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You assume wrongly that people would buy it because it is balanced game. This will be imho just GTAonline clone. So fuck around, drive car shot someone and crash cars. Maybe some quest or two.
Ha! Double-jump in games always annoys me. HOW THE FUCK CAN YOU JUMP ON AIR????? GRRRRRRR!!!!!!
It is fun though - although it has to be said that the implementation in games like City of Heroes (where you could also change direction in mid-air) and Warframe is far superior to the implementation in this game.
Cyberpunk heavily copies RDR2 anyway. The endings are obvious, particularly the one where V sacrifices himself so Johnny can live. And if you look at the ads, Cyberpunk was going to have RDR2 style encounters with the gangs in the open world once you entered into conflict with them.
daveyarsegallant Damn, man, can you put spoilers around stuff like that for the 50% of players who want to wait for a year or two until the game becomes slightly closer to what it was supposed to be?
Not that anyone would have NOT expected such an ending, but still...
Finished it at last.
Tried the Panam and Rogue endings.
Must say I liked the Rogue one more. Felt more like an actual hardcore gig, provided closure to Rog and Johny and you get to go out with a bang!
daveyarsegallant Damn, man, can you put spoilers around stuff like that for the 50% of players who want to wait for a year or two until the game becomes slightly closer to what it was supposed to be?
Not that anyone would have NOT expected such an ending, but still...
I'll preface by stating that my hardware was able to deliver a great technical experience. Bugs encountered were relatively minor -- pedestrians and vehicles appearing or disappearing in-view, stuck UI elements requiring a reload, and some items missing data. That said, they still played a role in my perception of the world that I'll elaborate on later.
Night City is beautiful. It's certainly one of the best-looking games out there right now. The scale and density of the city are used to great effect. Ads highlight every corner of the city. Even the mountains of city waste and the decrepit Badlands are beautiful in their own way. It's one of those games where everywhere you go is a I need to take a screenshot moment. This was my first experience with ray-tracing, and it looks great.
If you have read any of my thoughts on open-world RPGs such as Morrowind, Gothic, or recently Kingdom Come: Deliverance you'll know how much I value design that reinforces a living world. Whether it's quest design that make you feel like you can try anything that makes sense (typically in addition to no quest markers), simulation-driven systems that allow you to interact with the world in logical but perhaps unexpected ways, or writing that goes above and beyond surface detail that really rewards scrutiny. In this regard Cyberpunk 2077 is a disappointment. Perhaps not more so than most open-world AAA titles, but I don't play many of these. The systems concerning pedestrian behavior, vehicle traffic, and police response are very rudimentary. This is also where the bugs come into the experience. Seeing pedestrians and vehicles seemingly appear or disappear does no favors to maintaining the illusion of the world. There is no form of logical in-world fast travel. It looks like there may have been a train rail system at one time, but it was cut to a terminal that lets click on other map points. The food vendors are largely pointless, and do not even offer the food they recommend you to order. Despite being able to buy some BDs, you can't use them. There aren't any meaningful drugs to buy. Your options for prostitution are incredibly limited, despite what is suggested. There are some surprise options in quests, but they're rare. And perhaps even more so due to player expectations.
Saving Goro for example.
The setting is inviting me to interact with it further, but doesn't hold up its end up the bargain, and thus breaks the illusion.
A minor detail, but I really appreciate the length to which the game lets you hold onto your memory of Jackie. His ofrenda, the conversations with Mama Welles and Misty, ordering his drink at the Afterlife, and other tidbits. I really liked Jackie. There was a moment after his death that I thought to call him. To my surprise the game reacted. I thought it was really touching.
Another positive note is the verticality of the environments. This does a lot to make the general exploration enjoyable, in addition to giving you a few different entrances and paths for quests. This really ramps up when you get certain cyberware.
Generally I enjoyed the variety of cyberpunk themes explored, but I felt a little at odds with how the game wants you to interact with the police. I'd have preferred some appropriate alternatives here.
If there is something that I really want to highlight it's Johnny Silverhand. I think they nailed it.
Johnny is a unique persistent companion. We're pretty used to having someone in our ear, but this is an example where the companion can steal the scene with nothing more than a smirk or how he interacts with the environment. Keanu's performance here is excellent. From an asshole to a friend, your relationship with Johnny comes a long way. He's also among some of the best writing the game has to offer. I stumbled into it by accident, but I'm really glad my ending was (Don't Fear) The Reaper. Just me and Johnny in one final suicide mission taking on fucking Arasaka!
I enjoyed my time with the game, but there is a persistent feeling that it's unfinished -- the glue to make it a cohesive whole. To really elevate it it needs to address more than just the technical problems.
Finished it at last.
Tried the Panam and Rogue endings.
Must say I liked the Rogue one more. Felt more like an actual hardcore gig, provided closure to Rog and Johny and you get to go out with a bang!
From what I've read, to access the secret one, you need to be nice to Johny (duh), finish his quests, including date and last concert (duh), but what's easily missable (I picked the other answer too), is the dialogue at the scrapyard, where you say what could be a good epitaph on his tombstone. Apparently you need to answer "the man who saved my life" or some such bullshit.
Therefore achieve 70% completion rate in the "Samurai" section (I sit at 60%).
From what I've read, to access the secret one, you need to be nice to Johny (duh), finish his quests, including date and last concert (duh), but what's easily missable (I picked the other answer too), is the dialogue at the scrapyard, where you say what could be a good epitaph on his tombstone. Apparently you need to answer "the man who saved my life" or some such bullshit.
Therefore achieve 70% completion rate in the "Samurai" section (I sit at 60%).
I did it yesterday. When you are on a trash heap choose "the man who saved my life" then "nah fucked that up too" and lastly "as far as second chances go this is your last" then do the quests for him involving Rogue and Kerry. At the end you need to wait 5 minutes, I've heard you need to look at different elements like the gun, pills or Johnny then the dialog choices will change after this set time and he will offer the solo assault.
And quite frankly this is the best mission in the game because you finally get to kill LOTS of enemies. It finally felt like a proper FPS combat-wise. Everywhere else it was like pretending the game is hard when you mostly have to shoot 3-5 gonks who can barely leave a dent in your body. Anyway what is also interesting is the game should have autoscaling enabled. The enemies on the secret ending are level 50 and that's when the power curve was balanced. Mechs could kill me if I was reckless but so I could kill them. Even the Widowmaker iconic tech sniper rifle which shoots 2 bullets (meaning it does 200% damage compared to standard version) wasn't enough unless I charged it to full. I've played min-maxed Tech/Body build with perks which increased charge damage and bypassed enemy armor. This one mission made me want to min-max, theory-craft and play the game once more. Even Adam Smasher was enjoyable as in normal endings I would've probably one-shotted him but in the secret ending everyone was literally on the same level. I had to use cover or double jump to reach elevated position to be safe from Smasher's wrist-guns or melee attacks.
Another thing playing from level 50 which occured to me is the MaxTac has it's own combat music and only by level 50 you can stand your ground although these guys have some scripted damage multipliers. I could imagine some cyberpsycho quests were probably oriented around defending them from MaxTac or doing otherwise. It's also a letdown as I've expected those cyberpsycho gigs could work like Witcher style monster contracts and award legendary implants harvested from them (either by killing them or incapacitating them and getting those items from Regina/people doing therapy). Also cyberware has rarity levels attached, I think the idea was that basic-lower rarity implants were required before upgrading to higher levels, like we have armor or guns. Making those implants permament was probably also on the menu - as if you've installed blood-pump you can't remove it, only upgrade it. I also think ripperdocs shouldn't be one-stop shops - Viktor should only be able to install nervous-system implants like Kiroshi, smart-link, Kerenzikov or Sandevistan while others you would have to find/unlock and would do different things, like install different limb implants or specialize in netrunning/cortex/cyberdeck upgrades and have entry-level cyberware. Instead everyone can install everything, they are marked from the get-go and the only difference is they offer different legendary cybernetics and you can't even sell them the unused ones. I've finished the game and had 2 sets of legendary mantis blades FFS. The cyberware slots should also increase with level and instead of different categories it all should be homgenized, like you can install up to 10 cybernetics at max, 1 per 5 levels or something regardless of category. And have slots for your torso/head/limbs instead of 3 for your brain, 2 for your nervous system, etc.
From what I've read, to access the secret one, you need to be nice to Johny (duh), finish his quests, including date and last concert (duh), but what's easily missable (I picked the other answer too), is the dialogue at the scrapyard, where you say what could be a good epitaph on his tombstone. Apparently you need to answer "the man who saved my life" or some such bullshit.
Therefore achieve 70% completion rate in the "Samurai" section (I sit at 60%).
I'm in the same boat as you are, sitting at 60% completion. "The man who saved my life" answer sounded like the most dick-sucking answer there, so I went with "the biggest asshole in Night City" or something. The percentage part is quite jarring as the max you can get is 70% (you get the missing 30% if you let Johnny take over your body, so yeah post-ending, when it doesn't matter anymore)
Even the Widowmaker iconic tech sniper rifle which shoots 2 bullets (meaning it does 200% damage compared to standard version) wasn't enough unless I charged it to full.
Cool info about the secret ending.
The information about Widow Maker is misleading, though. The weapon description is wrong. It fires SIX bullets per shot - as opposed to FIVE that a regular Achilles Tech Precision Rifle fires. So its actually a 20% increase in number of bullets, not x2.
Still a great weapon, particularly with its 30% poison chance.
From what I've read, to access the secret one, you need to be nice to Johny (duh), finish his quests, including date and last concert (duh), but what's easily missable (I picked the other answer too), is the dialogue at the scrapyard, where you say what could be a good epitaph on his tombstone. Apparently you need to answer "the man who saved my life" or some such bullshit.
Therefore achieve 70% completion rate in the "Samurai" section (I sit at 60%).
It is not really bullshit. It follows what he said in that hotel room talk when he gave you dogtags. It was given to him by "man who saved his life". At the scrapyard it is the most "fitting" imho tombstone epitaph. Eitherway scrapyard talk was highlight of game with few others. I didn't read anything and it was my first play-trough.
Even the Widowmaker iconic tech sniper rifle which shoots 2 bullets (meaning it does 200% damage compared to standard version) wasn't enough unless I charged it to full.
Cool info about the secret ending.
The information about Widow Maker is misleading, though. The weapon description is wrong. It fires SIX bullets per shot - as opposed to FIVE that a regular Achilles Tech Precision Rifle fires. So its actually a 20% increase in number of bullets, not x2.
Still a great weapon, particularly with its 30% poison chance.
I've finished the game after 164 hours of play, the secret ending is simply the best both gameplay and story wise. Overall it was a good experience, at least on PC, the story hit me pretty hard and in a way it reminded me of NieR: Automata.
They have very similar themes (particularly the meaning of life) but while Automata at the very end goes for a message of hope, Cyberpunk for the whole game (including the end) goes in a completely opposite direction. A very dark game indeed.
From what I've read, to access the secret one, you need to be nice to Johny (duh), finish his quests, including date and last concert (duh), but what's easily missable (I picked the other answer too), is the dialogue at the scrapyard, where you say what could be a good epitaph on his tombstone. Apparently you need to answer "the man who saved my life" or some such bullshit.
Therefore achieve 70% completion rate in the "Samurai" section (I sit at 60%).
I'm in the same boat as you are, sitting at 60% completion. "The man who saved my life" answer sounded like the most dick-sucking answer there, so I went with "the biggest asshole in Night City" or something. The percentage part is quite jarring as the max you can get is 70% (you get the missing 30% if you let Johnny take over your body, so yeah post-ending, when it doesn't matter anymore)
The secret ending is essentially gated behind those *two exact* responses at the dump. And waiting to respond for ~5 minutes up on the balcony, something no player would ever do short of getting up to take a leak or make a sammich. It's a very odd decision on the part of CDPR, since it's clear that it's their favorite and 'canon' ending.
I stumbled into the secret ending. I didn't suck up to Johnny at first, which is probably why my relationship percentage wasn't very high. I did answer The man who saved my life during the moment in the oil fields. By that point I felt Johnny had become a good friend, and it was appropriate. I did take some time contemplating who to call for help on the final mission, but I didn't think I took five minutes.
It maybe shouldn't be so obscure, but it is one of the rare moments where an option exists outside of what the game is telling you to do. There are probably others that I didn't find, but it's difficult when the game conditions you to expect nothing outside of what is in the quest objectives.
I'm glad I did stumble into it though. I felt it was the most appropriate ending for my character.