Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Cyberpunk 2077 Pre-Release Thread [GAME RELEASED, GO TO NEW THREAD]

DalekFlay

Arcane
Patron
Joined
Oct 5, 2010
Messages
14,118
Location
New Vegas
It's gonna be Witcher 3 with a sprinkle of "immersive sim" on top, but not enough to scare away the pleebs.
 

Outlander

Custom Tags Are For Fags.
Patron
Joined
Nov 18, 2011
Messages
4,548
Location
Valley of Mines
Divinity: Original Sin Wasteland 2 Steve gets a Kidney but I don't even get a tag.
Cyberpunk 2077 developer: “I would say that the game is pretty different to what we showed last year”

Cyberpunk 2077 is one of the most anticipated games and last year, CD Projekt RED released an extensive gameplay video. That video was based on the E3 2018 build and according to Mateusz Tomaszkiewicz, Quest Director of Cyberpunk 2077, the game is pretty different to that demo.

Now before continuing, know that the fundamental elements have not changed at all. This is still a first-person RPG with an open-world area, will be a narrative-driven role-playing game, will offer multiple ways to complete missions, and will be set in the universe of the classic pen & paper RPG system, Cyberpunk 2020.

Moreover, the fact that the game is different to what CD Projekt RED showed last year is not a bad thing. This could easily mean that the game is shaping up to be even more impressive than its E3 2018 build.

Tomaszkiewicz claimed CD Projekt RED is working on a lot of stuff that it didn’t show yet, and there is now a more clear picture of what the game is all about. As such, some of the E3 2018 missions may not be similar to what was shown, and there could be some graphical or visual differences as the E3 2018 demo was just a small fraction of the actual game.

As Mateusz Tomaszkiewicz told AreaJugones:

“We are constantly polishing and thinking how to make the game more interesting, how to make the gameplay more cool and, well, the demo shown last year was only a small fragment of the actual game. There wasn’t a clear picture of how the game fits into an open world or how it fits into a larger image of the game. So, there are many stuff that we didn’t show yet, there are many things that we are still working on. I would say that the game is pretty different to what we shown last year but there are many details that we are currently working on.”

Speaking about Cyberpunk 2077’s gameplay, Tomaszkiewicz said:

“I would say that Cyberpunk 2077 is an open world game with a strong narrative component set in a dark future. It is an RPG with decisions and consequences where everything you do matters. Well, I do not know how much more I can put in the box, it depends on the source we use. I would say that there are many ways to play in terms of gameplay and it offers a wide variety of options depending on how you want to play the title and allows you to enjoy the way you want to play. I think that’s how I would describe the title.”

“I would like to make a reference to one of the previous questions and that is that our game is mainly an RPG, then the combat in the first person is something added to this genre. In this way, the gameplay in Cyberpunk offers a variety of ways to complete the missions and I think this is the biggest difference because it not only matters the shooter side, but also how to incorporate this aspect in your way of playing through the title. And we have a good amount of mechanics that are based on this concept which we have not yet shown, so stay tuned.

In addition to this we are working on bringing good and fun combat mechanics and I think we have a wide range of weapons that will make our game stand out. I do not know if you remember in the previous demo that there were smart rifles and this is something that I have not seen much in the current FPS. Also, I think that in terms of gameplay we have some ideas and things that are not ready yet and that we are trying to implement, because they will be very good.”

Regarding the game’s shooting mechanics, Tomaszkiewicz claimed that they will be somewhere between arcade and sim.

“I think it would be something in between, because it is an RPG and we have statistics, damage and so on. And as you know, enemies also have stats, then it is not super realistic like a World War II title where a shot means to be dead, but I would say that it does not reach the level of arcade like the examples you have described (In this case they were Borderlands and Bulletstorm). Here you still need to cover yourself, then you can not just jump and avoid enemies. Although there are ways to play the title in this way using for example the melee weapon we saw last year, the katana. And if you move in this direction you will achieve a more arcade style for your character. In short, I would say it would be something in between.”

https://www.dsogaming.com/news/cybe...-pretty-different-to-what-we-shown-last-year/

:lol:
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
13,051
The combat looked exactly like Borderlands in the demo, so if they changed that then it's incline. Now if only they would get rid of voiced protagonist.
 

Modron

Arcane
Joined
May 5, 2012
Messages
11,231
You can't make a mute protagonist in a game with strong narrative and thousands of dialogues. This is not a roguelike.
Mute protagonist plus voiced NPCs worked just fine for Bloodlines and New Vegas... not to mention all the rpgs with no voice acting whatsoever.
 

DalekFlay

Arcane
Patron
Joined
Oct 5, 2010
Messages
14,118
Location
New Vegas
You can't make a mute protagonist in a game with strong narrative and thousands of dialogues. This is not a roguelike.

Uh, lack of voice for the player character actually leads to a BETTER narrative with more choice and ability to choose the character's personality and decisions.
 

Mazisky

Magister
Joined
Mar 8, 2015
Messages
2,082
Location
Rome, IT
You can't make a mute protagonist in a game with strong narrative and thousands of dialogues. This is not a roguelike.
Mute protagonist plus voiced NPCs worked just fine for Bloodlines and New Vegas... not to mention all the rpgs with no voice acting whatsoever.

It is just a nostalgia thing because some of the best games had muted protagonist. If old games had voiced protagonist, everyone would like to have a voiced protagonist, classic codex behaviour.

Also, it was often a budget choice to avoid voice acting for both genders and all the different races, and to avoid to make cutscenes since those can't work with a mute protagonist.

If CDPR, the makers of one of the best narrative focused rpg on the market, decide to go voiced protagonist, they do it for a reason.
 
Last edited:

Quillon

Arcane
Joined
Dec 15, 2016
Messages
5,341
You can't make a mute protagonist in a game with strong narrative and thousands of dialogues. This is not a roguelike.
Mute protagonist plus voiced NPCs worked just fine for Bloodlines and New Vegas... not to mention all the rpgs with no voice acting whatsoever.

Even mute protag + cinematic dialogues worked just fine in DAO, which has surprisingly never been repeated. Devs prolly think that if they are making an RPG with cinematic convos, they'd have to voice the protag, ignoring DAO's existence.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,194
Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Even mute protag + cinematic dialogues worked just fine in DAO, which has surprisingly never been repeated. Devs prolly think that if they are making an RPG with cinematic convos, they'd have to voice the protag, ignoring DAO's existence.

I think that internally at BioWare it was believed that not having a voiced protagonist in Dragon Age: Origins was a serious flaw that made the game look bad compared to Mass Effect. See our interview with Brent Knowles: https://rpgcodex.net/content.php?id=9736

It became more difficult over the years to argue for doing anything markedly different from what Mass Effect was doing. It was a project that struck much closer to its schedule, did very well (ratings and sales) and had the wow factor (the Silent Protagonist of DA: Origins never had the appeal that Shepard did, whether in company meetings, publisher proposals, or on press tours).

And yes the irony is that the Mass Effect series ended up flaming out spectacularly while Dragon Age in theory still lives.
 
Last edited:

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,628
Location
Grand Chien
You can't make a mute protagonist in a game with strong narrative and thousands of dialogues. This is not a roguelike.
Mute protagonist plus voiced NPCs worked just fine for Bloodlines and New Vegas... not to mention all the rpgs with no voice acting whatsoever.

It is just a nostalgia thing because some of the best games had muted protagonist. If old games had voiced protagonist, everyone would like to have a voiced protagonist, classic codex behaviour.

Also, it was often a budget choice to avoid voice acting for both genders and all the different races, and to avoid to make cutscenes since those can't work with a mute protagonist.

If CDPR, the makers of one of the best narrative focused rpg on the market, decide to go voiced protagonist, they do it for a reason.
Check out this retard
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
In an ideal RPG you should be able to kill anyone you please and still finish the game, but basically the entire game has to be structured with that in mind. There are only so many backdoors you can include for murderous players, and even those are not always viable (imagine wiping out the entire UNATCO HQ on your first visit there, or Geralt killing Ciri upon meeting her — sure, you could allow the player to do that sort of stuff, but you'd also need to write a very different game). CP2077 will probably have a really tight and fairly linear script, dozens of hours of cutscenes and an equally large number of characters who are integral to the main plot. Hopefully it'll have a more open structure than the Witcher games, but there's no way they'll allow you to kill everyone in a game like this.

In an ideal RPG world you would be hunted down like a rabid dog once you start your retarded murder hobo playthrough.

Well, an ideal ideal RPG would allow you to kill those who would hunt you down and turn them into undead minions, and then, with an army at your beck and call, smother all life from the world.

In an ideal cRPG world you could get killed and raised as a brainless undead as well though only to get blasted by the next Turn Undead.
 

jf8350143

Liturgist
Joined
Apr 14, 2018
Messages
1,358
Muted protagonist is better for a RPG where you play as a character you created, yes. But it's bad for business because casual players don't like muted protagonist. This is a AAA title, of course they won't go for the muted route.
 

DalekFlay

Arcane
Patron
Joined
Oct 5, 2010
Messages
14,118
Location
New Vegas
I think that internally at BioWare it was believed that not having a voiced protagonist in Dragon Age: Origins was a serious flaw that made the game look bad compared to Mass Effect. See our interview with Brent Knowles: https://rpgcodex.net/content.php?id=9736

This is despair tag inducing, but financially it makes depressing sense. Having a "cool" hero to build a story/franchise around surely helps with sales for the more narrative-focused consumers. I'm not sure this applies to shit like Fallout 4 though, where the voiced protagonist is still a relatively characterless player representative. If Cyberpunk is anything like The Witcher 3 though, it will share that same interactive movie feel with Mass Effect.
 

Zer0wing

Cipher
Joined
Mar 22, 2017
Messages
2,607
I think that internally at BioWare it was believed that not having a voiced protagonist in Dragon Age: Origins was a serious flaw that made the game look bad compared to Mass Effect. See our interview with Brent Knowles: https://rpgcodex.net/content.php?id=9736
We should not care what (a fuckin') BIOWARE thinks is a flaw, to be honest. Even a broken clock is correct twice per 24 hours cycle and non-voiced (he's not mute, he has dialogue lines FFS) protagonist in DA:O is made in germany tier korrekt.
 

HarveyBirdman

Liturgist
Joined
Jan 5, 2019
Messages
1,048
“I think it would be something in between, because it is an RPG and we have statistics, damage and so on. And as you know, enemies also have stats, then it is not super realistic like a World War II title where a shot means to be dead, but I would say that it does not reach the level of arcade like the examples you have described (In this case they were Borderlands and Bulletstorm). Here you still need to cover yourself, then you can not just jump and avoid enemies.”


https://www.dsogaming.com/news/cybe...-pretty-different-to-what-we-shown-last-year/

:lol:
I swear to God, if this means that gun damage will increase with stats... DNAJndanjkfanlakjfnAD JK NKAJFNA

Stats related to guns in combat should decrease weapon sway, increase stability during sustained fire, decrease the amount of time it takes to return to baseline accuracy, decrease reload speeds, and decrease the time it takes to shoulder the weapon. That's it.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,950
HarveyBirdman yet look at all the FNV votes in the new Felipepe thread; apparently garbage mechanics aren’t enough to sway a lot of players - just OTS action and a simulacrum of “adult writing”.

Oh, and deathclaws. Lol.
 

HarveyBirdman

Liturgist
Joined
Jan 5, 2019
Messages
1,048
I'm a big FNV fan. Games can amount to more than the sum of their parts. Also, RPG developers have historically really struggled to match mechanics to their games... but it's about time for some innovation. The lack of creativity in creating combat systems is maddening. Falling back on a FNV-style gun damage calculation in an ARPG is lazy at this point.
 

WhiskeyWolf

RPG Codex Polish Car Thief
Staff Member
Joined
Nov 4, 2007
Messages
15,008
https://segmentnext.com/2019/04/30/...-will-be-more-dynamic-than-the-witcher-3-how/

More and more details on Cyberpunk 2077 continue to pour in. The game from CD Projekt Red continues to take shape in front of our eyes.

A recent interview with a Spanish outlet involved Mateusz Tomaszkiewicz, quest director of Cyberpunk 2077 where he revealed some new details about the game.

Regarding how the game’s quests, story and world will work, he emphasized on how different it was from the Witcher 3. Specifically, how less linear the story was.

This is what he specifically had to say about that:

“There are many ways to complete missions based on how you’ve created your character, [the] tools you use, etc. And I think this is something that makes our game different from The Witcher. Because in The Witcher we had a basic loop in the gameplay, finding non-linearity in the missions section. This time the gameplay will also have a non-linear character. I think this is where the big difference lies in terms of the complexity of our missions.”

So this has to do with how the player actions and decisions will be impacting the main storyline of the game. In the Witcher 3, quests often had major decisions to be made, but the way to complete them was always specific.

In Cyberpunk 2077, this isn’t the case at all. Missions will be progressed in a multitude of ways depending on how the players structure their character. Furthermore, every decision and action will change the world around you.

You won’t be seeing any game over screens unless your character literally dies.Players will need to be very careful with what they do and how they do it.

The quest director of Cyberpunk 2077 also expressed how the game takes inspiration from other RPGs such as Deus Ex. Deus Ex was also popular for how many ways you could go about completing a mission.

A release date for Cyberpunk 2077 remains unannounced. CD Projekt Red has confirmed, however, that the game will release on the PlayStation 4, Xbox One and PC platforms.
 
Last edited:

DJOGamer PT

Arcane
Joined
Apr 8, 2015
Messages
8,235
Location
Lusitânia
Some leaked screenshots:

PrHxS9c.jpg

pVAlkEb.jpg

lsIgl0X.jpg

HgqCBlC.jpg

BBET72U.jpg

2N8Xnk5.jpg

0COZsfq.jpg

QthHAM6.jpg

PkEwu4k.jpg

Qv1WDde.jpg

sc9b2qw.jpg

dAq8IR4.jpg

Ix3FZJJ.jpg

JPRfHy9.jpg

1kqcHgJ.jpg

GiD8SmD.jpg

ADc8tdu.jpg

wG9bARa.jpg

YHPCDOy.jpg

jfWsPsq.jpg

hGNYPzG.jpg

kmfNMee.jpg

ayfXMlJ.jpg

IsISLfe.jpg

2YWiJOc.jpg

yo1dqbe.jpg

VQ3Z6Q8.jpg

nH1eo8j.jpg

1QMr8m4.jpg

I think I have to reconsider my words. This game may indeed capture the feel of the setting.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom