Justicar
Dead game

Every hoe is like that in the first year after that it changes to plap plap me every month/year.I found an explanation on Reddit that says "pon pon" is like "plap plap" and the rest of it is, yes, "plap plap me every day".
Every hoe is like that in the first year after that it changes to plap plap me every month/year.I found an explanation on Reddit that says "pon pon" is like "plap plap" and the rest of it is, yes, "plap plap me every day".
The Walkman, the VCRs, the fucking SEGA console...the reason why Japanese companies were so prominent in 80s cyberpunk works,
Need for Speed with its empty streets and constant high speed looks shitty, nothing like what I described. The gunplay in this is trash too. No, to hell with your low RPG standards, games that apparently can't do anything really well because specialization might scare away the bad players who only know how to work stats and perks. Put in or build on the third person shooting of Max Payne 3, the sneaking of Metal Gear Solid 3 and the driving of a great sim racer in a dense city with realistic crowds. As for "technical nightmare," these devs waste their time focusing 50 times as much on static graphics as they do on dynamics including physics (like car crashes). Dynamics will be more impressive in motion!This isn't NFS Most Wanted, chases aren't a core focus of CP2077 gameplayIt's lame, dude.
And even in Most Wanted the traffic moves at a slow speed relative to the player and comparatively to CP2077 that NFS game has significantly less traffic on the road (and no, it wasn't hardware limitation, but intentional game design)
The game was already a clusterfuck on release, because sandbox games of this scale and complexity are a technical nightmarehe cars never go fast enough even on freeways.
And the faster the movement of an object, the more troublesome said object becomes to deal with at an engine level
Thanks. I'll give it a try since it's on a sale anyway.If you don't like the aesthetic, you might be in for a bad time here.BTW, Cyberpunk 2077 + DLC is also on sale. Is it worth it too? I should ask it in the appropriate thread but there's probably a higher number of Immersive Sim fans here, and I would prefer your opinions. Something that have put me off of it so far is it's edgy and colorful aesthetics, as if the streets are Paris fashion week catwalks for people to show their cool clothes and chrome. I like my cyberpunk darker and grittier like in Blade Runner, Deus Ex and Shadowrun (SNES & Genesis). Should I endure the aesthetics?
I think C2077 is remarkably good, the stink of its disastrous launch finally dissipated after the 2.0 release.
It's not anything like an imsim. It's a shooter RPG where your build choices amount to what kind of gun (or sword) you want to be good with. No air vents, and thank god because I fucking hate air vents. Level design is sometimes linear and sometimes much more open. The stealth mechanics are good, or at least good enough, and playing it Thief style is rewarding.
The vibe is really what makes me like the game. Not just the visuals, but the mood of a big crime city and your place in it. The streets look colorful to the eye - the truth is everything is shades of grey. More than anything this game to me has the feel of Bloodlines. Yep, I said it. A city where everyone has their own agenda, some characters are memorable, and you get caught up in all this crazy shit you usually can't control. Your hand does fall on a lever sometimes and once in a while you can even choose to pull it or not. Aside from gunning down a million nameless thugs, you have substantial power of death or life over major NPCs in a few situations where it feels like it matters. One early mission has you infiltrate a fortress of heavily armed antagonistic cyborgs, and if you want you can actually team up with the cyborgs against a rival ambush, which felt great. Of course the story is mostly on rails (also like Bloodlines).
The worst part for me is the main NPC is a very boring bad character and it seems like there are a lot of sections where you are forced to play through his boring story, using his one cool gun and listening to his cool voice act cool. The whole plot about you being handcuffed to him, the main plot of the game, is itself a good idea and it's very motivating, but the actual moment to moment with this character is simply a drag, or at least I found it to be.
I got about 60 hours in which felt like about halfway through the main story. Actually I have no idea how close I am; although every new story beat makes sense, it kind of feels like there is never any end in sight which may be why I drifted away from the game. I would like to finish it someday and still have it installed but there's only so much Johnny Silverhand I can take. I did buy the DLC but never touched it so far so I can't comment on that.
Why are you looking for in-depth high speed motor vehicle pursuit gameplay systems, in an first-person action sandbox whose focus are its lite-rpg mechanics and storytelling?games that apparently can't do anything really well because specialization might scare away the bad players who only know how to work stats and perks.
Yeah and now you have an incoherent stew of gameplay ideas, all of which also don't intelligibly build upon the game's aspiration of role-playing and storytellingPut in or build on the third person shooting of Max Payne 3, the sneaking of Metal Gear Solid 3 and the driving of a great sim racer in a dense city with realistic crowds.
Wtf are you talking about?these devs waste their time focusing 50 times as much on static graphics
The DLC takes place entirely in a run down section of town that was once an incredibly optimistic politcal project--a mix of something like Las Vegas or one of those weird, impossible cities in the Arabic oil countries and on the other hand a hotbed of illegal arms trading and deal-making like 90s Grozny (first example that comes to mind, not the best, perhaps). It's something of an homage to spy flicks with a gritty edge on it.Thanks. I'll give it a try since it's on a sale anyway.If you don't like the aesthetic, you might be in for a bad time here.BTW, Cyberpunk 2077 + DLC is also on sale. Is it worth it too? I should ask it in the appropriate thread but there's probably a higher number of Immersive Sim fans here, and I would prefer your opinions. Something that have put me off of it so far is it's edgy and colorful aesthetics, as if the streets are Paris fashion week catwalks for people to show their cool clothes and chrome. I like my cyberpunk darker and grittier like in Blade Runner, Deus Ex and Shadowrun (SNES & Genesis). Should I endure the aesthetics?
I think C2077 is remarkably good, the stink of its disastrous launch finally dissipated after the 2.0 release.
It's not anything like an imsim. It's a shooter RPG where your build choices amount to what kind of gun (or sword) you want to be good with. No air vents, and thank god because I fucking hate air vents. Level design is sometimes linear and sometimes much more open. The stealth mechanics are good, or at least good enough, and playing it Thief style is rewarding.
The vibe is really what makes me like the game. Not just the visuals, but the mood of a big crime city and your place in it. The streets look colorful to the eye - the truth is everything is shades of grey. More than anything this game to me has the feel of Bloodlines. Yep, I said it. A city where everyone has their own agenda, some characters are memorable, and you get caught up in all this crazy shit you usually can't control. Your hand does fall on a lever sometimes and once in a while you can even choose to pull it or not. Aside from gunning down a million nameless thugs, you have substantial power of death or life over major NPCs in a few situations where it feels like it matters. One early mission has you infiltrate a fortress of heavily armed antagonistic cyborgs, and if you want you can actually team up with the cyborgs against a rival ambush, which felt great. Of course the story is mostly on rails (also like Bloodlines).
The worst part for me is the main NPC is a very boring bad character and it seems like there are a lot of sections where you are forced to play through his boring story, using his one cool gun and listening to his cool voice act cool. The whole plot about you being handcuffed to him, the main plot of the game, is itself a good idea and it's very motivating, but the actual moment to moment with this character is simply a drag, or at least I found it to be.
I got about 60 hours in which felt like about halfway through the main story. Actually I have no idea how close I am; although every new story beat makes sense, it kind of feels like there is never any end in sight which may be why I drifted away from the game. I would like to finish it someday and still have it installed but there's only so much Johnny Silverhand I can take. I did buy the DLC but never touched it so far so I can't comment on that.
I heard the DLC locations actually have more of a darker vibe than the edgy default Night City? Can someone confirm it?
Welcome to 2020! The main quest is on rails. The C&C in the "secondary quests" is token-level. Their writing is cringe and boring, at least to my taste.WOAH are the main missions all linear like this Arasaka one?
I mean, after an exciting prep with "brain dance" and all, it turns out the actual mission is a linear affair of "follow the NPC's ass, then kill enemies that pop up" followed by a cutscene-car-chase and then half an hour of QTE and dialogues where I passively listen to NPC babbling while pressing W to forward conversations? Really????
Please, say this is an exception and the following missions will be open to multiple approaches and outcomes and planning, etc.
Some of the levels are more open, but yes many are very linear. I certainly felt the tightness of the early game. When it "opens up", it's not because levels become freeform, but because there are a ton of missions to do that play differently from each other. Again it makes me think of Bloodlines - good content but very much not an imsim.WOAH are the main missions all linear like this Arasaka one?
It's like a more open world Human Revolution/Mankind Divided.Some of the levels are more open, but yes many are very linear. I certainly felt the tightness of the early game. When it "opens up", it's not because levels become freeform, but because there are a ton of missions to do that play differently from each other. Again it makes me think of Bloodlines - good content but very much not an imsim.WOAH are the main missions all linear like this Arasaka one?
The way I've found to extract fun out of this open world game, and I wrote this some time in 2022-2023, after the 1.6 patch, is to turn it into a nostalgic 80-90s time machine, and a reenactment stage for edgy action movies of the same period*.Welcome to 2020! The main quest is on rails. The C&C in the "secondary quests" is token-level. Their writing is cringe and boring, at least to my taste.WOAH are the main missions all linear like this Arasaka one?
I mean, after an exciting prep with "brain dance" and all, it turns out the actual mission is a linear affair of "follow the NPC's ass, then kill enemies that pop up" followed by a cutscene-car-chase and then half an hour of QTE and dialogues where I passively listen to NPC babbling while pressing W to forward conversations? Really????
Please, say this is an exception and the following missions will be open to multiple approaches and outcomes and planning, etc.
They put racing quests and car chase quests in the game, so criticizing the driving gameplay is 100% fair play especially given the game's massive budget and the sheer amount of money they wasted hiring one of the worst actors of our time for reddit cred.Why are you looking for in-depth high speed motor vehicle pursuit gameplay systems, in an first-person action sandbox whose focus are its lite-rpg mechanics and storytelling?games that apparently can't do anything really well because specialization might scare away the bad players who only know how to work stats and perks.
See, that's the problem right there. I never really liked the colorful, edgy, pulpy aesthetics of Cyberpunk2020, and this game follows that to a T. It feels like the streets are Paris Teen Fashion Week with exalted kids running around exhibiting their cool drip and talking in cringy slang. The cyberpunk I grew up is darker and more ominous like Blade Runner, Neuromancer, Outland and Shadowrun (early works like 1e/2e books and SNES / SEGA games). Here, this is the tone I prefer in the genre...The way I've found to extract fun out of this open world game, and I wrote this some time in 2022-2023, after the 1.6 patch, is to turn it into a nostalgic 80-90s time machine, and a reenactment stage for edgy action movies of the same period*.
If you read up on the Cyberpunk PnP setting, the edgyness and tryhard tone of roleplaying is "factored into" characters and quests. They are supposed to be over the top, like you are re-watching Johnny Mnemonic. The videogame's "writing problem", in my experience, is with conveying that tone, while walking the very narrow line between obnoxiousness and parody, using the imperfect tools it has - i.e. the motion-captured acting.
Try to make a good parody with wooden actors and you will just come off as obnoxious as the audience's reaction will be either indifference, or is just "wow, this writing is shit". No one will get what you were actually going for.
* - So that's my "house rule" for not getting annoyed by the writing. My house rules for the mechanics are the mods I use, and if you take advantage of some of the work people have done, the "game" part of the game can be massaged into being fun.See, that's the problem right there. I never really liked the colorful, edgy, pulpy aesthetics of Cyberpunk2020, and this game follows that to a T. It feels like the streets are Paris Fashion Week catwalks with exalted teens running around exhibiting their cool drip and talking in cringy slang.
See, that's the problem right there. I never really liked the colorful, edgy, pulpy aesthetics of Cyberpunk2020, and this game follows that to a T. It feels like the streets are Paris Fashion Week catwalks with exalted teens running around exhibiting their cool drip and talking in cringy slang.The way I've found to extract fun out of this open world game, and I wrote this some time in 2022-2023, after the 1.6 patch, is to turn it into a nostalgic 80-90s time machine, and a reenactment stage for edgy action movies of the same period*.Welcome to 2020! The main quest is on rails. The C&C in the "secondary quests" is token-level. Their writing is cringe and boring, at least to my taste.WOAH are the main missions all linear like this Arasaka one?
I mean, after an exciting prep with "brain dance" and all, it turns out the actual mission is a linear affair of "follow the NPC's ass, then kill enemies that pop up" followed by a cutscene-car-chase and then half an hour of QTE and dialogues where I passively listen to NPC babbling while pressing W to forward conversations? Really????
Please, say this is an exception and the following missions will be open to multiple approaches and outcomes and planning, etc.
If you read up on the Cyberpunk PnP setting, the edgyness and tryhard tone of roleplaying is "factored into" characters and quests. They are supposed to be over the top, like you are re-watching Johnny Mnemonic. The videogame's "writing problem", in my experience, is with conveying that tone, while walking the very narrow line between obnoxiousness and parody, using the imperfect tools it has - i.e. the motion-captured acting.
Try to make a good parody with wooden actors and you will just come off as obnoxious as the audience's reaction will be either indifference, or is just "wow, this writing is shit". No one will get what you were actually going for.
* - So that's my "house rule" for not getting annoyed by the writing. My house rules for the mechanics are the mods I use, and if you take advantage of some of the work people have done, the "game" part of the game can be massaged into being fun.
The cyberpunk I grew up is darker and more ominous like Blade Runner, Outland and Shadowrun (early works like 1e/2e books and SNES / SEGA games). This is the tone I like...
Thanks for your thoughts. I will give the game another chance and see if I can find something interesting to like amid the cringe aesthetics and shallow gameplay.
Supposedly, CDPR "have you covered". What's supposed to make the game feel darker are the secondary quests and their storylines. The recurring theme is loss, as in someone dying. You could say that's juxtaposed vs the consumerist ethos of "everything is a commodity, and everything is replaceable", proudly being touted from all the advertisements in the city, while "in the real world" people are experiencing irreversible loss of loved ones. It's featured in almost any secondary quest in some way, and of course very much in the main quest.See, that's the problem right there. I never really liked the colorful, edgy, pulpy aesthetics of Cyberpunk2020, and this game follows that to a T. It feels like the streets are Paris Teen Fashion Week with exalted kids running around exhibiting their cool drip and talking in cringy slang. The cyberpunk I grew up is darker and more ominous like Blade Runner, Neuromancer, Outland and Shadowrun (early works like 1e/2e books and SNES / SEGA games). Here, this is the tone I prefer in the genre...
Speaking of, I think CDPR could've done a decent Bloodlines 2 imho.it makes me think of Bloodlines - good content but very much not an imsim.
Sure, but it's one thing to criticize driving mechanics and it's another thing entirely to start a game that very explicitly prides and sells itself first and foremost on it's narrative elements, and also clearly treats driving as a side activity not a main attraction, yet despite that expecting said game to actually be Driver San Francisco or something...criticizing the driving gameplay is 100% fair play
I haven't been playing lately but I used to occasionally see vehicles get spawned into the air in strange orientations for only a few frames and it seemed to happen more often when I started playing on Linux. Mind you, I just got the game in December or so, so I missed the really bad times.The driving model never felt right. Traffic AI is smoke and mirrors. If you drive up to a traffic car very fast, you can see the car get "spawned" anew, not as a traffic car, and it just stands in place, stops driving on its way. I don't know what causes this bug, but I can demonstrate it.
Why are you looking for in-depth high speed motor vehicle pursuit gameplay systems, in an first-person action sandbox whose focus are its lite-rpg mechanics and storytelling?games that apparently can't do anything really well because specialization might scare away the bad players who only know how to work stats and perks.
You really want a game where you can austically set up whatever 70s car chase you fantasize about?
Have fun
Yeah and now you have an incoherent stew of gameplay ideas, all of which also don't intelligibly build upon the game's aspiration of role-playing and storytellingPut in or build on the third person shooting of Max Payne 3, the sneaking of Metal Gear Solid 3 and the driving of a great sim racer in a dense city with realistic crowds.
Great gameplay design
Wtf are you talking about?these devs waste their time focusing 50 times as much on static graphics
This game literally has one of the most impressive implementations of dynamic lighting
Look, Night City is already a hellscape, no need to make the situation even worse by turning it into Houston downtown:
Strange that there are almost no parking spaces with all these cars around. The roads are so small that it doesn't feel like a real city, and I would respect that about a city if there were public transit and bicycles.
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How are all the people in Night City getting around?
I kind of like the sunny side of Night City. Sun shines even in the darkest of times. It shone over the 3rd Reich and the Soviet Union during the Great Purge. Good weather doesn't make it less oppressive. And the vibrant colors? When life is dreadful and grey people try to compensate in different ways.Like the guy above said, it's not dark or dreary enough. Too colorful and gay to be cyberpunk.
Spawning into the air doesn't happen for me, though I've seen it in bug compilation videos. As for the issue I'm describing, I think I've found a layman's explanation for what goes wrong with the logic, and it's likely something with the game engine's "streaming" of npcs. If I drive significantly faster than the ingame NPC traffic, the cars from the traffic should in theory get "spawned" as NPCs as I pass them by, probably so that a more indepth version of the pathfinding takes over from the traffic routine that makes them drive aimlessly.I haven't been playing lately but I used to occasionally see vehicles get spawned into the air in strange orientations for only a few frames and it seemed to happen more often when I started playing on Linux. Mind you, I just got the game in December or so, so I missed the really bad times.The driving model never felt right. Traffic AI is smoke and mirrors. If you drive up to a traffic car very fast, you can see the car get "spawned" anew, not as a traffic car, and it just stands in place, stops driving on its way. I don't know what causes this bug, but I can demonstrate it.
This was more of an issue in the earlier patches of the game. It had more or less stopped happening when I last played, but there has been a patch or two since then, so either it's your mod or it's an issue that they managed to re-introduce.Spawning into the air doesn't happen for me, though I've seen it in bug compilation videos. As for the issue I'm describing, I think I've found a layman's explanation for what goes wrong with the logic, and it's likely something with the game engine's "streaming" of npcs. If I drive significantly faster than the ingame NPC traffic, the cars from the traffic should in theory get "spawned" as NPCs as I pass them by, probably so that a more indepth version of the pathfinding takes over from the traffic routine that makes them drive aimlessly.I haven't been playing lately but I used to occasionally see vehicles get spawned into the air in strange orientations for only a few frames and it seemed to happen more often when I started playing on Linux. Mind you, I just got the game in December or so, so I missed the really bad times.The driving model never felt right. Traffic AI is smoke and mirrors. If you drive up to a traffic car very fast, you can see the car get "spawned" anew, not as a traffic car, and it just stands in place, stops driving on its way. I don't know what causes this bug, but I can demonstrate it.
But instead of getting spawned as I pass by, they get spawned some distance before I've reached them, and stop in place in the middle of the road, which blocks traffic around them and leads to me having to drive around them, very annoing. My finding from yesterday - after I pass by a static NPC car, and I turn the camera around, it has despawned soon after it left my camera's FoV.
I'm going to do some experimenting to see if this might be caused, or at least exacerbated by the mod https://www.nexusmods.com/cyberpunk2077/mods/19628 (Disappearing NPC and Vehicle Fix (Crowd LOD spawn distance))