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

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
14,006
When I asked Iwiński if he thought that consumers should dial back their expectations and accept that this is beyond the scope of current technology, he replied, “I don’t think this was ever Cyberpunk’s intention, and if you see the game as a life simulator set in 2077, well, maybe that’s our mistake in saying something that led you to believe that.”

It's beating the bone fragments of a skeleton of a dead horse at this point, but to reiterate: what a piece of shit Iwinski is. Their marketing literally, explicitly claimed and promoted this vision. You can hardly find a promotional video of 2077 that doesn't directly and forthrightly claim that it will be the best futuristic life simulator of all time.
 

Justicar

Dead game
Glory to Ukraine
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Apr 15, 2020
Messages
4,647
Location
Afghanistan
It's beating the bone fragments of a skeleton of a dead horse at this point, but to reiterate: what a piece of shit Iwinski is. Their marketing literally, explicitly claimed and promoted this vision. You can hardly find a promotional video of 2077 that doesn't directly and forthrightly claim that it will be the best futuristic life simulator of all time.
N!gger let it go this was never meant to be a life simulator you would know it if you played their previous games all story focused with some C&C but lacking the immersion features that were present in Gothic 1 and 2 like being able to sit in a chair when you want to or smoke swamp weed or cook. This was never meant to be life simulator and if you thought it would be you are RETARTED.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
14,006
It's beating the bone fragments of a skeleton of a dead horse at this point, but to reiterate: what a piece of shit Iwinski is. Their marketing literally, explicitly claimed and promoted this vision. You can hardly find a promotional video of 2077 that doesn't directly and forthrightly claim that it will be the best futuristic life simulator of all time.
N!gger let it go this was never meant to be a life simulator you would know it if you played their previous games all story focused with some C&C but lacking the immersion features that were present in Gothic 1 and 2 like being able to sit in a chair when you want to or smoke swamp weed or cook. This was never meant to be life simulator and if you thought it would be you are RETARTED.

Bro, I didn't expect anything. I'm saying they are scum of the lowest order. It's like a plumber showing up, breaking your pipes, then doing an interview where he said he never promised to do anything about pipes.

They are trying to rewrite history because all they know how to do is lie, then lie some more, then lie about the lies to escape the lies.

I guess they're right in doing so though since gamers are still rewarding them with positive reviews and totally forgave them, so yeah, this is what people want. They want to be scammed, lied to, then mocked for believing it.
 

Crispy

I feel... young!
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Staff Member
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Strap Yourselves In
I never expected CP2077 to be any kind of a 'life simulator", despite what any of the promo videos or articles showed or said about it.

Sure, they were ambitious, too ambitious. Were they lies, or were they embellishments?

The intelligent person can parse all that out with the memory and knowledge of what CDPR's previous games were like and not be disappointed when the final game comes out. It was basically exactly what I thought it would be -- in fact, actually, during the first few "scripted" missions, and way before all the subsequent patches, the game was better and more simulator-like than I had expected.

My resentment towards CDPR isn't based on what they promised. It's based on them cow-towing to the console crowd and nearly ruining what had already been a p. good PC game.
 

OSK

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Zeriel

Arcane
Joined
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14,006
I never expected CP2077 to be any kind of a 'life simulator", despite what any of the promo videos or articles showed or said about it.

Sure, they were ambitious, too ambitious. Were they lies, or were they embellishments?

The intelligent person can parse all that out with the memory and knowledge of what CDPR's previous games were like and not be disappointed when the final game comes out. It was basically exactly what I thought it would be -- in fact, actually, during the first few "scripted" missions, and way before all the subsequent patches, the game was better and more simulator-like than I had expected.

My resentment towards CDPR isn't based on what they promised. It's based on them cow-towing to the console crowd and nearly ruining what had already been a p. good PC game.

There's literally no minigames. Most of the world is empty, some of it is clearly unfinished. The only real content that got any polish was MQ and main side quests that are rather lengthy. Compare to Witcher 3, where almost every nook of the world has some one-off quest that while not big bucks production at least has some tidbit of interesting, story, dialogue, or choice.

I am so fucking tired of these apologetics. C2077 is not an overhyped game that is an equal to Witcher 3. It's like 10% of the game Witcher 3 was, which is already seen as "good for what it is" territory here. If C2077 is "good enough", then there actually are no standards at all, they could deliver you a box with nothing inside bu a cardboard insert and you'd say, "Met my expectations!"
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,679
I never expected CP2077 to be any kind of a 'life simulator", despite what any of the promo videos or articles showed or said about it.

Sure, they were ambitious, too ambitious. Were they lies, or were they embellishments?

The intelligent person can parse all that out with the memory and knowledge of what CDPR's previous games were like and not be disappointed when the final game comes out. It was basically exactly what I thought it would be -- in fact, actually, during the first few "scripted" missions, and way before all the subsequent patches, the game was better and more simulator-like than I had expected.

My resentment towards CDPR isn't based on what they promised. It's based on them cow-towing to the console crowd and nearly ruining what had already been a p. good PC game.
Well, I dunno, I didn't expect a "life simulator", but I did imagine CDPR would evolve their designs a bit rather than simply CTRL+C/V The Witcher 3's formula. It was plain clear that Night City would need such developments, but I guess those laurels got too comfy not to take a nap on.

There's literally no minigames.
Incline! Whenever you're playing a minigame, you're not playing the game you actually paid for. With all the things wrong with Cyberpunk, not being able to play taxi driver is the least of its concerns.

Most of the world is empty, some of it is clearly unfinished. The only real content that got any polish was MQ and main side quests that are rather lengthy. Compare to Witcher 3, where almost every nook of the world has some one-off quest that while not big bucks production at least has some tidbit of interesting, story, dialogue, or choice.
Half right on this one, because it's actually an issue of perception. I wouldn't be surprised if Cyberpunk's "content per square mile" is actually higher than The Witcher 3's, but the problem is that the latter could afford it because it had vast stretches of contextually appropriate negative space - you don't expect to have much to interact with in the middle of the bloody forest, and it makes sense that Geralt is crossing dozens of bloody forests. Night City doesn't work the same way, you've got this massive, towering city and it quickly becomes apparent (and frustrating) that you've got fuck all ways to interact with it and its denizens most of the time. Actually, Night City's a scaled up Novigrad, but Novigrad gets away with it because you only linger so long in it at a time before you head back into the wilderness.

The other critical aspect that feeds into this negative perception is how side content gets dispensed, and this was a massive and gratuitous screwup on CDPR's part - fixers. In TW3, you ramble around and run into NPCs that need stuff done, whereas in CBP, most of these sidequests are supplied as very formulaic Offers You Can't Refuse over the phone as soon as you approach their area. This strips another apparent interaction from Night City, disincentivising the player from exploring and paying attention to the actors around them, and further reinforces the impression that Night City is "empty" and opaque.

And when you factor in the stuttering pacing of this side content, that so much of it takes place in mini-levels you clear in five to ten minutes, you've got this noxious trifecta of bad decisions that make the world feel static, like a backdrop, rather than what the player was pining for in a dense, rich urban environment. In a nutshell, it's not that Cyberpunk is lacking content, it's that it structures and serves it up in the dullest, least gratifying way it could.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
I never expected CP2077 to be any kind of a 'life simulator", despite what any of the promo videos or articles showed or said about it.

Sure, they were ambitious, too ambitious. Were they lies, or were they embellishments?

The intelligent person can parse all that out with the memory and knowledge of what CDPR's previous games were like and not be disappointed when the final game comes out. It was basically exactly what I thought it would be -- in fact, actually, during the first few "scripted" missions, and way before all the subsequent patches, the game was better and more simulator-like than I had expected.

My resentment towards CDPR isn't based on what they promised. It's based on them cow-towing to the console crowd and nearly ruining what had already been a p. good PC game.
This is like arguing that the snake oil you bought actually tastes fine. It's missing the point.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
https://www.windowscentral.com/cybe...ain-and-other-deadly-environmental-challenges
Cyberpunk 2077 features acid rain and other deadly environmental challenges
https://gamerant.com/cyberpunk-2077-wanted-system-corrupt-police/
Cyberpunk 2077 Has A 'Wanted' System and Corrupt Police
https://www.usgamer.net/articles/cyberpunk-2077-producer-details-law-enforcement
Cyberpunk 2077 Producer Details Law Enforcement and the Rich Areas of Night City
There are no cops in the poorer districts. That all changes when you get to the affluent areas of Night City.
https://wccftech.com/cyberpunk-2077...aying-experience-than-the-witcher-3-says-dev/
Cyberpunk 2077 Is a Much Deeper Roleplaying Experience Than The Witcher 3, Says Dev
https://www.vg247.com/cyberpunk-2077-npcs-1000-daily-routines
There will be over 1,000 Cyberpunk 2077 NPCs with daily routines
https://www.gamereactor.eu/exploring-cyberpunks-night-city-with-cd-projekt-red/
"Oh yeah, the city does change! One of the things we've mentioned is some of the people you see walking around, they're based on their own living actions, it's one of the things that makes the city feel more alive. Some areas, for example, will become more dangerous at night and some will become less crowded during the night and more crowded during the day, so you will see the impact of the time of day for sure".
https://www.gamesradar.com/uk/cyberpunk-2077-character-creation/
Cyberpunk 2077 character creation tools are the closest we've got to diverse human representation
https://www.playstationlifestyle.net/2019/09/12/cyberpunk-2077-lifepath-system/
Cyberpunk 2077’s Lifepaths May Make You Want to Replay the Game Multiple Times
 

wishbonetail

Learned
Joined
Oct 18, 2021
Messages
671
They ctrl c/v Saints Row formula which is really bland and tired and this whole game looks like Saints Row ripoff with Witcher cutscenes. It's funny to read about Pondsmith and his D&D schtick but it is has nothing to do with this game, like at all.
 

Wesp5

Arcane
Joined
Apr 18, 2007
Messages
1,959
The other critical aspect that feeds into this negative perception is how side content gets dispensed, and this was a massive and gratuitous screwup on CDPR's part - fixers. In TW3, you ramble around and run into NPCs that need stuff done, whereas in CBP, most of these sidequests are supplied as very formulaic Offers You Can't Refuse over the phone as soon as you approach their area. This strips another apparent interaction from Night City, disincentivising the player from exploring and paying attention to the actors around them, and further reinforces the impression that Night City is "empty" and opaque.

You are spot on here, I think I never even met some of the fixers in person! So is there a mod where you actually have to visit and talk to them to get these quests? That would improve the situation and also unclutter the map if you don't want to do any of these gigs...
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,510
Location
Grand Chien
The other critical aspect that feeds into this negative perception is how side content gets dispensed, and this was a massive and gratuitous screwup on CDPR's part - fixers. In TW3, you ramble around and run into NPCs that need stuff done, whereas in CBP, most of these sidequests are supplied as very formulaic Offers You Can't Refuse over the phone as soon as you approach their area. This strips another apparent interaction from Night City, disincentivising the player from exploring and paying attention to the actors around them, and further reinforces the impression that Night City is "empty" and opaque.

You are spot on here, I think I never even met some of the fixers in person! So is there a mod where you actually have to visit and talk to them to get these quests? That would improve the situation and also unclutter the map if you don't want to do any of these gigs...
Lmao yes there is a mod that will do this, it's called 'CDPR Actually Makes A Good Game Instead Of This Piece of Shit', it's coming out in 2022 never
 

Starwars

Arcane
Joined
Jan 31, 2007
Messages
2,835
Location
Sweden
That's one of my biggest pet peeves with the game as well. Having a phone and using it obviously makes sense in the gameworld, and is a fun extra interactive thing to have in the game, but just shoving the content down your throat via said phone is an awful design decision. And since there are no unique interactions to be found when you actually talk to the fixers face to face, it just completely strips them of personality. If comparing Witcher 3 to Cyberpunk, I think this is one of the absolute biggest declines. In Witcher 3, there were plenty of shitty quests but meeting the quest giver face to face does make a large difference.
Instead of having the "detes" (read background story) getting sent to you as a text message. It's completely uninteresting and completely unengaging. Completely separates the lore of the game from the gameplay.

The first talks with the fixers should've all been a face to face thing, and then being offered something. And each fixer should've ideally had some quest or something that was intricately tied to their particular character. The phone could still be used in a variety of situations. But having it all come as a torrent of phone calls is such a bad design decision.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,679
You are spot on here, I think I never even met some of the fixers in person! So is there a mod where you actually have to visit and talk to them to get these quests? That would improve the situation and also unclutter the map if you don't want to do any of these gigs...
Nope, and even if community tools developed to the point you could re-rig quests and access the animation library, you wouldn't be able to pull it off because of the voiceover assets. In each case, the audio was only recorded for short intro phone calls, sometimes with the odd response from V, and the more extensive background info is supplied as text-only in SMS. This is something Mods Won't Fix.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
how come everyone has your number and knows exactly when to call you
I realize people have contacts, but it feels way too uncanny as soon as you step foot inside their zone they call you immediately
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,218
probably easiest fix would be to delay phone call until you gain some rep in given area
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
14,006
That's one of my biggest pet peeves with the game as well. Having a phone and using it obviously makes sense in the gameworld, and is a fun extra interactive thing to have in the game, but just shoving the content down your throat via said phone is an awful design decision. And since there are no unique interactions to be found when you actually talk to the fixers face to face, it just completely strips them of personality. If comparing Witcher 3 to Cyberpunk, I think this is one of the absolute biggest declines. In Witcher 3, there were plenty of shitty quests but meeting the quest giver face to face does make a large difference.
Instead of having the "detes" (read background story) getting sent to you as a text message. It's completely uninteresting and completely unengaging. Completely separates the lore of the game from the gameplay.

The first talks with the fixers should've all been a face to face thing, and then being offered something. And each fixer should've ideally had some quest or something that was intricately tied to their particular character. The phone could still be used in a variety of situations. But having it all come as a torrent of phone calls is such a bad design decision.

They couldn't even be bothered to code a phone, though. The phone only exists as an abstraction or plot device. If they wanted to immerse you in that way, the way it should have been done is that the phone is an actual device you can use like in GTA (they sure do love GTA, after all!) or those computer screens that do exist in the game. That way you'd have to actually use the phone, call someone up, and activate the thing yourself.

For those who did play the game, if you ever found your way to one of the fixers accidentally, you'll quickly notice that they are an actual in-game NPC with the same dialogue as on the phone. I suspect originally there wasn't going to be the "phone system" and you'd just go to fixers to get missions. It's hugely erratic though--some of the fixers don't exist in the game world, and others do. So I guess just as unfinished and pasted together at the last moment as everything else.
 

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