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

JDR13

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It's as much of an RPG as any other recent action-RPG. I'm not sure why anyone would try to claim otherwise.

Is it great? Hell no. I enjoyed it enough to finish, but I was kind of glad when it was over. I played it at release though, so I have no idea how much of an impact all those patches have had.
 

Perkel

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It's as much of an RPG as any other recent action-RPG. I'm not sure why anyone would try to claim otherwise.

Is it great? Hell no. I enjoyed it enough to finish, but I was kind of glad when it was over. I played it at release though, so I have no idea how much of an impact all those patches have had.

90% of stuff in those patches were for consoles and trying to alleviate problems with streaming. 10% were bugfixes for missions and some skills.

If you are on PC then 1.31 is essentially very similar to 1.0 because PC didn't have streaming issues and shitload of bugs caused by them unless you were on potato.

Sort of like the poster above me said. I think if you approach it as a bit of a weird type of game: a looter shooter that's heavily driven by story missions rather than screwing around fighting all the time, that's about where it's at.

warning. criticism rumblings.

More like there is mismatch between expectations and reality. I said this before. People including here were expecting GTA or at minumum witcher 3 with guns. They got tw3light with heavy amount of deus ex/mgs design with more open ended gameplay rather than story.

I mean when it comes to any other game getting your mission solved by multiple avenues hacking/stealth/combat etc. is a positive but here it completely doesn't matter as if it is expectation that this is possible in every game. In TW3 their previous game you could only finish quest in one way, make a choice and then you had either A or B ending of quest usually after hours. I mean there is a reason why going out of main path in GTA/RDR2 leads to "failed" while in C77 it doesn't.

In C77 Pretty much every quest and the more you go outside of main quest the more this exposed is, could be finished in multiple ways. I mean for example the gigs with target you need to take out all have build in outcome where you kidnap target instead of killing it. Enemies in those missions have patterns, there are multiple ways to get into rooms/houses etc. Almost all bosses in game are optional where you can just sneak by them.

It is obvious that C77 has more gameplay than TW3 has and system wise it sits above it. The issue seems to be that C77 isn't storyfag game like TW3 was. So you had people who wanted out of this storyfag game and other people who wanted out of it GTA game. C77 in my opinion ended up as some sort of mish mash between TW3 light and mgs5 in equal amounts. I loved it like that but i can see why both storyfags and GTA people think it is bad game. That being said story itself is amazing imho, especially some of the detail of it so it is not like story itself is bad, just C&C around it is confusing and railoady.

There is also the issue of prologue. IT is clear that people expected 3 different starting points and effectively 3 different main stories. Considering this is CDPR and their TW2 achievement it was something that was possible but unprobeable. For me the most important part that was missing was the timeskip which imho felt like i was missing important part of game but everything after it felt "right" my first playtrough NOMAD felt right. Yeah there was some street kid underlying but the general themes and major philosophical points were on point. It was struggle between losing old family, finding new family, losing family again and again finding new one. The choices in main story simple as they might seem were on point. It feels completely different from RP perspective when you decide what to do with the chip when you just found new family vs when you do street kid and you have essentially nothing and only friend you have is dude in your brain who is everything you want to be but can't or couldn't.

C77 feels right to RP it is just very railroady and requires player to RP instead of game for you to RP your choices. It is best shown by River quest line. In my playtrough i was helping River and at some point killer was taken in by police. But River didn't want to end this way so he gave me a choice to help him kill that dude. If i would play as Streetkid then helping him feels right because as a streetkid you brake rules all the time and it wouldn't feel right not to help him. By my nomad was different. I was just helping guy, family was safe again and it would be stupid for river to risk his job for revenge and again put his family at risk. So i declined, he said he will do it alone.

In game RPing for you that would be the end of quest line followed by some moral debate about law/justice and some shit. Later on like few hours irl later you had dinner with River family. River tells you that he was just by the bed of killer and he almost did it but something stopped him. So they clearly left this as a C&C for player who RP instead of people who follow quest boxes aka gameRP for you.

There is other example of this in my memory. When i was helping out guy meet with his opressors, dude was blackmailed or something. If you follow quest objectives then dude dies because he start to shot guys just like that and dies in combat but there is no "help him fight bad guys[optional]" marker and him dying leads to further part of quest where you talk and go with his killers. Imagine my suprise when on second playthrough i just killed those guys before they could kill guy and quest had different outcome.

So C77 is weird mish mash and how good it is depend on what you expectations were before you started playing.
 
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Starwars

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But does River kill the killer though? I don't think he does, even if you decide you want to to help him (he declines your help and he didn't end up killing Anthony from what I can remember from my playthrough).

The unfortunate thing about Cyberpunk is that there are "consequences" here and there, but they are triggered at stupid points. So for River, you can get a pretty bleak outcome, but this is triggered by you basically turning down to help him any further at a certain point in the questline. Now, this is all well and good to have, but that type of consequence should also be in quests where you fuck up at something, fail to find something, or whatever. Because who is gonna turn down a quest? Especially when you're like... in the middle of the questline.
Just like in the Witcher 3, there should have been more far more risks at actually failing, or fucking up, some of them.

Would definitely agree though that many of the little sidequests are actually far more fun to play what we typically got in the Witcher 3. Just having the options to play through them in different ways, even though they can be simplistic, is a huge improvement over TW3. But again, the issue with the smaller quests is the method of delivery. The game seemingly does everything it can to make them feel like checkmarks to cross off on your way to completionism, rather than actual interesting situations. The delivery by phone, the "detes" (here's the backstory if you care to read it), it makes it feel so cheap.
 

Peachcurl

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Just like in the Witcher 3, there should have been more far more risks at actually failing, or fucking up, some of them.

Probably right for the side quests. But I found some of the things that impact the ending you get in Witcher 3 incredibly random.

Edit: I mean, it feels like you tell Siri (or whatever her name is) to clean up her room just once, and bam, everyone dies in the end.

Edit2: Tho I wasn't so much bummed out about the ending I got, it felt kinda topical. Just stupid how I got there. :D
 

ferratilis

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I reloaded the crucifixion quest three or four times, trying to get a different outcome, hoping to find at least a bit of player agency. There's none. No matter what you say, or do, or try to kill some NPCs (spoiler alert: the game will not let you), the quest ends the same way. Even if you outright abandon the last scene, the guy gets crucified. It's such a cool quest, but the lack of player agency makes it feel cheap. Most of the side quests are like this. The only thing choices affect is what kind of reward you get, and you can count quests like that on one hand. This alone makes quests in Cyberpunk inferior to Twitcher 3, imho.
 

Gargaune

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Mar 12, 2020
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Y7j5cZf.png
I really hate the way raindrops look in this game, especially at low FOVs. I dunno, it just looks cheap and plasticky, like someone's chOoo0ming just off the edge of my screen. For comparison, here's some wallpaper material from Deus Ex 4:
dx4rain.jpg


It's as much of an RPG as any other recent action-RPG. I'm not sure why anyone would try to claim otherwise.
:nocountryforshitposters:

But nevermind Deus Ex and its like, Fallout 4 is a better RPG than Cyberpunk 2077 and it's open-world too. They have similarly disappointing narrative agency (though, yes, CBP has better writing), but Fo4 has much better character progression, itemisation, and dungeon level design.

And hey, if you're gonna tell me 2015 isn't "recent"... it was when CDPR began working on Cyberpunk. :D

I don't hate the game, it's got its moments, but I also don't think better RPG systems should've been a bridge too far. You'll rightly point out that CBP just builds on TW3's design and I should've expected that, but I really thought that with all that time, money and clout CDPR had, they'd have tried for more.
 

Bad Sector

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Insert Title Here RPG Wokedex Codex Year of the Donut Codex+ Now Streaming! Steve gets a Kidney but I don't even get a tag.
It's as much of an RPG as any other recent action-RPG. I'm not sure why anyone would try to claim otherwise.

Because if you haven't noticed, not everyone around here agrees what an RPG actually is :-P.

So you can only speak in relative terms, e.g. "from a pure mechanics perspective Cyberpunk 2077 is more of an RPG than Witcher 3 was".

Of course then you may enter into discussions about if the writing in dialog choices are part of a game's mechanics.
 

Daedalos

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it's always funny to see how people evaluate "fun" and worth of a product especially in terms of dollar value.

Like, is 30 hours of entertainment worth 50 dollars? most ppl would say yes probably.

Imagine how much money we spent on relatively few hours of entertainment anywhere else other than the gaming world, yet games are shit on for costing 60 bucks, and not giving you 500 hours worth of entertainment.

I mean 60 dollars is what I wipe my ass with on the toilet and throw it in the bin afterwards.
I guess its mostly 3rd world countries being mad about the pricing, though you would think it would be lowered to adjust for lower salaries.
 
Joined
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Messages
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Codex Year of the Donut
it's always funny to see how people evaluate "fun" and worth of a product especially in terms of dollar value.

Like, is 30 hours of entertainment worth 50 dollars? most ppl would say yes probably.

Imagine how much money we spent on relatively few hours of entertainment anywhere else other than the gaming world, yet games are shit on for costing 60 bucks, and not giving you 500 hours worth of entertainment.

I mean 60 dollars is what I wipe my ass with on the toilet and throw it in the bin afterwards.
I guess its mostly 3rd world countries being mad about the pricing, though you would think it would be lowered to adjust for lower salaries.
Good post, the game is worth $0.
 

typical user

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Nov 30, 2015
Messages
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it's always funny to see how people evaluate "fun" and worth of a product especially in terms of dollar value.

Like, is 30 hours of entertainment worth 50 dollars? most ppl would say yes probably.

Imagine how much money we spent on relatively few hours of entertainment anywhere else other than the gaming world, yet games are shit on for costing 60 bucks, and not giving you 500 hours worth of entertainment.

I mean 60 dollars is what I wipe my ass with on the toilet and throw it in the bin afterwards.
I guess its mostly 3rd world countries being mad about the pricing, though you would think it would be lowered to adjust for lower salaries.

What kind of barbarian you have to be to throw toilet paper into a bin instead of flushing it in the toilet??
 

ERYFKRAD

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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
it's always funny to see how people evaluate "fun" and worth of a product especially in terms of dollar value.

Like, is 30 hours of entertainment worth 50 dollars? most ppl would say yes probably.

Imagine how much money we spent on relatively few hours of entertainment anywhere else other than the gaming world, yet games are shit on for costing 60 bucks, and not giving you 500 hours worth of entertainment.

I mean 60 dollars is what I wipe my ass with on the toilet and throw it in the bin afterwards.
I guess its mostly 3rd world countries being mad about the pricing, though you would think it would be lowered to adjust for lower salaries.

What kind of barbarian you have to be to throw toilet paper into a bin instead of flushing it in the toilet??
Oi
 

Perkel

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But does River kill the killer though? I don't think he does, even if you decide you want to to help him (he declines your help and he didn't end up killing Anthony from what I can remember from my playthrough).

He does not kill him. The point about is that in normal game or any other RPG declining quest leaves characters and events waiting for you. If you decline to find golden claw in skyrim quest will be always waiting for you there and no one will find it. In C77 there is a lot of "nope" where you can decline and world moves on.

The further point about it is that game fully acknowledges that by having that second River conversation at family dinner. Normally in such games at best you would get some quest failed detail or some offscreen info.

River quest line also shows a lot more gameplay oriented choice rather than pure C&C like TW3. For example minefield could be switched off via hacking, or via computer in attic, you can go through it or you can pick up mines with gun. There are also high checks for hacking in there.

Gameplay aspect is major upgrade over TW3. But this was at the cost of more railroady quests. Overall it is obvious that they had to put a lot more work into C77 quests than in TW3 ones. Cut corners is obvious outcome when you had limited amount of people and you have to take into account various ways in which people can approach quest and not see ever FAILED BECAUSE YOU DID IT WRONG.
 
Joined
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Messages
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Codex Year of the Donut
But does River kill the killer though? I don't think he does, even if you decide you want to to help him (he declines your help and he didn't end up killing Anthony from what I can remember from my playthrough).

He does not kill him. The point about is that in normal game or any other RPG declining quest leaves characters and events waiting for you. If you decline to find golden claw in skyrim quest will be always waiting for you there and no one will find it. In C77 there is a lot of "nope" where you can decline and world moves on.

The further point about it is that game fully acknowledges that by having that second River conversation at family dinner. Normally in such games at best you would get some quest failed detail or some offscreen info.

River quest line also shows a lot more gameplay oriented choice rather than pure C&C like TW3. For example minefield could be switched off via hacking, or via computer in attic, you can go through it or you can pick up mines with gun. There are also high checks for hacking in there.

Gameplay aspect is major upgrade over TW3. But this was at the cost of more railroady quests. Overall it is obvious that they had to put a lot more work into C77 quests than in TW3 ones. Cut corners is obvious outcome when you had limited amount of people and you have to take into account various ways in which people can approach quest and not see ever FAILED BECAUSE YOU DID IT WRONG.
witcher 1 was a better game and it was made by three dudes and a dog in a garage
 

purupuru

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Nov 2, 2019
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I don't think it's really helpful to compare different mediums of entertainment with a cost/hour ratio. A big open world game basically asks you to invest many hours of your time before you can really decide if you like it or not. If you like it, then that's hundreds of hours of entertainment; if not, then you will feel like you wasted 50-100 hours of your time consuming junk food and wish you had realized if sooner (but you couldn't, because even a fundamentally shallow game can hook players for many hours with little skinner boxes and the prospect of better stuff down the line).
Anyway, cancelled my pre-order the last minute and didn't look back because I felt it was going to be too GTA-like. Now a year later looking at all kinds of reviews I am pleasantly surprised that despite its all kinds of fuck-ups it seems like it's anything but a GTA-like. Gonna finally give the game a try then, might even pay for it if it turns out half decent.
 
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JDR13

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It's as much of an RPG as any other recent action-RPG. I'm not sure why anyone would try to claim otherwise.
But nevermind Deus Ex and its like, Fallout 4 is a better RPG than Cyberpunk 2077 and it's open-world too. They have similarly disappointing narrative agency (though, yes, CBP has better writing), but Fo4 has much better character progression, itemisation, and dungeon level design.

And hey, if you're gonna tell me 2015 isn't "recent"... it was when CDPR began working on Cyberpunk. :D

I don't hate the game, it's got its moments, but I also don't think better RPG systems should've been a bridge too far. You'll rightly point out that CBP just builds on TW3's design and I should've expected that, but I really thought that with all that time, money and clout CDPR had, they'd have tried for more.

Cool story, but I don't know what FO4 has to do with what I said. I wasn't comparing Cyberpunk to any individual games in particular. I'm just pointing out that it's an RPG, and it is. I didn't say it was a good one.

I'd say it's a decent game but kind of shit at being an RPG.
 
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JDR13

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It's as much of an RPG as any other recent action-RPG. I'm not sure why anyone would try to claim otherwise.

Because if you haven't noticed, not everyone around here agrees what an RPG actually is :-P.

Really? I never noticed that before.

So you can only speak in relative terms, e.g. "from a pure mechanics perspective Cyberpunk 2077 is more of an RPG than Witcher 3 was".

Or I could just point out the fact that it's labled an RPG and considered one by the vast majority.
 
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Now a year later looking at all kinds of reviews I am pleasantly surprised that despite its all kinds of fuck-ups it seems like it's anything but a GTA-like. Gonna finally give the game a try then, might even pay for it if it turns out half decent.
Why not just wait another year for them to be finished developing it?
 

mediocrepoet

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Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
Now a year later looking at all kinds of reviews I am pleasantly surprised that despite its all kinds of fuck-ups it seems like it's anything but a GTA-like. Gonna finally give the game a try then, might even pay for it if it turns out half decent.
Why not just wait another year for them to be finished developing it?

This is kind of like asking why you're not banking on a financial windfall from the Tooth Fairy.
 

DeepOcean

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Man, I hate this "consequence" of NPCs literally drinking bleach if you dont intervene.

Imagine if all NPCs you didnt help send you passive aggressive snap chats of how their fathers were eaten by dragons or something because you didnt help.
 

somewhatgiggly

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River becomes a P.I, but of course, his story ends there, we never get a new questline to set his P.I up and go neo noir with five new individual cases-quests. There's always the potential for more....
 

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