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Judging from V's apartment, and how they talk, I'm more inclined to say that Street Kid is the canon path. It's very jarring to have ex-corpo V talk like a street hustler (even though they are currently a street hustler, like what corpo worth their salt is just going around killing tyger claws like they were collecting bear asses or something?).
The game doesn't want V to be a corpo, or a nomad, or a street kid. It wants you to make V to be an Edgerunner. But it makes the Lifepaths be too inconsequential (you can't really leaverage your street kid or corpo connections in any meaningful way, and the storyline introduced in the lifepaths aren't properly closed, they just abruptly ended).
CD Projekt Red boss likes tweets criticising Sony for removing Cyberpunk 2077
LIKED MESSAGES ALSO ASK WHY SONY HADN’T TAKEN SIMILAR ACTION AGAINST MARVEL’S AVENGERS
One message liked by the studio head called Sony’s decision “ridiculous”. “The game is playable and is actually a great game insofar as I know,” it reads. “Why not wait until they release some patches, updates, etc?”
Another user wrote: “Pulling the game from the store? that’s a cute ‘I am angry at a couple of refunds’ policy. The game works, but this been blown waayyyyy out of proportion by media needing some clicks.”
“This is interesting, @PlayAvengers came out in a worse state then @CyberpunkGame and you guys did nothing. Avengers is effectively dead on all platforms making online play non existent, on top of bad code. Where are all those peoples refunds? They’re next right.”
Another message liked by Badowski encouraged Cyberpunk 2077 owners not to refund the game: “I’m telling everyone that bought the game. Don’t return it. CDPR will fix the mistakes. All of the Witcher games were ass when they first came out and look at them now.”
Officially, CD Projekt Red has said that the decision to remove Cyberpunk 2077 from sale on the PlayStation Store came following joint discussions with Sony. “We are working hard to bring Cyberpunk 2077 back to PlayStation Store as soon as possible,” it said this week.
However, the founder of games publisher No More Robots speculated on Friday that Sony’s action could have come in retaliation to CD Projekt’s recommendation that PS4 players seek refunds, which he said was against its policy.
“It’s very likely that the day CD Projekt started telling people to go ask for refunds, Sony were immediately in touch with them saying ‘we need to take your game off the store if you’re telling people to get refunds’, and CDPR have then slowly, reluctantly, agreed,” wrote No More Robots founder Mike Rose.
“I don’t know this for certain, of course, but it’s the likely turn of events. The big no-no here is CDPR telling players to a. Go against PS policy, and b. Overwhelming PS Support, without talking to PlayStation first.”
Judging from V's apartment, and how they talk, I'm more inclined to say that Street Kid is the canon path. It's very jarring to have ex-corpo V talk like a street hustler (even though they are currently a street hustler, like what corpo worth their salt is just going around killing tyger claws like they were collecting bear asses or something?).
I personally doubt it. It's almost a given that we'll get expansions like Hearts of Stone which expand upon your playthrough rather than continue it postgame.
But it doesn't make sense as the main quest has a terrible urgency. It already creates a disconnect with the side quests, it would be worse with the expansions.
They drove themselves into a narrative corner, yeah. That said, I disagree with the urgency argument - without the meta knowledge a player can have of the ending paths, V is simply pursuing all possible leads and mingling in the underground world in the process. Get busy livin' or get busy dyin' and all that.
I do think it's a problem actually. If you're asking someone to immerse themselves in the role of someone who's got "a few weeks tops" (as Viktor says) there's no reason whatsoever for that character to piss about clearing open world outposts, they're going to be making a bee-line to try and solve their problem and live (I guess unless they welcome death, in which case they won't involve themselves with the MQ at all). And in fact with my first character that's what I did, I went directly from A to B. And there's a lot of coherence to the experience if you just follow only the main story and maybe whatever side-quests are directly under your nose around A and B.
Has any game that mixes open world with story ever gotten this right? Bethesda certainly didn't. Oblivion was hilarious in that regard.
If you have a story in a context that invites pottering about in the open world, then you simply can't have a story with urgency, it's oil and water. You can certainly have a story, and you can have a sense of urgency in parts of it, but as a whole story it has to be such that it has natural pauses in leveling chunks where there's no sense of urgency.
Like not defending CDK at all, but Sony pulled a master jew here. Like F76 was released in a worst state and they didn't pull it, but due to CDK incentivizing the clients to pick the refund Sony decided to pull a jew.
I've definitely seen hot business chicks from Poland before, though it's been about a decade. Hell, with all the jap influence and Arasaka and whatnot they could even put in the genuine article.
So they have no excuse. I take personal offense at this :D
I've definitely seen hot business chicks from Poland before, though it's been about a decade. Hell, with all the jap influence and Arasaka and whatnot they could even put in the genuine article.
So they have no excuse. I take personal offense at this :D
Judging from V's apartment, and how they talk, I'm more inclined to say that Street Kid is the canon path. It's very jarring to have ex-corpo V talk like a street hustler (even though they are currently a street hustler, like what corpo worth their salt is just going around killing tyger claws like they were collecting bear asses or something?).
Regarding the money, IIRC Jackie says that the money will be useful for a new start, so I guess the corpo V blows all the cash to get the shitty flat and some gear that he uses for his work with Jackie during that montage sequence. The other thing is that Arrasaka deactivates his implants, so maybe some of it goes to some initial medical treatment as well (perhaps that was done by other ripper doc who asked for money, or Viktor Vektor wasnt as friendly initially to treat V free of charge).
Like not defending CDK at all, but Sony pulled a master jew here. Like F76 was released in a worst state and they didn't pull it, but due to CDK incentivizing the clients to pick the refund Sony decided to pull a jew.
Trying to see Sony's perspective, they are the ones who have to handle returning the money directly, whereas CDPR bravely and generously "offered" to players to seek their money back. When CDPR makes the payment to Sony it will be in bulk, but processing the thousands of individual refunds falls to Sony's personnel, as well as the frustration of gamers.
It should be kept in mind that Sony is also culpable for the whole shitshow because it was Sony's employees who greenlit the game to go on the Playstation store. But if they got flooded with refund requests, withdrawing the game seems the most practical course.
CD Projekt Red boss likes tweets criticising Sony for removing Cyberpunk 2077
LIKED MESSAGES ALSO ASK WHY SONY HADN’T TAKEN SIMILAR ACTION AGAINST MARVEL’S AVENGERS
Well, finally finished it. I've spent almost 90 hours on it now, did all side missions and gigs.
I hadn't followed development of the game too closely, based on CDPR's prior games, mainly W2/W3, they'd earned their way onto my very exclusive list of devs that I can pretty much trust to do their thing and I can mostly avoid any spoilers/marketing and end up with a good game. I saw the initial reveal CGI trailer and the later 20 minute runthrough featuring Meredith some time later, aside from that, I was pretty much on blackout. I wasn't especially hyped, but I was interested, but going into this game, I didn't have the initial buy-in that I had with Witcher 2 & 3, I wasn't continuing on with the same protagonist, continuing/finishing the story and I had no prior experience with the Cyberpunk IP. The move from third person to first was potentially a little concerning given it was moving out of CDPR's wheelhouse, but based on their last game, I was confident we'd end up with a good game at the very least.
So, when I started playing it on release, my heart sank a bit when I first opened the map and saw the dreaded Ubisoft-esque map of "activities" to do. I was dreading the Assassin's Creed/Farcry collectathon aspects that made me abandon all of Ubi's franchises. CDPR had switched to a city-based open world game and judging from what I was reading on the net, everybody wanted something different from the game. I didn't follow CDPR's marketing of the game, and so I was (and still am) somewhat confused/befuddled that somewhere along the line, there are a group of people that wanted/expected the developer of Witcher to make a GTA game. Even now, after finishing the game, that's somewhat perplexing to me. Maybe CDPR did/said something to make people expect that, but it seems strange to me that people were expecting the developer of W2/3 to suddenly be making GTA.
Sadly, to some extent, I feel like the game is needlessly open world. This is a weird thing to explain, but the barometer I use to judge it is LA Noire. I'm gonna go on a bit of a tangent here - like with LA Noire, the city in Cyberpunk is just "there" and unlike with GTA the game isn't making the best use of it. It's difficult to explain... For reference, LA Noire used Rockstar's game engine but the real meat of the game was interviewing suspects and investigating crime scenes. There was some very limited suspect chasing on foot as well as possible car chases. As a police officer, there was certainly no scope to go around mowing people down, committing crimes, etc. And yet the game had a fully modelled, expansive city... that in my opinion served little purpose except to separate locations. It was, to certain extent, pointlessly open-world, you could have trimmed that shit out of LA Noire and likely been left with a better game by jumping from location to location.
Maybe its just me growing tired of every AAA game being some kind of open world, but with the complaints of Night City feeling devoid of things to do, I was certainly reminded of that LA Noire paradigm once again. I'm conflicted on this as Night City DOES look really impressive on the whole, it's probably one of the best realised cities in gaming, visually, but I'm not sure all the driving between locations really added anything except maybe to increase immersion and that is currently counterbalanced by the numerous very noticeable visual glitches and bugs. Although I hate to keep making the comparison as I don't want/need CDPR to make GTA, there's so much randomisation in GTA's city that supports and justifies the city's existence as-is; police chases, random crashes/crimes, pedestrian behaviours, and critically, each system plays off the others - a random criminal robs a car, is chased by police, a random pedestrian is run over, an ambulance turns up and so on - the systems work in tandem to create a believable and engaging backdrop to the game. Here in Night City, pedestrians vanish and switch models the second they're out of the camera's FOV; it's like no thought was given towards the importance of integrating these minor sub systems in a believable manner. A long hard look at the subsystem's of Rockstar's games would add a lot to the believability of Night City.
With how Cyberpunk currently stands, it's a great example of a game that really doesn't get much out of its open world trappings. I can buy cars - great, but I don't really need to. There's shitloads of weapon stores, but one can easily make do with scavenged gear through the whole game, cyberware excluded. I can get a pet cat for my apartment, great; but I have no real reason to ever return to my apartment. The list goes on. It just seems so many AAA's rush to be open world, yet only a handful of titles actually benefit from and flesh out the open world sufficiently for it to be a net gain, and instead, you have a bunch of (!) points dotted around a map ala Ubisoft. I don't think Cyberpunk should be or needs to be a GTA-equivalent in terms of gameplay approach, but they can do more with the open world than what's there now.
Moving onto side content, the side content seems to fall into a few categories:
-garbage filler tier - these are the (respawning?) police activities. A few goons and maybe a crate that needs to "investigated", maybe someone is getting mugged and you can intervene. They're fun to do once or twice, but after that can be largely ignored. I only completed a few of these, they're fun for quickly stomping on a few goons and getting a bit of loot, but yeah, it's no-effort "content".
-side mission/gig "lite" - these form a good portion of side content, you'll know them as you get a call from a fixer when you get close, then a text message with further details. Your mission can be one of several things - thievery, kill someone, rescue someone etc. These missions can vary quite wildly and are *very* numerous, usually featuring a specifically designed area that you need to navigatte through. Some of them are good/fun, particularly if you are going stealth, however due to the sheer volume of these activities, I rather quickly got to the point where I didn't even bother reading the text message from the fixer as it was essentially irrelevant; every activity was basically "go here, kill/steal this thing, exit the premises." Indeed, playing stealth, once you begin to get a feel for how they've designed these missions, you can often find a back entrance and get in & out of the location, job done in less time than it'd take to bother reading the additional details. I feel this is a key difference between how Cyberpunk and Witcher 3 handled the side content, in W3 it just seemed better integrated, there often seemed to be a little bit of story to go along with it and it kept things interesting, but here... regardless of the content of the text message, it just felt like the outcome was going to be the same every time. My memory is hazy, but I don't remember W3 being chock full of minor locations with threadbare story that needed to be conquered. I got through every mission in the game, but at times, looking at all those (!) symbols on the map made up of these activities - it was too much and the content wasn't sufficiently different to justify it.
-side missions with actual story - there's quite a few of these, but I never was able to distinguish between them and the above "lite" content visually on the map. Consequently, you can easily miss out on some great multi-stage missions until quite late in the game. For example, I only discovered River's questline very late on in my playthrough. These missions are all of a high quality, ala Witcher 3, with frequent character interactions and story delivery. These elevate and essentially "save" the game at large; some highlights would be River's and the Peralez missions. The game needed more of these and less of the aforementioned lite side missions.
- Cyberpsycho missions - basically trannies who've been misgendered in Gamestop once too often and snapped and went on a killing spree. I enjoyed the battles with some of these dudes, some of the only challenging moments of gameplay outside the very beginning of the game and the secret ending challenge. Worth a look, some nice environmental storytelling in some of them when you arrive at the scenes too.
- Races - Claire mission's exclusive I guess, I don't think Cyberpunk's driving physics are quite *there* yet, too many glitches and driving is never great on PC with keyboard to be fair, but talk about underutilisation. What was it - 4/5 races in the whole game. Didn't have any problems with Claire or the story but I expected more races than this, maybe the devs knew their driving AI and physics were bad and steered away from it, I don't know.
- Main missions - these are all good, I don't think I played a bad main mission among the whole bunch really. Glitches & bugs aside, some of these hit the Witcher 3 style high moments and had flashes of greatness.
Moving onto graphics, it's a step up from other titles, this definitely should not be on last-gen consoles; visually Night City and primary NPC character look fantastic. NPCs are very well animated for the most part when they aren't glitching, looks of subtle facial animations if you're paying attention. I only managed get through 25% of the game with raytracing on before having to concede and turn it off due to performance degradation the longer you play, but it did look really nice with the RTX features on, but it's clearly not quite ready for primetime in a open world game just yet.
Story & characters - the main storyline, I ended up liking a lot and really started getting into it after clearing out most of the side content. Key character interactions are all really great, Silverhand's integration is well executed for the most part. Discourse around the game across the net is just currently ruined due to console players having a fit over the game not running on their ancient plastic boxes, and that's a shame, there would probably be some interesting discussion and the game would be in a better state if they'd targetted PC for initial release as they used to in the past. The Cyberpunk reddit page is currently like steam forums on acid in terms of concentrated retardation.
- Judy seems to have a lot of involvement in the main plot thread early on, so I was a bit surprised when her arc wrapped up with her skipping town, was expecting her to try and help out with the final mission or something. Understandable with how everything goes to shit following her plan, so I can see how her final mission wraps up how it does. Good character overall I thought. Nice voicework.
- Panam; at least compared to Judy, seemed a bit too separated from many mainline events (and yet ironically seems to have the most fleshed out ending if romanced), I think you see her interacting with Rogue in the Afterlife once and that's it. She's a fun, hothead character that quickly grew on me over the game. She has some funny, angry lines in the suicide ending and during your last phone call to her on the roof, her romance was entertaining.
Bugs
---
What more needs to be said really, on PC at least, a lot of it is visual bugs. It's sad that this is dragging the game down.
Ending
---
Mixed feelings on the ending, I got most variants of it including the secret one. Not really a fan of the "oh, lol, you're gonna die in 6 months anyway bud." Maybe a DLC will follow/expand upon the ending but I have my doubts. The ultimate outcome sort of makes it feel like everything leading up to it was a big waste of time, which always feels like a downer - "fuck you player, you wasted all that time gathering herbs, helping settlements and all that other busywork and we're gonna end on some cliffhanger that'll never get a resolution."
I had to do a complete respec from stealth/sniper to a blade/melee build to get through the secret ending, breaking into Arasaka tower with Johnny was cool and all, but by this point I was getting a little tired of each path basically being a slightly different prelude to getting told you're fucked by Alt. Was fun but I wouldn't go out of your way to do it.
Design
---
Who the fuck decided to assign crouch and skip dialogue to the same key?
Text message spam - the fixer's in this game are in touch about selling me cars more frequently than Roman invited me bowling in GTA4. Worse yet, you can't afford all these cars in a typical playthrough yet your map screen is littered with a bunch of additional "side mission" icons that are actually invitations to buy cars you can't afford (and don't actually need). Bad design.
Anyway, needed to get that out of my system, now that the game is over and I'm moving onto other games, there's a bit of an empty feeling there knowing that I'm not going to be firing up this game again anytime soon, which is often the hallmark of a strong game. As it stands, it's not reached Witcher 3 tier for me, it had some great moments, but the plethora of low-effort game content, glitches and a shorter-than-I'd-like main quest held it back for me. With a concerted effort from CDPR (and likely an enhanced edition) maybe Cyberpunk can get there, we'll see. I could go on but I've rambled enough and have no clue what I'm even saying at this point.
There's a known issue with item ID serialization in the save game. So don't be a fucking hoarder and store more in than you can count
It's not a size issue, as someone reported saves over 8 MB get corrupted. It's a "how many items you hoarded" issue. And that comes mostly from "abusing" (see the "") the console and addToInventory or whatever command. So lay off the "lemme give you a complete save game with all items, weapons etc. in the game" drive. Don't say I didn't warn you...
Guy who runs the (imo) best trainer forum -> https://fearlessrevolution.com/viewtopic.php?p=171333#p171333
Just yet another thing people are screeching about for no good reason. I added a whole bunch of items using the console and still not even breaking 4mb.