Cyberpunk 2077 Grieving Thread

Finished 2nd play through along with first time Phantom Liberty DLC. The story was cool and interesting but I got the ending where Somi begs for death and I give it to her . Kinda glad I got that ending so I could still do the solo suicide run through Arasaka, makes more sense for the story to end there in my head. Though they did a little too much extra quests, every time I thought I was good to head to meet Hanako at embers I get a text with some new gig. I'm glad for the extra content but sometimes too much is a problem.
 
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Finished 2nd play through along with first time Phantom Liberty DLC. The story was cool and interesting but I got the ending where Somi begs for death and I give it to her . Kinda glad I got that ending so I could still do the solo suicide run through Arasaka, makes more sense for the story to end there in my head. Though they did a little too much extra quests, every time I thought I was good to head to meet Hanako at embers I get a text with some new gig. I'm glad for the extra content but sometimes too much is a problem.
The pacing is way off. I really enjoyed it but there was sense of urgency despite the fact your dying. The Arosaka heist should have been the last part of a second act, to let you do a ton of side shit and build the relationship with Jackie (RIP, bro) then have a third act which had some urgency too it.
 
The pacing is way off. I really enjoyed it but there was sense of urgency despite the fact your dying. The Arosaka heist should have been the last part of a second act, to let you do a ton of side shit and build the relationship with Jackie (RIP, bro) then have a third act which had some urgency too it.
Handing the player a ticking time bomb (death by relic, the amulet of kings, a missing infant son) and plopping them in an open world where time doesn't exist is shit writing.
 
Adding to the grieving of the cyberpunk franchise and CDPR, CDPR hired some DEI scoundrel to “wokify” future games, including Cyberpunk Orion. Just great

I cannot understand why extremely powerful and successful corporations just randomly decide to self destruct and destroy themselves.

Johnny Silverhand is right, corpos make everything gay and lame, total corpo death.
 
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Handing the player a ticking time bomb (death by relic, the amulet of kings, a missing infant son) and plopping them in an open world where time doesn't exist is shit writing.
In that case, postpone the final battle in New Vegas is shit writing?
Nah, more like a maguffing (Water Chip & Garden Kit in both FO1 & FO2 are)
 
You really and truly cannot escape from this stuff. This is why I don’t have any tolerance for both sides-ism now.

Tell me when every game/movie/book/tv show has Mohammed-babble, or Jesus popping up every two seconds to read you a scripture.

Even when a game has left-leaning themes/ideas (Cyberpunk 2077, 1st season of The Boys, DA: Origins), it’s not enough, and has to be pushed further. When does it end??
 
In that case, postpone the final battle in New Vegas is shit writing?
Nah, more like a maguffing (Water Chip & Garden Kit in both FO1 & FO2 are)
The battle for hoover dam isn't a time bomb the player is carrying with them or pursuing the entire game.
The relic has to be dealt with NOW NOW NOW or else V experiences death by personality overwrite. The amulet needs to be taken to Jauffre and in turn to Martin NOW NOW NOW, lest the dragonfires go out. Sean needs to be found NOW NOW NOW because FO4's premise is fucking stupid and predetermines the player character's motivation, lest they be an irresponsible parent at odds with their Bethesda brand™ established character and banish their infant son to a unknown fate.
None of that matters if you act on it or not so using it as the premise is bad writing, yes.
 
The battle for hoover dam isn't a time bomb the player is carrying with them or pursuing the entire game.
The relic has to be dealt with NOW NOW NOW or else V experiences death by personality overwrite. The amulet needs to be taken to Jauffre and in turn to Martin NOW NOW NOW, lest the dragonfires go out. Sean needs to be found NOW NOW NOW because FO4's premise is fucking stupid and predetermines the player character's motivation, lest they be an irresponsible parent at odds with their Bethesda brand™ established character and banish their infant son to a unknown fate.
None of that matters if you act on it or not so using it as the premise is bad writing, yes.
Ok, you made a point with it.
But i still stand about the Water Chip and the Garden Kit.
 
Ok, you made a point with it.
But i still stand about the Water Chip and the Garden Kit.
FO1 has (or had, I can't remember if they removed it or made it a lot more generous; regardless, the fan patch reinstates it) a timer wherein if you take too long your vault dies. There are ways of increasing the length (sending water to the vault) or decreasing it (iirc, if you talk to much about the location of your vault then super mutants will attack it). In FO2, your village can still produce crops and hunt for a time, though if you take too long you'll start to get visions from the Elder telling you your people are close to dying. If you really take too long then your village dies (though I think the time limit is something ridiculous, like a decade, so the chances of you triggering it are slim).
 
I don't mind a ticking clock when there's an actual ticking clock because the game is (or should be) designed around it.

Oblivion is annoying, but because the game continues after you finish the main quest I don't really mind because I can just blast through the main quest. Fallout 3 and 4 aren't really ticking clocks, just objectives that it feels like you should put at the top of your priority. Things could get in the way, sure, but you could also just focus on that stuff after you beat the game. (well, at least after they fixed Fallout 3. That was a legitimate problem I had with it at launch)

Cyberpunk, though? It's presented as taking place over like 3 or 4 weeks, so I'm supposed to assume I do all this side content in that timeframe. But it's also annoying because most of the side content doesn't even seem to be benefiting your goal of getting rid of the chip. It's just content for the sake of content.
 
Even when a game has left-leaning themes/ideas (Cyberpunk 2077, 1st season of The Boys, DA: Origins)
Cyberpunk and the Boys criticised corporate power, exploitation and mass manipulation. Their corporate backers would rather they focus on real Leftism™ like dividing themselves by skin colour and consumer identity*

*Eg. I'm old enough to remember when gayness was about loving men not consuming Disney musicals and Pricter hormones
I cannot understand why extremely powerful and successful corporations just randomly decide to self destruct and destroy themselves.
It's especially baffling when CDPR's online store GOG already gives them a reliable income to protect from risks.
max weight limit in that epilogue and couldnt do anything about it for some reason so v just walked around really slow
My char in BG3 is a giant strength potion junkie so he becomes super overladen if he's woken at night.
Handing the player a ticking time bomb (death by relic, the amulet of kings, a missing infant son) and plopping them in an open world where time doesn't exist is shit writing.
Most of gamers hate being forced into a losing position. The strategy game TW Warhammer 3 originally was a race between all the factions to fight through four hells to find the magic keys to reach an imprisoned bear god.

Daemons tempted you with powerful gifts to distract you from your quest, and greedy players would fall behind. I liked the real tradeoff this brought, but most players didn't, so a new patch made it easy to stop the enemy winning.
 
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I don't mind a ticking clock when there's an actual ticking clock because the game is (or should be) designed around it.
Cyberpunk, though? It's presented as taking place over like 3 or 4 weeks, so I'm supposed to assume I do all this side content in that timeframe. But it's also annoying because most of the side content doesn't even seem to be benefiting your goal of getting rid of the chip. It's just content for the sake of content.
i mean is that a bad thing? not every little side mission needs to deal with the time bomb chip in your head. also i think it's been established you have an uncertain amount of time before that thing in your head kills you. its not like there is a literal "you have 10 days to get this thing out or you fuckign die" moment in this game. its vague enough to be plausible that v could do this stuff within the timeframe before the ending
 
i mean is that a bad thing? not every little side mission needs to deal with the time bomb chip in your head. also i think it's been established you have an uncertain amount of time before that thing in your head kills you. its not like there is a literal "you have 10 days to get this thing out or you fuckign die" moment in this game. its vague enough to be plausible that v could do this stuff within the timeframe before the ending
Viktor caps it at six months but even then he says he doesn't really know how much time V has (I think he says this right after the heist, correct me if I'm wrong). The issue I have is that V acts like he/she is going to die tomorrow and has the option to bring it up in almost every piece of main quest related dialogue. Comes across as desperate. That actually makes it worse when even if the world isn't reinforcing the urgency of the matter at hand, the player is, even while ignoring it.
 
i mean is that a bad thing?
I think it's one of those "ludonarrative dissonance" things that I was told is a bad thing with every other game that does it.

Does it ruin the game? Nah, there was/is way worse shit going on with Cyberpunk both narratively and design wise, but it annoys me personally among many games.
 
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It's especially baffling when CDPR's online store GOG already gives them a reliable income to protect from risks.
gog barely breaks even, I think up to a few years ago they were even operation at a loss. if it makes money now I doubt it's the lifeline CDPR needs or wants - remember they want to play in the big-boy-club among rockstar and blizzard (back when the name didn't mean dogshit).

problem is on that level you have to bend over for the globohomo-dick, and how they handled cp2077 probably didn't help either. I assume they needed a lot of money quick, hence the pozzing speedrun.

i mean is that a bad thing? not every little side mission needs to deal with the time bomb chip in your head. also i think it's been established you have an uncertain amount of time before that thing in your head kills you. its not like there is a literal "you have 10 days to get this thing out or you fuckign die" moment in this game. its vague enough to be plausible that v could do this stuff within the timeframe before the ending
10 days would give you some breathing room. if you have a bomb in your head and you don't know when it goes off, your sole and only focus should be getting that shit out ASAP, not dick around doing races in troon trucks.
even with a definitive timeframe you can never be sure something else setting it off early, which again means obvious main goal.

basically it's shit writing. it can work in a linear game since you can set the pace, but not in an open world. it's exactly the thing remedy was talking about why alan wake isn't open world as they wanted it to be.
 
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