I´m judging from my play experience, most people actually complain that "V is always a streetkid" not that "streetkid" was underdeveloped. I say, don´t look for streetkid,nomad,corpo plotlines because the plotline is V the merc and how is his/her story from low-level merc with Jackie to Devil/Sun/Star/Temperance/Suicide.they said that each path would be developed, but that you could move around freely in an interview
I would not say that is nomad,corpo and afterlife path.nomad path(path thats leads to an ending joining nomads)
Corp path (path leads to an ending joining the corporation)
afterlife path (path leading to join afterlife)
I would say that is give up ambition to become a legend to find a new friend/family that you are missing (the 6 month timebomb you are not aware at that moment), easy way out at the cost of selling yourself (notice how is the straightforward path that requires less player effort, excluding suicide), continue your ambition of becoming a legend.
Agree that is immortality by achievement (still think is a suicide run and reference to Icarus myth). What I don´t agree, is that it seems that you see Mercs in Afterlife in the same way as Nomads. Afterlife is a fancy employment office for the best Mercs and where the best fixers can conduct business,when you step in with Dex you are already part of the Afterlife. You end in Afterlife "sun" ending because you decided to do things the Afterlife way : call Rogue or go alone . Calling Rogue is repeating what she already did in 2013 and 2023 and you know her position in NC; going solo with Johnny is trying to be the most badass guy/girl in town (Johnny says that directly in secret "you discovered what it means to be a legend?"-not exact words maybe-); both are equivalent (in Rogue, well somebody dies).with Afterlife, you really only get closer to rogue, not really the organization, and you mostly help Johnny set his life straight, which leads to rogue helping you, for Johnny, then you become leader of mercenaries. The sun theme is apparently becoming immortal through achievement. It just ties together very poorly, the theme of the epilogue, the sidequests that lead to it, and the ending path missions barely match. The theme, or motivation one might have on this path is all over the place. and it loosely ties to the other themes developed earlier, and coincidently no real origin.
Partially agree, V did stuff for them without reward-assuming, player is not trying to score with Panam- at all and risk for his/her life some Nomads do that for the same reason, others not. For sure joining Aldecaldos benefit the clan also (at least from Saul's point of view , but is not only whatever they get from the raid the clan if survives will be stronger-thats a big IF for them-).I could see V staying with Aldecaldos as a pretty natural progression of that choice if they risked their lives just to help V but it's a mutually beneficial arrangement.
The two choices in Devil, are equivalent to the two choices in Mikoshi that branch into Sun/Star/Temperance (accept mortality-or humanity if you prefer- or the promise of immortality-become more than human or different than a human-).Edit: I don't want 10 choices, but 2 would have been perfect. The Devil ending has two choices, why couldn't the Star (stay or leave with the nomads) and the Sun (reject or accept major leagues) also have two?
I think we already discussed in the past, but just for the record : I completely agree, when factoring romance Kerry/River don´t get the same treatment in general and is even more clear in "star" (if any of my previous posts give another idea I apologize, I completely understand the issue when factoring romance and the different treatments of the different LIs).The Star ending is as "fan service" as it can get. I agree that the basic story was written without romances in mind but I wouldn't discount them entirely. When you look at how male LIs are treated in general and the LIs who stay with V, only in the most hopeful ending also happen to be the favorites. (I don't mean this in an accusatory way, just not sure how to word it better).
I want to believe, that is the consequence of writing the story without LIs in mind + good character development that made the backgrounds of the characters well defined; when they added romance either they failed to recognize that-fan service by accident?- or it was no easy way to keep the themes (which I agree, that not everybody might like) they wanted to touch and change River and Kerry . I can imagine a "fix" for River, but for Kerry I don´t think is an easy character to change.
Is an actual decision and completely related (from my point of view) based on who you call (or not in suicide and secret) and fits the narrative. That is handled the way that is handled, I might agree that it could have been done in a more branched way (like going with Panam after Hellman closes Rogue or something like that)-I don´t dislike as it is, but I see the complaints-.This should have been an actual decision, not something tied to an unrelated choice, and it wouldn't contradict anything as long as said decision is directly related to the narrative and it would be. The game handled this in a very binary and constricting way. V choosing quiet life (meaning no riches) but still staying in Night City is no more fan service than the Star ending already is.