Cyberpunk 2077 |OT| It feels like it's taken 2077 years for this game to release (and might take another 2077 years for it to be fixed)

Oh well. Hopefully that’s something they can rectify with patches. Doesn’t sound good though.

What do you mean there’s no chance to rectify your mistakes? Do you mean once you get spotted that’s it? You can’t re-enter stealth?

You can use tranquilizers fired from your forearm. :slight_smile:

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Yes. Once your caught enemies know where you are at all times and the AI can be clunky so its not always obvious how you’re supposed to correctly stealth around them.

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Some “xboxera” website put out a review of the Series X|S version of the game! It’s here if you’re interested. Review: Cyberpunk 2077 - XboxEra

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Finished the game. Completed everything.

I share the same thoughts as below…

Cyberpunk 2077’s Problems Go Much Deeper Than Bugs

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Beat the main story last night. What a ride! There’s a LOT of areas that future immersive sim games should try to emulate here. The depth itself is super impressive. I really didn’t hardly touch several systems in the game mechanics and still felt like there was a fully fledged, deep game I was playing despite that. When I realized I was missing out on certain systems/mechanics it felt more like I was discovering something novel to be explored in another playthrough.

The writing was some of the best I’ve seen in a game too. Not only was the story awesome, but the dialogue and personalities were real varied and all were PERFECTLY voice acted. The depths of immersion that these character conversations add can’t be overstated. The way they animated and get comfortable in the dialogue scenes and their use of well animated body language is a HUGELY impactful design win for CDPR. It feels as huge a step up for that kinda thing as we saw with Mass Effect when it moved towards more cinematic character conversations. This is a huge leap beyond that though. This feels like a movie playing out but you are part of the scene in an engaging and immersive way.

The side quests were also top notch for what ones I played. It’s interesting seeing other ppl discuss the game’s side quests and seeing how I did entirely different ones than they did. I has the desired effect of making me want to do another playthrough to see that content since what I did see myself was so good. Good stories, varied stories, varied gameplay, varied themes…he only criticism of the game I really have atm is that the rate of getting side quests seems too high. I kinda wonder if games like his would work better if we got side quests in small groups over short periods of time to make them surface to players akin to main missions. Instead, ya kinda drown in all the side stuff pretty quickly and it can feel like a burden to some players like me who normally grind through them. Here though, I didn’t wanna do that since the stuff I did was so well written and so interesting on its own that I didn’t wanna just gloss over any of em.

The movement and gunplay is also top notch. I was super surprised how great it all felt given the studio has never made a game with gunplay in it at all. It has a real deep loot system which I tried making the most of too.

This guide covers all important story choices in Cyberpunk 2077 (CP77) that have lasting effects. There are more choices than this, but anything not listed here only has short term effects (such as changing the next line of dialogue). The choices listed here are the ones that can “come back to haunt you”. These can change an objective, who lives and dies, which boss fights you get, who turns hostile on you, and even how a mission ends.

Before we start, it’s important to know what types of choices there are and how they work:

Most dialogues (98%) have no impact on the story whatsoever. The vast majority of dialogue only changes the next line of dialogue and that’s it. ** Only a very small subset of dialogues (around 2% of all dialogues) actually have any impact whatsoever. These are the choices pointed out in this guide.** *** You will always end up on the same linear story path with the same objectives and missions no matter what. Even if you go for the choices in this guide or not won’t change what missions you get. The game is much more linear than it seems.**

All other Endings are entirely decided by one set of Dialogues during the final mission. Anything you do (or don’t do) during the story leading up to the ending is completely inconsequential. Other than those warnings above there are no “wrong” choices.

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Very good review with some great points, particularly about the AI, the police wanted system, lack of good emergent gameplay. I originally said I’d give this game an 8 shortly after completing Act 1, but after many more hours, it’s a 7 at best.

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It’s not a sandbox game…

You keep repeating this, but I disagree.

I repeat it because ppl are confused what the terms mean. They do have objective meaning though. Even if that annoys ppl. :wink:

No confusion on my part, just going by what the game was hyped up to be, what it is evidently trying to be, as to what was eventually placed in front of me.

Can you show me where it was promoted specifically as a sandbox game (not just them using the buzzword, but actually outlining things like crowd behavior AI or rich physics interactions or other social systems)? I’ve seen every video of gameplay walkhroughs they offered the past several yrs and zero indicated sandbox systems were present let alone a focus.

@TavishHill

I have to say again, even if you’re right & Cyberpunk is not a sandbox game… That doesn’t automatically excuse how poor of an open world Night City is.

Take the police wanted system & the police AI. Both are objectively bad & poorly implemented. Saying, “but it’s not a sanbdbox” is not a valid defense against those valid criticisms.

What you are describing has nothing to do with ‘open world’ games. You are describing elements of a sandbox game design in a modern urban setting. And when the premise of a criticism is itself faulty, then that is absolutely a fair thing to mention. I made this point earlier about how ‘GTA sucks due to having bad driving mechanics compared to PGR1 on OG Xbox’…<–that would not be a rational conclusion since the premise of the criticism is faulty. The same applies here.

You mention crowd AI behavior, but this is an immersive sim. It is not designed nor intended to have bleeding edge, dynamic, responsive crowd behavior. When your expectations are misaligned to see it as a sandbox game, you will grade it against those expectations and will not only be too harsh on those elements of the game but also will not engage as much with other elements that the game is actually designed around.

I’d also say Night City is a great open world imho. If ya take the npc’s out of the game world, would it be fun to move around in and explore? If ya only had gangs or cops or other groups present, would there still be gated challenges? Does each area have distinct side quests that reflect the local cultural norms? I’d say the answer to all of these is absolutely a YES. Granted, ymmv here! Just my opinion. Either way, ya should not be relying on sandbox design elements as a barometer for judging the open world design elements.

Dude I just disagree with you. The police spawn behind the player, out of thin air, even in abandoned locations out in the badlands far outside of any rapid response area, or high up on the roofs of abandoned tower blocks. Basically wherever the player is standing when they break the law, the police automatically spawn behind, in waves, as the player’s wanted level increases.

It’s terrible. It’s badly designed. It just is.

If Cyberpunk was never meant to have a good police wanted system, because it’s not that kind of game… Then why did CDPR implement a police wanted system at all. That makes no sense. If they never intended it to have this, as you say, sandbox element… Why did they include this sandbox element. That makes no sense.

Again, Cyberpunk is an open world game. It was deliberately designed & advertised as an open world game. CDPR talked a lot of noise about how amazing it’s open world aspects would be. In the end it’s open world is probably it’s most disappointing aspect & that is absolutely, without doubt a perfectly valid criticism to make.

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Why are you getting upset that I responded to you? o.0 It’d be ideal if ya engaged in discussion without getting upset that someone doesn’t agree with what your claims are. I’m all for disagreeing but the thread is here for discussion, after all.

Errr…yeah? Open world and sandbox aren’t the same thing…please read my posts before replying to them. Or don’t read them. You are welcome to just ignore them if ya like. :slight_smile:

I’m not upset. I just disagree with you & I explained why.

If you’re not going to engage with the substance of my posts, & instead just flop out a lame “Uh mad bro :grinning:” then I’d rather you just ignored me.

Cool?

But…I did engage with your points. Here is what I said about the open world, for instance:

You didn’t engage at all with my points about the crowd AI elements. Ya literally avoided doing that, in fact, when you started your response. You then just ignored what I had said and re-asserted your views without referencing my points at all.

I’m getting confused about whether you actually want to discuss these areas or not tbh.

Enemy AI is bad in general and horrible for the police.

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