L4D2 was probably the last game that made any leaps in enemy AI, and it's over a decade old now.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
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.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.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.
RDR2 never set out to create an RPG. They made a really good cowboy simulator with a lot of world interactions/reactivity.
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.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
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.It's not a bug though.. yes, not the 'biggest' issue, but at this point it's just more fuel for the fire.
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.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.
But they changed the genre of the game from RPG in the twitter profile, man! C'mon, that fixes everything!
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 kinda like River and fam but
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...
As always, modders are more creative than developers
"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?
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.
The great:
- Photo mode and playing dress-up
Original Johnny concept art.
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?
Not much different than Keanu Silverhand, tho why does he have black hair if its original concept/before keanu?
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.
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.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.
Original Johnny concept art.
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!!!" guyOriginal Johnny concept art.
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?