Cyberpunk 2077 Grieving Thread

I wouldn't got that far, it's more people are easily fooled by flashy bling. in the end, what does the animation of eating a burger really add? immersion? better gameplay? how often can you watch the same animation, depending how often you have to eat, before you skip it? sure, ultimately you'd want it to be as realistic and "feature rich" as possible, but time and budget isn't limitless. same reason most games of old came out way better when devs had to work with (sometimes severe) limitations, because they had to focus what really matters and then add what they still could.

I'd argue it can add something depending on how its done. Monster Hunter is known for its food cutscenes, for example. In the end its the same as making any other cutscene or animation. What does a character giving the middle finger really add? What does a character moving his mouth really add? What does a gun animation really add? What does a cutscene really add?
 
I'd argue it can add something depending on how its done. Monster Hunter is known for its food cutscenes, for example. In the end its the same as making any other cutscene or animation. What does a character giving the middle finger really add? What does a character moving his mouth really add? What does a gun animation really add? What does a cutscene really add?

Most definitely, but in most cases these days it takes away more than it adds in a lot of games. Red Dead Redemption 2 is the biggest game that comes to mind right now.
 
  • Agree
Reactions: Randy Lahey
People who care about this sort of crap are the reason why modern games are so unplayable. Who gives a single flying fuck if you eat food by clicking a menu or an animation plays? It adds nothing to the game play, it's a time waste and filler if it's included. Make food a menu item and have the animators do something useful with their time. If your life is so shit you want to spend time in a virtual world to eat stuff you're a lost cause and deserve a thread here. Fuck you fatties!
The only reason I brought it up was because it was something that the trailers implied would happen in the game. Heck, I normally wouldn't have a problem with all the detail being left out if they didn't constantly bring up how revolutionary and ground breaking the game was to be in the marketing. They even said they wanted it to be as refined as RDR2.

Yeah, not doing any favors when trying to compare yourself to that.
 
I'd argue it can add something depending on how its done. Monster Hunter is known for its food cutscenes, for example. In the end its the same as making any other cutscene or animation. What does a character giving the middle finger really add? What does a character moving his mouth really add? What does a gun animation really add? What does a cutscene really add?

of course it can add something, almost nothing has just pros or cons, it always depends on the context. like I said you'd want it for the same reason you'd want anything else, make the game better, but you can't do everything and more importantly it has to fit the game, so you have to make a sensible choice. food cutscene in monhun? good. locked 5 second animation every time you drink a potion in combat, and the game is a potion chugger? far less so. ergo no point in spending time and money on it, let alone design it this way.
 
To be fair about eating animations and such, typically you have different teams working on this. So the animation team is separate from the gameplay team, etc. So just because there's an eating animation doesn't mean something else is lost. Unless you come from the CD Projekt school of design where people are making their own shit and there is no pipeline for anything.
 
To be fair about eating animations and such, typically you have different teams working on this. So the animation team is separate from the gameplay team, etc. So just because there's an eating animation doesn't mean something else is lost. Unless you come from the CD Projekt school of design where people are making their own shit and there is no pipeline for anything.

you always have a discrepancy in team output, that's why they either get moved or made to churn out cosmetics. having them do animations that serve no real purpose and worse possibly get removed again in another pass isn't very efficient.
 
Designing eating animations, implementing those animations and having to quality check them all cost time and money. Some where in the back office is some little fucking goblin licking his lips as he flips through pinterest pages to decide what food to include. I want that guy strung up by his balls and shot, fuck him and any one who thought hiring him was a good idea. It's all cinematic bollocks.
 
Did the secret ending last night and finished my second playthrough. Game is flawed and has a lot of bugs and optimization issues, but I enjoyed it (though that doesn't excuse the state of the game at launch).

I'm going to take a break from it until they add more content.
 
  • Agree
Reactions: Fougaro
One thing that stood out to me in my playthrough, speaking of the people miffed about the lack of RPG mechanics, was how I went through the game with shit-tier agility and my gun skills capped at level 3, but had zero issue murdering abundantly with them. Lacking the skill levels and talents did fuck all to slow me down. Ditto for 'stealth', since a lot of the skill boots for stealth were things like "hide for .00003 extra seconds before someone spots you". Hacking, on the other hand, would be fairly crippled without heavy investment, since several key things are gated behind talents.
 
  • Agree
Reactions: TVStactic
I'm still debating. I heard there's a new patch and there will be another one soon. I have PS4 Pro does that matter at all?

I've only played Witcher 3 in terms of CD Projekt Red games.

I'm just concerned because I've never ever witnessed such divisive game since ME3's ending...and DA2...and that wrestling game with the out of control Medusa hair physics that came out last year

(Saw mention of Yakuza earlier. LAD is best game since Kiwami 2 and 0. Ichiban is hot. Not as suave as Kiriyu but still. Game is MASSIVE)
Do you like downloading patches? Do you like getting fucked even if the patches are meant to be console focused?

Well, you got it right here. 1.1 is 1gb on PC? Fuck you, it's 40gb on PS4.
 
Another thing that bothers me is that for the far future of 2077, it feels little different than the "far past" of 2023.
They could have just called it Cyberpunk and set it during the alternate 2020's, kept all the tech and stuff, and there wouldn't have been much of a difference. They could have just had a game set in a world influenced by the RPG, and make it a kind of "21st century according to what people in the 80's and 90's thought would look like" vibe instead of GTA with more neon and Japanese.
 
Heck, the more I analyze the game and watch reviews of it, the more I see that, for all of the claims that this game is a "true next-gen experience" and the promises that it will be a revolutionary open-world game, it is shockingly dated in its design and interaction with the world. Sure, the glitches are definitely bad, but those are just a part of the reasons as to why it's so underwhelming to many.

For just one example, look at how you buy items. Games like Breath of the Wild and Red Dead Redemption 2 actually let you go up to the physical goods in real time and purchase them right then and there, whereas Cyberpunk uses a very archaic menu for the goods which you never actually see in the game aside from an icon. The combat, while theoretically giving you tons of options for taking out the enemies, doesn't really encourage that due to the weapon levelling system and enemies that just require something with higher stats, as opposed to say, the aforementioned BOTW, where you are given multiple ways to use the physics and chemistry system to your advantage. While people have complained about the weapon degradation, games like 2077 makes me wish for something like it, given how easy it is to just steamroll with a specific weapon and never vary.

You also have non-lethal takedowns, but there is literally no reason to do that. Remember how in games like Deus Ex Human Revolution or Metal Gear Solid V where there were tangible rewards for doing that, be it EXP or potential new allies? Not here. Or heck, you know in games like BOTW or MGSV, stealth is encouraged and gives you a real advantage over going in guns blazing, though that option is perfectly viable too? Again, not in Cyberpunk. Heck, that just makes the game drag out longer, and it doesn't even change how combat missions end or anything.

Don't think I need to mention the wanted and cop system, given how it even pales in comparison to the GTA games that were released almost two decades ago. The AI all sticks to the same exact motions for everything that happens, leading to unintentional comedy (just look at how the civilians react to explosions when they are driving for example). They can't even drive around a car that is in front of their pre-determined path, something that again, games released decades ago fixed.

I could go on, but I think you get the point. This game feels like something that came out at the beginning of the 2010s. It does nothing new or add anything new to the genre, and in fact does many things worse. Given how heavily hyped this game was and all the talk about it from the developers, combined with how their previous game turned out, this is just absolutely flabbergasting. Doesn't help that CDPR seems to think that all that is wrong with the game is the glitches, and the rest they are apparently "proud of".
I’m honestly surprised we still haven’t seen that many BoTW-likes yet besides that stupid Ubisoft game and Genshin Impact. It’s been years at this point and people still, rightly imo, sing that game’s praises.
I’d guess the traversibility among other things make it a nightmare for unambitious, incompetent, or lazy devs.
 
  • Like
Reactions: Alrakkan
I’m honestly surprised we still haven’t seen that many BoTW-likes yet besides that stupid Ubisoft game and Genshin Impact. It’s been years at this point and people still, rightly imo, sing that game’s praises.
I’d guess the traversibility among other things make it a nightmare for unambitious, incompetent, or lazy devs.

to be fair BoTW took like 6 years to make, and has only been out almost 4 years.
 
I'm surprised Nintendo hasn't gone after Mihoyo. Tbh it doesn't bother me in the slightest that its similar to Zelda but you just know Nintendo's legal team would nitpick since they're out for blood.
 
Well, finished the game with all the endings (I have no intentions of playing through it again on another life path) and my opinion of this game got more and more bleaker the more I played it.

The prologue of this game was cool as that’s when I was kind of giving it a 7/10 because it was intoxicating wandering around in a cool looking world doing side gigs. Then we got out of the prologue and non fucking stop I would be pestered by a Japanese geezer telling me to do this do that. It’s super hard to ignore the fact that I’m in a hurry to find a cure while at the same time nothing is really happening to my character. That and it’s really annoying because in open world RPGs I like to take my time and constantly being harassed to do main quest stuff in a rush is aggravating. It doesn’t help the main story felt so unfinished. There felt like several acts missing and the game felt like it was trying to get me to stop playing it as it was hurrying me along to the end. It doesn’t help the ending I got (consciousness transfer) feels really abrupt either with barely any background or build up. Doesn’t help the story after the prologue sucks and makes no sense either. It’s a railroaded first person shooter narrative where our character does everything without question for no reason and no input from the player.

It’s redundant to talk about how embarrassing the AI is.

I think I’m going to give this game a final score of 4.5/10. It just barely qualifies as a game by the very by the books definition of a game. Sure there’s a goal, obstacles, and a failure state (death), but that’s it.
 
I’m honestly surprised we still haven’t seen that many BoTW-likes yet besides that stupid Ubisoft game and Genshin Impact. It’s been years at this point and people still, rightly imo, sing that game’s praises.
I’d guess the traversibility among other things make it a nightmare for unambitious, incompetent, or lazy devs.
These sorts of games take time, so it's only now that we are seeing imitators. Even so, its influence can be seen in many open-world games that have come out in its wake.

Back to the topic at hand, I have to wonder if The Witcher 3 was the best and worst thing to happen to CDPR. Yeah, it gained them tons of acclaim and awards, and made them the hottest new developer on the block, but that all only fed into the expectations behind Cyberpunk 2077, and they may have gotten way too cocky as a result of all the praise. On that note, I only thought TW3 was good, but not this amazing masterpiece that everyone keeps claiming it is, with a lot of the complaints I have with it (repetitive gameplay loop, rather static open world without much interaction, not much to do aside from the main and side-quests) also popping up in 2077, so it doesn't really surprise me all that much.

I just can't shake the feeling that the only reason TW3 got so much acclaim was purely due to everyone gushing over how well-written it is, which I can at the very least agree with. But when you take that out, you get a simply okay game that doesn't really do much new. Heck, just looking at all the retrospectives on it regarding the best games of the 2010s, once again, nearly all I hear regarding TW3 is the commentators doing nothing but fawn over how much they were invested in the characters, how alive the world felt (nevermind the limited amount of actual interaction with it), and how much the writing blew them away, with little in terms of mentioning the gameplay.

So I can't help but feel that CDPR got too high on all these commendations, and felt they could do no wrong, and essentially did the exact same things for 2077, and everyone lapped it up because of TW3. And just like that game, while the writing is good, everything else falls short, heck even shorter than that game's gameplay. The difference being that this time, now they promised much more with their marketing, and the expectations were much higher given their previous success. Simply doing what you did previously isn't gonna cut it this time, something that they themselves seemed to acknowledge with the marketing machine, only to find themselves in way over their heads.
 
When has weapon degradation ever been good? Its never added anything to any game ever. The survival games that use resources already have bullet scarcity, so it doesn't add anything there. It isn't a particularly realistic concept. Its not like bullets start hurting less because your gun put a thousand rounds through it, and presumably your character in most games is doing basic maintenance on his weapons off-screen specifically to prevent it from falling apart in their hands or clogging up from all the gunk.

What game has ever handled it right?
Dying Light maybe?
 
STALKER is the only series where I've ever liked resource management in general - be it weight management, weapon upkeep, whatever. In STALKER all that stuff feels like it naturally fits, whereas with most other games the mechanics just feel like an annoyance added because some developer or producer thought "well, other games have it, so we should, too."
 
I'm surprised Nintendo hasn't gone after Mihoyo. Tbh it doesn't bother me in the slightest that its similar to Zelda but you just know Nintendo's legal team would nitpick since they're out for blood.
It’s China, I bet it would be like starting another Sino-Japanese war.
 
Back