Cyberpunk 2077

Agent23

Ни шагу назад!
Patch size I saw going down tonight was 10.4 GB. It appears to be a hotfix patch, and has no official patch notes attached.
Well, I can still see weird physics problems, like torsos merging with walls after the bodies are disemboweled.
There are a lot of new scanner alerts too, all of a sudden, with a lot of them having a plot involving biotechnica.
maybe they are backchannel adding new content?
 

Undertone

Active member
So is it finally ready to buy? I don't care about minor glitches and I'm a save scummer anyway, so I can revert on a corrupted save. But it would be nice to know if those problems have been greatly reduced.
 

Agent23

Ни шагу назад!
So is it finally ready to buy? I don't care about minor glitches and I'm a save scummer anyway, so I can revert on a corrupted save. But it would be nice to know if those problems have been greatly reduced.
IMO they were fixed in 1.3, but I am a massive fanboe, so take my words with a mine of salt.
I paid full price a full 2 years before launch, I am happy with the result.
 

nemo1986

Well-known member
So is it finally ready to buy? I don't care about minor glitches and I'm a save scummer anyway, so I can revert on a corrupted save. But it would be nice to know if those problems have been greatly reduced.
If the game were in this state on release it would have way better reviews. Some graphics still have issues and cars are a pain but it is a way better game.
 

Agent23

Ни шагу назад!
If the game were in this state on release it would have way better reviews. Some graphics still have issues and cars are a pain but it is a way better game.
I think they tried to make them more realistic, read harder, to drive.
Top speed is lower, and accel/decel is worse.
Fuck relaism, I can hack peiple and make them spread magical computer viruses that kill everyone around and frigging mantis-like blades explode out of my prosthetic hands.
This is supposed to be fun, not realistic.
 

Undertone

Active member
Not disappointed by most of the main plot so far, but there's issues with wandering around and doing side jobs... like the game expects you to be a higher level on some of them? Odd to do that on tasks offered to V pretty early in Act 2.

Also, spending waaaaay too much time to manage inventory. Didn't expect there to be *crafting* in this game, but since there is, it really should be a lot better than it is.
 

Agent23

Ни шагу назад!
Not disappointed by most of the main plot so far, but there's issues with wandering around and doing side jobs... like the game expects you to be a higher level on some of them? Odd to do that on tasks offered to V pretty early in Act 2.

Also, spending waaaaay too much time to manage inventory. Didn't expect there to be *crafting* in this game, but since there is, it really should be a lot better than it is.
Yeah, I got locked out of a few fun quest endings and skipped some optional stuff, pacing could be better, but overall it is an excellent game.
 

Undertone

Active member
Done. Mostly did a stealth/quickhack/melee weapons focus, ended up fully loaded on Body and Tech. Due to some missed dialogue choices I probably regret not having enough put into Cool. Being out and about trying to hack everything, it seems I lacked for Intelligence, too: couldn't buy much Frontal Cortex gear, etc.

Got into crafting lateish, but I still think the system is garbage: apparently components were way easier to source in some of the early patches. I suppose I could live with some conceptual distinction between Crafting and Upgrades, but not having separate resources *and* skill perks. It was kind of nice being able to pick a few things that could level up with V, but the game has so many loot drops it doesn't really matter.

After closing it out, I'd say the real high point of the game isn't at the end, it's all the stuff in late Act 2, especially the missions that retraced Johnny's footsteps. Good worldbuilding and very effective use of the soundtrack!

In Act 2, you get your choices, your non-linear open world: all your cake, and the eating thereof. As an extreme example of how open Act 2 is, my V simply left Takemura and Hanako on the lam for about 3 weeks, as I did a bunch of gigs, and levelled up. This was especially amusing as, when I finally caught up with Takemura again, The Plot assumed that all of 20 minutes had passed since the parade.

Compared to all that, even though you get your big main-plot payoffs, "Act 3" feels rather small.

The most fun I had - which was in Act 2, of course - was a page out of the old senseless mayhem department: Was on a cruise around, these mercs just started shooting at me for no reason. I start shredding their circuits, but more and more keep coming from around the corner. Turns out that they were lookouts for the nearby Night City Prison - whoa. And tons more guards are pouring in from around the corner.

At one time that might have been too much heat for V alone, but Johnny has dripped into those synapses pretty hard by this point. So what happens next? I keep going with the Spooky Action At A Distance, dropping every guard in the place from a mile away, never firing a shot, watching the prisoners roam free from the yard. Did it all wearing Johnny's outfit, almost as if the rockerboy himself had started a riot. Too bad I couldn't get in to loot all the tech that dropped.

Next to that kind of emergent gameplay, the endings were a bit of a letdown. But they're true to the theme of Cyberpunk, that's for sure.

Also in the theme of Cyberpunk: Playing on a Cloud Service. For good or ill, it honestly made it feel like I was personally jacked in to Arasaka the whole time.
 

Husky_Khan

The Dog Whistler... I mean Whisperer.
Founder
CD Projekt Red released their future plans regarding their franchises including Cyberpunk 2077.



This apparently includes work on an Expansion that is planning on being released sometime next year, in 2023.
 

Martenzo

Active member
Apparently Cyberpunk 2077 is experiencing a revival of interest two years after it's turbulent release for "some" reason.


It recently had over 120,000 concurrent players which is a fraction of the million plus on launch but apparently exceeds the peak that Witcher 3 ever achieved as one example of its resurgence.
Probably the release of the Cyberpunk: Edgerunners anime on Netflix has a lot to do with it. I know it's the reason I bothered to boot up CP2077 for the first time in the past six months.
 

Batrix2070

RON/PLC was a wonderful country.
Hopefully this causes CDPR to throw more money at Trigger.
Or he will turn himself into an animation studio. This will not be the first time CD-Projekt has changed its profile.
Originally it was a game publisher* in Poland, it was only when the big moguls themselves started publishing games in Poland that they switched to a game production studio.
All in all, it would be quite funny if with this move they unwittingly resurrected the Polish animation market, which during the previous regime was sizable and active having its successes.
*Their Polish versions to this day are an unmatched ideal of how to polonize games. Although sometimes it came to quite funny rearrangements like in Mass Effect 1 where the Polish version is full of curse words headed by Wrex who resembles a typical dwarf from The Witcher more than the original.
Especially Wrex's greeting on Normandy as you first speak to him.
Polish Wrex: Cool, fuck ,ship Shepard.
 

ParadiseLost

Well-known member
Tell that to Hollywood... and the people that made cyberpunk 2077 while you're at it. To give credit to the Dev team for BG3 there does seem to be an indication that they plan to put most of the dummied out content back in including the good endings but it's one of those cases where I'm not buying a game while it's still only half finished especially when that half finished experience leaves me unsatisfied.
Cyberpunk 2077 isn't angsty, its dark.

And unlike say, TLOU2, the point of 2077 is that what you did really mattered.

There's a reason why, after you finish the game, Cyberpunk 2077 drops you off at the point of no return. A big part of the reason is because of Johnny and the open world, but I'd say just as big of a reason is the fact that 2077 is really designed for you to get all of its endings.

Especially The Devil, The Star, and The Sun, which are really important for understanding 2077's overall themes.

I'd actually go so far as to say that you haven't really beaten 2077 unless you've gotten The Devil and at least one other ending. There's too much context missing otherwise.

2077's developers believed gamers would be smart enough to figure stuff out; unfortunately, like most devs that trust in their players having even a modicum of intelligence and curiosity, their belief was denied.
 

Agent23

Ни шагу назад!
Cyberpunk 2077 isn't angsty, its dark.

And unlike say, TLOU2, the point of 2077 is that what you did really mattered.

There's a reason why, after you finish the game, Cyberpunk 2077 drops you off at the point of no return. A big part of the reason is because of Johnny and the open world, but I'd say just as big of a reason is the fact that 2077 is really designed for you to get all of its endings.

Especially The Devil, The Star, and The Sun, which are really important for understanding 2077's overall themes.

I'd actually go so far as to say that you haven't really beaten 2077 unless you've gotten The Devil and at least one other ending. There's too much context missing otherwise.

2077's developers believed gamers would be smart enough to figure stuff out; unfortunately, like most devs that trust in their players having even a modicum of intelligence and curiosity, their belief was denied.
I managed to get most of not all of the endings of the original IIRC, PL was harder, and I was kinds burned out/busy to care, but IIRC for the base game I got the:
One where V goes to space after getting the mercenary bar after Rogue buys it.

The one where Rogue survives.

The one where V gets digitized.

The one where V let's Johnny take over along with the sappy graveyard scene.

Only ones I iirc didn't get were the ones where V and Johnny stormed AT themselves, with no backup and the one involving the Aldecaldos/Pan Am.

I get it, cyberpunk is a bleak setting, thet had always been the case with the entire subgenre.


But sometimes, the juice ain't worth the squeeze, and sometimes you want an ending where you getwhat you have fought for.

Sending V to the Moon with the cure after leaving the bleeding broken bodies of both Reed and So Mi would have been quite satisfactory.

After all, they were both double-crossing me, why should I not fuck both of them over and ride into the sunset with a figurative bag of gold, while maaybee sparking a genocidal war that would see the NUSA utterly destroyed for Myers' stupidity, with everyone from Aradaka and NetWatch to your average Voodoo boy, Skav and Solo gdnging up on them for the stupidity of fucking with the blackwall.
Yes, that would make me a villain.

Yes, the world will just keep turning and get worse for many.

But that was reminiscent of the ending where I lose all my chrome.
 
Cyberpunk 2077 isn't angsty, its dark.

And unlike say, TLOU2, the point of 2077 is that what you did really mattered.

There's a reason why, after you finish the game, Cyberpunk 2077 drops you off at the point of no return. A big part of the reason is because of Johnny and the open world, but I'd say just as big of a reason is the fact that 2077 is really designed for you to get all of its endings.

Especially The Devil, The Star, and The Sun, which are really important for understanding 2077's overall themes.

I'd actually go so far as to say that you haven't really beaten 2077 unless you've gotten The Devil and at least one other ending. There's too much context missing otherwise.

2077's developers believed gamers would be smart enough to figure stuff out; unfortunately, like most devs that trust in their players having even a modicum of intelligence and curiosity, their belief was denied.

Cyberpunk's 2077 themes including
-society is complacent in the crapsack world they've created
-technology will be used by corporations and the uber-rich to make themselves immortal at the cost of everyone else.
-being kept alive through technology is not actually living (Get it? It's called SOULKILLER because all of this over-reliance on technology in this desperate vein attempt to live forever KILLS YOUR SOUL! do you get it? DO YOU GET THE MESSAGE YET?!?)
-Everyone is in it for themselves, the sooner your aware of that the less it'll hurt when they backstab you
-we all have to die sometimes so it's best to die swinging and becoming a legend.

Bonus points
-toxic masculinity bad (Heavily implied with Johnny Silverhand)
-artificial intelligence is not really alive and it will be the death of us all (Heavily implied with Alt's point in the game)

These themes are not new or profound they've been in the mainstream philosophical stage ever since the Industrial Age, and honestly no, what you do doesn't matter, in fact, it can't matter. because if there is a definitive ending, let alone a defenitive happy ending, then how will they be able to milk the franchise with such hit sequels and spin-offs like Cyberpunk 2079, Cyberpunk 2084, Cyberpunk 2099, Cyberpunk 2105 and Cyberpunk: Cyber Warfare. It's hilarious honestly because for all of the accusations from movements like punk that claim, happy endings are just a piece of cheap boring commercial tripe, the punk movement itself has been heavily commercialized for decades if not since its very inception.


As for the game itself, Johnny is dead, Alt has become every AI clique in the book (Save for going all Skynet but don't worry they'll go their soon enough) and unless Project Red does a mass effect where your character and save data from the previous game carries over to the sequel, then V is likely dead or will be reduced to a cameo with the Arasaka Corporation inevitably recovering because again, got to have a villain to milk those sequels baby!

in a very thick sense of Irony to the trope, it's cynical corporatized dribble pretending to be a rebel pretending to be much more philosophically deep than they actually are. (Which I mean most philosophies aren't that deep to begin with but that's another subject.) It's preachy, it's pretentious, it's the equivalent of the edgy teen trying to pretend he's grown up, and in such a game/world to quote Johnny from WarGames, "the only winning move is not to play."
 
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nemo1986

Well-known member
Well, Johnny wasn't an example of toxic masculinity but more of an example of an man who let his ideals and hatreds direct him into performing actions that utterly disregard any collateral damage and only believes that his way is the only way. Plus his guilt in getting Alt killed has included a massive guilt complex. All that plus a nihilist born from his untreated PTSD from his time in the military turned him into an absolute mess.
 

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