Cyberpunk 2077's Gameplay?

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but my main point is, we don't know how gameplay mechanics look when those mechanics are transformed by use and investment. example from a different game: AC Odyssey. there are some skills that can be invested in multiple times, and at each investment tier, the animation changes, becoming faster and more complex.
CP2077 may be doing something similar. i don't know and neither do you. but it does make sense to me that shooting would have ridiculous recoil early in the game. it does make sense to me that fighting would feel clunky early in game (when i started muay thai irl, i looked way clunkier than i did 4 months later).

I know this and completely understand it, if Cyberpunk's proficiency system intentionally made the player's animations and combat style look mad suk at the beginning of the game, that's immersive AF. But when i saw the fist fighting segment of gameplay, it felt almost exactly the same way as witcher 3's did. That hit me hard, considering a ton of other AAA developers are in the habit of importing their previous game's mechanics, I hope my assumption of CP77's unarmed combat system didn't seem outrageous.

If the proficiency system assumption is true, then all the confusion and disappointment could easily be dispersed by showing (even) a 2 sec gameplay scene of the player character using some high level martial arts maneuver.

IF that basketball thugs scene was CDPR's attempt at showing the proficiency system, then i'm mindblown, but that very much looked like a scripted sequenced. (i didn't watch the prologue gameplay of that, which was given to news outlets and influencers, to avoid spoilers. just saw the scene from The Gig trailer)
 
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@craylest and remember all the tweaks CDPR did to TW3 post launch? esp concerning UI but just...everything they altered they did based on community feedback. so if the community makes a skrong case for altering late game/high level unarmed melee to be a little more refined, i cannot imagine them telling us to f*ck off.

afterall, everybody loves kung fu fighting ^-^
 
I know this and completely understand it, if Cyberpunk's proficiency system intentionally made the player's animations and combat style look mad suk at the beginning of the game, that's immersive AF. But when i saw the fist fighting segment of gameplay, it felt almost exactly the same way as witcher 3's did. That hit me hard, considering a ton of other AAA developers are in the habit of importing their previous game's mechanics, I hope my assumption of CP77's unarmed combat system didn't seem outrageous.
That fist fighting was close to real garbage, way worse for me than W3. And it did not look to me like designed to feel bad at start, it just looked plainly badly designed :)
 
@craylest and remember all the tweaks CDPR did to TW3 post launch? esp concerning UI but just...everything they altered they did based on community feedback.

Yea...... but i'm hoping for Cyberpunk to be the best it could be, on launch date. And everything after that could be considered as icing on the cake.

And I know we have passionate Modders, so lot of personal taste and preference aspects could be fulfilled there, but that would also exclude those experiences for console players, which would suck.

so if the community makes a skrong case

I don't know...... there are always highly vocal minorities now-a-days that make games turn to the worse.

afterall, everybody loves kung fu fighting ^-^

YEA !!. They already have a boxing style of fighting now, so throw some precision martial arts moves at us too !!!

But I'd seriously like the first fighting sidequests to be more. where we wait anxiously wait for the opponent to reveal himself/herself, and come up with different strategies to defeat their unique movesets. The satisfaction derived from overcoming a worthy opponent never gets old.
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That fist fighting was close to real garbage, way worse for me than W3. And it did not look to me like designed to feel bad at start, it just looked plainly badly designed

LMAO, pretty blatantly put, but yes, Agreed.
 
There is some decent criticism but a lot of stuff is just unrealstic expectations. I 100% agree with IF bosses are just find the weak spot and go to town, that's boring and not engaging. Are enemies going to be big bullet sponges? We don't know they didn't show us enough of the combat yet. I personally dislike bullets sponge enemies very much.

But you are comparing games that specialise exclusively in some stuff. Mirrors edge known for using your environment,wallrunning thats all you do there, no choices, no open world, no driving, no ( lets be honest ) particularly interesting characters or story, super linear. Same can be said for pure FPS games like Doom/CoD, or racing games. They do that one thing very well but that's mostly it. If you are a big fan of CDPR like you said you would know that CDPR also specialises in that one thing that's well written story, characters, lore, world building etc but they give you all this other stuff too, big open world, driving, exploring, role playing system(stats, perks, choices),melee/range combat and more. So to expect all this to be on level with games that specialise in it is a bit unrealstic.

Also i don't think there are censoring adults themes... they even give you genital customisations.. which i find totally pointless and irrelevant but hey its good PR everybody talks about it. That should tell you that they are not censoring things.

It's not like im trying to be fanboy defender , there is stuff that i'm disappointed with is not in the game that i don't hear people talking about it. As a big gothic fan this game apparently has no consequences for stealing. I was disappointed that there was no system in Witcher 3 for it and i thought they would add it but they didn't. This is way more important for me then car customization which i don't give a crap about but everybody has their preferences.

There is stuff that gets cut in every game, if not you will end up with a game like Star citizen that sell people this dream about a game that doesn't exist. They are coming awfully close to this as you can see with peoples expectations being shattered and delay announcements.
 
We miscommunicated. I mean that CDPR is putting resources into giving players the ability to skip or avoid boss battles. Rather than evolving boss battles a great deal.

That's reasonable, but when the bossfight is bad, it just feels boring. And i'm more of a action-hog player so I wouldn't enjoy the hacking/pacifist play-style fully either. So ultimately, i would end up at a mediocre experience whichever path i choose.

Why savescum enjoyment away, when you can double down by rolling a different character that takes a different narrative bath?

Yep!. i was just making a point there.
While actually playing, i'd definitely double down on my choices, that's way more exciting and also gives me the excuse to play the game all over again.
 
We have seen a couple of the Animals use a sped up lunge at 8:25 and 8:55 showing that not only bosses use those techniques (which was also mentioned in a dev interview from the deep dive too btw). One of them gets parried, the second one gets grabbed and used as a human shield and the narrator makes it clear that it’s due to your strength stat. That’s already better melee mechanics than what people are trying to say the game has because they see a early game low level brawl.

Then at 9:04 you don’t 3 hit combo like the “copy past Witcher 3 mechanics” you two tap him with a strong punch to the throat followed by a haymaker, showing that both animations and techniques change as you level up. That Animal also doesn’t just “rag doll exactly like the Witcher 3” he is slammed onto the ground.

I don’t know where all this sudden flare of panic is coming from but accusing CDRP of being lazy by porting stuff from Witcher 3 without researching this stuff or just plain ignoring it is not ok. I get y’all want the game to be the best it can be but all this baseless negativity I’ve seen in just the 3 days since I’ve joined these forums is just tiring.
 
Are enemies going to be big bullet sponges? We don't know they didn't show us enough of the combat yet. I personally dislike bullets sponge enemies very much.

The gameplay videos released till now are pretty indicative of bullet sponge enemies. I'm seeing bullets being pumped into the enemy, but the particular limb only gets severed when the HP bar falls below zero, same thing applied to head. Bullet sponges are so boring indeed.

But you are comparing games that specialise exclusively in some stuff. Mirrors edge known for using your environment,wallrunning thats all you do there, no choices, no open world, no driving, no ( lets be honest ) particularly interesting characters or story, super linear. Same can be said for pure FPS games like Doom/CoD, or racing games. They do that one thing very well but that's mostly it.

Like i mentioned in my other replies, I know expecting the same level of mechanics as those games is kinda too much, though it would be amazing if it were. The concern is that the CP77's mechanics aren't even anywhere close to those. Its the same feeling you get when you watch a really good movie and then go watch a bad movie of the same genre. Could also apply to food etc. I don't want to get that feeling when playing Cyberpunk.

Mirror's edge's unarmed combat looks beautiful and responsive, Cyberpunk's needn't be exactly that, somewhere even half of that or even something that's better than what it currently is in Cyberpunk would suffice. Same thing applied for other features.

If you are a big fan of CDPR like you said you would know that CDPR also specialises in that one thing that's well written story,

Again, I know CDPR will make a solid, enjoyable and engaging story. But that feels like an implied requisition from them, because if that wasn't there, it wouldn't be a CDPR game anymore. To put it in another way, i'm expecting cyberpunk to be a "better" CDPR game.

I'd say that they specialize in "story-telling" rather than story writing. Witcher 2's story was memorable, but while recollecting the witcher 3's story, i'd feel "Meh, it could have been better". Because when talking about stories; games, movies, anime, TV shows etc etc come into consideration thus their story is no every near the greatest stories.

Also i don't think there are censoring adults themes... they even give you genital customisations.. which i find totally pointless and irrelevant but hey its good PR everybody talks about it. That should tell you that they are not censoring things.

I find the genital customization feature to be a fun and freedom aspect, it's one of those things that i'd never need until someone gave it to me.

The adult themes that i'm talking about stuff like the flotsam mission elf girl quest, in the witcher 2.

This is the kind of adult theme i'm taking about. Not meaningless nudity.

As a big gothic fan this game apparently has no consequences for stealing. I was disappointed that there was no system in Witcher 3 for it and i thought they would add it but they didn't. This is way more important for me then car customization which i don't give a crap about but everybody has their preferences.

Damn, i didn't see the prologue gameplay, to avoid spoilers, so i didn't know how the game handled theft and crime. Or any other system shown in that prologue gameplay.

I was really hoping cyberpunk would have a good bounty system to penalize player crimes and thefts, since we are criminals and thugs afterall. I haven't even shared half of the things, that i hoped for, in the main post of the thread. Cause i was already lowering my expectations to the minimum.
 
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The gameplay videos released till now are pretty indicative of bullet sponge enemies. I'm seeing bullets being pumped into the enemy, but the particular limb only gets severed when the HP bar falls below zero, same thing applied to head. Bullet sponges are so boring indeed.



Like i mentioned in my other replies, I know expecting the same level of mechanics as those games is kinda too much, though it would be amazing if it were. The concern is that the CP77's mechanics aren't even anywhere close to those. Its the same feeling you get when you watch a really good movie and then go watch a bad movie of the same genre. Could also apply to food etc. I don't want to get that feeling when playing Cyberpunk.

Mirror's edge's unarmed combat looks beautiful and responsive, Cyberpunk's needn't be exactly that, somewhere even half of that or even something that's better than what it currently is in Cyberpunk would suffice. Same thing applied for other features.



Again, I know CDPR will make a solid, enjoyable and engaging story. But that feels like an implied requisition from them, because if that wasn't there, it wouldn't be a CDPR game anymore. To put it in another way, i'm expecting cyberpunk to be a "better" CDPR game.

I'd say that they specialize in "story-telling" rather than story writing. Witcher 2's story was memorable, but while recollecting the witcher 3's story, i'd feel "Meh, it could have been better". Because when talking about stories; games, movies, anime, TV shows etc etc come into consideration thus their story is no every near the greatest stories.



I find the genital customization feature to be a fun and freedom aspect, it's one of those things that i'd never need until someone gave it to me.

The adult themes that i'm talking about is -

Like in Witcher 2 (*spoiler alert!), when you first enter Flotsam, you'd frequently find a elven warrior looking for his lost wife, who (the wife) went into the woods one day and never returned. But when finally departing from Flotsom, at the pinnacle of chaos, you'd get the option to leave the boat and confront the mayor for all his wrong doings, of intending to burn elven women alive. After finally killing off the mayor, you'd find out that the elven warrior's long lost wife was kidnapped and raped by the mayor. The cruelty doesn't end there, you'd also find out that she has been tied to the mayor's bed (four limbs to four corners) for 9 months, in order to forcefully and unwillingly bear a child for the mayor, bearing a human child might as well be considered the most humiliation that a elven girl could be subjected to. You arrive at the exact time of her water breaking (due time for the baby's delivery), and thanks to Ves, the baby get successfully delivered. The first thing the beautiful elven girl does, after the delivery of her forcefully borne half-human baby, is...... kill herself. You as the witcher, swallow your sadness, hand over the baby to the elf's husband, and then leave Flotsam.

This is the kind of adult theme i'm taking about. Not meaningless nudity.



Damn, i didn't see the prologue gameplay, to avoid spoilers, so i didn't know how the game handled theft and crime. Or any other system shown in that prologue gameplay.

I was really hoping cyberpunk would have a good bounty system to penalize player crimes and thefts, since we are criminals and thugs afterall. I haven't even shared half of the things, that i hoped for, in the main post of the thread. Cause i was already lowering my expectations to the minimum.
You are really trying to suggest that a Cyberpunk setting of all things won’t dive into adult themes? Do you mean adult themes like kidnapping people to harvest their organs, or cutting away at your body and replacing pieces with machines just to survive. Are you actually just ignoring things they’ve already shown us just to push your narrative?
 
One of them gets parried,

At 08:25, that's not a parry, its just the same block and attack animation as shown in the fist fight brawl from the prologue footage. But with faster animation speed and probably higher damage value too, this kinda further enforces my concern/fear of the proficiency system only increasing the animation speed and damage value without bringing in new animations or moves.

the second one gets grabbed and used as a human shield and the narrator makes it clear that it’s due to your strength stat.

At 08:55, the player "meeles" (a quick hit) that enemy while wielding a gun, this mechanic exists in every FPS game. And the human shield mechanic isn't directly linked to being in unarmed combat mode, this mechanic also exists in GTA 5 and Saints row, thus that is also a gun-fighting thing. I'm fairly certain that later in Cyberpunk we'd also be able to shoot while have a human shield. Just like in those other games.

Meele attacking while having a gun exists in almost every FPS game since lot CODs to doom eternal, that's pretty much a standard. Human shield mechanic is cool. Having human shields was common on similar games, so when someone sees the option to human shield they'd just say "okay, cool".

you two tap him with a strong punch to the throat followed by a haymaker

At 09:04, that's clearly a finisher and so not a move you could do anytime and anywhere you want. It does look cool. And that's not a haymaker, It's the Guerilla Fists powering up or something.

So yea, my concerns remain the same.
I was really hoping that you were right, and was wishing that i'd see good unarmed mechanics by revisiting the deep dive video, but no.....

Animals use a sped up lunge

Yes, i didn't remember that while making that example. Cool to see the Animals using speed dashes/lunges, but hope that's not their only unique move. But if the minions have the speed boost attack, then the boss should use something more than just speed dashing more frequently. The boss's hammer weapon decision doesn't feel good nor bad. But the limited set of moves definitely makes the Boss weak.

Having a grab and throw move would showing make it more interesting (excluding the scripted hacking sequence, well if it isn't scripted then that feels better already.). Would also be cool if we had to freedom/option to do something even after getting knocked down by her hammer throw, like moving or deflecting her grab.(Well if it wasn't scripted, and if we dodged the hammer projectile, does that make her walk to the hammer pick it back up? or does that just activate her second phase?. nevermind, i let my imagination run loose there for a second.)

I'm not imposing my personal view of what i want in the game. I'm just giving a specific example so as to not sound vague.
 
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@craylest In a game of a first person perspective locked unarmed melee combat system, describe how you would design and implement such a system in a world where machine augmentations of the body are prevalent.
 
Obviously they didn't "literally copy-paste" the fist fight codes from the previous games (i hope so).

If you compare a fist fight tournament match from the Witcher 3 with that fist fight seen from Cyberpunk, what difference do you see or feel other than the perspective change?

For me, i see that

- the enemies attack in almost the same intervals, and even in the same attack variations. This is a Cyberpunk world, why aren't the enemies have some augmentation for more impactful punches (could be indicated through simple smokes coming out of their arms or elbows), or speed boosters for dash. Well the boss from the animals gang did have a dash move, so does having a simple dash move make them a boss? come on !!

- the actions available at the player's disposal are literally the same, a light attack, a strong attack, a dodge/ sidestep, a basic kick. needless to say all the animations look lame and boring.

- the hit impacts feel the same, but even worse in Cyberpunk, when the player character gets hit, there is only a UI indication and a slight player character position displacement.

- when knocking out an opponent, he immediately falls down in the same fashion as seen in the Witcher 3, even the same ragdoll or rolling in pain animation. if there is a difference, i really couldnt notice it.

- strategy employed were the same, you wait for them to attack and then land a counter attack.

- collision detection and audio queues were extremely weird. And i don't think its due to the fact that the demos were played through a streaming media (similar to stadia and steam remote play), that would only explain the slow react because of latency/ping.

- when counter attacking, 3 impact sounds were played, but the actual contact points were just 2, the block and the attack. The third sound had no purpose other than creating a false psychological assumption that the fight was "fast paced" but in reality there were only two actions done there. I really didn't think CDPR would implement something like this.

Initially i was thinking "why is he stating the obvious", then i went to recheck how fist fights were in witcher 2, yea my bad there, i completely forgot that fist fights were quick time events in witcher 2 (its almost been a decade), but hey, the moves he does in witcher 2 seem way better than those in witcher 3, like the fast flurry punches.

Sorry about that lol, I suspected that you were talking about witcher 3, but since you repeated TW2 various times I took my chances.

Alright so now I'm much closer to your opinion about hand combat, on paper it's pretty much similar to TW3, except that I think many of your valid and undeniable criticisms are explained by what footage we saw. This was prologue content, we're looking at the stupidest and less capable enemies and at the most basic V you could get as a fighter. If as we progress through the game, we don't get new types of attacks or actions, and we don't face enemies with increased capacities as well, then you are 100%, but that's all hypothetical for now. While the witcher 2 did had better animations its just not gameplay anyway so you know already, its always the same with games: easy to make stuff look good if its just a movie.

And again about hit detection, sounds, feedback, etc., do keep in mind this is all footage far away from release, I'm expecting things to get a lot better when the game launches like with other games. 85% of dev time is implementing, creating, and making stuff function, the last 15% is making it good. If it doesnt get better, then you were right.

Lot of people feel that animations are the ultimate last and final part of developing a game, that might have been the case before, but now with motion capture, i dont think they would hold that as the literal last piece of development. every mechanic from siting to fighting has to be done in coordination with its animation.

I'm pretty sure CDPR doesn't consider these as WIP, who in their right minds would show WIP content to news outlets and in trailers?. I'd wager CDPR uses these 5 months to remove bugs like glitches, collision clipping, path finder, damage values, collision detection etc. I'd be more than happy if they do improve these combat systems and add animations. But i'm under the impression that they have already finalized these.

The early trailers from the witcher 3 have pretty solid and good looking mechanics. They did remove sliding and monster mounting as shown in the swords of destiny trailer, but there was never too much hype for those features.

Motion capture doesn't really change the process order all that much, you still start with a certain animation, whether captured or not, and you still need to polish it all the way til release. Remember Mass Effect Andromeda? that legendary trainwreck had both motion captured and hand made animations that were not polished sufficiently.

What I understand about making game animations, (I'm kind of a game developer but not on animation so bare with my limited knowledge of it), is that gameplay and controls always come first, and visual quality comes second (unless you have specific games that don't care about gameplay much like old ass creed games where interaction loops were super limited and it was more like triggering fighting mocap than actually being in control of each attack and so on). So what you do is: first you make sure the animations are appropriate and match with the game's logic, and then when that means you have a working playable game, you use the time you can to blend them and fix them without breaking the controls with additional delays or anything like that. This is why games always have that jank before release if they're trying to have gameplay with significant control over individual actions (instead of triggering a full combo or a grab), because they need to make sure the game works, that you can move and cancel moves with game design based timing, so animations will look like shit interrupted and all.

What CDPR seem to be making here, is hand combat with priority on agility, controls, quick reactions (opposite to what TW3 was btw with its clunkiness), and that is harder to make look good. That doesn't mean it has to look bad, but whether one prefers more something that plays good or something that looks good, is subjective. I personally prefer responsive controls and close one to one input to character action.

This is absolutely 100% work in progress, really, trust me on that, or ask some devs of any game. What you show and how depends on your marketing and dev process, but its ALL WIP, in all cases. CDPR has a history of showing honest and balanced footage in trailers and gameplay videos. Generally studios cherry pick what already looks acceptable and improve it as much as possible if its a specific demo for E3 or something, but at this stage where they already even let people play the game? this is not curated or controlled, its the real deal, and the real deal is rough.

TW3 early footage, look at the griffin hunt in 2014 for instance, even jogging looked bad vs. release, one of the most fundamental animations you're gonna see all the time in the game, and Geralt didn't even adapt to terrain inclination by then.

The purpose of showing trailers and gameplay footage are to represent to final product and make potential buyers interested in the game. It's marketing, i repeat, no one in their right minds would show a WIP content on their trailers and advertisements in any industry.

The purpose of pre release material is to convince potential buyers, but that's just the description of your ultimate goal, not of how you're going to achieve it. To achieve that, some try to show flashy graphics whether they're true or false about a possible release version, or maybe they conveniently avoid showing uncut gameplay, some features, unplanned AI behavior, etc. Others, like CDPR, do a balance of curated footage to hype and impress, but also with honest raw footage to build trust that this is a real product working in real time. Remember the debut trailer of 2018? some NPCs even lacked heads, literally, and they left that in. And like I said before, in the BEST scenario possible for the look of an unreleased game, its STILL not a representation of final quality at all.

If you check again previews for E3 2018 demo for journalists, you'll hear again and again, how a big part of why journalists were impressed is because they did show the game's problems and unpolished stuff along with the impressive visuals or whatever. Cause vertical slices or straight up fake pre-rendered footage have been used to fool press and people too many times. Basically, looking too good is suspicious (and can get you in BAD trouble if later you have to downgrade early yet real footage), and showing imperfections is part of a good and safe marketing strategy for a real product and not a lie.

In your exact words, I'm pretty sure there were more important things to be done in the witcher 3 than "Gwent" which is not anywhere even near the core mechanics of the game, and not even considered a side stuff mechanic. So please, CDPR are more than willing to put resources into side and non-core mechanics.

You know how detailed Gwent was in witcher 3. But shit like unarmed combat in cyberpunk "is the core mechanic" as it exists as a reliable alterantive in combat. Which looks extremely boring and dull right now. Unarmed combat doesn't have to be as detailed and complex as a fighting game. But it certainly needs more, and that's the point of this thread.

Oh you are completely right, I don't think CPDR aren't willing to put resources on side stuff, some times they do, other times they don't, and it depends on the content and the game. My point is that they shouldn't do it much.
I don't quite agree with their decision of making GWENT detailed in TW3 (although we dont know how many resources it really took so it could've been really cheap, its still just programing and card art, not 3D animations stealing workers from sword combat or boxing), and I agree with you that unarmed combat in CP2077 is something far more important than that, yet also expensive to implement, tweak, and polish.

I never wanted it to be the best of every other AAA game.

But seeing sword animations like Skyrim (2011 game) and unarmed combat like witcher 3 (2015 game) and other similar features that haven't evolved at all are what disappoints me. And this is CDPR we're talking about, they are all about making ambitious titles. So expecting better or atleast on par with other good games isn't too much to ask.

Its disappointing, I hear you, and for me too, but their priorities seem to remain the same: story, graphics, choice and consequence, art quality in writing, music, and visual design. That's a tall order already to be industry leading. Game design, gameplay systems, and everything related to that, has always been a weak point in their games sadly. They're getting better, but its still not quite there. Its the first time they do 1st person, gun combat at all, driving, or a large city.

In a simple numerical example, let's say my expectations of cyberpunk's gameplay was 100
I wouldn't have cared or would have been satisfied enough if the game's actual gameplay was 50-80

But what i'm seeing on the trailers and gameplay footages are 20-40
that's why i feel so disappointed.
And with all the features being removed like vechile customization, trains etc etc
It's definitely not helping.

When you consider the hype we had for the game. Is it really unrealistic expectations?

Right, that sounds like an awful gap, I get it now. I'd say my expectations for gameplay are like 70/100, 100 being the best gameplay possible for this kind of game. And so far it seems like a 70 actually. Maybe less, maybe more, well to be precise in some places more, in some less. Let's not forget though, that gameplay quality does not always involve things that are easy to spot in footage, especially in an RPG.

The hype discussion is very complex and interesting, cause CP2077 is a special game that blends many different kinds of expectations that very different gamers could have. But we all have our darlings, so it depends on what were the ones that carried the heaviest hype weight for you. If gameplay was it, then idk what to tell you, I think most people that know this company never had high hopes for its gameplay. Now if we talk about the other stuff... thats a another matter.

Additionally, in these 8 years we've been waiting, the project changed a lot, and information was sparse. Originally, what we knew about the og CP2077 was insane, a perhaps impossible to make game (for any current company, even Rockstar), and that gradually got more and more down to earth. Remember it was meant to be pretty close to the pnp game?, with mainly optional quests forming your unique char's story instead of an overpowering main story like most AAA rpgs, and even third person + 1st person were considered.

Then that changed completely, and it got closer and closer to a witcher 3 structure RPG even if it's still very different and more open. If you didn't keep up all these years with the news, or you didn't know exactly whats the project they're aiming to make in the last few years, I can imagine that the reality of it must be very hard to tolerate. But if you did follow all this stuff, then idk how you felt about it.

Was there ever any substantial indication or "promise" by CDPR themselves that they were going to make a game with excellent gameplay that's massively improved over TW3? To me there wasn't, but we all interpret stuff differently, so fair enough I can't say whether your expectations were unrealistic. Other than CDPR, it is true press and gamers overhyped this thing incredibly, so that makes it harder to get a grip of what the company actually meant and had the capacity to do.

I always pay close attention to what the devs say, and especially to what they DON'T say, that reveals the truth the same if not more.
 
Small point of game immersive detail. But will we be able to buy food/drink to replenish health? Or just be able to eat to maintain a health bar that feeds into/boosts our combat stats? Something similar to RDR2 where if you fail to eat, your character's physical appearance, combat skills and health suffer over time. And your PC will experience starvation if you don't let them eat?

Basically just how immersive are those vendor shops where consumables like food, water, alcohol/beverages, and possibly drugs are concerned? I've yet to see this explicitly commented upon in any of the reviewer play throughs of the Night City prologues. There was ONE random encounter event where it sounds like the reviewer was eating a hotdog? or some food item in the middle of a fire fight.

TL DR : Will consumption of food/beverages be a practical feature like in The Outer Worlds or vanilla Skyrim (where food is treated like potions to grant different combat buffs etc)? Or is it more of an immersive feature which subtly affects your combat skills over time like in RDR2?
 
And I guess no honest feedback to the developers during a time that it matters the most (months before the game releases) is immune to nitpicking either.

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I think it has something to do with the fact that a bunch of people are hanging on to Cyberpunk2077 for dear life as a genuine good quality escapist experience considering the state of the world, and I don't mean anything political or virus related in any way. Some of us have a really, well, certain kind of view, or opinion, or well, how we feel about life on earth, and when a game as great as Cyberpunk2077 comes along, made by people as great as CDProjektRed, it really really matters to us a lot because we're just waiting for that chance to immerse ourselves in a world of imagination and forget just for a single moment how bad things are, and sort of just focus on an experience where our choices actually do matter. A world where we can actually make a difference. When we see things being dropped and choices and options being taken away or just simply going bye bye for any number of reasons, even good reasons, we get depressed, like very depressed, because that experience we're all looking forward to is now diminished, not the same it could have been, you see, we could get every vitamin and mineral in the world from A to Z, but without a full and proper dose of Vitamin Cyberpunk, we're just starving. We're desperately and fearfully and excitedly anticipating the moment where we find out, is Cyberpunk a full spectrum multivitamin, or is it just like a 50% reccomended daily allowance add-on supplement?

I may want what I want, and I may need what I need, we may all those things, but I know that we know, we are also maybe mildly kidding ourselves a little, but yea, we are aware, we're imperfect human beings, and we should never put our full faith into something, anything imperfect of this imperfect world. It will never be perfect, so yes of course it is foolish on my part to say that I expect that, and I don't expect perfection, even though I may hope for something above average, but that doesn't make it hurt any less.

And even the greatest games become boring eventually.

Are we all vampires? Always forever thirsty for more? Never satisfied? Never QUENCHED?

Or are we just waiting for the one and only true thing that will ever give us what we need.



I know it will be good, but when, when will it be done.


Not asking moderators any questions here because I know it isn't allowed, Only asking other forum users: Does anyone know why uploaded images turn into gray bars after a day? It's a very frustrating website glitch. :shrug:
 
This was prologue content, we're looking at the stupidest and less capable enemies and at the most basic V you could get as a fighter. If as we progress through the game, we don't get new types of attacks or actions, and we don't face enemies with increased capacities as well, then you are 100%
And again about hit detection, sounds, feedback, etc., do keep in mind this is all footage far away from release, I'm expecting things to get a lot better when the game launches like with other games. 85% of dev time is implementing, creating, and making stuff function, the last 15% is making it good. If it doesnt get better, then you were right.

Then i hope im wrong, for my own sake.

This is absolutely 100% work in progress, really, trust me on that, or ask some devs of any game.

If it is truly a WIP content and that it would be further improved before release, like you and many others say, then my disappointment has already been significantly dispersed.

The purpose of pre release material is to convince potential buyers, but that's just the description of your ultimate goal, not of how you're going to achieve it. To achieve that, some try to show flashy graphics whether they're true or false about a possible release version, or maybe they conveniently avoid showing uncut gameplay, some features, unplanned AI behavior, etc. Others, like CDPR, do a balance of curated footage to hype and impress, but also with honest raw footage to build trust that this is a real product working in real time. Remember the debut trailer of 2018? some NPCs even lacked heads, literally, and they left that in. And like I said before, in the BEST scenario possible for the look of an unreleased game, its STILL not a representation of final quality at all.

If you check again previews for E3 2018 demo for journalists, you'll hear again and again, how a big part of why journalists were impressed is because they did show the game's problems and unpolished stuff along with the impressive visuals or whatever. Cause vertical slices or straight up fake pre-rendered footage have been used to fool press and people too many times. Basically, looking too good is suspicious (and can get you in BAD trouble if later you have to downgrade early yet real footage), and showing imperfections is part of a good and safe marketing strategy for a real product and not a lie.

I fully agree, in retrospect i think i did go overboard by saying no one in their right minds would show WIP content.
Showing WIP and actual content is certainly a true and fair business practice. And it feels even better to know CDPR didnt polish a particular part of the game just for marketing or influencers.

But the unarmed combat still worries me here, considering the game was suppose to be released way back on april, so were CDPR this behind on their own schedule? even so, i'd totally prefer waiting longer. But still. And the thing is, if they had shown more mechanics like grabs throws or even varieties of kicks, all buggy and unfinished.That would have been totally fine, but instead its the most basic form of fist fighting with heavy work in progress indications. I doubt that they would add new mechanics at this stage. So the most improvement i could expect now is polishing it to make it more impactful, responsive and adding new animations as variants to the existing attacks.

Was there ever any substantial indication or "promise" by CDPR themselves that they were going to make a game with excellent gameplay that's massively improved over TW3?

There actually was a official communication from CDPR around the time of the early 2018, stating the aspirations/developmental objectives for Cyberpunk 2077, I am unable to recall where i read it, i suspect it was an article/thread or some investor briefing. The closest i could dig right now is this reddit post and this article.

The original seemed like CDPR's vision for cyberpunk 2077, it contained many motivational statements like CP77 becoming the most successful financially etc. But the ones that stuck to me were -

"Cyberpunk 2077 will be better than the Witcher 3 in every way possible"
"Cyberpunk 2077 will be the most immersive ever made" (most immersive at time of launch i guess)

It was an actual legit communication from CDPR, and not some some modified/over-hyped news regurgitated by some news outlet. And thus, those statements became the pillars of my hype and expectations for Cyberpunk. I do have way more realistic and down to earth expectations now.

But seeing mechanics that are very close to the witcher 3, where finding difference among them is hard. When they aimed for the game to be better in every way possible. And seeing basic immersion aspects being removed or poorly done when the game was supposed to be the most immersive.

Those are the causes of my disappointment.
 
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Obviously they didn't "literally copy-paste" the fist fight codes from the previous games (i hope so).

If you compare a fist fight tournament match from the Witcher 3 with that fist fight seen from Cyberpunk, what difference do you see or feel other than the perspective change?

For me, i see that

- the enemies attack in almost the same intervals, and even in the same attack variations. This is a Cyberpunk world, why aren't the enemies have some augmentation for more impactful punches (could be indicated through simple smokes coming out of their arms or elbows), or speed boosters for dash. Well the boss from the animals gang did have a dash move, so does having a simple dash move make them a boss? come on !!

- the actions available at the player's disposal are literally the same, a light attack, a strong attack, a dodge/ sidestep, a basic kick. needless to say all the animations look lame and boring.

- the hit impacts feel the same, but even worse in Cyberpunk, when the player character gets hit, there is only a UI indication and a slight player character position displacement.

- when knocking out an opponent, he immediately falls down in the same fashion as seen in the Witcher 3, even the same ragdoll or rolling in pain animation. if there is a difference, i really couldnt notice it.

- strategy employed were the same, you wait for them to attack and then land a counter attack.

- collision detection and audio queues were extremely weird. And i don't think its due to the fact that the demos were played through a streaming media (similar to stadia and steam remote play), that would only explain the slow react because of latency/ping.

- when counter attacking, 3 impact sounds were played, but the actual contact points were just 2, the block and the attack. The third sound had no purpose other than creating a false psychological assumption that the fight was "fast paced" but in reality there were only two actions done there. I really didn't think CDPR would implement something like this.



Initially i was thinking "why is he stating the obvious", then i went to recheck how fist fights were in witcher 2, yea my bad there, i completely forgot that fist fights were quick time events in witcher 2 (its almost been a decade), but hey, the moves he does in witcher 2 seem way better than those in witcher 3, like the fast flurry punches.



Lot of people feel that animations are the ultimate last and final part of developing a game, that might have been the case before, but now with motion capture, i dont think they would hold that as the literal last piece of development. every mechanic from siting to fighting has to be done in coordination with its animation.

I'm pretty sure CDPR doesn't consider these as WIP, who in their right minds would show WIP content to news outlets and in trailers?. I'd wager CDPR uses these 5 months to remove bugs like glitches, collision clipping, path finder, damage values, collision detection etc. I'd be more than happy if they do improve these combat systems and add animations. But i'm under the impression that they have already finalized these.

The early trailers from the witcher 3 have pretty solid and good looking mechanics. They did remove sliding and monster mounting as shown in the swords of destiny trailer, but there was never too much hype for those features.
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Damn, that was deep. Agreed.
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The purpose of showing trailers and gameplay footage are to represent to final product and make potential buyers interested in the game. It's marketing, i repeat, no one in their right minds would show a WIP content on their trailers and advertisements in any industry.
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In your exact words, I'm pretty sure there were more important things to be done in the witcher 3 than "Gwent" which is not anywhere even near the core mechanics of the game, and not even considered a side stuff mechanic. So please, CDPR are more than willing to put resources into side and non-core mechanics.

You know how detailed Gwent was in witcher 3. But shit like unarmed combat in cyberpunk "is the core mechanic" as it exists as a reliable alterantive in combat. Which looks extremely boring and dull right now. Unarmed combat doesn't have to be as detailed and complex as a fighting game. But it certainly needs more, and that's the point of this thread.
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I never wanted it to be the best of every other AAA game.

But seeing sword animations like Skyrim (2011 game) and unarmed combat like witcher 3 (2015 game) and other similar features that haven't evolved at all are what disappoints me. And this is CDPR we're talking about, they are all about making ambitious titles. So expecting better or atleast on par with other good games isn't too much to ask.
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In a simple numerical example, let's say my expectations of cyberpunk's gameplay was 100
I wouldn't have cared or would have been satisfied enough if the game's actual gameplay was 50-80

But what i'm seeing on the trailers and gameplay footages are 20-40
that's why i feel so disappointed.
And with all the features being removed like vechile customization, trains etc etc
It's definitely not helping.

When you consider the hype we had for the game. Is it really unrealistic expectations?
I really feel like you struck a very true note with everything you said, it really gave me serious feels. I agree with most of what you said. maybe all of it.
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CDPR has never been known for its groundbreaking animation like Naughty Dog though. When I hear "ambitious" and "CDPR" in the same sentence, I think story choices, characters, detailed world. Not combat animation.
Yea but that doesn't mean we shouldn't be vocal about it while it could still make a difference. I rather CDPR innovate and make something new that's really good, or be inspired by something else that already works, rather than keep the fighting from the Witcher 3 in Cyberpunk2077. Everyone that's comparing Witcher 3 fighting and Skyrim swords to the katana gameplay and fist fight gameplay in Cyberpunk2077 is 100% spot on, and I couldn't agree more.

I the more I watch the katana and fist fight gameplay, the more I realize how much I dislike it. It looks so much like W3. It looks so so bad. I was in denial before, but I keep watching it over and over and It's just undeniable. I can not ignore it, it's totally true.
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Keep in mind CP2077 is first and foremost an RPG.
Not an action game (Doom).
Not an FPS (Call of Duty).
Not a melee fighting game (Mortal Kombat).
Not a driving sim (Richard Burns Rally).
Not a wasteland survival game (Mad Max).
Not a "create your own story" open world (Skyrim).
Not ...
Not ...
Not ...
To expect any aspect of the game (combat, driving, ect.) to play as well as a game dedicated to and designed around those game mechanics is wishful thinking at best, foolish at worst.
Cyberpunk does have RPG elements, but it also does things that are sort of outside that box as well.
It may not be doom, call of duty, or any of those other games, but it has things in it that are very similar to those genres that make Cyberpunk2077 very special, just how Star Wars (original trilogy) contained Sword Fighting (medieval) with laser swords (Science Fiction) and the force (Fantasy) and even emulated and gave many respectful nods to the story of king arthur, among many many many other themes and genres combined together, the amalgamation of which created one of the greatest stories/movies the world has ever seen.

Cyberpunk is part RPG, so if it shouldn't or can't be anything else, going by that logic, if Cyberpunk isn't any of those games, then CDPR should just remove anything too exciting or explosive or wild so the game can not be called "action" any more, remove all the guns and put the entire game into third person so it can't be called FPS anymore, remove all cars so it can not be called a driving sim anymore, remove all of the desert areas outside the city, as well as the nomad story line so that it can not be called "wasteland" anymore, remove the ability to go anywhere in the city or outside the city so it can not be called "open world" any more. But that wouldn't make for a good game, because all of those things matter deeply to the gameplay of Cyberpunk2077.

Remember that episode of Malcom in the Middle where Malcoms friend's mom brings him "cheese-less sauce-less pizza" because his friend has many allergies, well, supposedly according to his overprotective mother which the episode seems to lightheartedly joke about, and Malcom says to his friend "Cheese-less Sauce-less Pizza? Isn't that just bread?" and it makes you feel bad for his friend, who probably would like to enjoy real pizza.

Cyberpunk2077 needs to have all the toppings, or it will be nothing but a stale piece of bread, and the fans don't want that, and CDPR, who are passionately making the masterpiece that is Cyberpunk2077 don't want that either. :shrug:

At the end of the day, I honestly wont really argue either way, which is which, what is what, the point is that Everyone wants a full topping pizza, regardless of what the game is labeled like. :) (y)
 
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I might be wrong, but the bad animations and gameplay problems shown so far are based on an old game build. So CDPR already might have solved some of the stuff.
 
I might be wrong, but the bad animations and gameplay problems shown so far are based on an old game build. So CDPR already might have solved some of the stuff.
If that's true, and I'm gladly willing to think that if anyone can confirm it's true, my new question is why would cdpr continue showing footage based on outdated game builds? I'm not assuming that, I'm just asking, if it is somehow actually the case. :shrug:
 
Deus Ex 3.0 can they live up to it?
You know for some reason, I really did not enjoy deus ex human revolution, and any deus ex game that came after that. It felt like my choices were severely limited, like in mass effect games. I feel like the only good mass effect game was mass effect 1, and I feel the only good deus ex game, was the classic original one. However, the story may have been excellent in mass effect 1, and the story may have been excellent in the original deus ex, but the actual gameplay itself in those two games were absolutely awful in my opinion, even though the story was excellent. It definitely affected my ability to enjoy those games as good as I could have.
 
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