Cyberpunk 2077 is boring.
Please, this is the
unpopular opinions thread.
Seriously, while playing X-Com: Enemy Unknown, I noticed why I thought 2 was a downgrade in every way. Every enemy in X-Com 2 becomes a bullet sponge on
normal. Even the Sectoid got a massive jump in power for an early game enemy. In EU, it was a weak creature that gave a stat boost to other sectoids and mechtoids in the early game. It does a good job of introducing psionics into a tutorial enemy. In X-Com 2, I think it has about 8 HP and can mind control units in the early game. Since this game also has a time limit, it can also fuck up your team with Sectoid Commander-tier abilities. The aliens just get more OP from there. It's just less of an issue because they're mid to late game, so team strength should theoretically balance out OP enemies. EU only made obviously tanky enemies bullet sponges and introduce them by mid-game, so you could have weapons that scaled to them; it didn't make sectoids and thin men as tough as mutons.
Then there's the ambush mechanic, which was a key part of their marketing. It only applies once per mission and then all the aliens know where you are. Make sense, right? The point of it was to prevent overwatch creep and encourage dashing around. After it's used, it's back to overwatch creep on maps that demand you dash around. It is also situational, as terror missions don't have concealment on maps where civilians might be Faceless, so now rescuing civilians has to be treated with the same preparation as a door breach. What does that mean? Overwatch creep. Flanking or using sword might be a bad idea as it might activate reinforcements, so maneuver might be a bad idea in a game where you must constantly advance.
I don't like the time limit, but it could work if the maps were designed around it... but that's impossible because the maps are procedurally generated. So you can get time limits that are realistically impossible (or at least improbable) to clear because the map is shaped in such a way. that you can't even survive, much less complete objectives. It's really noticeable with EU, which had a similar mechanic with Meld canisters. Here's the clear difference,
meld is optional. It was a nice bonus to get to make soldiers OP, but it wasn't the main objective where failure means losing soldiers. In 2, if I don't get to the evac point, I lose soldiers. Much bigger deal.
That this game has mods that disable elements of the game like the timer is a tell it's bad game design. The incentives to play this game are all over the place and outright contradictory at times, so I can see why people say it's too hard and save scum or use mods. Every argument for why the game is good is because they spent hundreds of hours into it and RNG is what it is. Well, a typical customer has only 2 hours to decide to keep the game or a week if he went to a physical store. That's not a lot of time to git gud.