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

mediocrepoet

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That's how I feel about his acting skills in general. He's a nice guy and looks good but I wouldn't call him a great actor.
I don't really know anything about his career tbh. Only one role of his ever mattered to me.

View attachment 62295

Now THAT cool rock star character trying to take over my body through a computer chip, that game I would play for days.
No way.

1741735262785.png


You killed my dog AND fucked up my car. Now everyone dies.
 

Justicar

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the performance here is not great, like he's looking at the lines for the first time, just read them Mr. Reeves, record the first take, good enough this guy is way too expensive and we have a lot of shit to get through.
Dunno nigga some of his lines in minor gigs do sound like that I agree but he is pretty good in the big scenes like this one he never was a good actor but I think Cyberpunk 2077 is his best role all the big scenes are also mocapped by him so its full performance.



 

Zed Duke of Banville

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That's how I feel about his acting skills in general. He's a nice guy and looks good but I wouldn't call him a great actor.
I don't really know anything about his career tbh. Only one role of his ever mattered to me.

View attachment 62295

Now THAT cool rock star character trying to take over my body through a computer chip, that game I would play for days.
Two of Keanu's roles matter, the other being the protagonist of A Scanner Darkly, the only faithful adaptation of a PKD novel ever made.

a-scanner-darkly-american-characters-reeves-downey-jr-3865175812.jpg
ascanner.jpg
 

gurugeorge

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Strap Yourselves In
the performance here is not great, like he's looking at the lines for the first time, just read them Mr. Reeves, record the first take, good enough this guy is way too expensive and we have a lot of shit to get through.
Dunno nigga some of his lines in minor gigs do sound like that I agree but he is pretty good in the big scenes like this one he never was a good actor but I think Cyberpunk 2077 is his best role all the big scenes are also mocapped by him so its full performance.





Yep I agree. He's a case of someone who people love despite his mediocre acting, because he's kind of goofy and cool at the same time; but if anything, his performance in this game is one of his best, certainly in some of the major scenes. That mixture of goofiness and coolness perfectly suits the character of Silverhand, who's a walking anti-corpo/rockstar cliche in some respects, but has that hard edge from being ex military himself.
 

Ezekiel

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Played as a Nomad until I got to her apartment, about fifty minutes. Just really lazy grab enemy from behind stealth and crappy shooting. Extremely scripted and linear. Streets are far, far too empty thanks to the idiotic graphical realism (Remember Blade Runner's nightmarish crowd?) and the actual street planning is super bland. Just a lot of bends. CDPR sucks.
 
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Ezekiel

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I miss cutscenes. Good cutscenes. This story is so boring.
You could always just watch Blade Runner and twiddle at a disconnected controller while you watch it. That seems to be more your speed.
You know why in-game dialogue sucks? Because the characters have to talk about every little detail as the character or the vehicle moves to the destination. They go on and on about things that you have little context for without images, until your mind wanders. A movie or cutscene could do a cut that skips over a lot of the needless crap and intercut relevant images. What's my current mission? I don't know.
 

mediocrepoet

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I miss cutscenes. Good cutscenes. This story is so boring.
You could always just watch Blade Runner and twiddle at a disconnected controller while you watch it. That seems to be more your speed.
You know why in-game dialogue sucks? Because the characters have to talk about every little detail as the character or the vehicle moves to the destination. They go on and on about things that you have little context for without images, until your mind wanders. A movie or cutscene could do a cut that skips over a lot of the needless crap.
Yeah, if you're lucky, they could go JRPG/Kojima style and you could just put your controller down while you bathe in the context.

As an aside, I think you're the first person I've seen that has found the CP77 dialog confusing because it didn't have enough pictures. :lol:
 

DJOGamer PT

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You know why in-game dialogue sucks?
I haven't fully played the game, so I'll reserve judgement when replay it from beggining to end
But I played until the beggining of Act 2, and I found the character writting to be solid up until that point

Because the characters have to talk about every little detail as the character or the vehicle moves to the destination.
Again can't comment on the rest of the game, but in the few "driving and talking" segments I did the characters dialogue felt to me like an actual conversation rather than an exposition dump - no overly long talks, topics flowed naturally and the npc's only gave out details that somehow related to the subject matter

They go on and on about things that you have little context for without images, until your mind wanders.
Didn't have this issue whatsoever
The things they talked about wasn't esoteric subject matter but personal experiences and even when they were related to the setting it was basic enough to infer what they mean (even because the setting is not far removed from our own reality, like a fantasy or ancient times/far future setting would be)

What's my current mission? I don't know.
Open the journal
 

Ezekiel

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The "hip fire" accuracy is not that bad. Close enough that the poor visibility through the iron sights is a much bigger drawback than trying to play almost the whole gunfight from "the hip." Would have used the button for something else. Anything else.
 

Ezekiel

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I wanted to check if the light was green. (Even though the game has, sadly, almost no traffic.) But I couldn't see the light. Then I noticed that they put it on the wrong side of the intersection.

cp3.jpg


Driving cars in non-racing games is lousy. Traffic always really slow too. Even in GTA V, everyone else so slow on the freeways. Oh, and could at least have a shifting system or maybe use the mouse wheel if we're playing on a keyboard with only digital inputs, so that we're not tapping, tapping, tapping key W for the right amount of acceleration.

I wanted video game car chases to feel like {the movie Bullitt}. The weight of the car, the physics, maneuvering traffic instead of going top speed, pedestrians. A game JUST about the chases, that controls more like a sim racer, with support for the same peripherals. What I got instead are plain arcade mechanics and empty streets in every game. The circuits of racing games bore me. Takes too long to learn them.
 
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thesecret1

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I wanted to check if the light was green. (Even though the game has, sadly, almost no traffic.) But I couldn't see the light. Then I noticed that they put it on the wrong side of the intersection.

cp3.jpg


Driving cars in non-racing games is lousy. Traffic always really slow too. Even in GTA V, everyone else so slow on the freeways. Oh, and could at least have a shifting system or maybe use the mouse wheel if we're playing on a keyboard with only digital inputs, so that we're not tapping, tapping, tapping key W for the right amount of acceleration.

I wanted video game car chases to feel like {the movie Bullitt}. The weight of the car, the physics, maneuvering traffic instead of going top speed, pedestrians. A game JUST about the chases, that controls more like a sim racer, with support for the same peripherals. What I got instead are plain arcade mechanics and empty streets in every game. The circuits of racing games bore me. Takes too long to learn them.
Have you played OG Mafia? The driving model there has all the stuff you mention
 

Gargaune

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Oh, and could at least have a shifting system or maybe use the mouse wheel if we're playing on a keyboard with only digital inputs, so that we're not tapping, tapping, tapping key W for the right amount of acceleration.
I was harping on this way back - Cruise Control. Perfectly simple solution in other games (e.g. Saints Row), hit a key to engage, then W or S to adjust the locked speed. But shit, the game didn't even have actual vehicle gameplay until 2.0 dropped three years down the line.
 

AwesomeButton

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Even though the game has, sadly, almost no traffic.
Next-Gen Crowd Distance LOD and Density 2024 (UPDATED): https://www.nexusmods.com/cyberpunk2077/mods/4842
Disappearing NPC and Vehicle Fix (Crowd LOD spawn distance): https://www.nexusmods.com/cyberpunk2077/mods/19628

I haven't tested the performance impact, but on a 3080ti and a 12th Gen Intel CPU, I'm getting 60 fps in the streets at 4k resolution (RT off), so it should not be a big deal.

Also, No Camera Auto Centering (can't live without it personally): https://www.nexusmods.com/cyberpunk2077/mods/2169
 

Gargaune

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Hate to repeat myself over and over again, but, "there is a mod for that": https://www.nexusmods.com/cyberpunk2077/mods/14680?tab=description
Interesting, but...

1) Not actually the same thing. Cruise Control is an interface feature that's very important to driving gameplay on PC, whereas "auto-drive" is... removing driving gameplay.

2) "Mods will fix it" doesn't actually excuse CDPR for omitting said very important and extremely simple to implement feature. Press F to pay respects. And only F because CDPR won't let you rebind it.
 

AwesomeButton

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1) Not actually the same thing. Cruise Control is an interface feature that's very important to driving gameplay on PC, whereas "auto-drive" is... removing driving gameplay.
I think you can cancel the autodrive and switch back to the normal driving in the middle of autodroving, but I haven't tested the mod for myself.
2) "Mods will fix it" doesn't actually excuse CDPR for omitting said very important and extremely simple to implement feature. Press F to pay respects. And only F because CDPR won't let you rebind it.
Nowhere do I imply CDPR is excused. Especially with their 2.0 (really 1.7) they've been integrating mods, or lifting ideas from mods, without notable improvements, while breaking good pre-existing mods.

For example, I tried out riding the subway yesterday, which was one integrated mod in the post-1.6 patches. The interior and stations were really nice fidelity as mod content goes, but CDPR didn't do anything at all to improve on the experience:
1. the train moves with no "train" sound effects
2. the animation makes it take strange ups and downs
3. there are no animations of the passengers to represent the inertia of movement
4. you can't walk around the train without an *additional mod*
5. in order to get off the train you must first sit down on your place, or you won't get the action prompt
6. doors don't open and close in stations, you have to use the prompt to get off, which teleports you out

The things you would expect professional developers would add. The leaks telling of all the people who were good at working with the engine having left CDPR seem to be confirmed.
 

Gargaune

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The things you would expect professional developers would add. The leaks telling of all the people who were good at working with the engine having left CDPR seem to be confirmed.
I say it's even worse than that, the 2.0 Metro "feature" is scathing indictment of CDPR's design chops, because this addition has none. Functionally, it's just another fast travel option like the info kiosks, except more limited and less fast. You teleport in and you can stand by the door, you can sit down and look into the car, or you can sit down and look out the window. And maybe there's some irrelevant asshole saying something irrelevant in the vicinity. That's it. It's non-playable content.

Like Jack Daniels, modders' ideas are best ingested in moderation. It's perfectly fine for a fan to put out some trivial LARP-ing flourish, it's an entirely different thing for CDPR to waste development resources on it and it confirms what I'd feared from the start, that CDPR would learn the wrong lessons from their initial blowback. They failed to parse the real reasons for the negative feedback and instead took a scattershot approach to appeasing superficial complaints - the pointless Metro, the pointless apartments, the police overhaul that made things worse etc. They also pulled some good moves, like the new car heists, but those now appear accidental in context.
 

Jinn

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Speaking of mods, I still haven't seen a recommendation for an RPG overhaul or difficulty mod. You'd think by now there'd be a consensus on what to grab for that. Something akin to the Requiem mod for Skyrim as an example. Anyone know anything like that?
 

AwesomeButton

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RPG overhaul or difficulty mod.
I've been playing on a new modlist for a week now, after finishing KCD2, and I've just about reached a stable game. I'll post it soon.

If you want to grab something immediately:
HARDCORE22V2 COMPLETE- REALISTIC COMBAT OVERHAUL: https://www.nexusmods.com/cyberpunk2077/mods/12569
Arasaka Mech Health fix for (HARDCORE22V2 COMPLETE- REALISTIC COMBAT OVERHAUL): https://www.nexusmods.com/cyberpunk2077/mods/16998
Enemies of Night City: https://www.nexusmods.com/cyberpunk2077/mods/8467
And their dependencies, in the "Requirements" section.

If you are into "basic needs" immersive stuff you can add:
Dark Future - Urban Survival Gameplay: https://www.nexusmods.com/cyberpunk2077/mods/16300
Dark Future realistic carry capacity: https://www.nexusmods.com/cyberpunk2077/mods/19242
But then you better get the ability to buy stuff from any vendor: https://www.nexusmods.com/cyberpunk2077/mods/2894
And then why not actually watch an animation as you are eating when at restaurants: https://www.nexusmods.com/cyberpunk2077/mods/7322
Once you take the immersion rabbit hole, you are better off going all in, with a bunch of other mods I'll list later.

There isn't much ambiguity about gameplay altering mods because there are not that many big rebalances. Other mods that are interesting but won't be compatible with the above are:
Wannabe Edgerunner - A simple Cyberpsychosis mod: https://www.nexusmods.com/cyberpunk2077/mods/5646 (CDPR practically copied this mod with some changes into their v2.0 but it still exists and makes additions on top of that)
Lifepath Bonuses and Gang-Corp Traits: https://www.nexusmods.com/cyberpunk2077/mods/2217 (I did a v1.6 playthrough with it and it's a great faction overhaul, but it would be incompatible with Enemies of Night City and I wanted to try that one this time)
The Gangs of Night City: https://www.nexusmods.com/cyberpunk2077/mods/7233 (I'm a bit wary of mods that have heavy scripting like adding radiant quests and membership in gangs and such, so if I experiment with this it will be after I'm sure the game is already stable)

If you go the way of mods that add scripted systems and systems-driven gameplay, you might also try They Will Remember, Immersive Fixers, Fighting Gangs Allowed (Reasonable Police), NIGHT CITY ALIVE, and others such as those that add "jobs". The problem with these is that they all have heavy scripting and the more complex, the more likely to be unstable, and the problems might only surface after lots of hours sunk.

In my experience some of the best gameplay changes come from QoL mods, where you install it and you find you can't live without it. The game was absolutely a turd if unmodded pre-2.0, now I can't say if it's all that bad unmodded, but mods certainly have a lot to offer in terms of gameplay improvements.
 

Jinn

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HARDCORE22V2 COMPLETE- REALISTIC COMBAT OVERHAUL
This was the top contender for me, but having not seen it recommended by anyone I actually trust, I was hesitant to devote hours to it. You've clearly spent a great deal of time with the game and done a fair amount of modding it, so I'll hesitate no longer on this one! Thanks, man.
 

AwesomeButton

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HARDCORE22V2 COMPLETE- REALISTIC COMBAT OVERHAUL
This was the top contender for me, but having not seen it recommended by anyone I actually trust, I was hesitant to devote hours to it. You've clearly spent a great deal of time with the game and done a fair amount of modding it, so I'll hesitate no longer on this one! Thanks, man.
I play with it right now, and it's good and stable. It actually forces you to change tactics, and you stop feeling invincible. The vanilla game combat is of the loathable "choose in which way to be awesome" variety.

It also fits my humble "character concept" where I want to be mainly a hacker sneaker and physically vulnerable, after having gone with the obvious "assault rifle" build for 100+ hours in the past years.
 

Old One

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Is there any sort of realistic vehicle physics mod? I ask because that was one of the things that bothered me over time. All the vehicles have an antigravity crash avoidance system. It doesn't feel so bad, but it prevents you from doing tricks and stunts.

It's especially noticeable with motorcycles. You can't do anything crazy with them because they pop upright as if by magic.

The game needs a Carmageddon-style vehicle physics mode.
 

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