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CD Projekt's Cyberpunk 2077 Update 2.0 + Phantom Liberty Expansion Thread

Tacgnol

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t and polished, and actually had a purpose - i.e. if there was actually a use for some of the OP perks, some difficulty to the game that meant you needed them more as the game progressed. It's definitely the best system CDPR have ever made, that's for sure.

Nah, Witcher 1 was wicked hard on its most difficult setting and you had to actually strategize. People rightly hate the weird "not quite RTWP, not quite ARP" combat, but its stats, skills, potion system, and difficulty were perfectly balanced.

Witcher 2's and Witcher 3's stat/skills systems were shit, though.

It has admittedly been a few years since I've played The Witcher 1, but my memory of the hard mode was the only difficult part of the game was the first chapter.

Once you hit the second chapter you get the silver sword and can start unlocking silver talents, both of which make things pretty easy.
 

Turjan

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Mar 31, 2008
Messages
5,047
So that's CP77 in potato mode. Sure looks like it...
Yes, everything on low. PC is nine years old and was a mid-range system then. However, the screenshots are of quite low quality in addition to that. I used the Steam Overlay in order to be able to catch the right moments without having to repeat anything.
 
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Naraya

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I guess this scene is one of the main reasons
why we got the underpants patch. Most of the scene is a full frontal view of the sitting, stripped V. As usual, I didn't notice he was naked until the scene had started.

Uh, I'm pretty sure it bugged for you.
In my case, my V was fully clothed... Come to think of it, WHY would V be naked?!
 

Turjan

Arcane
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Mar 31, 2008
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I guess this scene is one of the main reasons
why we got the underpants patch. Most of the scene is a full frontal view of the sitting, stripped V. As usual, I didn't notice he was naked until the scene had started.

Uh, I'm pretty sure it bugged for you.
In my case, my V was fully clothed... Come to think of it, WHY would V be naked?!
Underpants were introduced with patch 1.05, release version was 1.03.
For me, V is naked after his medical incidents, like
when he woke up in the nomad camp or, in this particular scene, in Vic's clinic, both times without recollection of how he got there.
Much of the scene was like this:
rmWqSRA.jpg
Now imagine that without underpants. In the other case I mentioned, you could have noticed when looking into the mirror, but I was at that point just happy that it was V's face that looked back from there.

Is anything bugged here? Who the heck knows.
 
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Correct_Carlo

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Pronouns: He/Him/His
It has admittedly been a few years since I've played The Witcher 1, but my memory of the hard mode was the only difficult part of the game was the first chapter.

Once you hit the second chapter you get the silver sword and can start unlocking silver talents, both of which make things pretty easy.

I've played it 3 times on the hardest difficulty. The second chapter is the hardest, especially in the swamp. However, beyond that, there are many battles in the game that are incredibly hard without potions.
 
Joined
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Digger Nick
The Cyberpunk sub went from "OMG this will the the best game ever" to "This is the worst game I ever played" in 1 day after release.
Case in point:

whenwordsarenotenough.pcx


About that reddit post, tho:

I don't want to hate on Keanu, but f***ing hell, our original Johnny was way cooler and sounded like a maniac. Think Foltest on crack.

:hmmm:

Our original Johnny was heavily inspired by David Hayter's Solid Snake from the first MGS

"Arasaka? Cyberdeck? Jackie? Shards? Mantis blades? You're that edgerunner! You were killed in Konpeki Plaza... Engrams? It can't be...?!"

and believe it or not, Cillian Murphy

:hmmm:

I hope it's all false indeed.
 

DeepOcean

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Nov 8, 2012
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7,404
1. Removing the fact that time stops when you hold the tab button to pull up the hack menu. People should still be able to shoot at you while you are hacking them. In the least, they should have made this a high level perk.
2. Same with Breach Protocol. You should only be able to do it from a safe space. They should make the world go on around you while you play the mini-game.
3. Make it so you have to have line of site to hack. No quickhacking with cameras or ping. If they insist on both then, at least, make these features, like, level 20 unlockable perks.

They could have also done neither and made hacking purely a debuffing skill. It'd be interesting if there were no damage hacks, just things like blinding, weakening, stunning, and etc.
They also shouldnt have cut that previous design where to actually access enemies, you should hack the local network first. Those places where you hack for money, they were supposedly to be breach points that you needed to physically hack before you could use quickhacks on people.

I dunno why they cut it, there was even a Deus Ex Human Revolution style minigame that they shown off on one of the earlier gameplay trailers. Did they thought this made hacking too cumbersome to pull it off and people would just ignore it? Because they just did an 180 and removed all the restrictions on hacking going on the complete opposite direction and that wasnt a good idea, the problem is, as you said, hacking is too straightfoward, press button "enemy dies", you are actually forced to ignore hacking and mix it up with guns anyway to not die of boredom.

Also it is strange how enemy hackers dont try to stop your quickhacks forcing you to deal with them first. As with most things on Cyberbug, the hacking system looks really unfinished.
 

typical user

Arbiter
Joined
Nov 30, 2015
Messages
957
The game gets piss-easy once you get Armodillo crafting blueprints. When I was stripped from my armor in scav hideout the game became competent enough for me to locate my gear. After getting it enemies were dealing 3% of health damage at most.

First thing that CDPR could do to balance difficulties:
-simplify journal (no mandatory or optional objectives, more vague quest markers)
-no health bars, hit markers, directional player hit markers, no grenade or mortar radius icons, no camera or turret vision beams
-no highlighting of quest items in scanner, bigger areas marked as searchable, less info on enemies in scanner (weaknesses, class)
-replace minimap with compass, no enemies on radar just general direction of your objective or places of interest (shops, fixers, car)
-no alerts about body discovery, detection or NCPD warrants for commiting crimes
-increased weight for medpacks, ammo, grenades, unused weapons and clothing gear
-reduced carrying capacity, street-cred and monetary rewards from fixer gigs and NCPD distress calls
-reduced drop-rates for higher quality loot or gear mods in general
-increased enemy numbers

No need for higher/lower damage dealt/received modifiers. That's Skyrim level of banal. Balancing weapons, armor, drop-rates, perks, hacking, time-slow, enemy archetypes and ai in general is something different. Seriously I've expected the game would be packed with detailed gameplay mechanics considering the time/budget they had.
 

AwesomeButton

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1. Removing the fact that time stops when you hold the tab button to pull up the hack menu. People should still be able to shoot at you while you are hacking them. In the least, they should have made this a high level perk.
2. Same with Breach Protocol. You should only be able to do it from a safe space. They should make the world go on around you while you play the mini-game.
3. Make it so you have to have line of site to hack. No quickhacking with cameras or ping. If they insist on both then, at least, make these features, like, level 20 unlockable perks.

They could have also done neither and made hacking purely a debuffing skill. It'd be interesting if there were no damage hacks, just things like blinding, weakening, stunning, and etc.
They also shouldnt have cut that previous design where to actually access enemies, you should hack the local network first. Those places where you hack for money, they were supposedly to be breach points that you needed to physically hack before you could use quickhacks on people.

I dunno why they cut it, there was even a Deus Ex Human Revolution style minigame that they shown off on one of the earlier gameplay trailers. Did they thought this made hacking too cumbersome to pull it off and people would just ignore it? Because they just did an 180 and removed all the restrictions on hacking going on the complete opposite direction and that wasnt a good idea, the problem is, as you said, hacking is too straightfoward, press button "enemy dies", you are actually forced to ignore hacking and mix it up with guns anyway to not die of boredom.

Also it is strange how enemy hackers dont try to stop your quickhacks forcing you to deal with them first. As with most things on Cyberbug, the hacking system looks really unfinished.
It's heavenly ironic how we are left to guess if this or that system was unfinished or "they actually meant it this way" given the fact that half the main story was spoiled one year prior to release (although with unplanned delays into 2020).

I mean it's telling that they weren't so forthcoming about "spoiling" us with the state of the systems as they were with spoiling the story. If they had shown this power progression, this reactivity of NPCs, this hacking, maybe the game would have looked different. Turns out they knew really well what to spoil and what to hide. And now after having hid it they will maintain that "yes, these things were intended so"... but then why did you shy away from showing them, while you didn't shy away from revealing so much else?
 

DeepOcean

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Speaking of spoilers. Also, there is a moment where Evelyn tries to cut Dex out of the deal and you have the option of telling him about it, if you do it, he increases your share of the run and I was there like a fool thinking "Hey, Dex wont betray me like on the gameplay trailers,clever CDPR, of course they actually changed things, of course they wont make Dex betray you because that would be absolutely retarded as they would be spoiling one of the major points of the game on fucking E3, no developer would be THAT retardred."

After the biochip mission I was:
:prosper:
It was on that point that I got it that I was on a very special kind of ride. Special olympics kind of ride.
 
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Readher

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Nov 11, 2018
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Poland
Speaking of spoilers. Also, there is a moment where Evelyn tries to cut Dex out of the deal and you have the option of telling him about it, if you do it, he increases your share of the run and I was there like a fool thinking "Hey, Dex wont betray me like on the gameplay trailers,clever CDPR, of course they actually changed things, of course they wont make Dex betray you because that would be absolutely retarded as they would be spoiling one of the major points of the game on fucking E3, no developer would be THAT retardred."

After the bioship mission I was:
:prosper:
It was on that point that I got it that I was on a very special kind of ride. Special olympics kind of ride.
I'm pretty sure when people were asking
if Jackie always dies
, CDPR were also like: "That's only one of the ways that mission can go."

Yeah, so much for that.
 
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Zer0wing

Cipher
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Mar 22, 2017
Messages
2,607
Speaking of spoilers. Also, there is a moment where Evelyn tries to cut Dex out of the deal and you have the option of telling him about it, if you do it, he increases your share of the run and I was there like a fool thinking "Hey, Dex wont betray me like on the gameplay trailers,clever CDPR, of course they actually changed things, of course they wont make Dex betray you because that would be absolutely retarded as they would be spoiling one of the major points of the game on fucking E3, no developer would be THAT retardred."

After the bioship mission I was:
:prosper:
It was on that point that I got it that I was on a very special kind of ride. Special olympics kind of ride.
I'm pretty sure when people were asking if Jackie always dies, CDPR were also like: "That's only one of the ways that mission can go."

Yeah, so much for that.
Cut content counter broke on that quest. And it's not like the end-game is any more complete.
 

Cpt. Dallas

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Dec 15, 2020
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They also shouldnt have cut that previous design where to actually access enemies, you should hack the local network first. Those places where you hack for money, they were supposedly to be breach points that you needed to physically hack before you could use quickhacks on people.
This.
The only real purpose of those terminals is to farm components to craft OP legendary quickhacks. The cash rewards and enemy debuffs are relatively minor, given how tedious that minigame is.
There are terminals with a hack/jack in option, but only for credits/components, given that there is never actionable intel in the emails and cameras settings are already unlocked.

I'm guessing CDPR removed it to placate consoletards.
 

DeepOcean

Arcane
Joined
Nov 8, 2012
Messages
7,404
This game is still a thing? I thought everyone already digested that uncooked fast food and moved on to other activities.
I'm still in shock of how a company managed to overcome Bethesda at being Bethesda on a single game, all my posts are consequences of PTSD caused by that experience.
 

Starwars

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Jan 31, 2007
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I finished it, took me 77 hours according to STEAM. Think I did most of the story mission, might've been one or two lurking on the world map still.

Overall, my impressions of the game are similar to the Witcher 3. So many things that annoy me, so many design decisions I don't agree with. Yet, it also ends up way greater than the sum of its parts. And I think I prefer Cyberpunk to the Witcher 3 all in all.

I didn't have any gamestopping bugs but the game is definitely buggy. Most of the bugs are just the sorta dumb, almost fun variety that makes you roll your eyes. At least the ones I ran into.

Visually, the game is awesome. There are parts of the more human elements, clothing and such, that I think could've been done a lot more interesting. But overall, Night City looks fucking fantastic. There are certain moments in the game where it's damn beautiful. Audio is also great overall, though I wasn't a huge fan of most of the radio music present.

Gameplay-wise, a lot of it really just feels like The Witcher 3 - Cyberpunk edition. Especially how the open world is designed. The open world aspect is not particularly fun or deep most of the time. The way the fixers are handled is disappointing at best, and annoying at worst when you keep getting phone calls. Then you get a message with some backstory that I very rarely actually read and off you go. It's just... bleh.
The game has one big thing over The Witcher 3 in terms of gameplay, and that is the addition of stealth and hacking (using that term lightly) gameplay. Now, it is very, very simple. But it does at least give some additional layer to the gameworld that is just not murdering everyone. It doesn't sound like a lot but it does improve overall gameplay by quite a lot. I had way more fun with the gameplay of it than I had with the Witcher 3.

Storywise, it's a mixed bag. Johnny Silverhand ends up being a pretty ok character but I don't think Keanu's performance does a lot for the character at all. The whole interaction between V and him is a mixed bag. It feels confused. Now, sometimes that actually works very well with the sort of back and forth of wills, other times it really does end up feeling... well, confused in a bad way, like they didn't quite know how to write it. Overall, it grew on me and I ended up enjoying it though.

As with the Witcher 3, the atmosphere and occasional nice writing kinda carries the game in a lot of ways. CD Projekt RED has a nice way of hitting certain human notes at times in quests that kinda elevate their storylines a bit. I think this is true for Cyberpunk as well.

I went with a Corpo V and ended up following the... shall we say Corpo path, up until the end. I loved how depressing that felt actually. I mean, we've seen bad ends before but the way my playthrough ended up, I actually ended up feeling sorry for V. Didn't expect that.

Overall, I ended up enjoying the game quite a lot. As I said, it's more than the sum of its parts for me. Didn't really follow the hype train so I don't know what was promised or not but I had a good time.
 
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Abu Antar

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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
If you skip it, you're not missing out on anything spectacular, says the guy who has dumped 60 hours into the game. You could always skip all blue missions. Do gigs, side jobs and main quest. Don't be like me. I won't settle until I do everything, even though a shitty side quest is obstructing me from finishing another quest.
 

Turjan

Arcane
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Mar 31, 2008
Messages
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Hmm, the game actually expects you to play on after you finished the main story. You aren't only given items, though it's infuriating even those get re-rolled from the state you get them during the end missions. No, you can pick something else up.
You can actually go back to the Ebunike and visit a special room with a few items, but only one of those is special.
Icogkrn.png

Quite neat room, nevertheless.
 

DeepOcean

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Messages
7,404
I'm pretty sure when people were asking if Jackie always dies, CDPR were also like: "That's only one of the ways that mission can go."
Sixteen times the detail.
It just works.
See that mountain over there, you can climb it.
With Radiant Ai, NPCs will talk like real people.
200 different endings.

I mean, those polish bastards should hire a midget to do their presentations from now on.
 

Pegultagol

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I finished the game in about 90hrs. A lot has been discussed on the game's strengths and not-so-flattering points so far, but here's my two cents.

I think the open world structure did the game a lot of harm than any good it could gain by implementing such sprawling, and wasteful, areas. Driving sucks, walking sucks, everything about this open world sucks. I hate the way the reflections do not include your own character, as if the game is saying I don't belong and condemned forever to a warped ghost. You go up the mountain to view the open vistas and see the fake traffic congesting dirt roads middle of nowhere, going nowhere. Day is blindingly bright and night is garishly bright. In my opinion, there is almost nothing in terms of mechanics that the open world provides the game aside from spurts of unintentional hilarity amid a sea of tedium. It is quite appalling and frankly shocking how utterly useless and devoid of redeeming qualities this open world is in this game.

One thing that is quite obvious from the start are the numerous fast travel terminals that diminish the distance and size of areas in traversal, although they stood firm on providing lots of verticality by keeping those interminable last-gen elevator rides. It's almost as if CDPR detests their own creation and want people to move on to the next objective or Keanu moments as fast as possible rather than ogling all the little glitches and bugs. Honestly, I think it is beyond salvageable, they might as well put a big 'There is nothing to see here' sign on top of Arasaka Tower and be done with it. it is total uncanny black hole that saps the life out of environment and enjoyment the moment you step a foot in it. This is no living world, just instanced ambience projector that recedes into flat, fake, glitch-ridden background, good only for photo mode to show off your raytraced e-peen.

Speaking of that wasteful graphical fad, I harped on this game's obsession with raytracing from the moment the news became public and it probably is one reason why optimization flopped so hard on last gen consoles. They just had to reach for that poisoned apple of exclusivity and be another spatula in Jensen Huang's belt clip. Someone must've been on some coke-induced raging fever dream to suggest it runs well on PS4. The tragedy here is that the game looks perfectly fine and even quite glorious without this feature.

As for the game's written content, I was dead set against dealing with any Arasaka branch of main story from the beginning yet the game force feeds me more and more Arasaka crap like fattening up geese for slaughter. All leading up to that supposed mission past the point of no return where you meet someone critical and stumble onto a big decision moment a la some cheap, scripted game show where the final question wins you what feels like fat trimmings instead of foie gras, nevermind all the dialogues and choices I had to inspect due to unintentional crouching skipping them. My player agency matters like some cheap Joy Toy while the game flutters, preens, and finally suffocates in its cinematic splendor and gets ensnared in its own web of narratives.

All in all, dreadful gonk of a game weighed down by its own pretensions and ass backwards priorities of what makes a game an RPG or let alone, a game. I can't believe CDPR spent more than $350 million, 8 years, and 3 delays on this relic of a game, it's digital Cleopatra accelerating demise of high production, AAA-centric era, which is a positive in the end. Maybe if those $350 million weren't all spent on supplying coke to whoever suggested the game runs well on PS4, it might've given ample opportunity to many developers to hone their crafts to give fruition to their own bright ideas after setting out on their own paths of game development.

Verdict: Too much breathtaking, a sad flatlined footnote
:2/5:
 

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