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CD Projekt's Cyberpunk 2077 Update 2.0 + Phantom Liberty Expansion Thread

Danikas

Arcane
Joined
Jun 15, 2017
Messages
1,605
Original Johnny concept art.

lea-leonowicz-johnny-silverhand-03.jpg

lea-leonowicz-johnny-silverhand-02.jpg


Anyway remember that random reddit "leak" from "game developer"

"Our original Johnny was heavily inspired by David Hayter's Solid Snake from the first MGS and believe it or not "

Could there be some truth to that?
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
9,490
Location
Grand Chien
It would have been so much better if they went with an unknown actor for Silverhand, I do have a soft spot for Keanu but he just doesn't add much to this character
 

Quillon

Arcane
Joined
Dec 15, 2016
Messages
5,226
Not much different than Keanu Silverhand, tho why does he have black hair if its original concept/before keanu?
 

Pegultagol

Erudite
Joined
Feb 4, 2005
Messages
1,183
Location
General Gaming
If RDR2 is to be compared on its linearity of the missions and how restrictive its storytelling is, consider this:

I admit that RDR2's plot is pretty nonsensical and inexplicable with character decisions made for you at every turn making you feel completely helpless, exasperated, and mired in some creep toward inevitable and cursed fate. The narrative of how Dutch goes about bumbling around with his merry band of ignorant fools is really the worst part of the game.

However, many of your actions via the free character of Arthur Morgan are reflected in good/bad honor system that leads to different cutscenes, dialogues, items, and perks, not to mention the ultimate outcome in the life of the player character. It's a small difference in the big scheme of absurdity, but I feel it integrates quite naturally and there are umpteenth opportunities to influence it in either direction.

Furthermore you can dress your character however you want, with many options in beard and hair styles, not to mention crafting clothes that actually derive from the materials you hunt for and gather. The clothing sets offer small bonuses but they're not significantly tied to any gameplay contrivance and even serves immersive function to protect you from the elements. The weapons can be upgraded by parts and fittings, has various types of bullets that one can also craft, and there are challenges based on their skillful usage. It' just a small example of many of the choices at your disposal that might not affect the world per se, but does affect your representation interacting at all times in the constantly streaming, dynamic open world. The thing is, these type of facetious choices and light survival elements are the easiest things to implement in this type of game.

I feel CP2077 offers reactivity more contained in a mission, every mission handling pathways on which the player decision can influence the outcome. This is labor intensive, as the choices are heavily dialogue based and run on specific scripts and actions that only exist in one mission. The first few missions are especially fine examples, which offer many options that cater to player volition leading to diverse and compelling outcomes. But the majority of content exists in strait jacket narrative and a bubble of exclusivity not influencing other content in meaningful way. And I think the overall direction of story suffers from this as character development or relationship, let alone the world at large, feel particularly disjointed and existing in its own dimension. At least in the very end your ongoing relationship with Silverhand nets you another option to tackle the ending, but even then, supposedly hidden, as it's a secret! Why do they hide one single outcome toward which the player had contributed at many significant parts of the story?

Another glaring miss from this game that I felt was missed opportunity was the backdrop of ongoing Night City mayoral election. Even after some point in the game the winner was eventually declared on newscasts, I kept getting gigs and dialogs that still assumed the race was on and designed around sabotage or espionage for one candidate or the other. If CDPR was able to focus on a little reactivity of its proceedings and tie the loose ends this side story would've been a very nice chance to boost immersion and provide some cool atmosphere of a dynamic world. But done poorly, it produced a worse effect than would have if the missions were completely unrelated.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
If RDR2 is to be compared on its linearity of the missions and how restrictive its storytelling is, consider this:

I admit that RDR2's plot is pretty nonsensical and inexplicable with character decisions made for you at every turn making you feel completely helpless, exasperated, and mired in some creep toward inevitable and cursed fate. The narrative of how Dutch goes about bumbling around with his merry band of ignorant fools is really the worst part of the game.

However, many of your actions via the free character of Arthur Morgan are reflected in good/bad honor system that leads to different cutscenes, dialogues, items, and perks, not to mention the ultimate outcome in the life of the player character. It's a small difference in the big scheme of absurdity, but I feel it integrates quite naturally and there are umpteenth opportunities to influence it in either direction.

Furthermore you can dress your character however you want, with many options in beard and hair styles, not to mention crafting clothes that actually derive from the materials you hunt for and gather. The clothing sets offer small bonuses but they're not significantly tied to any gameplay contrivance and even serves immersive function to protect you from the elements. The weapons can be upgraded by parts and fittings, has various types of bullets that one can also craft, and there are challenges based on their skillful usage. It' just a small example of many of the choices at your disposal that might not affect the world per se, but does affect your representation interacting at all times in the constantly streaming, dynamic open world. The thing is, these type of facetious choices and light survival elements are the easiest things to implement in this type of game.

I feel CP2077 offers reactivity more contained in a mission, every mission handling pathways on which the player decision can influence the outcome. This is labor intensive, as the choices are heavily dialogue based and run on specific scripts and actions that only exist in one mission. The first few missions are especially fine examples, which offer many options that cater to player volition leading to diverse and compelling outcomes. But the majority of content exists in strait jacket narrative and a bubble of exclusivity not influencing other content in meaningful way. And I think the overall direction of story suffers from this as character development or relationship, let alone the world at large, feel particularly disjointed and existing in its own dimension. At least in the very end your ongoing relationship with Silverhand nets you another option to tackle the ending, but even then, supposedly hidden, as it's a secret! Why do they hide one single outcome toward which the player had contributed at many significant parts of the story?

Another glaring miss from this game that I felt was missed opportunity was the backdrop of ongoing Night City mayoral election. Even after some point in the game the winner was eventually declared on newscasts, I kept getting gigs and dialogs that still assumed the race was on and designed around sabotage or espionage for one candidate or the other. If CDPR was able to focus on a little reactivity of its proceedings and tie the loose ends this side story would've been a very nice chance to boost immersion and provide some cool atmosphere of a dynamic world. But done poorly, it produced a worse effect than would have if the missions were completely unrelated.
The problem is that CDPR should have been able to implement reactivity at both the micro and macro level because it was supposed to be an RPG. Hell, this is one of the areas that Witcher 3 excelled in -- I've played the game a few times through now and a lot of quests interact with each other(including temporally) and shape the overall narrative.
RDR2 never set out to create an RPG. They made a really good cowboy simulator with a lot of world interactions/reactivity.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,425
If RDR2 is to be compared on its linearity of the missions and how restrictive its storytelling is, consider this:

I admit that RDR2's plot is pretty nonsensical and inexplicable with character decisions made for you at every turn making you feel completely helpless, exasperated, and mired in some creep toward inevitable and cursed fate. The narrative of how Dutch goes about bumbling around with his merry band of ignorant fools is really the worst part of the game.

However, many of your actions via the free character of Arthur Morgan are reflected in good/bad honor system that leads to different cutscenes, dialogues, items, and perks, not to mention the ultimate outcome in the life of the player character. It's a small difference in the big scheme of absurdity, but I feel it integrates quite naturally and there are umpteenth opportunities to influence it in either direction.

Furthermore you can dress your character however you want, with many options in beard and hair styles, not to mention crafting clothes that actually derive from the materials you hunt for and gather. The clothing sets offer small bonuses but they're not significantly tied to any gameplay contrivance and even serves immersive function to protect you from the elements. The weapons can be upgraded by parts and fittings, has various types of bullets that one can also craft, and there are challenges based on their skillful usage. It' just a small example of many of the choices at your disposal that might not affect the world per se, but does affect your representation interacting at all times in the constantly streaming, dynamic open world. The thing is, these type of facetious choices and light survival elements are the easiest things to implement in this type of game.

I feel CP2077 offers reactivity more contained in a mission, every mission handling pathways on which the player decision can influence the outcome. This is labor intensive, as the choices are heavily dialogue based and run on specific scripts and actions that only exist in one mission. The first few missions are especially fine examples, which offer many options that cater to player volition leading to diverse and compelling outcomes. But the majority of content exists in strait jacket narrative and a bubble of exclusivity not influencing other content in meaningful way. And I think the overall direction of story suffers from this as character development or relationship, let alone the world at large, feel particularly disjointed and existing in its own dimension. At least in the very end your ongoing relationship with Silverhand nets you another option to tackle the ending, but even then, supposedly hidden, as it's a secret! Why do they hide one single outcome toward which the player had contributed at many significant parts of the story?

Another glaring miss from this game that I felt was missed opportunity was the backdrop of ongoing Night City mayoral election. Even after some point in the game the winner was eventually declared on newscasts, I kept getting gigs and dialogs that still assumed the race was on and designed around sabotage or espionage for one candidate or the other. If CDPR was able to focus on a little reactivity of its proceedings and tie the loose ends this side story would've been a very nice chance to boost immersion and provide some cool atmosphere of a dynamic world. But done poorly, it produced a worse effect than would have if the missions were completely unrelated.
The problem is that CDPR should have been able to implement reactivity at both the micro and macro level because it was supposed to be an RPG. Hell, this is one of the areas that Witcher 3 excelled in -- I've played the game a few times through now and a lot of quests interact with each other(including temporally) and shape the overall narrative.
RDR2 never set out to create an RPG. They made a really good cowboy simulator with a lot of world interactions/reactivity.

But they changed the genre of the game from RPG in the twitter profile, man! C'mon, that fixes everything!
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Lmao they didn't even have time to make the NPCs mouths' move when they speak, you think they are gonna bother with any of this in-depth sound design

And the AI is almost non-existent in this game just like every other triple A game released in the last 5-10 years, hardly surprising they don't notice stuff like that
Speaking of AI, I found Asscreed Origins to have surprisingly good AI - climbing ladders, raising alarms, carrying bodies of dead comrades, quest NPCs can be abandoned in the middle of an escort mission by deactivating the quest and they will stop and wait for the player to return.

They still behave as robots or get stuck climbing up and down ladders as they are calculating from what distance to fight, but all of the above is functionality that works.
 

Gargaune

Magister
Joined
Mar 12, 2020
Messages
3,177
It's not a bug though.. yes, not the 'biggest' issue, but at this point it's just more fuel for the fire.
Only because you're already pissed off at the game, otherwise it's not really indicative of anything if it's a mismatched prebaked reflection, stuff like this can slip through quality control even in productions with rock-solid development and testing processes. Obviously, that's not Cyberpunk's case, but this issue isn't an instance of "they couldn't even get that right", shit like this happens because it's so easy to miss in QA.

2070s. Yeah, tried that, didn't fix anything... I 'think' is because I'm using the Win7 version and I 'think' it's because some their rtx/dlss support comes from the Geforce Experience application (people also report installing this works), and if I'm unwilling to use an OS that spies on me, I'm certainly never going to use a programme that exists only for stream purposes and data collection.
I also have the 2070 and I don't install GeForce Experience, so it's not that, but it could be the OS. DirectX 12 on Windows 7 is, if I recall correctly, an "exceptional" per-game distribution and if that's the culprit, I don't know what to suggest. You could ask on nVidia's forums, but I wouldn't get my hopes up for a solution.
 
Joined
Jan 15, 2021
Messages
76
I also have the 2070 and I don't install GeForce Experience, so it's not that, but it could be the OS. DirectX 12 on Windows 7 is, if I recall correctly, an "exceptional" per-game distribution and if that's the culprit, I don't know what to suggest. You could ask on nVidia's forums, but I wouldn't get my hopes up for a solution.

It doesn't matter, my experience wouldn't be any better with a few extra shinies and I have no intention of playing the game ever again so there's no point in seeking a solution. Every other game I have works and that's fine by me.
 

Wesp5

Arcane
Joined
Apr 18, 2007
Messages
1,770
I believe also Half Life 2 and all its Source engine derivatives use prebaked cubic maps for a lot of normal lighting stuff and the editor can generate them automatically.

I can confirm that and the results can be similar to the one in the screenshot. The cube maps are calculated before dynamic entities are added, so when you look at mirrors in the museum map of Bloodlines, the doors to the stalls in the rest room are missing in the reflection. What I think is even worse in that CP screenshot though is the chair with the pink bottom. It has no reflection or shadow and looks like it is floating! I can't believe this is supposed to be with raytracing on...
 

Twiglard

Poland Stronk
Patron
Staff Member
Joined
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Messages
7,237
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Poland
Strap Yourselves In Codex Year of the Donut
I kinda like River and fam but

Just so you know, we don't use zoomer words around here. Unless it's to express disgust at zoomer/millenial culture and the decline of Western civilization.

What I think is even worse in that CP screenshot though is the chair with the pink bottom. It has no reflection or shadow and looks like it is floating! I can't believe this is supposed to be with raytracing on...

That doorway is emitting an area light, that's why.

It's not with raytacing on. Area lights work fine with shadows and reflections are realtime. The user might've turned on only the basic RTX and left the important bits off.
 
Last edited:

Rinslin Merwind

Erudite
Joined
Nov 4, 2017
Messages
1,274
Location
Sea of Eventualities
As always, modders are more creative than developers

*looks at Fallout: The Frontier thread in different tab*
*I wild mix of disgust, horror, unpleasant surprise and disappointment creeps into mind*
Don't get me wrong, I love playing modded games and sometimes feel urge install thousand modifications until game can't run anymore (any moddable game), but even I would replace " as always" to "sometimes" or (in this case) "luckily".
 
Joined
Nov 28, 2011
Messages
6,063
Location
Digger Nick
"Our original Johnny was heavily inspired by David Hayter's Solid Snake from the first MGS and believe it or not "

Could there be some truth to that?

"Arasaka? Cyberware? Keycards? An AV? Militech chief? Tech revolver? Mantis blades? You're that edgerunner... you were killed in Konpeki Plaza! Soulkiller? It can't be....?! ALT!!!"



(for those that didn't play MGS: snip)
 
Joined
Jan 15, 2021
Messages
76
Just so you know, we don't use zoomer words around here. Unless it's to express disgust at zoomer/millenial culture and the decline of Western civilization.

'Fam' as a contraction of 'Family' has been around a LOT longer than zoomer's, the fact that they use it is simply a sign of their generations utter lack of originality (well, 'worthwhile' originality, any idiot can put tide pod on a pizza and claim "aww, how rando".)
 

Semiurge

Cipher
Joined
Apr 11, 2020
Messages
6,177
Location
Asp Hole
The great:
- Photo mode and playing dress-up

Seriously? You list a cosmetic nonsense feature that also serves as a marketing gimmick much like a company logo on clothing, as a "great" feature? I don't doubt that gamers find the feature fun though, but come on. It's bad for the suspension of disbelief when you're playing.

Original Johnny concept art.

lea-leonowicz-johnny-silverhand-03.jpg



Anyway remember that random reddit "leak" from "game developer"

"Our original Johnny was heavily inspired by David Hayter's Solid Snake from the first MGS and believe it or not "

Could there be some truth to that?

It's known that concept artists trace real faces for their work, but that one looks very familiar, especially the second one from the right.

Not much different than Keanu Silverhand, tho why does he have black hair if its original concept/before keanu?

Perhaps they thought blonde haired prettyboy would've been too white for American gamers. In the film industry brunettes are a kind of compromise for that reason, and blue eyes translate as "Nazi!" in narrow American minds.
 
Joined
Nov 28, 2011
Messages
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Location
Digger Nick
I admit that RDR2's plot is pretty nonsensical and inexplicable with character decisions made for you at every turn making you feel completely helpless, exasperated, and mired in some creep toward inevitable and cursed fate. The narrative of how Dutch goes about bumbling around with his merry band of ignorant fools is really the worst part of the game.

Umm, how? The writing in RDR2 is for the most part great. Also keep in mind that Dutch's gang, at least the important people like Arthur, Bill or Javier, are more-or-less trapped psychologically by what is essentially a sect. They've also known him for a long time, and owe him, especially Arthur - it's hard to turn your back on what is both a father, and a Cult leader that brainwashed you, at the same time, especially since things went pretty well for decades until the Blackwater heist. All of that can be learned easily from conversations and newspaper scraps etc.

The only bizarre part for me was how Hosea is this voice of reason, urging Dutch to keep a low profile, until he nonchalantly goes bonkers in Chapter 3. Even then, Chapter 2 was peaceful until the whole Leviticus Cornwall backfired on them, as was Chapter 3. Chapter 4 was short and about "one last job", which they did pull off, until the force of nature showed them what it thinks about the whole plan with tropical paradise. Then it all went downhill very quickly, and Arthur, both finally seeing that Dutch doesn't care about leaving that lifestyle, and knowing he was dying, just buys the time to get people like John or women out of the cult, while in the meantime helping Indians, among other things, to make up for his past deeds.
 

Xeon

Augur
Joined
Apr 9, 2013
Messages
1,858
I kinda agree the story and plot of RDR2's kinda sucks. Arthur and Hosea and even John were with Dutch for 15+ years and Dutch starts doubting them instead of the people who only have been with him for a few months like Micah. IIRC the all trouble started when he came along but despite all that, Dutch starts siding with him against everyone just because he strokes his ego. I like Dutch's character overall but holy shit.

I also kinda hate plots related to how much money you need for plot or whatever, I am in Ch6 at the moment and already have 7k cash and a lot of gold bars and jewelries from all the side quests and treasure hunts and I can't do anything about this. I think GTA5 handled the money a lot better in there, you pretty much start living like a king from the first heist mission and forget worrying about money that much and mostly do the heists because you are forced to or blackmailed to or something iirc and not because you still need the money.

I also really hate the gold objectives in RDR2, they are cancerous. At first I thought some of them might change outcomes or whatever but nope, its just to get gold for 100% or something which who gives a shit.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
I also kinda hate plots related to how much money you need for plot or whatever, I am in Ch6 at the moment and already have 7k cash and a lot of gold bars and jewelries from all the side quests and treasure hunts and I can't do anything about this. I think GTA5 handled the money a lot better in there, you pretty much start living like a king from the first heist mission and forget worrying about money that much and mostly do the heists because you are forced to or blackmailed to or something iirc and not because you still need the money.
If gambling with $100 budget, the smart strategy is to make 10 bets of 10 dollars or even 5 of 20 dollars, instead of 100 bets of 1 dollar. Likewise, when you are a criminal you want to engage in criminal activity as rarely as possible with the maximum payout. It's the videogames and movie scripts that struggle to come up with reasons for criminals to be criminals 24/7 because otherwise it would stop being "fun" for the audience.
 

Sad He-Man

Educated
Joined
Nov 1, 2010
Messages
80
Original Johnny concept art.

lea-leonowicz-johnny-silverhand-02.jpg


Anyway remember that random reddit "leak" from "game developer"

"Our original Johnny was heavily inspired by David Hayter's Solid Snake from the first MGS and believe it or not "

Could there be some truth to that?

Looks like even edgier version of Razorfist. This makes me appreciate Keanu more.
 

TheImplodingVoice

Dumbfuck!
Dumbfuck
Joined
Oct 29, 2018
Messages
1,957
Location
Embelyon
Original Johnny concept art.

lea-leonowicz-johnny-silverhand-03.jpg

lea-leonowicz-johnny-silverhand-02.jpg


Anyway remember that random reddit "leak" from "game developer"

"Our original Johnny was heavily inspired by David Hayter's Solid Snake from the first MGS and believe it or not "

Could there be some truth to that?
Reminds me off that "You're a white male!!!" guy
 

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