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There's no need to talk about the game like "Look at this dialog option/feature that was cut!!11". You can tell perfectly, just by the trailers and how the advertising of the game were handled through time, that this game was in a development hell. I'm fuckin 100% convinced that this game had a bunch of different builds and prototypes during these years. I'm sure that build that Pondsmith mentioned where you can pick your character class (And even play as a police, like it was teased in the teaser trailer) actually exist, lost somewhere in one of CD Projekt's office PCs. Even at the end we got an unfinished version.
This could've been so much more with less spent on it. I'm sure Pondsmith is overjoyed. This sure honors the 2020 legacy.
In all the wrong ways.
There was some potential in the gigs and stuff like that, but it all goes down the shitter with the hamfisted storyline that doesn't seem to even belong to the game, the absolutely horrible itemization and the weakass translesbian circusmidget charactersystem.
It's one boiled cabbage of an "RPG". Soft, mushy and smelly, and not really anything it was supposed to be when it sprouted out from the soil.
Noone's even mentioning that trailer where V talks an entire essay about how Night City is the city of dreams and how you can make it big etc etc, that just doesn't fit in with a story that gives you terminal brain cancer in the first few hours then makes you chase around for a cure. That original premise also makes way more sense for an RPG altogether.
Just finished it, did all the endings except secret. They really hit me hard, ranging from bittersweet to outright eerie - I liked all of them in some way, the lack of sleep only enforced that. The gameworld really grew on me, I still have some quests left to finish, but the endings did it to me so much that I don't know if I will return to complete them right away. I fully agree with all the criticism the game and the devs get - it's well deserved. As a piece of entertainment media the game has a lot to tell, some of it feels unfinished some of it sounds naive, but some things really hit hard and not just the endings. But I guess it's all just a personal preference in the end.
Can't believe we never got on that aircraft carrier. Same goes for those space rockets. What a tease.
Don't know how they'll do the DLC without it feeling forced or anticlimatic. V's story is over.
I really want DLC with a new story and a different character. Although all things considered I guess it's not very possible.
Saving Goro was hype. Felt awesome jumping up there right into the middle of the heat after Johny told you to run. One of the best moments in the game.
Arasaka ending where you agree to engram yourself is one of the most disturbing and eerie setpieces in the history of videogames.
The phone calls during the credits is a fantastic idea. A great way to say farewell to all the characters.
In the end those 125 hours felt genuine, I was very invested and it left me with something afterwards.
Farewell, V. You had a good run.
Noone's even mentioning that trailer where V talks an entire essay about how Night City is the city of dreams and how you can make it big etc etc, that just doesn't fit in with a story that gives you terminal brain cancer in the first few hours then makes you chase around for a cure. That original premise also makes way more sense for an RPG altogether.
It's just that the very short first act was, well, more coherent than the stuff after the heist, even though the better side-quests are all in the mid- or late-game, as well as V obtaining more or less sound character agenda.
If your actions could have saved a certain some one that would have been better role playing say your conversation in the very beginning your answers having an effect on if you save her or not. After all she does her self in because of Memories.
Hey this Cyber Punk we can erase a few memories. Why not.
But from what I saw of some one playing the game she dies no matter what you do. Not sure why CD Project decided to do that. The story element could have been a great for Deeper choices.
Noone's even mentioning that trailer where V talks an entire essay about how Night City is the city of dreams and how you can make it big etc etc, that just doesn't fit in with a story that gives you terminal brain cancer in the first few hours then makes you chase around for a cure. That original premise also makes way more sense for an RPG altogether.
And somehow you experience none of that shit because the entire sthick of rising to power in Night City is put in a 30 seconds montage, you know, the part where everyone and their mother was interested in?
It's ducked in the main story, other than one instance which can change the ending, but is more present in the side missions. eg
The Russian gangster who shot John Wicks' dog or something, if you fail to deliver his 'present' to the Tyger Claws then you can later find his body after they've taken revenge.
Except it is whole prologue mate which is like 4-6 hours. And it is not like whole thing ends, V just have other bigger issue on hand but still that theme is going in background.
Went into Kopeki Plaza today, very late in Act 2. The bodies were still writhing.
I was mostly curious whether I manage to get on the roof, and that worked. Jumping down afterwards took a few attempts, and I had to rely on the sliding invulnerability glitch to get into water in the end.
On a different note, did anyone actually find out what the V-shaped buidling in that huge walled area between North Oak and the moved Nomad Camp is? Probably DLC content.
Mass Effect 3 had unironically better C&C than Cyberpunk. Bioware, even in its dying breath, still managed to pull it off...and CDPR, with €350M, can't do something better than The Witcher 2. Disgraceful.
Went into Kopeki Plaza today, very late in Act 2. The bodies were still writhing.
I was mostly curious whether I manage to get on the roof, and that worked. Jumping down afterwards took a few attempts, and I had to rely on the sliding invulnerability glitch to get into water in the end.
On a different note, did anyone actually find out what the V-shaped buidling in that huge walled area between North Oak and the moved Nomad Camp is? Probably DLC content.
There's no need to talk about the game like "Look at this dialog option/feature that was cut!!11". You can tell perfectly, just by the trailers and how the advertising of the game were handled through time, that this game was in a development hell. I'm fuckin 100% convinced that this game had a bunch of different builds and prototypes during these years. I'm sure that build that Pondsmith mentioned where you can pick your character class (And even play as a police, like it was teased in the teaser trailer) actually exist, lost somewhere in one of CD Projekt's office PCs. Even at the end we got an unfinished version.
It's quite possible, and yet no matter how much people complain about the design of this game it's pretty much exactly what I expected after The Witcher 3. What was the core of Witcher 3? Wandering around a map from one marker to another, with really great cutscenes for quests. Cyberpunk is the same thing, only a lot of quests do their dialog over phone/text (which is an easier way to do it and justified by the setting). In other words, there's no new "decline" here IMO. It's the same gameplay philosophy as their last project. Maybe more corners were cut here and there, and it came out buggy especially on console, but overall it's the kind of game they obviously want to make. The decline happened after Witcher 2 when they decided to go with big open world checklist design.
Went into Kopeki Plaza today, very late in Act 2. The bodies were still writhing.
I was mostly curious whether I manage to get on the roof, and that worked. Jumping down afterwards took a few attempts, and I had to rely on the sliding invulnerability glitch to get into water in the end.
On a different note, did anyone actually find out what the V-shaped buidling in that huge walled area between North Oak and the moved Nomad Camp is? Probably DLC content.
Went into Kopeki Plaza today, very late in Act 2. The bodies were still writhing.
I was mostly curious whether I manage to get on the roof, and that worked. Jumping down afterwards took a few attempts, and I had to rely on the sliding invulnerability glitch to get into water in the end.
On a different note, did anyone actually find out what the V-shaped buidling in that huge walled area between North Oak and the moved Nomad Camp is? Probably DLC content.
Except it is whole prologue mate which is like 4-6 hours. And it is not like whole thing ends, V just have other bigger issue on hand but still that theme is going in background.
Oh yhea I loved the prologue, I truly adored doing those repetitive mindless gigs given by Preston Garvey's grandma Regina.
I also loved doing those blue quests where you have 3 enemies standing in circles protecting a pink bag filled with a burger and a health inhaler.
Make way folks Perkel has shown me the light, how foolish I was to not see the greatness that the polaks have given us.