For the choices to fucking matter™What more do you want? Genuinely, what would be your idea of a better mission setup, while keeping with the objective (sabotaging a vehicle)?
Good level design needs to act in harmony with the gameplay, Cyberpunk's level design is actually pretty shit since most of the time it's just a realistic building layout with enemies placed at random and pointless gimmicks.it has some really promising missions and level design
This is something else. You get it from one of the fixers, and you have to assassinate an Animals member in their gym/fight club. And if you do the Beat on the Brat mission first, it gets easier because you're friendly with everyone inside. That's what I found interesting.
Good level design needs to act in harmony with the gameplay, Cyberpunk's level design is actually pretty shit since most of the time it's just a realistic building layout with enemies placed at random and pointless gimmicks.
Every character you interact with is so obviously good, that you start to wonder where are all those bad and evil ones that Night City is apparently so full of.
What are the damn DLCs gonna be about? The endings are too different to be a continuation but then again I thought the same thing about various seasons of Telltale games that bullshit a way to bring it all back on track.
What are the damn DLCs gonna be about? The endings are too different to be a continuation but then again I thought the same thing about various seasons of Telltale games that bullshit a way to bring it all back on track.
They could have cut some boring districts and stuff, like the badlands. They could even eliminate the driving system altogether, it wouln't be neccesary. It's actually a pleasure to go to places walking at times, so they could have reinforced that making the exploration more intimate like in Vampire: Bloodlines. I'm not in the idea of cutting the sandbox aspect of Cyberpunk 2077. But I see the point, they game could benefited a lot in regards of interactivy and scripting if the map were smaller.
They matter in the context of you getting different responses from NPCs, and (most importantly) for you to have a different gameplay experience. Again, in complete seriousness, what do you expect? You basically gave me a buzzword.For the choices to fucking matter™
Different approaches to complete a mission are completely pointless when one is as good as the other thanks to the poor gameplay, it's the wide as an ocean shallow as a puddle problem. You can't really do much unless you overhaul the game, but the least you could do is make a ghost only, no hax stealth mission (ideally with enemies that have patrol routes instead of staring at walls for easy takedowns).
Good level design needs to act in harmony with the gameplay, Cyberpunk's level design is actually pretty shit since most of the time it's just a realistic building layout with enemies placed at random and pointless gimmicks.
They need to fill the city with life. Its the best aspect of the game.
They need to fill the city with life. Its the best aspect of the game.
Or do when there's several years worth of patches and DLC and the game is discounted as often as Witcher 3.DO NOT BUY THIS GAME unless you are part of the braindead "grafeex, cutscenes and titties 10/10" crowd.
Or do when there's several years worth of patches and DLC and the game is discounted as often as Witcher 3.DO NOT BUY THIS GAME unless you are part of the braindead "grafeex, cutscenes and titties 10/10" crowd.
Well, it's practically everyone except for seven or eight people who are (unsurprisingly) closest to the player character.
I expected better, so much better.
The game isn't worth $60; maybe $20-30, at best, on sale, with patches.Not even then. Even without the bugs the game is thoroughly MEH
And how much will it worth with 16 FREE DLCS ?The game isn't worth $60; maybe $20-30, at best, on sale, with patches.