Fenix
Arcane
Czech man like Vavra would have no problem shitting on a polish product if he really wanted to, they make shit like this
I didn't get first one at all, but second one is pretty understandable ahah.
Czech man like Vavra would have no problem shitting on a polish product if he really wanted to, they make shit like this
Lol. Play Far Cry 2 please. For me CP77's first person animations get old eventually. The game could have been made to work with switching to 3rd person dialogues for the more dramatic story moments, where some expression of emotion from the main character would have helped. Instead we have overacting from the voice actors.The one thing the game does brilliantly, even innovatively, is the first person cinematics and immersion. If it were to break that, it would seem jarring and cheap. It would also hurt the game's central theme of Johnny Silverhand's being inside V's head to disorienting degrees.
V is never really "your character" any more than Geralt was. That has been my whole point - the compromises on C&C and on the characterisation of the main character lead us to an outcome that has all the disadvantages and none of the advantages of either of the two decisions.Well, that's the thing - a voiced protag's way of speech will invariably be more suited to certain kinds of characters. Which is all fine and dandy in cases of premade protagonists such as Geralt or Shepherd in which dialogue choices amount to you choosing the protagonist's thoughts at a given moment (which serve to reinforce the premade personality and not to rewrite it) rather than fundamentally deciding on *your* character's outlook, but it is very limiting for blank slate characters and leads to restrictive dialogue choices to fit with the overall 'vibe' of the voice actor which in turn have to be as neutral as possible in order not to break immersion due to the flow of the lines that you've chosen (e.g. it is less immersive to pick and choose options which aren't of the same 'mood' during a conversation in Dragon Age 2 since witty, aggressive and diplomatic options usually are quite distinct in speech style and do not mesh together well).
with a game like Cyberpunk, where there is a great rift between its main story and side quests
I'm able to compartmentalize the main story from the side quests and suspend disbelief.
I know this argument, I have made it myself and I agree with it - in an open world game the player is partly the director of his own interactive movie. I've said this for KCD, for RDR2 and for Witcher 3. And if the movie feels boring and disjointed and disproportionately leaning in some direction - this is at least partly the "director-player"'s fault.I will have fun as much as possible playing the side gigs, and then, when I get bored, I'll think "OK, time for more story," and go play the story like I haven't been just slaughtering 1,000 people at the behest of some random fixer that calls me constantly to do menial jobs.
Why does it always have to be dying though? It feels like the more fake the urgency in a game, the more urgent the premiseYeah it is dumb that the game signals that you're dying while simultaneously giving you infinite time to do side quests, I remember wondering about that myself, like well am I on a time limit or not FFS
Yeah it is dumb that the game signals that you're dying while simultaneously giving you infinite time to do side quests, I remember wondering about that myself, like well am I on a time limit or not FFS
V is more akin to the Warden in DAO - lifepaths instead of origins, but otherwise a blank slate. Although since someone has previously mentioned DAI ITT, I guess that the latter would be a more apt comparison since the protagonist of that game is not only a blank slate with different origins depending on one's choice of race, but also voice acted. And while I do think that voice acting is generally a bad fit for a blank slate character, it can also synergize with it (particularly when taking into account the whole 'cinematic experience' shtick of the game).V is never really "your character" any more than Geralt was.
I don't think that CDPR compromised by balancing between these two. The game was simply rushed ergo the barebones implementation of lifepaths and the general lack of narrative interweaving between side quests both between themselves and with the main quest(s).That has been my whole point - the compromises on C&C and on the characterisation of the main character lead us to an outcome that has all the disadvantages and none of the advantages of either of the two decisions.
Same thing that happened to every other developer that became too popular for its own good. Gotta appeal to more and more people which means stripping the games of any modicum of depth, not that their games were ever deep to begin with but now they're just generic action games. Story as old as the gaming industry.First we praised Fallout 4, now Dragon Age: Inquisition looks more advanced and actual role-playing game in front of Cyberpunk 2077. So what's going on inside CDPR?
What difficulty are you using? I am on very hard, currently level 18, I have a stealth/handgun build and in combat I am the one who get steamrolled by everything. The only way I can steamroll is if I go full stealth.People discussing builds in this game
You don't need to build anything here. I speced into assault and started steamrolling everything at level 10. Then just to inject any kind of fun in the experience i decided to switch to stealth with the same character and without spending any points it was still easy as fuck, because the AI and their patrol routes are fucking retarded.
And about the first person view:
they still shit the bed here too, because their animation work is so far removed from Red Dead Redemption 2 it's almost pathetic in some cases. Especially when they try to sell you some dramatic moment and all of a sudden characters reset to their default animations as if saying "well i played my part, now a can relax".
Pure cringe
People discussing builds in this game
Pure cringe
What difficulty are you using? I am on very hard, currently level 18, I have a stealth/handgun build and in combat I am the one who get steamrolled by everything. The only way I can steamroll is if I go full stealth.People discussing builds in this game
You don't need to build anything here. I speced into assault and started steamrolling everything at level 10. Then just to inject any kind of fun in the experience i decided to switch to stealth with the same character and without spending any points it was still easy as fuck, because the AI and their patrol routes are fucking retarded.
And about the first person view:
they still shit the bed here too, because their animation work is so far removed from Red Dead Redemption 2 it's almost pathetic in some cases. Especially when they try to sell you some dramatic moment and all of a sudden characters reset to their default animations as if saying "well i played my part, now a can relax".
Pure cringe
I think the easiest mistake to make is to apply a second blow while the victim is already in the process of keeling over. Some of the blunt weapons have 4 attacks per second, and for whatever reason, they aren't really non-lethal. I don't remember how often I tried not to kill Maiko with that 1000+ dps hammer (allegedly non-lethal). But yes, bugs are always an option in this game.I specifically meant the cyberpsychos. The last one, I downed with a sniper rifle after a longer fight, and the damage said something like 17,000 (was from relatively close). He still lived.Oh, you don't even need that chip. Just make sure that you don't apply a second lethal blow after you downed your target. Yes, it's that anti-climactic.The Cyberpsycho missions were fun. They made me feel like Bladerunner and challenged me to do them non-lethal until I realized there is literally just an implant that you can buy that changes all of your weapons to non-lethal. Even fucking blades.
It depends on the weapon. If you use blades you can cut people's heads and arms off. I also think headshots will fatally kill most people, if it's the killing blow. I agree, though, that many people end up on the floor not dead, even if you shoot them 100 times.
I can see the point with bladed weapons, although there, the blunt types seem to do more damage on average, anyway.
I don't know about that. Regina specifically complained to me that I killed a couple of them when I finished the mission, even though I never did a kill shot on them after they fell. I think it depends on what weapon you are using and where specifically on their body the killshot is, but this game is so buggy, it's hard to tell what are real mechanics and what aren't. I've had people I used non-lethal stealth take downs on just randomly start pooling blood on the ground a few minutes later. And the game doesn't seem to have any indicator, like Deus Ex does, for whether bodies are dead or alive beyond that the alive ones tend to move slightly, but not always.
V is more akin to the Warden in DAO - lifepaths instead of origins
There are a fuckton of secret stuff buried under retarded activation conditions and blatant ties to cut content everywhere around and deep inside Night City. Yeah, even the former cyberpsycho from 2013 teaser left as an easter egg inside one of those secret events, for example.I just played through a miniquest called "A Day in the life". How it goes - you overhear a conversation between a client and a food vendor at a market in Arroyo.
So there IS actually quest(s) if you listen carefully.
Probbaly it's the only quest of such kind.
Lifepaths are indeed barebones, but that makes V more of a poorly done blank slate rather than a predefined character.V is more akin to the Warden in DAO - lifepaths instead of origins
Technically it might seem that way but lifepaths are a joke and V is even more defined than Geralt...or Shepard, certainly more than the Warden.
I just played through a miniquest called "A Day in the life". How it goes - you overhear a conversation between a client and a food vendor at a market in Arroyo.
So there IS actually quest(s) if you listen carefully.
Probbaly it's the only quest of such kind.
Lifepaths are indeed barebones, but that makes V more of a poorly done blank slate rather than a predefined character.V is more akin to the Warden in DAO - lifepaths instead of origins
Technically it might seem that way but lifepaths are a joke and V is even more defined than Geralt...or Shepard, certainly more than the Warden.
I do agree that some of V's dialogue somewhat defines him (e.g. his talks with Misty and some of his interactions with Johnny), but otherwise I'd say that he's a blank slate throughout the whole game which gives one the illusion of it being done on purpose (ergo your comment of him being more defined which amounts to him being a bland person with no defining traits).
Ultimately this discussion seems to be a case of one side arguing that the glass is half empty and the other that it's actually half full, so yeah. I guess that there's common ground to be found in the fact that both sides would've wanted a full drink rather than just half of it.
Such as...?he has to much shit about him defined.
Very hard difficulty. Stealth is piss easy for the reasons i mentioned, the only thing you need to put one point into is a quickhack to disable cameras. That's it.What difficulty are you using? I am on very hard, currently level 18, I have a stealth/handgun build and in combat I am the one who get steamrolled by everything. The only way I can steamroll is if I go full stealth.
You don't need to abuse quicksafe at all, wtf are you doing dying so many times? Really, what makes stealth difficult for you?How is your F5 and F9 ? Some of us like to actually not cheat if they can.
On Hard i easily died 50-60 times and i did use f5-f9 a lot (and i was annoyed by that)
I agree, I don't think it was the right call in an artistic sense, but not just relative to The Witcher 3 and its spectacular camera work... It even feels less compelling than Deus Ex, and I'm talking about the original this time. JC's repertoire is comprised of 5% nodding his head or spreading his arms and 95% thousand-yard-staring his interlocutor, and DX's cinematic conversations still feel more compelling than CBP's 1st-person equivalent, despite the latter featuring some impressive mocap for NPCs.someone further up complained about the copious use of text and phone messages to convey information and quests.
That was me. One other big problem that emerges in CP77's presentation is that they made dialogue in this free form, instead of scripting it with different camera angles as in Witcher 3. I remember the developers gushing over this decision like it's the most innovative, most unique, and most immersive feature in the history of game development. It sounded like trash and "let's save ourselves some work" from the beginning.The characters live and breath as you see them talk and their movements and mannerisms. The best part of CP2077 is the prologue, because you get this with Jackie and other
What was described was "the player is always in full control of the character" which we know went out the window. What was described was "NPCs will have a reaction if you cut the conversation in the middle of dialogue and leave", "You can pull out a weapon in any moment". None of this actually matters. What stays though is the amount of scripting work and camera placement, which the developers were saved from having to do, like they had to do in Witcher 3 which prompted them to develop a tool to partially automate it because it was so much work.
The tradeoff to all those non-existent advantages of first person dialogue which nevertheless has to be paid is that the player becomes essentially blind to one major channel for the characterisation of the main character - you can't watch your character's acting and gestures. Instead everything falls on the voice actor. First person in conversations was a bad decision, sold to players under the pretext of more immersion but really resulting in less characterisation, and that for a blank slate main character who desperately needs means of characterisation.
I disagree strongly with this. The one thing the game does brilliantly, even innovatively, is the first person cinematics and immersion. If it were to break that, it would seem jarring and cheap. It would also hurt the game's central theme of Johnny Silverhand's being inside V's head to disorienting degrees.
It may have been technically easier for them to create first person dialog/cinematics, because there's less editing involved, but it's much harder to conceive of good first person cinematics because so much of video game cinematics owe a huge debt to the shot/reverse shot structure of traditional filmmaking. CDPR actually thought through mise-en-scene very well, better than I've seen in any other FPS video game I can think of, doing some shit that even movies haven't done (although, there was a HUGE amount they ripped off from Gasper Noe's Enter the Void, which is also shot in the first person, especially in the Johnny Silverhands intro scene with the floating camera entering the club and the pulse of the music getting louder).
I just replayed the heist and playing it a second time made me realize how brilliantly everything was done:
-The scene where the Japanese dude kills his father is done perfectly, with the conceit of standing behind the scrim watching it unfold. It's like something from a Hitchcock film and the music and sudden shift in tone work well. I was kind of bored with the game the first time I played it, but that scene took me by surprise and made me realize the game was suddenly working on another level, at least cinematically, if not in terms of gameplay.
-Jackie's death, where he basically dies looking into your eyes, worked incredibly well. I've never seen anything done like that in a movie before. That entire sequence in the cab, while basically a cut-scene, would not have worked as well in the third person. And the small details like telling the cab where to take his remains sell it.
-Same thing with the scene where V is shot by Dex after looking in the mirror. That scene was staged as effectively, and is as memorable for me, as some movie scenes that come to mind (it recalls, for example, the Bride's execution at the start of Kill Bill, especially given the smash cut to the title immediately after).
-The entire Johnny Silverhand introduction is great. It's disorienting in a way that it couldn't be if it weren't in the first person, revealing its information in pieces, as you really have no idea what just happened or even who you are. I didn't follow the game's development, so I had zero idea who Johnny Silverhands was before that sequence happened, and it blew me away. If you were looking at Johnny from a 3rd person perspective it wouldn't have the same effect.
-The shot where V is being wheeled into his apartment by Misty is also incredibly well done. It breaks the typical bobbing movement of the FPS camera, and seems like it's one long panning shot, which throws you as nothing like that has been done in the game up to that point, until you realize, half way through, that it's V's perspective from being wheeled in via wheelchair....even before you see the wheelchair. Again, small details like that just wouldn't be as effective in the 3rd person.
-Even basic scenes like the Dinner meeting or the first time V tries BD with the Japanese dude are incredibly well done.
To me, the game's first person immersion is the one thing the developers totally kept their promise on. The problem that gives people the right to complain, though, is that these sequences are few and far between, mostly being reserved for main story missions and just a few side missions. The vast majority of the game's "story" content is delivered via phone calls and text messages......which is the game's real lazy, corner, cutting.
Especially during Act 1, I fell for this. I didn't do any side missions there at all, and as a result, I discovered that I was underleveled for "The Heist". Yes, that can happen. Gear was shitty and level very low, which meant I had to replay one of those sequences several times, including a conversation and an elevator ride.Another compromise is the attempt to have a complex and branching main story in an open world setting. The compromises made in order to "sort of" have this are - abdication from any attempts to balance the player's power level vs enemies' level, and the most banal by now case of forced urgency of the main quest. Congratulations, GOTY! Now ask yourself - is having the open world worth it if you are losing the balanced power levels and turning the urgency fake?
I can not overstate how much I fucking hate this fake forced urgency. If you really have to go with urgency in the main quest line, then fucking enforce it. Otherwise, don't fucking do it. Is not doing something that fucking hard?
Idiots. You'd think they would have learned something from the same problem in Witcher 3, but no, instead they made this aspect of it even worse.First, why does a street doctor know exactly what a piece of tech he has never seen before is doing to you? Why not instead have the player gradually figure out what is going on over the course of the game? And if that's too much work, at least don't have him right away tell the player exactly how little time he has left. And for fucks sake, ease up on the whole coughing up blood cliche. Yes, we get it, the PC is dying, he does not have fucking tuberculosis. Don't push the player with this fake urgency when the rest of your game is not made with any time limit in mind. What's that, Panam? You want me to waste a whole day with you and your buddies over a campfire while we wait for a convoy? Sign me up, it's not like I have anything better I should be doing. No, no, don't mind me coughing up blood.
only because of the constant crashes. a level 14 hacker is immortal, no way he'll ever even enter combat.s your build improves game gets easier but never as easy to point where you can just play without saving.
Sniper rifles usually either don't come with silencers and give away your position, or you use the one sniper rifle with silencer and can't shoot through walls. Of course in some locations, you may cheese it from outside of the location. Anyway, here's where the superiority of handguns comes in, as they can do both with some perk investment.Very hard difficulty. Stealth is piss easy for the reasons i mentioned, the only thing you need to put one point into is a quickhack to disable cameras. That's it.What difficulty are you using? I am on very hard, currently level 18, I have a stealth/handgun build and in combat I am the one who get steamrolled by everything. The only way I can steamroll is if I go full stealth.
And about handguns, i'm pretty sure you can equip a sniper rifle or a tech rifle that shoots through walls without even specing into rifles and start steamrolling.
You don't need to abuse quicksafe at all, wtf are you doing dying so many times? Really, what makes stealth difficult for you?How is your F5 and F9 ? Some of us like to actually not cheat if they can.
On Hard i easily died 50-60 times and i did use f5-f9 a lot (and i was annoyed by that)