- Joined
- May 18, 2014
I'm actually having a lot of fun. The bugs aren't major enough to ruin it for me. This might be a fuck you I liked it game.
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I like to see who is paying attention.Uh, the game was released 40 hours ago?
Jesus dude, you may want to go a bit easier on that hateboner of yours, you'll tear something.Bugs are the least of the games problem. Stuff like the complete lack of AI and fake scripted sequences with no fail state make it unplayable to me
Also the cops do indeed spawn literally behind you. If you stand in a corner they won't spawn
FYI same thing likely happened to RDRII, Anthem, DA:I, DA4, VtM:B, etc. etc.I'm on the side of the theories that the game was started and scrapped multiple times and the current version isn't actually 8 years of work. Also that there was a disconnect between the teams and people leaving and starting over. It's not a Crackdown 3 total and complete lie situation, but it seems like with like 100 small tweaks it could be way better.
Also, side note, I don't even think people want a big open world anymore. Metro Exodus showed us a great balance in that regard, so did the Deus Ex games. I liked Assassins Creed Odyssey due to the scale and beauty of it all, but you quickly figure out they only made like 7 NPC models they just cycle through to save time. But that's always the tradeoff and by now everyone knows that (especially Ubisoft.)
I wish they would make graphics on the level of the year 2000 to 2005 or so, those were perfectly adequate, and instead invest all the extra work into making the world, atmosphere, gameplay and immersion and amount of stuff to do incredibly high level. I honestly don't need lip synced perfection, mocapped animations and all that. In fact sometimes the adherence to realism these days can get annoying imo. Like when you run in a game and then you want to stop, but the game wants to be realistic at all costs, so you have insane inertia and it takes a whole second to stop. And all the extra detail etc., you really just kinda get used to it. In old games you had a low res texture on a building and you just knew there's no way to interact with the building. Today you would have a hi res texture on it which creates the illusion of it being more real, but you still can't interact with it in any meaningful way, so it just kinda feels like you're moving through a world pretending to be more than it is, instead of a world that is honest about what it is. So many work hours and also computational cycles must be wasted on these stupid details its insane. Imagine taking the CPU/GPU power invested into all these graphics and instead putting it into some amazing gameplay stuff like awesome AI, or advanced physics simulations or maybe bodies tearing apart in a more granular way when you shoot them, like from a real weapon. Such a thing would make the game feel much more awesome imo, even tho it might look a little lower spec overall. It would be gold with a turd surface, but today's games are turds with a gold surface. Two decades old game mechanics that didn't change in the best case and got worse/more annoying in the worst case (auto regen etc), same level of interaction with the world that 20 year old games had, only difference being sharp textures and lighting and shit.It seems like it's an increasing problem with the big blockbusters, in that their desire to do everything makes them susceptible to bloat and a lack of a direction. Toss onto that the increased corporatization (and its inefficiencies/conflicts) of the industry and the prioritization of gratuitous detail and 'next-gen' graphics over unflashy game mechanics, and you end up with sky-high expectations and increasingly narrow pathways to get there.
Moral of the story: Fallout: New Vegas.FYI same thing likely happened to RDRII, Anthem, DA:I, DA4, VtM:B, etc. etc.
It seems like it's an increasing problem with the big blockbusters, in that their desire to do everything makes them susceptible to bloat and a lack of a direction. Toss onto that the increased corporatization (and its inefficiencies/conflicts) of the industry and the prioritization of gratuitous detail and 'next-gen' graphics over unflashy game mechanics, and you end up with sky-high expectations and increasingly narrow pathways to get there.
You'll end up with 8-year-long dev periods where countless proof-of-concepts + vertical slices get made and thrown out, where games end up having to bridge console generations, and where the final game is produced in a mad rush when the publisher puts their foot down/money starts running out. Sometimes it works (RDRII, DA:I), sometimes it doesn't (Anthem).
Conversely, it seems like Ubisoft also sort of gets away with it due to the fact that their games are so formulaic and that assets/mechanics can be recycled across multiple concurrent projects. Of course, that brings up its own issues as well, but that's another topic.
Overall, I think Cyberpunk isn't nearly as bad as some make it out to be, but it's clear that CDPR hasn't finished their homework yet, and that some of what they submitted is just mad scribbles. It'll need another year of patches and improvements before it can be considered an excellent game.
RIP Baldur's Gate.Moral of the story: Fallout: New Vegas.
It's almost like game devs are trying to hit the Uncanny Valley as hard as they can to really increase sales.I wish they would make graphics on the level of the year 2000 to 2005 or so, those were perfectly adequate, and instead invest all the extra work into making the world, atmosphere, gameplay and immersion and amount of stuff to do incredibly high level. I honestly don't need lip synced perfection, mocapped animations and all that. In fact sometimes the adherence to realism these days can get annoying imo. Like when you run in a game and then you want to stop, but the game wants to be realistic at all costs, so you have insane inertia and it takes a whole second to stop. And all the extra detail etc., you really just kinda get used to it. In old games you had a low res texture on a building and you just knew there's no way to interact with the building. Today you would have a hi res texture on it which creates the illusion of it being more real, but you still can't interact with it in any meaningful way, so it just kinda feels like you're moving through a world pretending to be more than it is, instead of a world that is honest about what it is. So many work hours and also computational cycles must be wasted on these stupid details its insane. Imagine taking the CPU/GPU power invested into all these graphics and instead putting it into some amazing gameplay stuff like awesome AI, or advanced physics simulations or maybe bodies tearing apart in a more granular way when you shoot them, like from a real weapon. Such a thing would make the game feel much more awesome imo, even tho it might look a little lower spec overall. It would be gold with a turd surface, but today's games are turds with a gold surface. Two decades old game mechanics that didn't change in the best case and got worse/more annoying in the worst case (auto regen etc), same level of interaction with the world that 20 year old games had, only difference being sharp textures and lighting and shit.
Think about it, how many hours of work is it to introduce, say, a new weapon on the level of modern graphics? Probably many hours/days just modelling the weapon, then more days creating a texture, then all the effects, sounds, hiring an actor to pretend firing the weapon, set up the mocap studio, etc. But with older level graphics you could probably shit out and implement a new weapon within hours if you're a talented modeller, give it some decent-but-passable animation and be done. That way you could play around much more and create much more content, resulting in more variety in game.
FYI same thing likely happened to RDRII, Anthem, DA:I, DA4, VtM:B, etc. etc.
It seems like it's an increasing problem with the big blockbusters, in that their desire to do everything makes them susceptible to bloat and a lack of a direction. Toss onto that the increased corporatization (and its inefficiencies/conflicts) of the industry and the prioritization of gratuitous detail and 'next-gen' graphics over unflashy game mechanics, and you end up with sky-high expectations and increasingly narrow pathways to get there.
You'll end up with 8-year-long dev periods where countless proof-of-concepts + vertical slices get made and thrown out, where games end up having to bridge console generations, and where the final game is produced in a mad rush when the publisher puts their foot down/money starts running out. Sometimes it works (RDRII, DA:I), sometimes it doesn't (Anthem).
Conversely, it seems like Ubisoft also sort of gets away with it due to the fact that their games are so formulaic and that assets/mechanics can be recycled across multiple concurrent projects. Of course, that brings up its own issues as well, but that's another topic.
Overall, I think Cyberpunk isn't nearly as bad as some make it out to be, but it's clear that CDPR hasn't finished their homework yet, and that some of what they submitted is just mad scribbles. It'll need another year of patches and improvements before it can be considered an excellent game.
I don't buy that excuse when people drop it. CDPR had horse races in Witcher and people on horses riding about all over the map. They couldn't translate that concept over?I agree. Some people made the point about the car physics and how obvious it is they just run on these rails, and someone made the point of "well this is the first time they've had to do car physics or car AI, ever."
Thats kinda what Nintendo have been doing since forever, lagging in graphics band raw processing power but focusing on polishing their own games and new ips a lot, and they get mocked relentlestly for it. Nintendon't never has enough blast processing!I wish they would make graphics on the level of the year 2000 to 2005 or so, those were perfectly adequate, and instead invest all the extra work into making the world, atmosphere, gameplay and immersion and amount of stuff to do incredibly high level.
100%. My brain will accept photorealistic graphics the day they work without aliasing and weird dithering and stuff is realistically destroyed when I shoot a rocket into it.It's almost like game devs are trying to hit the Uncanny Valley as hard as they can to really increase sales.
I agree, also the difficulty spikes way too hard, I can't even fight gang members on the street anymore, since they instantly kill me.My biggest problem is that gunplay is, not good. This game really needs some kind of VATS or bullet time.