Honestly if shadow of the erdtree didn’t come out it would be considered the gold standard dlc.
Edit: and you get to skip straight to the dlc on character creation. It makes some story decisions for you but if you want meat and not potatoes then that option is available.
Yes but also no. Played base game recently, and i had a lot of bugs and frustrations. Some of them because i ran it from hdd, which is not their recommended way of media to install on, but some were clearly design failures and bugs…
I just finished four endings and am now grinding side missions. Through oner 90h of great gameplay, I had like 5 bugs (1 crash, 1 person walking on air, 1 body that rolled away like a car, 1 car stuck spinning wheels on a flat surface, 15 cases of “summoning” a car to see it dropping upside down 30 meters away)
I’ve seen worse in terms of bugs, and it’s an interesting game with tons of content and different ways to build your character.
Yeah, yeah, we know they fixed the bugs but did they fix the game? Do cops still exclusively spawn behind you so you can escape them by driving in a straight line?
Interesting. I just looked it up and it seems they completely revamped the entire police system. It light finally be time for me to give it another shot.
It’s a good game now. I waited over 2 years to buy it and think it’s the best single player shooter I’ve played since Bioshock/HL2. Have completed it 5 times now using different builds and am thinking about getting the expansion if it goes on sale at xmas.
I bought it on release because TW3 and Deus Ex are some of my favorite games but it was so bad back then that I haven’t touched it since. Alright, I’ll give it another shot.
I don’t think you’ll regret it. The story is incredibly rich and outcomes depend a lot on your choices and playstyles. It never feels like you’re grinding for levels to me. There’s the occasional bug, but no more than other games I’ve played. I think it’s probably the first genre defining game we’ve seen in about a 15 years.
Can confirm. I’m playing through my 4th total playthrough (once on launch, once about 6mo later, one on the DLC launch and one now) and the last two have been noticeable in terms of quality improvements. I’m playing modded to shit, but only have had a few crashes. Police feel fine now, I’m not using anything that alters their spawn logic. Just about the only thing I’ve not enjoyed still is driving, even modded to hell lmao
I’ll just wait for the Witcher 4 patch 2.0, which will release after 3 years from the original release date and will actually contain the advertised game.
Ditto. Was surprised to hear it that far along, with absolutely no prior leaks/hype, except maybe they learned from CP2077.
Eventually sorted out they mean ‘production’ in the movie sense, not the product sense. And I suppose that’s fair, given how much modern ARPGs incorporate voice & physical acting, foley work, motion capture, etc
I should probably get around to continuing Witcher 3. I just have a mental issue with quests and choices blocking other quests that I just end up reading the wiki. Help me.
I sure hope so, I got quite burned on the last big budget game I’ve played years after the hype. God of War 2018 felt like a culmination of every wrong with gaming at that time (outside of mtx) and AAA games only got worse from there.
Does it also include those cutscenes where you have to press a button that pops up on the screen or you have to start the cutscene over again?
I hate those because:
Every console has a different layout for basically the same buttons.
I like cut scenes being little breaks where you just watch and soak it in. At least assuming the character doesn’t make choices I hate or suddenly surrenders because a few enemies point weapons at them (after probably having fought more of those enemies actually using their weapons instead of just threatening it).
If I’ve seen a cutscene already, I’d rather skip it and get back to the good gameplay. Maybe the interaction was intended to reduce that “go away cutscene, you’re boring, I want to get back to the fun stuff” but I don’t find it accomplishes that at all.
It’s not good gameplay. Even if I don’t end up panicking and hitting a wrong button or missing it because I’m not ready to think about where the X button is on this particular controller, it’s not rewarding at all to succeed, other than the “yay, I don’t have to repeat this stupid shit anymore”.
And I especially hate ones that prompt mashing buttons as fast as you can or rotating a stick as fast as you can (and this applies outside of cutscenes, too). I don’t find anything interesting about testing the physical limits of my thumbs and wearing down the buttons or sticks involved faster in the process.
Do you mean quick time events (QTEs)? The game has at least one cutscene I remember where you’re prompted to activate an ability to change the outcome, however, I think that’s it. The games usually doesn’t have them.
Although, it does commit an entirely different sin in terms of unskippable cutscenes: There are several ‘immersive’ cutscenes with you suddenly walking at a snail’s pace or climbing slowly around while the cutscene plays out.
Others answered but it’s easier/cheaper for them to use a vendor’s engine. It makes sense.
What sucks is that UE seems to almost have a monopoly on engine leasing. I wish there were more options. Having all games use the same engine is putting too many eggs in the same basket.
They claimed that it was expensive and was part of the reason for cyberpunk’s turbulent launch.
It’s a real shame though, most UE5 runs awful it seems, and are still limited by single thread performance, unlike RED Engine which scales far better with more CPU cores.
Tbh RED engine also has its plethora of problems, missing features, and makes it harder to onboard new team members (need to train on new engine instead of basically every single dev having experience with unity or unreal).
Aside from doing the work to maintain and update your own engine, there is also the problem of onboarding new hires. If you use a standard you can go out and hire people already experienced with working on the engine. If you use your own, you have to teach a new hire to use it before they can be any help.
I read that this caused a lot of development woes on Halo Infinite for example.
Great - what am I supposed to do with this? Hope it’s not as shit as the rest of the UE5 games or Cyberpunk? Hope my hardware can run it? Have they learnt nothing from Cyberpunk? Like STFU and maybe show people things when it’s ready?
Nothing. Not every information needs to be actionable by its receivers. Do not get hyped up but know there will be a next installment and wait till they show something.
Yeah - and us consumers don’t need every fucking milestone painted out either. We didn’t back this. Show it to us when it’s time or get the fuck out of my feed. But watch how they’ll go down the cyberpunk route and build hype over 7 years again to deliver a broken piece of shit on launch. Why? Because they made so much money last time doing it.
I do understand the reaction somewhat though… It’s these kinds of news that gets people hyped for a game and leads to the sort of pressure that might make a launch fail as it did with Cyberpunk
Announcing a game is not over-hyping. If you can’t control yourself that a simple announcement that a game is in production makes you have a meltdown, then probably they shouldn’t be browsing the gaming community, where this kind of news is expected
Help me solve my dilemma - I do want to hear about new exciting releases/reviews of upcoming games but I also don’t want news of announced games which are 5+ years away. And especially don’t want to hear about every little morsel of info they throw your way in the 5 year build up only to launch disastrously and then keep us in the news cycle for another 2-3 years where they advertise how they are fixing their game only to turn around and ask for more money to sell you an expansion. How do I just focus on the good ones?
Cyberpunk runs on the RedEngine. This game will be the first for CD Project Red to run Unreal engine.
I agree however that Unreal engine might be a bad choice. We’ll have to see. They change engine because of money as developing an engine is far more expensive than using Unreal Engine.
That makes no sense 🤣 if they had done that then it would mean they would have to develop the game all over again in UE5. UE5 and redENGINE are two different engines and there is no “upgrading” from one engine to the other without making the game all over again in the different engine.
So far, it’s a pretty looking game. The trouble is finding things to do in it.
That was the end of the quest. All setup, no punchline.
There was no one to thank me. All I had was a little more loot. Where’s my impact on the world?
If these quotes ring true in the final game, that’s a hard pass. I want RPGs, action-oriented or not, to allow me to play a role. A million games can make fantasy look pretty, Obsidian needs to make it interesting.
that’s what i’m saying! I hope the quests are more dense with writing in the final release. Well-designed quests with clever writing are the entire appeal of an Obsidian RPG!
After playing part of their game Outer Worlds, I’m not surprised. I thought the writing was alright, but the game felt lacking and empty. I was surprised because I’ve only ever heard good things about New Vegas. I haven’t played New Vegas yet but I’m assuming it’s a much better time
You’d be right in my opinion. New Vegas is incredible. But something felt missing from the outer worlds, and I was hoping they would find it in avowed.
Digital Foundry did an analysis. It’s a mixed bag, some games may look better, some worse. The core problem seems to be the new upscaling technology PSSR from Sony (for haters its pronounced like “pisser”, oh I see in your other comment you are already aware of this lol).
Imagine paying a premium price of 800 Euros and then getting this. Fanboys will defend it no matter what, just like Apple fans defend if they purchase crap.
Every acronym should be run past a bunch of ten year olds. No idea how they thought this was a good idea, but then again, they greenlit Concord at about the same time.
There are quite a lot of ways of making an open world game with infinite replayability without requiring massive maps, but they’re not in the style AAA gaming has been going for in the past decade, they’re more things like Oxygen Not Included, Factorio, Minecraft or Battle Brothers were the game space is procedurally generated, the fun is in conquering the challenges of a map, and once you exhaust it you stop yet end up coming back months later and try a new game with a new map, from scratch, because it’s again fun and there’s no “I know this map” to spoil it.
The handmade game spaces with custom made “adventures” do manage to have better experiences than those games that rely on procedural generation and naturally emerging situations for providing gamers with experiences, but they’re mainly once of and rely on sheer size to remain entertaining for long.
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