" experiences. Decisions only matter for side paths and the ending. Nothing wrong with that, it's thought out well and has no major plot holes. I think those open world games should be even more focused on the narrative side. You could do the netrunner thing, if you added some meaningful progression to it. It was a huge mistake by the devs to make every side job so "samey". It's content, but it's boring. Almost no open world game gets this right. Actually, Morrowind was pretty good at this. Oblivion / Skyrim were incredibly shallow. (Oblivion's Dark Brotherhood quest line was great, though.) They could have done it similar to The Witcher 3. Geralt can do monster contracts there, if he wants to. They all come with nice little stories. Add some progression (increasing difficulty / better rewards) and you're fine. But they chose quantity over quality. CP77 is a baffling game. It is both one of the best and worst games of the last years. | ||
thePunGun
598 Posts
A reputation system where you get streetcred for one faction and by doing jobs for them you lose rep for the other faction would have added so much replayability. And why add only one corporation in the entire city, the whole point of the cyberpunk genre is infiltrating big corps for big bucks...I get that a game needs a big villain but why only add one? I wanna be able to choose in an rpg and I want my choice to be meaningful. The implants, cyberdecks and different skilltrees sadly also lack in depth and variety...this game's just such a letdown. I've been waiting for a AAA rpg game with a cyberpunk setting for so long, CP2077 had so much potential and it's just sad that it barely scratches the surface of what a cyberpunk game actually could be..idk I think I've just expected it to have at least to some degree the same amount of complexity and variety, that cp pen and paper rpgs have.. | ||
ZerOCoolSC2
8983 Posts
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Gorsameth
Netherlands21685 Posts
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virpi
Germany3598 Posts
On January 16 2021 10:08 Gorsameth wrote: The only choice in CP 2077 is what ending you get, that's it. Not entirely true, some side character choices do matter. But it's not a choice driven RPG like Planescape: Torment, Vampire: Bloodlines or Disco Elyisum. It's a linear story with some minor side branches, which all collapse into one in the final chapter. I think, CDPR wanted too much with the game. They chose to create a weird hybrid of linear narrative and open world sandbox. Instead, they should have focused on one thing. It's just indecisive game design. The same goes for the game's systems. Loot is cluttered and mostly meaningless. They should have ditched the armor rating completely and gone for skill boosts instead. Crafting feels like an unnecessary afterthought. Skill progression is decent, but badly balanced. Hacking is OP. Cyberware is cool, but weirdly balanced as well. There could be more meaningful cyberware. Some guns are amazing (I love the Widow Maker and that sniper rifle you get from Panam), others are complete junk. (Most sub machine guns suck.) It's a mess. I also don't get why there are no transmogs / customization options. At least let players change colors. You have a crafting tab, but it's only used for minor upgrades and healing items / ammo. Don't get me wrong, I actually loved the game. But it's just aggravating to see all those questionable design decisions. Something went REALLY wrong at CDPR. | ||
hitthat
Poland2267 Posts
On January 16 2021 10:08 Gorsameth wrote: The only choice in CP 2077 is what ending you get, that's it. There are some others. Minor ones, unfortunately. Like "get additional reward" or "get attack" in Sandra Dorsett gig (no, not that first one). This is too little with too small scope, especially if we compare it with The Witcher 1, which had insane numbers of short and long term consequences ranging from "you get new weapon" to "this guy shows up in the final quest". | ||
Manit0u
Poland17257 Posts
That's when I uninstalled the game as I wasn't really interested in it any more (why should I follow the actions of a character I don't like?). Just give me the blank slate with minimal connection to the story and I'll fill in the blanks myself. That's Role Playing. This game is not an RPG, it's interactive movie clusterfuck pretty much. | ||
ZerOCoolSC2
8983 Posts
CD Projekt SA Chief Executive Officer Marcin Iwiński made a public mea culpa this week about the disastrous rollout of the video game Cyberpunk 2077 in December. He took personal responsibility and asked fans not to blame the team. In a somber five-minute video address and accompanying blog post, Iwiński acknowledged the game “did not meet the quality standard we wanted to meet. I and the entire leadership team are deeply sorry for this.” Iwiński’s apology, the second within a month, was an attempt to restore the Polish company’s reputation with scores of fans – and investors – who had waited eight years for the game, only to discover it was riddled with bugs and performance issues when it was finally released. Uproar over the botched debut caused a 30% drop in CD Projekt’s shares from Dec. 10 through mid-January.Interviews with more than 20 current and former CD Projekt staff, most of whom requested anonymity so as not to risk their careers, depict a development process marred by unchecked ambition, poor planning and technical shortcomings. Employees, discussing the game’s creation for the first time, described a company that focused on marketing at the expense of development, and an unrealistic timeline that pressured some into working extensive overtime long before the final push. CD Projekt declined to comment on the process or provide interviews for this story.The Polish company will spend the next few months working on fixes to Cyberpunk 2077 instead of planning expansions to the game or getting started on the next installment of its other popular franchise, The Witcher. The first new update will be released toward the end of January and a second “in the weeks after,” Iwiński said.This wasn’t how the development team envisioned starting 2021. Now, instead of celebrating a successful release, they will aim to turn Cyberpunk 2077 into a redemption story. It will be an uphill battle. Unlike competitors such as Electronic Arts Inc. and Ubisoft Entertainment SA, CD Projekt only releases one major game every few years, so the company was relying on Cyberpunk 2077 to be a significant hit.Cyberpunk 2077, a role-playing game set in a sci-fi dystopia, had a lot going for it. Warsaw-based CD Projekt already was well-known for an earlier blockbuster title, The Witcher 3, and Cyberpunk benefitted from a massive ad blitz and a leading role from actor Keanu Reeves. Thanks to pre-launch hype, the game sold 13 million copies at $60 apiece in the first 10 days after its release. CD Projekt was, for a while, the most valuable company in Poland. Source | ||
Yurie
11839 Posts
Yet another lesson on why to never pre-order software. As long as you are willing to download the game there is 0% chance it will run out. Previously when there was only a physical release and they got few patches until the next expansion there might have been a point since some titles did regionally run out and wouldn't get better with time. | ||
Archeon
3253 Posts
On January 16 2021 10:26 virpi wrote: Not entirely true, some side character choices do matter. But it's not a choice driven RPG like Planescape: Torment, Vampire: Bloodlines or Disco Elyisum. It's a linear story with some minor side branches, which all collapse into one in the final chapter. I think, CDPR wanted too much with the game. They chose to create a weird hybrid of linear narrative and open world sandbox. Instead, they should have focused on one thing. It's just indecisive game design. The same goes for the game's systems. Loot is cluttered and mostly meaningless. They should have ditched the armor rating completely and gone for skill boosts instead. Crafting feels like an unnecessary afterthought. Skill progression is decent, but badly balanced. Hacking is OP. Cyberware is cool, but weirdly balanced as well. There could be more meaningful cyberware. Some guns are amazing (I love the Widow Maker and that sniper rifle you get from Panam), others are complete junk. (Most sub machine guns suck.) It's a mess. I also don't get why there are no transmogs / customization options. At least let players change colors. You have a crafting tab, but it's only used for minor upgrades and healing items / ammo. Don't get me wrong, I actually loved the game. But it's just aggravating to see all those questionable design decisions. Something went REALLY wrong at CDPR. These are typically polishing elements and the things that get cut first when there's not enough time. Normally you iterate through those while building, but I wouldn't be surprised in the least if they had problems from an early point and as such didn't invest enough time in testing their early states because from the release it was very apparent that they would have needed more time. Also worth mentioning the gameplay wasn't really the selling point of Witcher 3 either and that Cyberpunk's development got started by a studio that was much much smaller at the time. After the resonance of Witcher 3 they probably pushed more resources into the project, bloated the vision and had to rework a lot of elements and had to work new people in to get all the stuff done. | ||
virpi
Germany3598 Posts
I've read that some devs expected the game to be released in 2022. Tells the whole story, basically. | ||
hitthat
Poland2267 Posts
On January 18 2021 14:59 virpi wrote: Yeah, it looks like they rushed to "completion" with lots of core features being underdeveloped or even missing. Then they cut some stuff before release, which made things worse. I've read that some devs expected the game to be released in 2022. Tells the whole story, basically. I would say many of the elements would be great at as they are (minus bugs) if only they make working AIs. I play on very hard now and I try to not use hacks if possible. And I must say in direct combat enemies kill me a lot. Even that dumb AI menaged to surprise me by destroying the gas cylinder that was near me when i was in cover (now I am not sure if was it intentional AI response or my shit luck). But every time I drop my internal limitations and use hacks or double jump those enemies cant menage and die like a flies. Wich is sad, because I am not great at shooters, I have problems with efficient headshots, yet I menage to play very hard without frustration. | ||
Harris1st
Germany6929 Posts
+ Show Spoiler + Had to do the Panam ending about 20+ times because enemys were in DA FUCKING GROUND and I couldn't kill them. Fun times | ||
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Poopi
France12885 Posts
+ Show Spoiler + In this ending I had to restart twice: 1 crash, and one other time where one enemy was dead underground le something similarly to you. 20+ is insane though :o | ||
Harris1st
Germany6929 Posts
On January 18 2021 22:50 Poopi wrote: That’s a bit unlucky... + Show Spoiler + In this ending I had to restart twice: 1 crash, and one other time where one enemy was dead underground le something similarly to you. 20+ is insane though :o I blame quicksand! + Show Spoiler + It was every time they got out of the cars. So my solution in the end was to sprint forward and destroy the cars/ motorcycles directly when they came through the gate. Took me a few tries ^^ | ||
ZerOCoolSC2
8983 Posts
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