I bought the game on preorder and I'm 50 hours into my third attempt to play through the whole game. The first attempt was abandoned because of "issues" my second was the dog's fault for pulling my ps4 off the side and mine for not having backed-up.
My point is that the protracted nature of my progression has given me a lot of time to think about the game, and has changed how I'm playing it.
In my first two attempts, I was distracted by the things I felt should be filling up the open world, radiant quests, unscripted interactions etc and trying out perks and combat. I got a couple of quests in to Panam's story on my second attempt and I was also viewing the side quests and ncpd crimes as map filler. I hadn't appreciated the level of thought and narrative storytelling involved in these side elements.
This time round, I guess because I'm so pleased it's playable and having been frustrated for so long I have been really taking my time, and making sure I complete as many side quests, gigs and crimes as possible. I decided to have a sofa day today and played for 7 hours straight. I've just finished all the ncpd quests in Watson and I've done quite a few for Wakako and the captain.
I think I'm starting to understand why CDPR have taken the approach they did. Each side quest embellishes elements that are touched on in the main quests and all of the crimes add detail and consequences for some of the "little people" in those situations. For each assault in progress there are at least two shards and sometimes emails that give context and expand on the lore and the background and back-stories.
Someone (well I guess a whole writing team) has gone into extreme lengths to consider the whole context of a situation and what the knock on effects would be.
/spoilers/
The stallholder who grassed on the tigers from the market investigation who's trying to leave night city to save his skin only to be told there's no funding for his witness protection and so he's getting on a boat only to be sold out by bent policemen to the very same tigers.
We're introduced to relationships between fixers, dealers, pimps, netrunners, good people trying to get by and bad people trying to take advantage.
Now I've realised all that detail is there I think it adds to the city.
There is a but though whilst it's amazing at the first encounter now I've decided to take the time to read all the shards and listen to the incidental conversations, I'm not sure what it means for replayability, or actually how many people will take the time required to digest it.
Most players don't finish every quest in a game, even fewer replay the game again in search of alternative outcomes or trophy hunt.
If you don't take the time to digest the information then you're faced with a quick fight, some loot and then a barren area of map that there's no point returning to. To be honest, I'm not sure how many of the reported crime missions I'll do on my future runs,
but I know I'll play through the other life paths and make different decisions in the story. I'm sure I won't have found every hidden gem in one run.
So I'm on the fence here really. I really like the extra stories, I really appreciate the effort that's gone in to them, but I missed them on my first play and if it wasn't for the wait becuase of the bugs I would have probably finished the game by the time I hit 50hrs and been complaining about the lack of content in the open world.
right, but the way I see it, the people who miss this, don't really want it. Its meant to be there for people who want to relax, and read and understand the context. For some other people it slows them down, and dullens their focus.
I think the biggest problem is when people play the game in ways they don't want to play it, because they believe they are supposed to. Some of these people run through all these side quests, and they don't really care, and others want to slow down. but feel like aren't supposed to. The game is designed such that you get as much or as little as you desire from it.
I don't think there is many solutions to this, just by tracking and describing quests as main or side quests, or gigs, people take their own preconceived ideas about how they should approach them, from a meta standpoint. Also people bring their own ideas about how to play the game, from other games they have played. Some see every aggressive npc as some one you are supposed to kill. Or the fact that Guns drop, means the best way to get items is to kill non stop, picking up everything and hoping for a rare drop.
Maybe we played different versions of GTA, but I always felt like the stories were there because the designers thought they had to be; the story always seemed in service of starting missions, rather than missions being in service of moving the story like they are in CP2077.
Like, I only played from III to V, but I could barely tell you the story of any GTA game.
Vice City...? Uhh, mob dude in 80s Florida, obviously meant to be "Miami Vice". Don't remember why, or any characters. Hell, barely remember the main character's name. Tommy Frezetti, or something? I might be mixing that up with Joe Pesci's character in "Goodfellas".
San Andreas...? Gang dude who loves his mom does stuff in what I suppose is pseudo-LA? Really don't remember anything else.
GTA V...? Clearly meant to be "The Sopranos", but it changes characters every few missions. It's weird.
...and like that. The stories were completely unremarkable.
CP2077's story, however, is fairly memorable; certainly moreso by comparison to any GTA game. I can name characters, describe what they're like, describe how they look, etc... I was never invested in any of the GTA characters; goodness knows I never teared up at their deaths the way I did with Jackie's.
So, I mean...that's why the comparisons to GTA fall flat for me. Sure, we drive around a big city and kill people because we're totally a criminal, but that's where the comparison ends.
(SIDE NOTE: I'd give a lot for "Grand Theft Astro", where it's GTA in a futuristic setting, preferably a retro Googie/Ray Gun Gothic style, a la The Jetsons and Futurama. I would buy the ever loving crap outta that game!)
mercs aren't exactly criminals, in night city stealing is normal. Its like insulting/lying about someone, the law generally won't get involved. Murder is acceptable unless they are unarmed and harmless. (and a large part of the population is armed). Or i
this is one of the reasons they pay mercs, someone to enforce what they consider justice to be. Or stealing. Heck even the heist, you are robbing yorinobu, who is robbing Arasaka, who robbed Alt.
Notice how NCPD was never involved in any of that.
The open world is essential to the experience but the game having been rushed out, everything that is there to support character leveling is badly implemented or inconsistent outside of certain gigs that tie into the main story.
Approach to missions.
Although, there is lore to be found in every district with side missions having a lot of depth with an overarching plot leading from one mission to another (Watson district and the snuff BD factory continuity, Netrunners dens with email to Regina, etc.), the fact that the map is pre-filled with gigs and the impossibility to solve any missions by talking to local bosses first or straight up discovering or investigating building and places, completely negate the immersion.
We can talk to Dum Dum and Royce into taking credits for buying the spider-bot and leave peacefully but we can't present ourselves the same manner, or even try into any other scenarios.
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FIxers
The Fixers are the reason we are going out in the world in between the main story moments. They are suppose to be the pillars of our leveling but might as well just be existing only on your phone. Outside of the main story, there is no incentive to pay them a visit. Why do we have to go visit Wakako after The Heist, just to be wired the money few feet away from her? Because she is part of the main story later on. That's the only reason.
You know at least Padre and Wakako from the 6 month montage of your introduction to Night City. If you don't play Street Kid, Padre does not remember you after the Heist and introduces himself even though you and Jacky made him a lot of money.
Padre is local mafioso with the Valentinos under him, Wakako has the Tygerclaws. Although it's understood that local gangs have a certain autonomy, contrarian or not to their fixer's plan and way to do business; you can murder everyone of them, disrupt all of their petty crimes and daily racketing, the fixers will never call you or go after you.
For working with a fixer, you don't get their minion's support or neutral state of engagement. The police scanner forces you de facto to be at war with any criminal activity even though you should be able to profit from it yourself, under the fixer's blessing in his/her own district. It makes sense when faction are infringing on other districts (Tygerclaws in Watson, Maelstrom in Heywood, etc.) but it's not otherwise. Watson should be the only district where no crime is welcome because Regina has no tie to any gangs.
With no faction/gang system, the map for gigs and side jobs feels daunting and superfluous at the same time.
> What would be good incentives to work for a fixer:
1-Possibility to rent an apartment or hotel room in the fixer's district.
2-Being able to take jobs directly from him/her instead all locations marked on the map.
3-Gaining reputation that gives you access to more important-dangerous gigs over time. (Would set a good approach to leveling and difficulty).
4-Getting daily cuts from the local racketeers as extra money / and-or / being neutral to them
5-Having the Legendary Set of clothes being a reward for completing all the important tasks from the fixer.
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There is many other other things I want to talk about but the bed is calling.
Thx for reading.
The truth is, mercs don't solve crimes, especially before they happen. That does mean V's insight into the world is almost completely through the lens of crime scenes, and being nosey on cases. I can see why people miss the rpg trope of being an adventurer, who solves people's problems and makes their lives better, thats usually not the job. There are a couple of rescues, but mostly the merc is called after the fact, or with a task that isn't helping anyone other than their client.
As far as the fixers,
Padre probably wasn't paying attention to V, at that point you were a nobody, just some muscle that Jackie was working with. You weren't a known merc, Jackie was. If you were a nomad, no one had ever seen you before. If you pick corpo, you are middle management who grew up in the better side of town.
Also Padre doesn't have the Valentinos under him, He is his own faction, with connections to everyone in Heywood. Valentinos, NCPD, politicians. He works with them sometimes and sometimes against them. The top fixers play the game of trying to control the balance of power of the area, they don't want anyone getting too powerful, but they generally need to maintain relationships. So Padre sometimes works for six street, sometimes for Valentinos sometimes with Government. He does seem to have a slightly soft spot for Valentinos lives. But the Valentinos dont answer to him, and from some shards, are actually bothered by his influence
Wakako is Similar, but she appears to have deeper famial ties to the tigerclaws, at the same time she seems to care less about V attacking them. It actually seems like she only really values her personal connections, Her personal gigs seem to involve helping her mercs. Outside of that, it seems to be only about the cash.
Dino seems to be closer to a normal fixer, doesn't seem like he controls the politics of his area like wakako and Padre. El Capitan seems like he is trying to be more like a wakako/padre but slightly less jaded.
I will say, it feels like there should be at least a little more convo with fixers, especially as you work with them more. Going to see them should be a little more than it is.