The first new paying model was also targeting games that were old(er) and already out for some time. That was one reason the backlash was so terrible. They backpaddled now because of the backlash, but I am sure this developer was sweating a lot in the last weeks.
This is such a weird take because Cyberpunk's storytelling was a series of Grand Theft Auto phone calls occasionally interspersed with "UR DYING V, I'M KEANU REEVES AND IM GONNA TAKE UR BODY LOL". There wasn't anything interesting about Cyberpunk's storytelling. I believe a Bethesda game could be more boring than that, but it doesn't retroactively make Cyberpunk great as a result.
It blows my mind that people praise cyberpunk. They skipped straight past the character building and introduction to the city and its characters with a fucking 30 second cutscene, and then you just start getting calls from people you’ve never met like they know you. It didn’t interest me at all.
Ah so they didn’t just blow past the city and character introductions with a cutscene and then you start getting calls from fixers you don’t know, who talk to you like you have an existing relationship?
Tell me more about the incredible storyline that introduced you to the city and its inhabitants at the start
Mine was “car chase for a lizard” then the guy I just met dies, who was apparently my best friend because we played 2 missions together
V, someone in their twenties, maybe early thirties, had no life, friends, or business acquaintances or knowledge of the city before the player comes into the story.
I suppose the game should have been 25 hours longer so you could have a sit down meeting with each fixer, get to know them, maybe have some tea with them. Maybe a walking tour of Night City so that everything is spelled out for you would help?
People spent 8 years making Cyberpunk their entire personality. Of course they are going to make it seem like the best thing since stuffed crust pizza.
Ah not liking something makes me the bad guy because apparently it’s my whole personality.
Nope. Just talking about something in the thread where there’s a discussion about it. Happens to be I agree with many others that it was an overhead disappointment propped up by marketing money.
Felt the same way about it. The plot device of the character potentially becoming Keanu really broke all motivation for me. Why would I complete the main plot if each mission made the infestation worse? I made this character, why would I be interested in watching them become someone else’s Gary Stue? I wanted to be my Gary, not theirs.
The story would have been much improved by dropping Johnny Mnemonic Silverhands and instead having the partner, whose name escapes me because I only got to know him through 2 missions and a 30 second montage of us getting to know each other, as the ride along personality. Instead of him taking you over, he’s fading away and you have to save him.
Throw in a heroic sacrifice from your semi AI partner at the end or a plot twist him into a villain Tyler Durdening your ass while you sleep and it could have been something magical.
The theme of cyberpunk is that you have a literal anti corp terrorist in your head, and how that is affecting V’s psyche. Like there are points in the game where you choose some dialogue options and the game is like “is that V’s opinion or Johnny’s”.
I think they should have not played up the “if left unchecked, he’s going to kill you” sense of urgency bit though. But basically every open world game has the same problem with how do you reconcile having an open world, but also have a plot that needs moved forward. Like they can’t just outright game over you if you just do side quests for a in-game week or so.
That’s where starfield actually gets it right. You aren’t the “chosen one”, you are just a guy. The main plot of the game has no sense of urgency, because it’s fully driven by how much you dig into the artifact mystery. Any one in constellation could be doing the same things you are doing, and getting the powers and finding more artifacts, they all have seen the same visions you have when they first touched one. Again, you aren’t special.
Bethesda has put themselves in an awkward spot by promoting niche and deep RPG mechanics for so long, and then becoming such a AAA developer with entire keynotes dedicated to previewing them that they no longer want to risk making deeper complex mechanics because they’re scared of “confusing” the base audience.
I want to say they need to take Starfield as a wakeup call, in comparison to games like BG3. But they don’t need to, because Gamepass numbers are practically imaginary sales numbers, and we’re just going to hear about how well it sold for the next half-decade.
This article speaks right out of my soul, when comparing Starfield and Cyberpunk 2077 2.0.
The quest qualtiy itself is comparable, but the delivery of Starfield makes it solely my job to create immersion (which I can and will do), while Cyberpunk 2077 2.0 grabs me by my balls and drags me into the world.
Spoiler for a small quest in CyberpunkWhen the barkeeper leans slightly forward, looks carefully right and left to make sure no one is listening and then tells me he suspects his wife sees someone else, I smell his parfume and I notice he relaxes his hurting back by stemming his arms onto the desk, because he is doing a double shift. Having Silverhand commenting on every step of the quest and turning it into a noir detctive story, making fun of me, added more immersion to a “follow person, report back”-mission. That I then can just call the quest giver on the phone, as a normal being would feels life like.
A similar quest in Starfield:
I talked to the barkeeper in Starfield from the wrong angle and he only turned his head and it was very uncanny valley, because over the whole conversation I was questioning how he can still talk with a broken neck.
I talked to the barkeeper in Starfield from the wrong angle and he only turned his head and it was very uncanny valley, because over the whole conversation I was questioning how he can still talk with a broken neck.
They might have fixed it by now but a certain little fortune teller has a very similar issue in an elevator in cyberpunk.
After helping him out I had a certain Ripperdoc showing which arm he operates with by raising it. Only his arm rotated backwards as if his elbow was turned around 180 degrees, arm clipping through his biceps.
But at least in Cyberpunk I’ve got the feeling that a bug like this is an honest oversight, whereas Starfield gives me the feeling that Creation Engine (2.0 these days?) should have have been killed, burned and buried after Skyrim. Each game since (and including) Oblivion I’ve felt like I’m looking at limitations I already noticed in the previous game built with Creation Engine or NetImmerse/GameBryo.
I haven’t played starfield and don’t intend to but I played cyberpunk on launch thanks to a covid scare and even on launch it was a good game to me. Had it’s problems but I got 300 hours out of it before the year ended.
Questgiver: “Hello, I don’t know you stranger, and I don’t trust outsiders. Can I help you? Oh, you want a quest? This evil company in Neon does bad shit and I need you to inject this virus and make sure it doesn’t get back to me. Also, the mayor here is evil AF. Don’t say that out loud, he has ears everywhere. I trust you stranger with my life. Have 8000 creds for picking up my mail, and 2000 creds and a unique purple gun for blowing up half of the city.”
I think it’s because most people already tried out the Quest 2 since it was a bargain. I bought one and forget I even own it most of the time and the same goes for 4/5 of the other people I know with one.
VR is not bad but it nothing about it has really drawn me in at all.
I saw a bit of those on stream and thought maybe the time affected the quality of the result… but no. It’s just filler shit to get your space dragon speech spell or whatever. Then the enemies are all bullet sponges. It all seemed very transparent and very familiar.
I don’t understand why they ever stopped. Rayman Legends was amazing, and wasn’t it a big success? They keep porting it everywhere but I’d really love a sequel.
Absolutely, I remember seeing the original preview trailer with the tag line “Release Date: When it’s ready.” And I was like wow mad respect this is gonna rock. What a fucking bait and switch that was.
I can say I am replaying it now on the exact same PC setup I used 3 years ago and it is a completely different experience. No crashes, no glitches (so far), no random naked T posing on my motorcycle (which is kind of sad, that shit was hilarious). The skills system is totally reworked and I put it to hard difficulty and the enemies now put up more of a fight (AI is still kind of dumb tho). Cops actually chase you, you can finally shoot out of your car (there’s also new skills in the skill tree for improving vehicle abilities). Sooo it’s worth revisiting even if you don’t buy the DLC, IMO.
IIRC, CDPR had delayed it a number of times for just that reason, but were eventually pressured into releasing earlier than they wanted. On PC, there were some minor issues that were quickly patched, but none that negatively affected my playthrough.
I think he means the developers were pressured by CDPR's upper management. The devs were saying that the game wasn't ready, but management was telling them it had to ship, anyway.
It very much is a difference. If you’ve ever worked a corporate job, the relationship between devs and execs is exactly the same as a publisher and studio relationship. The devs did not want to release the game yet, nor do I think they wanted to support legacy consoles, but the shareholders forced that on them.
But that does not matter to us as consumers. The product was intentionally released half baked, whether the decision was made by someone within CDPR or outside, it is the same.
I don’t care about their company organisation, I care about the product.
Anecdotally, I played on PC at launch, no mods or fixes and had a pretty good time. The most buggy things I encountered were people clipping into my car when driving and forcing me to hit them. Random stuff, but nothing too bad IMHO, not like game crashes, awful lag/latency, save corruption, etc.
Definitely not bug free, I ran into those often, but I felt like they were mostly trivial. As another concession, I did have an above average rig so I didn’t really fall into any of the terrible optimization problems.
I also enjoyed it playing on GeForceNow. I didn’t build up any game specific hype. I only looked forward to the next CDPR game and avoided most trailers and footage. Going into the game without expectations likely helped a lot.
I mean and there are a ton of people who are super into the far cry games even though I see them as generic games. Like sure people can find the game fun but I was expect CRPG levels of details but what I got was CDPR's version of Far Cry minus the pointless filler with capturing radio towers (thank god for that) but filled with all the other filler from those games. The story writing was pretty good and that was its big advantage but the AI was pretty brain dead, which made the fighting rather dull. Add on top of that on launch you could literally stand in the same exact spot and clear a section of the AI and then repeat ad nauseam. I haven't kept up with far cry since maybe 3 but I have played the Division 2 although that game has many failings one of its biggest pluses was the AI was pretty smart compared to most other AIs in the modern day and I would hope the other "Tom Clancy games" would use a similar AI but who knows.
Like having cyberware only be useful for combat, just feels like a pointless thing. We should have RP/world moments with them but at least in 1.0 there was none. Just the game is filled with so many missed opportunities. The og trailer for this game was sold on the importance of Cyberpsychos but in the game they are just some filler quests that you can get some lore on before you fight them but vanilla you got nothing unique for doing it (apparently in 1.2 you are now given a proper reward for it but it shows how sidelined that "questline" was). Very little destructible terrain. Like I'm not some fanboy who watched every trailer before release. I only watched the 2013 and the E3 gameplay premiere for it before buying the game whenever it released (after seeing it was scored pretty highly by reviewers). It was just a deeply disappointing game where they basically showcased the prologue showing how "reactive" the world was but beyond the prologue the world really doesn't take in account of the things you have done. There are some things but its alot smaller than what was showcased.
Lol you can watch YouTube videos to see how shit it was. There’s really no reason or basis to argue this with the monumental amount of evidence that proves it. Sony pulled it from their online store because it was so bad.
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