I doubt a dev kit is going to do anything substantial. The issues and limitations of Cyberpunk are baked in, because they had to rush a large portion of the development and that means hacking.
Cyberpunk 2077 is mostly positive at 430,000 reviews on Steam right now. It'll only go up from here as modders continue to learn the tools and do their thing on top of the expansion's release and deeper discounts. Any apprehension towards a new CDPR game will go out the window the moment they show Witcher 4 running on Unreal Engine 5 with multiplayer. Cyberpunk 2 will coast on the goodwill earned from Witcher 4, not that it needed it. The IP is only slightly damaged.I think they have a much better shot at one after making the move to Unreal now that they're not being bottlenecked by developing a proprietary engine. This will be an unpopular position but I think a good portion if not the majority of 2077's issues were a result of technical issues creating a huge backlog. Even without danger hairs, you were never going to get 2077 as envisioned.
Cyberpunk 2077 is mostly positive at 430,000 reviews on Steam right now. It'll only go up from here as modders continue to learn the tools and do their thing on top of the expansion's release and deeper discounts. Any apprehension towards a new CDPR game will go out the window the moment they show Witcher 4 running on Unreal Engine 5 with multiplayer. Cyberpunk 2 will coast on the goodwill earned from Witcher 4, not that it needed it. The IP is only slightly damaged.
I doubt a dev kit is going to do anything substantial. The issues and limitations of Cyberpunk are baked in, because they had to rush a large portion of the development and that means hacking.
I wouldn't even call it damaged, since people want more of it.The IP is only slightly damaged.
The problem is not with the type of story being told, but the quality of the writingIf they make a sequel I really hope that they do a simple main quest.
One thing I really hate about storytelling in a sandbox open world game is main story with a sense of urgency.
"I need to find my father!", "I need to find my child!", "I need to find a solution for my consciousness being taken over!"
When you have a game that its all about exploring having a main quest with a sense of urgency creates a disconnect between the player and the game.
Only time this actually worked was in Fallout 1.
Just make something like in Saints Row, a rise to power from a lowly gang member to a crime lord or something like that.
The problem is not with the type of story being told, but the quality of the writingIf they make a sequel I really hope that they do a simple main quest.
One thing I really hate about storytelling in a sandbox open world game is main story with a sense of urgency.
"I need to find my father!", "I need to find my child!", "I need to find a solution for my consciousness being taken over!"
When you have a game that its all about exploring having a main quest with a sense of urgency creates a disconnect between the player and the game.
Only time this actually worked was in Fallout 1.
Just make something like in Saints Row, a rise to power from a lowly gang member to a crime lord or something like that.
The only time I ever remember Cyberpunk 2077 even exists is when this thread gets bumped. The suicidal disappointment and extreme denial from normies when this "game" dropped was divine though. Almost made me nut.
The only time I ever remember Cyberpunk 2077 even exists is when this thread gets bumped. The suicidal disappointment and extreme denial from normies when this "game" dropped was divine though. Almost made me nut.
The whole dying part in the storyline is so out of whack. They just drop this bomb halfway through and expect people will go explore rest of the - now unlocked - city. Like couldn't Victor just pull-out burned chip, say all is dandy and then V would get Johnny's hallucinations, only for 'Meet Hanako at Embers' to get the terminal diagnosis? Like this doesn't take a genius to rewrite the story, V would still have motivation to remove virus from his head but wouldn't be in constant rush.
The script certainly tells you this is the theme but the mechanics of the game do nothing to reinforce it and instead are contradictory to it. You cannot do a well-done ticking clock plot in an open world game when there is no actual ticking clock! (And if there was, it would run into the same problems as Fallout where time running out is just a "Fuck you, game over." state, they wrote themselves into a corner.)I mean it perfectly follows trope of "short live = live twice as bright"
The game clearly marks critical path quests in the journal and there's nothing to stop you from just shotgunning all of them and ignoring sidegigs. Just headcanoning away the disjointedness between gameplay and narrative is a tired Bethesdrone-tier cope.I would agree if path to cure was straight and easy to understand.
The game clearly marks critical path quests in the journal and there's nothing to stop you from just shotgunning all of them and ignoring sidegigs. Just headcanoning away the disjointedness between gameplay and narrative is a tired Bethesdrone-tier cope.
Whether there is a cure at the end or not is irrelevant to this, you handwaved the dissonance with the lousy "Just ignore it, it's called roleplaying!!" excuse.You are now arguing that because developers gave you out of game hint how to proceed further somehow this makes logical sense that there is a fix if you follow that path for in game character. And like i said even by the end of the game it is not clear if you can be cured so your argument fails completely.
There is no logic in playing mercenary for $$$ when you're dying and you could instead follow leads on how to hopefully fix it, you can only engage with the sidegigs purely from a "powergaming" stance (haha EXP bar go up!) since the narrative fails to give you one.IF you RP then you just do logically what V should do.
Whether there is a cure at the end or not is irrelevant to this, you handwaved the dissonance with the lousy "Just ignore it, it's called roleplaying!!" excuse.
There is no logic in playing mercenary for $$$ when you're dying and you could instead follow leads on how to hopefully fix it, you can only engage with the sidegigs purely from a "powergaming" stance (haha EXP bar go up!) since the narrative fails to give you one.
rudeidiot
I played at launch and haven't touched it since, if there are moneygates I don't remember them.Did you even play game ? One of the major leads to finding cure is getting money for Rogue and it happens very earily. 21k if i remember correctly.
I played at launch and haven't touched it since, if there are moneygates I don't remember them.
Let me just clarify what I'm saying to end this back and forth:
The NARRATIVE wants urgency so it declares time is of the essence (Two weeks, tops) but the GAME wants the player to dick around and do side quests so the GAME puts the NARRATIVE's urgency on pause and this is BAD for the player's suspension of disbelief as the NARRATIVE's passage of time isn't cohesive with the GAME's passage of time.
Yes, something like this could've worked with minimal development effort off of what CDPR actually shipped. You could've still kept all of the Silverhand commentary - which I suspect is why the devs rushed things to begin with - and just skipped on the "you're dying bit" at the outset. Just tell the player that Vic needs to study it some more and then let them decide when to go in for the big followup after a certain threshold. Though I still argue the proper narrative solution would've been to structure Act I around V and Jackie working their Street Cred up to Dex's notice before getting tapped for the Heist. Either way, BG2 managed this, CBP2077 didn't.Another way I've always thought - just don't have Viktor say "two weeks, tops," have it more indeterminate ("could be a few weeks, a few months, maybe even a year, impossible to say with tech like this, you might be able to fight it off some with these pills, but I can't say how long for") and don't have Goro contacting V in the cafe till a much later trigger, with the hallucinations starting to intrude more to the extent that you're feeling the crisis looming closer.
Nah, come on, you're inventing interpretations on the dev's behalf now. Even if you wanna roll with the idea that Rogue's 15K fee is the narrative milestone for the player to engage with the open world (and it really didn't feel that way to me, but I played through it a long time ago by now), you gotta remember that the game keeps unlocking tons of major side content well after that point. Consider the BG2 comparison, you've got Chapter 2 to engage with the open world as much or little as you want with minimal abstraction, then Chapter 3 funnels you in and you've got the Asylum and the Underdark progressing linearly towards the climax. This is not the case with CBP, V's taking gigs and socialising and buying pretty cars (and now, by popular demand, apartments), all the while having been told that their demise is a matter of "weeks", their banter with Silverhand's constantly referencing this situation, they've got blood pouring from their nose every morning etc. etc.Did you even play game ? One of the major leads to finding cure is getting money for Rogue and it happens very earily. 21k if i remember correctly. That alone means you have to work as mercenary. Besides even if you ignore money for Rogue it is pretty clear that you will be facing enemies much higher in food chain than you and you need to upgrade or you will die before you even can find so called cure.
Though I still argue the proper narrative solution would've been to structure Act I around V and Jackie working their Street Cred up to Dex's notice before getting tapped for the Heist.
Though I still argue the proper narrative solution would've been to structure Act I around V and Jackie working their Street Cred up to Dex's notice before getting tapped for the Heist.
Yep, that would have been the ideal, and I'm sure that probably was the original intention.