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Nothing beats the endless pointless joyrides with Panam.
The game veers between Visual Novel non-gameplay and mediocre at best open world shooting.
Again: There is nothing to keep a player occupied after the story ends, much less warrant a second playthrough. I can only assume the people who still care are desperate and/or autistic.
I think flashback sequences with Silverhand and Blackwall are much much worse. They really do take absolute aaaages. Anytime I think of giving CP another chance I remember that you cant avoid that monotonous, boring cancer that pretends to be gameplay. I honestly can never understand how some people could possibly compare that to Deus Ex.
Takermura convinced me to uninstall.exe. I guess if you don't like interactive movies and immersing yourself in the world doing free activities then you'll not enjoy this game.
I felt like I'm constantly trying to wrestle some fun out of the game that tries to restrict me in everything I try to do. It's clear that the focus went to create this emotional storytelling for the player to experience, and the money was mostly spent on advertising and creating pre-launch hype campaigns, so the rest of the game is merely a facade with visible stitches everywhere.
I can't imagine how the game looked like at launch, but even with this 2.2 post Phantom Liberty patch the jank and cut corners show right from the start. They could at least ensure that the first conversations will acknowledge the last line you chose, or you're not instantly greeted by 3 exact clones engaged in a conversation the very first time you leave your apartment.
It's not a bad game, but definitely not a good one either. I can't shake the impression that the game mechanics and systems for the player to use and the story and world structure in which the player operates were developed separately and only at the end somehow integrated together at the last moment.
The scripted sequence after the Heist is admittedly subjectively endless but it's the longest one, there are a few more later on but none of them are as relentless as that one and most of the game, by far, is just standard questing.
I suppose whether one perseveres through that overly-long sequence depends on whether one was gripped by the Heist just prior (e.g.
witnessing Saburo's murder, Jackie's death,
etc.), whether one is into the Relic concept and the idea of uploading with two minds in one body, and all that. I found it very dark, and for me it was interesting to play in such a scenario, as such a character, so the lack of control never bothered me that much. Those kinds of sequences are what they are, they're a break from having control and they represent those moments in life where you are no longer in control, things fall apart, etc.
To me, it's got lots of flaws but is still a fun experience overall.
Takemura becomes quite a complex character who you can take different viewpoints on. Most people find him to be a bro, but he might not actually be that, or might only be that to an extent delimited by his company loyalty, it's quite subtle.
Takemura's just a lackey. He's in for Arasaka. He does reach out to you of his own free will in the simp ending because he has a kernel of humanity in him, and he knows how much you did for Araska, but that's it - he's still a corpo boot at the end of the day.
I took my time enjoying that fucking takoyaki in his face.
The scripted sequence after the Heist is admittedly subjectively endless but it's the longest one, there are a few more later on but none of them are as relentless as that one and most of the game, by far, is just standard questing.
I suppose whether one perseveres through that overly-long sequence depends on whether one was gripped by the Heist just prior (e.g.
witnessing Saburo's murder, Jackie's death,
etc.), whether one is into the Relic concept and the idea of uploading with two minds in one body, and all that. I found it very dark, and for me it was interesting to play in such a scenario, as such a character, so the lack of control never bothered me that much. Those kinds of sequences are what they are, they're a break from having control and they represent those moments in life where you are no longer in control, things fall apart, etc.
To me, it's got lots of flaws but is still a fun experience overall.
Takemura becomes quite a complex character who you can take different viewpoints on. Most people find him to be a bro, but he might not actually be that, or might only be that to an extent delimited by his company loyalty, it's quite subtle.
The concept of hostile mind slowly taking over is not new to fiction and I agree that is an interesting premise. But the way CD Projekt wants the player to be just a passive recipient of the story is more suited to other mediums, like books or tv shows. Video games should give the player more agency and utilize the potential to make him an active participant in the events unfolding. The Nigh City is clearly a just a facade, a stage if you will; and the main quest is just a spectacle to which you are invited to participate, but only if you know and follow the steps without deviating from the music.
And sure - if you look from afar you can make a similar, more detached and abstract conclusion that in all games the players can only end in the states prescribed by the developers, but somehow there are titles that give you this sense of agency and let you immerse not as mere viewer, but as a participant as well.
I guess this type of interactive movies is just not for me, besides it's jank in all the wrong places.
The scripted sequence after the Heist is admittedly subjectively endless but it's the longest one, there are a few more later on but none of them are as relentless as that one and most of the game, by far, is just standard questing.
I suppose whether one perseveres through that overly-long sequence depends on whether one was gripped by the Heist just prior (e.g.
witnessing Saburo's murder, Jackie's death,
etc.), whether one is into the Relic concept and the idea of uploading with two minds in one body, and all that. I found it very dark, and for me it was interesting to play in such a scenario, as such a character, so the lack of control never bothered me that much. Those kinds of sequences are what they are, they're a break from having control and they represent those moments in life where you are no longer in control, things fall apart, etc.
To me, it's got lots of flaws but is still a fun experience overall.
Takemura becomes quite a complex character who you can take different viewpoints on. Most people find him to be a bro, but he might not actually be that, or might only be that to an extent delimited by his company loyalty, it's quite subtle.
The concept of hostile mind slowly taking over is not new to fiction and I agree that is an interesting premise. But the way CD Projekt wants the player to be just a passive recipient of the story is more suited to other mediums, like books or tv shows. Video games should give the player more agency and utilize the potential to make him an active participant in the events unfolding. The Nigh City is clearly a just a facade, a stage if you will; and the main quest is just a spectacle to which you are invited to participate, but only if you know and follow the steps without deviating from the music.
And sure - if you look from afar you can make a similar, more detached and abstract conclusion that in all games the players can only end in the states prescribed by the developers, but somehow there are titles that give you this sense of agency and let you immerse not as mere viewer, but as a participant as well.
I guess this type of interactive movies is just not for me, besides it's jank in all the wrong places.
I'm not sure what greater agency you'd expect from the player/protagonist then desperately trying 3 different major questline avenues to find a "cure?" (Even though he's been told by several people that his case is probably hopeless.)
There's like three races. Even the repeatable ones are just the same from Claire's route. I beat those the first time (save the last to get her 'good' ending).
That's true, but you can run the races in any vehicle you own. Depending on which one you choose they're somewhere between extremely easy and impossible.
Oh come on that's just silly, pressing a key is how you do everything in videogames. All that matters is how artfully it's implemented so that you buy into the abstraction or illusion of a story event that pressing the key represents.
During the Play It Safe mission, you're tasked with taking out snipers overlooking a parade. Only you can't use your jump implants or your own sniper rifle, since the devs removed your ability to jump or pull out your weapon, forcing you to walk down a series of narrow hallways and do the mission exactly how they want you to.
During the Sinnerman mission, you're in a car chase with a target that you've been paid to kill. The traffic AI is programmed to swerve into you, breaking traffic laws if necessary, so it's nearly impossible to avoid a collision even when driving accurately and defensively. When you catch the car, it's not possible to save your client's life (because it's scripted), it's not possible to kill the police officer before he kills your client (because he is temporarily invincible), and after killing the cop, it's not possible to kill the original target or his handler. They just sit in their car, staring straight ahead, while you try to shoot through the window or even blow the invincible, completely bulletproof car up.
The last example is particularly relevant because that's supposed to be a "good" side quest; and as far as I know, it was originally possible to affect the mission. But this was later patched to make it completely railroaded, so you couldn't accidentally miss the "deep" narrative.
During the Play It Safe mission, you're tasked with taking out snipers overlooking a parade. Only you can't use your jump implants or your own sniper rifle, since the devs removed your ability to jump or pull out your weapon, forcing you to walk down a series of narrow hallways and do the mission exactly how they want you to.
During the Sinnerman mission, you're in a car chase with a target that you've been paid to kill. The traffic AI is programmed to swerve into you, breaking traffic laws if necessary, so it's nearly impossible to avoid a collision even when driving accurately and defensively. When you catch the car, it's not possible to save your client's life (because it's scripted), it's not possible to kill the police officer before he kills your client (because he is temporarily invincible), and after killing the cop, it's not possible to kill the original target or his handler. They just sit in their car, staring straight ahead, while you try to shoot through the window or even blow the invincible, completely bulletproof car up.
The last example is particularly relevant because that's supposed to be a "good" side quest; and as far as I know, it was originally possible to affect the mission. But this was later patched to make it completely railroaded, so you couldn't accidentally miss the "deep" narrative.
Yeah, that sounds about right. Honestly, I don’t analyze the game that deeply anymore because everything feels like it’s trying way too hard to be edgy but ends up feeling forced. To me, this game barely surpasses Starfield in the sense that it doesn’t hold my attention for long. It took me about six months to finish Starfield, which I rated a 5/10. This one feels like a 6/10. Sure, it’s visually impressive with RT. The reflective puddles in the street look great. So what?
I know I sound cynical, but I don't get it. Are people really this starved for a decent experience? At launch, it was a broken disaster. After the "fixes" and "massive updates" with the DLC, it’s being showered with praise. So I finally gave it a shot. It’s not a bad game by any means but it’s just so mediocre. It reminds me of BG3 being hailed as a once-in-a-lifetime masterpiece. The bar has been twisted so much that anything remotely functional and/or polished gets treated like a miracle.
P. S. I hope the rest of the DLC isn’t as overflowing with estrogen as Songbird’s first mission. Holy shit, my V was practically begging mommy to hold his hand the whole time. Then she’s giving him these pep talks like he’s one of her girlfriends. And don’t even get me started on the president, a 60-year-old granny pencil-pusher who we’re supposed to believe is some kind of badass soldier.
It is released with patch 2.21 which cdpr released like an hour ago.
edit: It seems to fix also ray reconstruction. RR provided a way for light to update faster and better reflections but it caused small detail and character faces look flat and wrong. With DLSS4 it is fixed now.
It is released with patch 2.21 which cdpr released like an hour ago.
edit: It seems to fix also ray reconstruction. RR provided a way for light to update faster and better reflections but it caused small detail and character faces look flat and wrong. With DLSS4 it is fixed now.
2025-01-23
Patch 2.21 for Cyberpunk 2077 is being rolled out on PC, PlayStation 5 and Xbox Series X|S!
This update adds support for DLSS 4 on PC and introduces various fixes, notably to SmartFrames on Xbox and Photo Mode across all platforms. For details, check the full list of changes below:
Photo Mode
Nibbles and Adam Smasher can now be spawned while V is in the air or in water.
Fixed the Facial Expression option for Adam Smasher.
Fixed an issue where Adam Smasher's glowing chest cyberware was missing.
Fixed an issue where, if Johnny's Alternate Appearance was enabled, both options to spawn him (default and alternate) resulted in the alternate look.
Characters spawned while V is in the air or in water will no longer snap to the ground.
Characters will now be properly saved in presets.
Spawned characters will now be visible after adding a background.
V's rotation and position will now be properly saved in presets.
Fixed an issue where adjusting the Up/Down slider for V wouldn't change their position between certain values.
NPCs that turn invisible after disabling the Surrounding NPCs option will no longer have collision.
Fixed an issue where loading a preset could cause additional light sources to appear even when disabled, or spawn them in incorrect positions.
Fixed an issue where the camera could get stuck on walls after setting Full Collision to ON.
Fixed an issue where camera settings would only apply after loading a saved preset twice.
Enabling a background will no longer change camera position.
Rotating the camera will now work properly with a background enabled.
Fixed an issue where the prompts for Move Camera and Rotate Camera would appear when the camera cannot be moved (e.g. when using the First-Person Perspective camera).
Fixed an issue where it wasn't possible to move the camera after spawning a character while highlighting the Edit Character option.
Disabling Chromatic Aberration in the Graphics settings will no longer affect the ability to adjust it.
Fixed an issue where some items in scenes disappeared after setting the Surrounding NPCs option to OFF.
Fixed an issue where enabling PhysX Cloth would unfreeze NCPD vehicles.
The rule of thirds grid will now properly adapt to the selected aspect ratio.
Fixed an issue where the image in a SmartFrame wouldn't be visible if accessed while V was not facing it.
Fixed an issue where opening Photo Mode simultaneously with Wardrobe or Stash caused the game to become unresponsive.
Fixed an issue where it was possible to access Photo Mode before a save file fully loaded, causing it to open without UI and block any further action.
Fixed other minor Photo Mode issues related to spawned characters, camera movement, controls, and more.
Fixed various UI issues in Photo Mode, SmartFrames and Gallery menus, including slider inconsistencies, localization errors, missing sound effects, incorrect behavior when interacting with certain features, and more.
Vehicle Color Customization
Fixed several texture and color inconsistencies for vehicles that have CrystalCoat applied.
Fixed an issue where the explanation of the spray paint icon was missing in the Autofixer tutorial pop-up after a vehicle contract was completed.
Fixed several minor UI issues in the CrystalCoat and TwinTone menus.
Character Creation
Randomizer settings in Character Creation will now be preserved after advancing to the Customize Attributes step.
Fixed an issue where the Piercing Color option would not be available in Character Creation after enabling piercings if V initially had none.
Fixed other minor issues in Character Creation, including appearance options not applying correctly, visual clipping, inconsistent UI behavior, functionality issues after using the randomizer, and more.
Miscellaneous
Run This Town - Fixed an issue where, under certain circumstances, it wasn't possible to deactivate the Aguilar imprint after meeting with Bennett.
Fixed several instances where Johnny could appear duplicated in the passenger seat during some quests when he was already present in the scene.
Fixed an issue where Johnny did not appear as a passenger often enough.
Introduced several fixes to NPC and vehicle behavior for various small events throughout Night City.
Fixed an issue where some vendors were not interactable as intended.
Fixed an issue where voiceovers on TV news channels could be missing or too quiet.
Fixed an issue where the Quadra Turbo-R V-Tech used a description of Quadra Turbo-R 740 instead of its own unique one.
Fixed the missing 2.2 "check what's new" pop-up in the main menu.
Console-specific
Fixed an issue where screenshots appeared as blank in the Gallery on Xbox if they were taken with HDR10 enabled.
Added a pop-up in the Gallery to notify players when access to screenshots is blocked by the console's privacy settings on Xbox.
Screenshots deleted on Xbox outside the Gallery UI will now be correctly marked in the Gallery and will disappear from occupied slots after reopening the Gallery.
Fixed an issue where the Graphics Mode on Xbox Series S could be set to Quality instead of Performance by default.
PC-specific
Added support for DLSS 4 with Multi Frame Generation for GeForce RTX 50 Series graphics cards, which boosts FPS by using AI to generate up to three times per traditionally rendered frame – enabled with GeForce RTX 50 Series on January 30th. DLSS 4 also introduces faster single Frame Generation with reduced memory usage for RTX 50 and 40 Series. Additionally, you can now choose between the CNN model or the new Transformer model for DLSS Ray Reconstruction, DLSS Super Resolution, and DLAA on all GeForce RTX graphics cards today. The new Transformer model enhances stability, lighting, and detail in motion.
Fixed artifacts and smudging on in-game screens when using DLSS Ray Reconstruction.
The Frame Generation field in Graphics settings will now properly reset after switching Resolution Scaling to OFF.
2025-01-23
Patch 2.21 for Cyberpunk 2077 is being rolled out on PC, PlayStation 5 and Xbox Series X|S!
This update adds support for DLSS 4 on PC and introduces various fixes, notably to SmartFrames on Xbox and Photo Mode across all platforms. For details, check the full list of changes below:
Photo Mode
Nibbles and Adam Smasher can now be spawned while V is in the air or in water.
Fixed the Facial Expression option for Adam Smasher.
Fixed an issue where Adam Smasher's glowing chest cyberware was missing.
Fixed an issue where, if Johnny's Alternate Appearance was enabled, both options to spawn him (default and alternate) resulted in the alternate look.
Characters spawned while V is in the air or in water will no longer snap to the ground.
Characters will now be properly saved in presets.
Spawned characters will now be visible after adding a background.
V's rotation and position will now be properly saved in presets.
Fixed an issue where adjusting the Up/Down slider for V wouldn't change their position between certain values.
NPCs that turn invisible after disabling the Surrounding NPCs option will no longer have collision.
Fixed an issue where loading a preset could cause additional light sources to appear even when disabled, or spawn them in incorrect positions.
Fixed an issue where the camera could get stuck on walls after setting Full Collision to ON.
Fixed an issue where camera settings would only apply after loading a saved preset twice.
Enabling a background will no longer change camera position.
Rotating the camera will now work properly with a background enabled.
Fixed an issue where the prompts for Move Camera and Rotate Camera would appear when the camera cannot be moved (e.g. when using the First-Person Perspective camera).
Fixed an issue where it wasn't possible to move the camera after spawning a character while highlighting the Edit Character option.
Disabling Chromatic Aberration in the Graphics settings will no longer affect the ability to adjust it.
Fixed an issue where some items in scenes disappeared after setting the Surrounding NPCs option to OFF.
Fixed an issue where enabling PhysX Cloth would unfreeze NCPD vehicles.
The rule of thirds grid will now properly adapt to the selected aspect ratio.
Fixed an issue where the image in a SmartFrame wouldn't be visible if accessed while V was not facing it.
Fixed an issue where opening Photo Mode simultaneously with Wardrobe or Stash caused the game to become unresponsive.
Fixed an issue where it was possible to access Photo Mode before a save file fully loaded, causing it to open without UI and block any further action.
Fixed other minor Photo Mode issues related to spawned characters, camera movement, controls, and more.
Fixed various UI issues in Photo Mode, SmartFrames and Gallery menus, including slider inconsistencies, localization errors, missing sound effects, incorrect behavior when interacting with certain features, and more.
Vehicle Color Customization
Fixed several texture and color inconsistencies for vehicles that have CrystalCoat applied.
Fixed an issue where the explanation of the spray paint icon was missing in the Autofixer tutorial pop-up after a vehicle contract was completed.
Fixed several minor UI issues in the CrystalCoat and TwinTone menus.
Character Creation
Randomizer settings in Character Creation will now be preserved after advancing to the Customize Attributes step.
Fixed an issue where the Piercing Color option would not be available in Character Creation after enabling piercings if V initially had none.
Fixed other minor issues in Character Creation, including appearance options not applying correctly, visual clipping, inconsistent UI behavior, functionality issues after using the randomizer, and more.
Miscellaneous
Run This Town - Fixed an issue where, under certain circumstances, it wasn't possible to deactivate the Aguilar imprint after meeting with Bennett.
Fixed several instances where Johnny could appear duplicated in the passenger seat during some quests when he was already present in the scene.
Fixed an issue where Johnny did not appear as a passenger often enough.
Introduced several fixes to NPC and vehicle behavior for various small events throughout Night City.
Fixed an issue where some vendors were not interactable as intended.
Fixed an issue where voiceovers on TV news channels could be missing or too quiet.
Fixed an issue where the Quadra Turbo-R V-Tech used a description of Quadra Turbo-R 740 instead of its own unique one.
Fixed the missing 2.2 "check what's new" pop-up in the main menu.
Console-specific
Fixed an issue where screenshots appeared as blank in the Gallery on Xbox if they were taken with HDR10 enabled.
Added a pop-up in the Gallery to notify players when access to screenshots is blocked by the console's privacy settings on Xbox.
Screenshots deleted on Xbox outside the Gallery UI will now be correctly marked in the Gallery and will disappear from occupied slots after reopening the Gallery.
Fixed an issue where the Graphics Mode on Xbox Series S could be set to Quality instead of Performance by default.
PC-specific
Added support for DLSS 4 with Multi Frame Generation for GeForce RTX 50 Series graphics cards, which boosts FPS by using AI to generate up to three times per traditionally rendered frame – enabled with GeForce RTX 50 Series on January 30th. DLSS 4 also introduces faster single Frame Generation with reduced memory usage for RTX 50 and 40 Series. Additionally, you can now choose between the CNN model or the new Transformer model for DLSS Ray Reconstruction, DLSS Super Resolution, and DLAA on all GeForce RTX graphics cards today. The new Transformer model enhances stability, lighting, and detail in motion.
Fixed artifacts and smudging on in-game screens when using DLSS Ray Reconstruction.
The Frame Generation field in Graphics settings will now properly reset after switching Resolution Scaling to OFF.
Having just upgraded to a Ryzen 7600 (entry level but the B650 mobo should be future proof to upgrade in a couple of years) and an RTX 4070 Super, on 1440p monitor, and fiddling about with the Ultra Best Performance mod using Nova 2 LUT in the LUT switcher (fun to play around with!) and running the Nova City beta weather mod from theCyanideX (he of Nova/2 LUT fame) ....
It really is pretty spectacular, indeed quite startlingly hyper-realistic at times. The Raytracing/Pathtracing/Ray Reconstruction/DLSS4 gubbins altogether is a lot better than just the plain rasterered game, and I mean a lot.
HOWEVER, it does take a bit of fiddling with the Ultra+ mod to get it sitting just right, because the AI has a tendency to hallucinate a trippy-looking sort of churning, oily surface on things here and there (I think its's actually trying to cope with "eye adaptation" pseudo HDR more than anything else, I wish I could switch that off). But I'm finding on Ultra+'s PT20 setting with mid parameters and Quality DLSS4, it looks very sweet for the most part, with only a teensy bit of oily churning here and there, that's unnoticeable unless you're static and looking foir it.
With that setting I'm sitting comfortably at a solid 80fps. I can turn the Ultra+ parameters down to lowish and pull the DLSS4 back to Balanced, which gives me around 105 or so fps and is just that bit slicker for frenetic gameplay, but the 80fps and the slightly better looks is where I am most of the time. I tried just the plain PT/RT in Ultra+ (which is close to the recommended plain RT setting in Nvidia App for my system, but with Ultra+ adding a little bit of selective PT for bounce reflections) and while that still looks very good and is much slicker (around 120-130 fps), it just doesn't have that standout hyper-real quality that the full-on thing has.
Makes me realize how long I've been struggling along with games at 40 or so fps with my old system. Playing above 60fps is a whole different ballgame in terms of responsiveness, especially on my 1ms 170hz monitor with G-Sync.
Still the best-looking game around IMHO (though recently, playing Days Gone, that also looks fantastic too, in terms of a realistic depiction of nature rather than a city).
It's not difficult when the base graphics without all these crutches look like a 2015 game.
I'm sure that if you could apply PT (assuming appropriate textures/materials) to any game there would be a similar difference in how it looks. Fucking Minecraft is a perfect example of this.
It's not difficult when the base graphics without all these crutches look like a 2015 game.
I'm sure that if you could apply PT (assuming appropriate textures/materials) to any game there would be a similar difference in how it looks. Fucking Minecraft is a perfect example of this.
That may be so, however currently there are no games that look anywhere as near as hyper-realistic as this, to my knowledge (as I said, apart from the Days Gone graphics for outdoors enviroinments, and I'm sure you're right that PT would do amazingly well with that, though as a kludge I'm using a bit of Pascal Gilcher's RTGI reshade shader, which does make a subtle difference - when it isn't artifacting or looking a bit weird ).
There are moments when one gets almost a hallucinatory sense of "Presence" where your brain is momentarily fooled into thinking the visuals are real world inputs (not looking like the real world as we know it, you understand, but like a real virtual world, as close to real as it's getting at the moment - as it were, the sort of virtual world that William Gibson probably imagined that Wintermute, the AI in Neuromancer, might create for you). The only thing I can think of that might be in the same ballpark is maybe racing games, but I don't play them or have any, so I don't know. (I know there was a video of a racing game doing the rounds a couple of years ago that showed a desaturated, overcast environment that looked pretty hyper-real.)
I bet you any money CDPR won't get their Unreal game looking as good as this, it'll just look like another Unreal game. (Mind you, Days Gone doesn't look at all like your typical Unreal game, so I suppose it's possible.)