Cyberpunk 2077 Grieving Thread

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Some random naked asshole on the street who can convince the GM that his cyber-dildo is relevant to the fight? 2 Edge per turn.

Naked guy with the cyber-dildo is every bit as bulletproof as the most heavily-armored person in the world.

A super-cybered super-skilled street sam is now only vaguely better than naked dildo guy in a firefight, as long as naked dildo guy put a few points in the gun skill.
Goddamn, if you're going to steal my OC like that at least give me credit.
 
Cyberpunk is absolutely a grim setting. It's why raining and perpetual blackness of night are the favored themes.
Also, I've noticed there are similarities between cyberpunk and good kvlt black metal. As catchy as it is, this EDM shit doesn't really fit. It's not supposed to be a "gather friends together and go to the club all happy" atmosphere.
No it's a cold, dark, isolating existence, the grittier the better like kvlt. Also leather, face painting. I just think a lot of people have gotten the music and atmosphere wrong.

Okay I'll take my much-deserved puzzle pieces now.
TBH, it's nice to have a sunbleached Cyberpunk from time to time, but reading more into Cyberpunk's environments, they don't really seem to carry the atmosphere quite right. It's almost too nice in some areas (especially the weather), and even the middle-upper class areas can sometimes feel too 'architecturally outgoing' at times. It doesn't read like a city that regularly gets hit by acid fog, or a city wracked by crime (with a 50% newcomer survival rate).

There's too much trashy advertising even in the rich areas (where you'd expect executive brand advertising instead of junk food). Overall, it's a little too GTA-esque and colourful at times, as compared to the rather dark story.

The most 'cyberpunky' parts are in the ultra-dense areas, while the single-storey areas are somewhat underwhelming (which is why some people compared it to GTA V's general SoCal atmopshere).

One other aspect to note about the Cyberpunk genre was that it emerged during a time when American cities were at their absolute urban nadir- run-down and dangerous, and much of the modernist-brutalist architecture of the time was as such internally-focused as a result- turning their backs to the public realm. Cyberpunk 2077 was made in an era when urban living is on the rebound- I wonder if this might have had an effect on the depiction of the city as a result?

I didn't mind this too much either, it's actually kind of a nice way to add flavour, have an old timer show you around the city so to speak. But it does feel like the game is missing a proper third act. It'd go a long way if after the Johnny situation is resolved and you're established as a competent merc, you had a chance to rise to the top on your own.

Judging from the path to glory ending, i'd wager CDPR thought about it as well.
I wonder if the story should have been broken into these parts:
1.) Origins + V's first few months in Night City (the flash-forward)- ending with meeting Dex and getting the Arasaka heist job.
2.) The Heist- preparation, carrying it out, the failure, the death of Jackie, and meeting Silverhand.
3.) Dealing with the ramifications of the biochip + the Arasaka endgame, and the endings.

Of course this does shunt meeting Silverhand to the later part of the story, so his story might end up more backloaded as a result.

I think that if there's any DLC, it should be focused on building up the first few months after the origins and before the heist, and building up side character stories (Vik, Misty, etc.), in order to get that rags-to-riches feeling.
 
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TBH, it's nice to have a sunbleached Cyberpunk from time to time, but reading more into Cyberpunk's environments, they don't really seem to carry the atmosphere quite right. It's almost too nice in some areas (especially the weather), and even the middle-upper class areas can sometimes feel too 'architecturally outgoing' at times. It doesn't read like a city that regularly gets hit by acid fog, or a city wracked by crime (with a 50% newcomer survival rate).

There's too much trashy advertising even in the rich areas (where you'd expect executive brand advertising instead of junk food). Overall, it's a little too GTA-esque and colourful at times, as compared to the rather dark story.

The most 'cyberpunky' parts are in the ultra-dense areas, while the single-storey areas are somewhat underwhelming (which is why some people compared it to GTA V's general SoCal atmopshere).

One other aspect to note about the Cyberpunk genre was that it emerged during a time when American cities were at their absolute urban nadir- run-down and dangerous, and much of the modernist-brutalist architecture of the time was as such internally-focused as a result- turning their backs to the public realm. Cyberpunk 2077 was made in an era when urban living is on the rebound- I wonder if this might have had an effect on the depiction of the city as a result?


I wonder if the story should have been broken into these parts:
1.) Origins + V's first few months in Night City (the flash-forward)- ending with meeting Dex and getting the Arasaka heist job.
2.) The Heist- preparation, carrying it out, the failure, the death of Jackie, and meeting Silverhand.
3.) Dealing with the ramifications of the biochip + the Arasaka endgame, and the endings.

Of course this does shunt meeting Silverhand to the later part of the story, so his story might end up more backloaded as a result.

I think that if there's any DLC, it should be focused on building up the first few months after the origins and before the heist, and building up side character stories (Vik, Misty, etc.), in order to get that rags-to-riches feeling.
I have a feeling IF DLC is on the way it may have to do with Mr. Blue Eyes. Kind of get the feeling his Org is the strings behind Perales brainwashing/getting elected. And Arasaka was a known factor and he's not so will have to see how they shake things up.
 
It's honestly surprising to me how people are still trying as hard as they possibly can to dick ride this game and tell everyone that "It's not that bad!"

If they had actually advertised the game in it's current state no one would have bought it
 
Each time I think about the clusterfuck that is Cyberpunk 2077's story the more dejected I become. It's clear from looking at the game that these 'life paths' provide only an illusion of choice when it comes to the game to the point that characters who are introduced in the beginning of the story fall off the face of the earth after you get railroaded into the linear 'muh biochip' storyline. In the street kid intro for example, you are portrayed as someone who is intimate with Padre, as someone who just got back from a debacle in Atlanta (yeah, it doesn't get any better by 2077 go figure) and has returned to Night city in hopes of better prospects. After the heist mission and Silverhand? Nothing. Not a thing, no parting of ways, no contacting the main character being like "how are you chica" or something like that.

You get no special dialogue, or mission, or contact from Padre despite being established as having such a connection with him. If Cyberjunk is going to imitate GTA, then they might as well go full on with a storyline that is at least fucking consistent. Why not have the rags to riches storyline, in which you befriend Padre, where you end up fighting for the Valentinos, and Padre, being your "father figure" or whatever gets caught up in the crossfire of a gang war despite having left the gang?
Padre could look at you with pity as you become a gangbanger for the Valentinos, and after he's targeted by the 6th street gang in a drive by shooting or some shit, you could have an intimate moment with him, scolding you as he lays our bleeding that "you shouldn't live this life, no one can attain the kingdom of Heaven this way" or some appropriately dramatic stuff.
You could then have this example story veer into a revenge arc, where you may find out that maybe it wasn't the 6th street gang who did the hit, but his former rivals at the Valentinos, leading to even more drama. See how easy it was to lay out a basic plot and have potentially interesting characters with decent voice acting fulfill some purpose other than being an MMO style quest giver? If I wanted to play an MMO, I'd go play one. Preferably one with 1. A transmog system, 2. A working crime system, 3. Being able to dye your clothes, 4. Being able to change my hairstyle, 5. Functioning AI, etc. All features that Cyberpunk 2077 doesn't fucking have. Even Elder Scrolls Online does these things better.

The biggest sucker punch coming from this atrocious shit-vomit stew of a game is that the character that I actually cared about, Takemura, who was unceremoniously killed off during the Arasaka raid after kidnapping Hanako, only to realize 30 HOURS LATER that I could've done things differently. Guess what for all you who played that mission, you could actually SAVE Takemura. He didn't even have to die, and because the developers are completely inept or cruel the game's quest log tells you nothing about this option. Un-fucking believable. Keep in mind that other, competently designed games are structured in such a way that you actually know what choices you have. Talk about pulling a fast one on all your players and leaving them with an exponentially shittier game, especially if you picked the Arasaka ending.

We're talking about a character with great visual design, well-delivered lines, complete with fleshed out motivations and story. Takemura was special in that not only did he have a good voice actor, but the way in which he was written exuded the charming Japanese autism of a middle aged tourist going to America for the first time. The little details where he would act the Japanese boomer and text you random food searches in all caps trying to avoid the dumpster grub they serve in Night city is truly cute. What a sick joke of a game.
 
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Each time I think about the clusterfuck that is Cyberpunk 2077's story the more dejected I become. It's clear from looking at the game that these 'life paths' provide only an illusion of choice when it comes to the game to the point that characters who are introduced in the beginning of the story fall off the face of the earth after you get railroaded into the linear 'muh biochip' storyline. In the street kid intro for example, you are portrayed as someone who is intimate with Padre, as someone who just got back from a debacle in Atlanta (yeah, it doesn't get any better by 2077 go figure) and has returned to Night city in hopes of better prospects. After the heist mission and Silverhand? Nothing. Not a thing, no parting of ways, no contacting the main character being like "how are you chica" or something like that.

You get no special dialogue, or mission, or contact from Padre despite being established as having such a connection with him. If Cyberjunk is going to imitate GTA, then they might as well go full on with a storyline that is at least fucking consistent. Why not have the rags to riches storyline, in which you befriend Padre, where you end up fighting for the Valentinos, and Padre, being your "father figure" or whatever gets caught up in the crossfire of a gang war despite having left the gang?
Padre could look at you with pity as you become a gangbanger for the Valentinos, and after he's targeted by the 6th street gang in a drive by shooting or some shit, you could have an intimate moment with him, scolding you as he lays our bleeding that "you shouldn't live this life, no one can attain the kingdom of Heaven this way" or some appropriately dramatic stuff.
You could then have this example story veer into a revenge arc, where you may find out that maybe it wasn't the 6th street gang who did the hit, but his former rivals at the Valentinos, leading to even more drama. See how easy it was to lay out a basic plot and have potentially interesting characters with decent voice acting fulfill some purpose other than being an MMO style quest giver? If I wanted to play an MMO, I'd go play one. Preferably one with 1. A transmog system, 2. A working crime system, 3. Being able to dye your clothes, 4. Being able to change my hairstyle, 5. Functioning AI, etc. All features that Cyberpunk 2077 doesn't fucking have. Even Elder Scrolls Online does these things better.

The biggest sucker punch coming from this atrocious shit-vomit stew of a game is that the character that I actually cared about, Takemura, who was unceremoniously killed off during the Arasaka raid after kidnapping Hanako, only to realize 30 HOURS LATER that I could've done things differently. Guess what for all you who played that mission, you could actually SAVE Takemura. He didn't even have to die, and because the developers are completely inept or cruel the game's quest log tells you nothing about this option. Un-fucking believable. Keep in mind that other, competently designed games are structured in such a way that you actually know what choices you have. Talk about pulling a fast one on all your players and leaving them with an exponentially shittier game, especially if you picked the Arasaka ending.

We're talking about a character with great visual design, well-delivered lines, complete with fleshed out motivations and story. Takemura was special in that not only did he have a good voice actor, but the way in which he was written exuded the charming Japanese autism of a middle aged tourist going to America for the first time. The little details where he would act the Japanese boomer and text you random food searches in all caps trying to avoid the dumpster grub they serve in Night city is truly cute. What a sick joke of a game.
Did you go with him on his Recon of the Arasaka Compound or just let him do it on his own?
 
Did you go with him on his Recon of the Arasaka Compound or just let him do it on his own?
I'm almost certain I did everything I could with Takemura, including doing Recon of the compound and everything. I do wonder how how many of these story letdowns are due to either terrible design, or am I just getting rammed up the ass by bugs?
 
I'm almost certain I did everything I could with Takemura, including doing Recon of the compound and everything. I do wonder how how many of these story letdowns are due to either terrible design, or am I just getting rammed up the ass by bugs?
Yea was curious if the warning popped up if you did the recon with him. Doesn't pop up till you run up the stairs and Johnny yells at ya. I just double jumped my way back up the hole you fell down and still got him. I think the problem is the game design was to not punish any one style of play so you get into this flow of how you set your character up and not see the other avenues. It's especially bad on the main story missions because as you saw with that one mission you just follow the flow of the mission and miss something big.
 
Each time I think about the clusterfuck that is Cyberpunk 2077's story the more dejected I become. It's clear from looking at the game that these 'life paths' provide only an illusion of choice when it comes to the game to the point that characters who are introduced in the beginning of the story fall off the face of the earth after you get railroaded into the linear 'muh biochip' storyline. In the street kid intro for example, you are portrayed as someone who is intimate with Padre, as someone who just got back from a debacle in Atlanta (yeah, it doesn't get any better by 2077 go figure) and has returned to Night city in hopes of better prospects. After the heist mission and Silverhand? Nothing. Not a thing, no parting of ways, no contacting the main character being like "how are you chica" or something like that.

You get no special dialogue, or mission, or contact from Padre despite being established as having such a connection with him. If Cyberjunk is going to imitate GTA, then they might as well go full on with a storyline that is at least fucking consistent. Why not have the rags to riches storyline, in which you befriend Padre, where you end up fighting for the Valentinos, and Padre, being your "father figure" or whatever gets caught up in the crossfire of a gang war despite having left the gang?
Padre could look at you with pity as you become a gangbanger for the Valentinos, and after he's targeted by the 6th street gang in a drive by shooting or some shit, you could have an intimate moment with him, scolding you as he lays our bleeding that "you shouldn't live this life, no one can attain the kingdom of Heaven this way" or some appropriately dramatic stuff.
You could then have this example story veer into a revenge arc, where you may find out that maybe it wasn't the 6th street gang who did the hit, but his former rivals at the Valentinos, leading to even more drama. See how easy it was to lay out a basic plot and have potentially interesting characters with decent voice acting fulfill some purpose other than being an MMO style quest giver? If I wanted to play an MMO, I'd go play one. Preferably one with 1. A transmog system, 2. A working crime system, 3. Being able to dye your clothes, 4. Being able to change my hairstyle, 5. Functioning AI, etc. All features that Cyberpunk 2077 doesn't fucking have. Even Elder Scrolls Online does these things better.

The biggest sucker punch coming from this atrocious shit-vomit stew of a game is that the character that I actually cared about, Takemura, who was unceremoniously killed off during the Arasaka raid after kidnapping Hanako, only to realize 30 HOURS LATER that I could've done things differently. Guess what for all you who played that mission, you could actually SAVE Takemura. He didn't even have to die, and because the developers are completely inept or cruel the game's quest log tells you nothing about this option. Un-fucking believable. Keep in mind that other, competently designed games are structured in such a way that you actually know what choices you have. Talk about pulling a fast one on all your players and leaving them with an exponentially shittier game, especially if you picked the Arasaka ending.

We're talking about a character with great visual design, well-delivered lines, complete with fleshed out motivations and story. Takemura was special in that not only did he have a good voice actor, but the way in which he was written exuded the charming Japanese autism of a middle aged tourist going to America for the first time. The little details where he would act the Japanese boomer and text you random food searches in all caps trying to avoid the dumpster grub they serve in Night city is truly cute. What a sick joke of a game.

Not going to lie. I thought it was obvious you could save Mura and just jumped up the hole like the other guy. Problem there is you're just kinda dumb lol
 
Not going to lie. I thought it was obvious you could save Mura and just jumped up the hole like the other guy. Problem there is you're just kinda dumb lol
Jumped up the hole?
The way the game handles story missions and ends up railroading the player towards a single, linear path through most of the story screwed up my expectations for that content which did allow you to change the outcome of the game. What pointers were there to lead me, or anyone for that matter to believe that they suddenly had an opportunity to impact the story when in any other case they're expected to go along with it?

Imagine if I trained you to blindly follow me around wherever I went, giving you rewards every so often, but randomly out of the blue I stop, turn around and ask you, "where do you want to go?" as if you're expected to go against how I reinforced your behavior to obtain a specific desired outcome in the first place.
 
Jumped up the hole?
The way the game handles story missions and ends up railroading the player towards a single, linear path through most of the story screwed up my expectations for that content which did allow you to change the outcome of the game. What pointers were there to lead me, or anyone for that matter to believe that they suddenly had an opportunity to impact the story when in any other case they're expected to go along with it?

Imagine if I trained you to blindly follow me around wherever I went, giving you rewards every so often, but randomly out of the blue I stop, turn around and ask you, "where do you want to go?" as if you're expected to go against how I reinforced your behavior to obtain a specific desired outcome in the first place.

All your complaints where valid except "This game doesn't hold my hand enough!". That is a really dumb complaint. You don't need a pointer to EVERY option available to you and you should be able to figure out some things yourselves without a "Go back and save your friend from getting shot you idiot" warning. This was basically the same as something that happened in the original Dues Ex game - your Brother is in a hotel fighting some bad guys and tells you to leave him and go out the window. If you do so he dies. If you stay and take out the badguys he lives. If people could figure that out back then you have no excuse. Do modern gamers really need to have EVERYTHING explained to them like they're a six year old?

I double jumped back up the hole lol. With the cyber leg thing.
 
All your complaints where valid except "This game doesn't hold my hand enough!". That is a really dumb complaint. You don't need a pointer to EVERY option available to you and you should be able to figure out some things yourselves without a "Go back and save your friend from getting shot you idiot" warning. This was basically the same as something that happened in the original Dues Ex game - your Brother is in a hotel fighting some bad guys and tells you to leave him and go out the window. If you do so he dies. If you stay and take out the badguys he lives. If people could figure that out back then you have no excuse. Do modern gamers really need to have EVERYTHING explained to them like they're a six year old?

I double jumped back up the hole lol. With the cyber leg thing.
The complaint isn't that the game doesn't hold my hand, the complaint is that the game is misleading, it didn't even let me know what my options are.

And comparing this game to Deus Ex? Lol
 
The complaint isn't that the game doesn't hold my hand, the complaint is that the game is misleading, it didn't even let me know what my options are.

And comparing this game to Deus Ex? Lol

"My complaint isn't that the game wasn't holding my hand, my complaint was that the game didn't explicitly have a bright pointer explaining exactly what I needed to do for everything!" Lol

Its OK that you're a little bit dumb. Game developers would go broke without dumb gamers. You are valuable to this industry.
 
I just finally finished Cyberpunk 2077 and even played through all the endings (the secret one being my favourite). I went in with neutral expectations, expecting neither a masterpiece nor a disaster.

I can't say that my opinion has changed much if at all from my previous posts. I still stand by what I said earlier and agree with the reviews of @Ginger Piglet and Stardusk's video. The shortest way I'd describe Cyberpunk 2077 is as a raw diamond stained with shit.

The writing itself was good enough for me to give a shit about the plot and the characters. It may have been a bit sketchy in some parts, but in others it was good and in some cases outright brilliant. I do not know if I belong to a minority if I say that I liked Johnny as a character and the interactions he has with V. Maybe it's just my personal misguided soft spot for dilapidated rock stars way past their prime who just don't give a fuck anymore. I'm actually miffed that you couldn't pick being a Rockerboy as one of V's pasts. I'll be honest, Jackie's death did sting, with getting brutally friendzoned by Panam being a close second.

The main campaign is indeed short and a bit too short for my taste. The so-called gigs are mostly fillers with gimmick missions that I thought Saints Row IV did better. The other side quests however are indeed fun, entertaining and memorable like the ones where you re-connect with Johnny's old friends, Panam's entire arc, reenacting Mel Gibson's The Passion by literally crucifying a guy called Josh and especially the whole arc with the mayoral candidate that ended in a frustrating cliffhanger. I was even positively surprised with the tranny given the disasterous potential that story line had.

The soundtrack BTW was top notch! Samurai is as of now my favourite fictional band.

Regarding the game play I don't know what I can say that others haven't said already. It was pretty good for what it is and I had fun. The AI had its share of problems and the sloppy way of how the cops are programmed has already been thoroughly discussed. The bugs and the glitches can be funny at times, but can sometimes be annoying, especially when they make finishing a quest impossible or don't trigger the beginning of a quest at all. I'm not going to menstruate over the fact that I easily missed the opportunity to save Takemura, it's kind of a neat secret bonus if you ask me. Bes Isis however not calling me to continue a side quest because of shitty programming on the other hand is indeed a problem. The quest said you have to wait a day, but in actuality you have to go somewhere near the Arasaka plaza in Watson because Night City has more bugs than Klendathu. At least in my playthrough.

By no means do I think that Cyberpunk 2077 is objectively a terrible game, but it is not a masterpiece either in its current state. Minus the bugs and the cut khantent it is still an enjoyable experience and even helped me cope with the fact that Oni is dead and we'll probably never see a good Ghost in the Shell game. As things stand now I would not recommend Cyberpunk 2077 yet, that is if you don’t intend on becoming a “nakama” on the Thousand Sunny. But if they fix all the bugs and release new or reintroduce some of the cut khantent that enriches the gameplay - in other words, if they pull a redemption arc like No Man's Sky - then Cyberpunk 2077 does indeed deserve a second chance, because the potential for it to be a legit masterpiece is there. That is if it happens. At least the PC version. I’ve heard a lot of horror stories regarding the console versions of the game, but I’ve said it so many times and I’m more than happy to say it again: The wages of console peasantry is eating shit.

Overall I still stand by what I said. Right now, at the time of me writing this, I consider the game a solid 7/10. If they had the time to fix all the bugs and bring back some of the cut khantent, or alternatively if they pull a No Man's Sky, I would have easily given it a 10/10, but it is what it is.
 
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"y-you're not a hardcore gaymer™© like me unlike you i play 'dues ex' hurr u dumb hand holding REEEEEEEEEE"
gigachad1.jpeg

Shut up, Nerd.
 
A theory on what may have gone wrong with Cyberpunk 2077 from a software planning development standpoint.


The jist of it is that any successful plan requires a careful navigation within the triangle of resources, time and scope where you lock on one of these at the expense of the other two. Resources were not an issue for CD Project Red, but they had to lock on either scope (content) or time (fixed release date) but fucked themselves by going for both.
 
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A theory on what may have gone wrong with Cyberpunk 2077 from a software planning development.

https://youtube.com/watch?v=E-jGEtqB4wU
The jist of it is that any successful plan requires a careful navigation within the triangle of resources, time and scope where you lock on one of these at the expense of the other two. Resources were not an issue for CD Project Red, but they had to lock on either scope (content) or time (fixed release date) but fucked themselves by going for both.

I think you can have a grand scope project done in medium time, but you absolutely need top notch talent for that. Not divershitty hires.

Something obviously went wrong here.
 
I think you can have a grand scope project done in medium time, but you absolutely need top notch talent for that. Not divershitty hires.

Something obviously went wrong here.
Management fucking SUCKED. That's what happened. Middle-Management, boots on the ground, completely fucked things. Hiring the terrible Canadians didn't help, but this isn't just the fault of incompetent talent. The suits also fucked up. So this was most certainly a managerial problem.

So the managers needed bodies, and just hired the Bioware C-Team to make themselves look good and just get extra people in. Unfortunately, those extra people were clearly incapable of doing what was asked of them. But management didn't really care. They just straight up lied to investors.
 
I'm like 95% sure the whole "we made the campaign fifteen hours long because gamers told us TW3 was too long" thing is a bullshit lie and the real reason the campaign is so short is that the D list Andromeda devs they hired were not technically skilled enough to implement all the things they had planned originally so they cut virtually everything instead of spending enough money to hire people who weren't retarded.
 
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