While the console issues themselves are huge, it definitely seems the game itself is missing way too much for what it costs.
And no replayability? The depth of character development is huge, that alone is worth another playthrough, would love to build a character that's built differently than my current one. And most missions support a huge variety of outcomes depending on decisions you made earlier and how you behave. If that's not replayability....then what it?
I'm about 15 hours into a second playthrough and this is just patently not true. There isn't much variety in character building outside of combat mechanics, you pretty much always play the same V as far as narrative and dialogue goes. I was doing a second playthrough just to see how different things could be and intentionally looked for dialogue I hadn't seen the first time, my experience was that it showed how on-rails 99% of the experience is. At this point, I'll pick it up again in a year or two when they've added some content and hopefully fleshed out the open world somewhat.
>I see people going on a murder rampage in cyberpunk and then complain that the police chase that spawns isn't sufficiently realistic. Like......I don't feel like that's how this game should be played
I mean, then why are you able to go on a murder rampage and get in a police chase? It's just a basic level of competence that the game doesn't have. Park your car in the street and come back after the mission to find a huge traffic jam because the AI is incapable of driving around your car. Accidentally hit a civilian during a shootout with the local gang? Cops will just spawn 10 ft away from you and continue spawning until you die unless you get in your car and drive for 15 seconds.
Maybe you're lucky and the way you play doesn't expose you to a lot of the things people are complaining about but it seems kind of silly to dismiss complaints of game mechanics as "you're doing it wrong".
Unfortunately they're wrong... the game very cleverly designs some of the dialog or mission choices in a way that makes it seem like your choices affect the outcome, but in the end there is only one single choice in the entire game that affects the ending. And even for the side missions and other dialog, it turns out that almost every single choice will direct you to the exact same path/outcome anyway. They might give you very slightly different dialog responses from the NPCs, but that's about it.
All of the "choice" in this game can be summed as:
Character asks you to do something. Your responses are:
1) Sure, I'll do that
2) Sure, I'll do that but my response is going to be snarky
3) Sure, I'll do that but you need to give me more information first
4) No, I don't want to do that, but you're going to tell me that I can't refuse you so I'll end up doing it anyway
5) No, I don't want to do that right now but you'll message me later and I'll find out that I can't progress any further without calling you back and saying yes
It's very shallow "choice", and I personally don't get any entertainment from that level of "replayability".
I think you're probably right, I'm 25 hours in and I haven't been in a single fight with police other than one scripted side mission. That's kind of what I meant - in GTA I just start going on a rampage randomly because it's a fun thing to do, seeing how the city reacts around you. In Cyberpunk I just haven't felt the need at all, there's too much focus on the story.
Most character skills are damage addons. If you don't pick assault rifle, your going to have a pretty slow time. Crafting is pointless, augments are just another skill tree.
'The way it's meant to be played' was the same apologetics we got with No Man's Sky on launch. Like three people wanted to play NMS as an empty grind-a-thon in a chill atmosphere that goes nowhere.
Cyberpunk failed to finish development. We all know it, why the rub?
And you're wondering why people are angry? It's your prerogative to cut CDPR as much slack as you wish, but let's not pretend that those who don't do that are in the wrong.
I am 41 hours in and it definitely feels like cyberpunk GTA. Very much so.
They literally said immersive huge open world in their marketing videos. If you say open world, you're comparing yourself to Grand Theft Auto 5, and you goddamn well better deliver.
They didn't and now they're suffering.
Yup. From an art/style perspective, the game is top shelf and legitimately impressive. From a gameplay perspective, big parts of it are barely there.
It's like the opposite problem MGS5 had. That game had a great gameplay loop and well fleshed-out systems but it obviously lacked the assets to make the story work or offer much variety.
That's because they promised a time instead. You can promise a release date or you can promise features, but not both. Rarely both for a game this ambitious. It makes more sense not to hype a game up or promise a release date, and instead maintain power over when the release date is.
Gamers don't care if they get a game 18 months later, as long as it's better. They'll bitch and whine but they will always still buy the game. They're not going anywhere. Best to release a finished RPG late than release a half-assed one on some arbitrarily agreed upon date. Hopefully CDPR will learn this lesson, as countless other game developers have.
And I don't mean gendered pronouns, just pronouns like "I" and "We". It seems none of the characters do.
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Instead of: "I need to get lunch"
It's: "Need to get lunch."
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"We need to get in there, and we need to do it fast"
"Need to get in there. Need to do it fast"
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"I'm tryin' alright?"
"Tryin' alright?
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"I like chocolate"
"Like chocolate"
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It's even more grating when you add in the forced sounding "Gruff Guy" voice the male V uses. I don't know what kind of weird tough guy vibe they were going for but it's like nails on a chalkboard sometimes.
(Noticed how I dropped ‘it’?)
I wanted to believe it was a poor stylistic choice to go with the "gruff upstart" image, but yeah I guess it really just might be basic translation issues...
When you get a motorcycle it immediately becomes a lot better.
As to the world, I'd have loved a lot more interaction between characters in the world, and with you. They tried to make up for it by having a ton of people on the street, but even so it feels a bit empty.
But having said all that, I'm still having a great time.
This may be the #1 reason why I don't play games anymore. Every game made in the last decade masquerades as open-world and turns out to be a linear path. Either wandering outside that linear path leads to a total void, or you get annoying game behavior forcing you to go back to the linear path, or you get bullshit like death timers.
The result is a big beautiful and empty world with a linear path. There's little to do, and really little point to the huge open world. 90% of missions are inside buildings on foot. And the ones that aren't uniformly suck because vehicle mechanics and AI just isn't there