I hope so. As I also hope every other major character feels important the same as Johnny.Another possibility is, perhaps he shows up to pull you out of the trash no matter what. Johnny is the one to wake you up (or greet you when you do wake up), but maybe blackhand saves you without your knowledge.
This has already been confirmed a couple of times, so it's legit.
Each lifepath gets its own starting location, and its own starting outfit.
Hm. I think it's just the female equivalent of the Street Kid outfit, honestly. Plus it doesn't look very Nomad-y to me.I wonder if the outfit we've seen female V in is the Nomad's default outfit, since a t-shirt-t, jeans, and the Night City equivalent of Converse are the Street Kid starting outfit. Or at least that is the starting outfit for a male V with the Street Kid background. Of course it is entirely different the starting outfits could vary based on gender.
Female V was wearing leather, which might at least fit with the whole "Road Warrior" vibe of the Nomads.
New info for some:
"the more you shoot the better you get" can be seen in GTA san andreas from 15 years ago, to name the oldest I can remember.Any other game that has done this before?
"the more you shoot the better you get" can be seen in GTA san andreas from 15 years ago, to name the oldest I can remember.
I was thinking at real-time action combat, but for sure there's something before GTA SA. I'm just a big fan of rockstar so I always think about their games when it comes to examples: "when did rockstar do that?"Wasteland form '87.
Yeah. Not news, but very good to see reiterated."the more you shoot the better you get" can be seen in GTA san andreas from 15 years ago, to name the oldest I can remember.
Faster reloading animations gained with progression can be seen in several games as well, one I'm 100% sure of is borderlands 2.
That's a very good thing btw.
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I hope they'll change their minds and try to be consistent with this attention to detailed animations, adding contextual ones (opening doors, picking items up) so you don't feel like a floating camera that gets animations only during scripted events (dialogues). Once you do all those animations, you can add a couple of re-usable ones and maximize the immersion.
I'm very curious what ever happened to that "tactical mode" they mentioned many years ago.
Never heard about a tactical mode, but yeah, since it hasn't been shown or even discussed so far, I'd say it has been scrapped. Which, egoistically, is a good news since I prefer a good action gameplay or a good turn-based one to both but mediocre (same as FPP vs TPP vs both).Yeah. Not news, but very good to see reiterated.
It is essentially what I've suggested over the years to the T. Literally identical. I'm not so arrogant as to say they got the inspiration from me (I'm no game designer), but I'm very pleased me and CDPR's interests happened to line up on something so crucial. And it makes me feel like maybe being here isn't such a waste of time after all.
This will not make Kofe or Su happy, but it is a compromise nonetheless. Your character's abilities will have some impact on their ability to shoot, and you will see that reflected both in terms of animations and actual weapon handling as you progress. To me, it seems like a nice bone to throw our way. But I also know for Kofe and Su, nothing short of a Vats-like system (but in real time or real time with pause) will be enough, which is perfectly understandable after so many claims that the game will be a "true RPG."
I'm very curious what ever happened to that "tactical mode" they mentioned many years ago. Most of the other stuff has been proven accurate (including the translator chip), so now I wonder what that was planned to be, if it's even been scrapped at all.
“You can customize the weapons in a number of ways,” said Tomaszkiewicz. “You can attach scopes, you can attach silencers, things like those. It’s based, of course, on a specific weapon and how many slots for improvements they have. As for how many types of weapons we have— I remember just a number of them. But we have quite many of them. So there are melee weapons: katana, hammer, knife, Nanowire — which is basically these wires that you can use to fight. But you can also use them if you’re a Net Runner to hack remotely into people or devices. On top of that we have a number of ranged weapons: we have heavy guns, light guns, light machine guns, revolvers, sniper rifles.”
Missed this one from Sunday - https://gamingbolt.com/cyberpunk-20...ture-revolvers-sniper-rifles-katanas-and-more
A few new small tidbits in there.
You've seen her in action in E3 2019 cinematic trailer for Cyberpunk 2077 where she disabled V's cybernetic implants with just a blink of an eye but who is she? Her name is Bug and she is one of the best netrunners in Night City.
With cybernetic augments implanted into her body, Bug uses her brain-computer interface implants to roam the web and hack information to sell. Her consistency and persistence have brought her respect and trust in the field, although it's not yet clear how she crossed her ways with V.
Bug played a role in last-years gameplay reveal where she helped V locate a target during the mission, while this year she clearly stands against our character. We can't wait to see the plot twist between those two events!
PC Gamer spoke with Pawel Sasko, a lead quest designer from CD PROJEKT RED who revealed that you'll be able to finish Cyberpunk 2077 without actually killing anybody! Aside from super-lethal weapons like bazookas, every gun and cyberware in the game will feature a nonlethal setting or ability to neutralize enemies.
During the missions, as V you are able to sneak up behind the enemies and choke them down or stun. Hacking cameras, environmental objects, and even implants to put your opponents to sleep will also be an option. Just like utilizing nearby objects for environmental takedowns that'll let you thrown a gangster down the trash chute.
On top of that, you'll be able to spare major bad guys and benefit from that later in the game. Or not, because you can never be sure who to trust in the world of Cyberpunk 2077.
thank god.On top of that, you'll be able to spare major bad guys and benefit from that later in the game. Or not, because you can never be sure who to trust in the world of Cyberpunk 2077.