Kem0sabe
Arcane
Each patch as upped the visuals but fucked up the performance on the xbox series x.
That's just another problem with modern trends. Oversized worlds with extremely repetitive content, halve the size of the city and you don't have that issue.
Anyway... it's still probably worthless overall, you find plenty of great weapons and I'll probably find a legendary revolver in 10 minutes that beats it, but for a hot second there it was a nice dopamine hit when the numbers went up up up.
That's just another problem with modern trends. Oversized worlds with extremely repetitive content, halve the size of the city and you don't have that issue.
I disagree, Night City's size is just right. It's fun to walk/ride around and is interesting to explore because of how diverse each district is.
It looks fantastic but I disagree that it's interesting to explore. Exploring feels like a waste of time given no effort has been put into finding content through exploration.
They should have created hubs like Deus Ex and gone to town making every inch come alive and interactive.That's just another problem with modern trends. Oversized worlds with extremely repetitive content, halve the size of the city and you don't have that issue.
I disagree, Night City's size is just right. It's fun to walk/ride around and is interesting to explore because of how diverse each district is.
They should have created hubs like Deus Ex and gone to town making every inch come alive and interactive.
Unfortunately CDPR have commercial rather than strictly artistic incentives these days. They wanted to have their cake and eat it with the GTA openworld/ Borderlands shlooter juxposition & exhausting console marketing cycle . There's simply not enough enough focus and artistry woven into the overall product. It's compromised from the top down.
It looks fantastic but I disagree that it's interesting to explore. Exploring feels like a waste of time given no effort has been put into finding content through exploration.
You literally get calls to start new side quests as you explore and get near their objectives
It would've been better if half the doors weren't locked and the other scenery vendors actually sold you stuff. Otherwise the worlds fine.
Which is precisely the problem. You do one 10 minute drive around the city and you've got a shitload of meaningless quests in your log which feel like they have zero context to them.
I was thinking along the lines of the original Deus Ex where you go from New York to Hong Kong for example and the whole vibe changes. CDPR can still design relatively large areas that give the illusion of living breathing cities but they could DO so much more systemically & narrativewise with narrower zones to focus on.They should have created hubs like Deus Ex and gone to town making every inch come alive and interactive.
Unfortunately CDPR have commercial rather than strictly artistic incentives these days. They wanted to have their cake and eat it with the GTA openworld/ Borderlands shlooter juxposition & exhausting console marketing cycle . There's simply not enough enough focus and artistry woven into the overall product. It's compromised from the top down.
I agree that they wanted to cash in on the GTA crowd, but the Night City is an absolute spectacle to explore and I'm glad they went above than just copying HR and MD
That's just another problem with modern trends. Oversized worlds with extremely repetitive content, halve the size of the city and you don't have that issue.
I disagree, Night City's size is just right. It's fun to walk/ride around and is interesting to explore because of how diverse each district is.
They should have created hubs like Deus Ex and gone to town making every inch come alive and interactive.
Then make it optional, you find the quests by exploring and intracting with NPCs and when you want to do some jobs straight and without spending time for it YOU call a fixer and he gives you the information about nearest job to your location.In a city of such size with so many npcs it would be an incredible chore. And it would get more and more annoying with time - the more quests you've cleared the harder it would be to find the remaining.The open world could have came alive if you came across all these quests purely through exploration. Exploring a dark alley and having an NPC pull you aside, wandering the street and suddenly having to get involved with an AI car trying to commit suicide (this does happen but it's in the form of a fetch quest instead), hearing about an underground casino with a dark side whilst talking with/eavesdropping with locals on the street). There's enough content in the game, it just needed to be far more then calls/texts and dots on the maps.
Aww, the romance sequence with Judy is really sweet, with quite an imaginative and beautiful preamble. My female character seems to have drifted into having a lesbian relationship with Judy without trying, the little minx.
Somebody mentioned Detroit: Being Human above. I didn't actually play that but I found myself intrigued by Christopher Odd's playthrough so I know it fairly well. It does seem to have good C&C but my god are the themes shallow and trite (or rather, treated shallowly and tritely) compared to this game's. Even though I don't think BDs and Engrams are actually possible, they're still a wonderful philosophical thought-experiment to play with.
Ontology V, ontology.
time and time again these fucking marketing pricks
The sad thing is that CDPR's marketing team honestly deserves promotions and raises, because goddamn did they do their job right.
It's marketing's job to lie to you so you spend money. Never think otherwise.
I've noticed crafted legendaries have more mod slots than looted ones, and the ability to craft exact the weapons you want at the highest level available is useful instead of relying totally on RNG. Looted Purples and Oranges are actually pretty rare, at least for me. So I don't think crafting is bad anymore. It's just that Normal isn't tough enough to warrant it. On Hard/Very Hard it seems worth it.
The sad thing is that CDPR's marketing team honestly deserves promotions and raises, because goddamn did they do their job right.
It's marketing's job to lie to you so you spend money. Never think otherwise.
It's easy to sell something that doesn't exist by promising the world. And it creates an unsatisfied user base.
Much more difficult to sell a product based on its actual strenghts
and the ability to craft exact the weapons you want at the highest level available is useful instead of relying totally on RNG
It reeks because it is MMO design. I'm willing to bet that they quite deliberately designed the items and crafting to be interchangeable between the single player and MMO game. To "save resources" you know.and the ability to craft exact the weapons you want at the highest level available is useful instead of relying totally on RNG
Except for not being able to choose the damage type. Ugh, what the fuck they were thinking... Reeks of MMO design in which you have to spend time crafting over and over to get the damage type you want, except here is reload. Damage type in any case should have been an ammo "mod".
They should have created hubs like Deus Ex and gone to town making every inch come alive and interactive.
Unfortunately CDPR have commercial rather than strictly artistic incentives these days. They wanted to have their cake and eat it with the GTA openworld/ Borderlands shlooter juxposition & exhausting console marketing cycle . There's simply not enough enough focus and artistry woven into the overall product. It's compromised from the top down.
I agree that they wanted to cash in on the GTA crowd, but the Night City is an absolute spectacle to explore and I'm glad they went above than just copying HR and MD
Talked with a friend of my brother yesterday. He had an opposite bug during the Mealstorm mission - he pulled a gun on Royce, but for some reason had no guns in gun slots, which made his hand to be empty. So he threatened Royce with an empty hand. And then he chose an option to pull the trigger... killed the guy with an imaginary gunAww, the romance sequence with Judy is really sweet, with quite an imaginative and beautiful preamble. My female character seems to have drifted into having a lesbian relationship with Judy without trying, the little minx.
Somebody mentioned Detroit: Being Human above. I didn't actually play that but I found myself intrigued by Christopher Odd's playthrough so I know it fairly well. It does seem to have good C&C but my god are the themes shallow and trite (or rather, treated shallowly and tritely) compared to this game's. Even though I don't think BDs and Engrams are actually possible, they're still a wonderful philosophical thought-experiment to play with.
Ontology V, ontology.
I had a hilarious bug where my character still had a revolver in her hand. Sure made the sex scene...interesting. Who knew V was that kinky.
and the ability to craft exact the weapons you want at the highest level available is useful instead of relying totally on RNG
Except for not being able to choose the damage type. Ugh, what the fuck they were thinking... Reeks of MMO design in which you have to spend time crafting over and over to get the damage type you want, except here is reload. Damage type in any case should have been an ammo "mod".