What exactly did Cyberpunk 2077 have, that hadn't been done before?imo, the game had incredible (even revolutionary) ideas
What exactly did Cyberpunk 2077 have, that hadn't been done before?imo, the game had incredible (even revolutionary) ideas
no loading screens, vertical instead of only horizontal map depth, 3 different approaching types that can be mixed (brute force, stealth, quickhacks), modifying your own body to become a cyborg that can override your humanity if you push it too far, super realistic facial expressions and body language, huge npc crowds that make the city feel alive, great attention to details and breathtaking looks of the city overall with all the ads and neon lights everywhere, a world next to the real life (cyberspace), text messaging system (and phone calls) for conversations with main characters, exceptionally well written side-stories (some even better than the main story), nice variety in weapons, items, gangs, world parts (districts), street cred to let everyone know you're something better and someone you shouldn't mess with, extreme life-insurance system (trauma-team), the overall idea of a corrupt city with a divided, superficial and materialistic society where only the rich and criminals survive, ...What exactly did Cyberpunk 2077 have, that hadn't been done before?
Just for argument sake: having great ideas can indeed mean they could be done before. But CP can take them in a direction that makes it so they remain good ideas regardless. This is not mutually exclusive.What exactly did Cyberpunk 2077 have, that hadn't been done before?
“these were great, some were revolutionary ideas, unfortunately, not all of them were done right (rushed).”no loading screens, vertical instead of only horizontal map depth, 3 different approaching types that can be mixed (brute force, stealth, quickhacks), modifying your own body to become a cyborg that can override your humanity if you push it too far, super realistic facial expressions and body language, huge npc crowds that make the city feel alive, great attention to details and breathtaking looks of the city overall with all the ads and neon lights everywhere, a world next to the real life (cyberspace), text messaging system (and phone calls) for conversations with main characters, exceptionally well written side-stories (some even better than the main story), nice variety in weapons, items, gangs, world parts (districts), street cred to let everyone know you're something better and someone you shouldn't mess with, extreme life-insurance system (trauma-team), the overall idea of a corrupt city with a divided, superficial and materialistic society where only the rich and criminals survive, ...
these were great, some were revolutionary ideas, unfortunately, not all of them were done right (rushed).
To add to your list.....“these were great, some were revolutionary ideas, unfortunately, not all of them were done right (rushed).”
So much is wrong here.
"no loading screens": Soma 2015(one of the best game ever). Getting into the game is pretty much the only real loading screen. After you're in control of your character, the game is pretty much continuous until either you quit or beat the game.
You have no loading screens in No Mans Sky, Batman: Arkham Knight, Horizon Zero Dawn also if I remember correctly.
“vertical instead of only horizontal map depth,” You had this in Deus Ex Human Revolution. You could travel on rooftops on the map. Even had this cool landing animation that pales against everything u have in cyberpunk 2077. And the game was done in 2011. Imagine being done now.
"3 different approaching types that can be mixed (brute force, stealth, quick hacks)": Deus Ex Human Revolution. A much better game. Hacking is better. Augmentation upgrades really matter. Gameplay that combines the genres of action, stealth, and role-playing games.
“modifying your own body to become a cyborg that can override your humanity if you push it too far” Again Deus Ex Human Revolution. The game addressed the ethical quandaries posed by skill-enhancing augmentations. One of the more complex issues addressed in the game is that of augmentations giving the recipients advantages in the job market. In the game this inevitably results in an unfair advantage for the wealthy.
“huge NPC crowds that make the city feel alive” The NPC have basic routines, they are braindead, vanished when u turn(u can see this), cars vanish too. Very immersion breaking. A minus in my mind.
“exceptionally well written side-stories “ Witcher 3 had this. The Legend of Zelda: Majora's Mask. Mass effect 2. Dark brotherhood in Oblivion. Fallout New Vegas. Deus Ex: Human Revolution.
“nice variety in weapons”-nothing new. You find this is Borderlands games for example. (Borderlands 3 has 1 billion weapons)
“items, gangs, world parts (districts)” You had gangs(Derelict Row Ballers, Motor City Bangers, Harvesters, Skulls, Rooks, The Dvali crime family, Triads(Red Arrow and Luminous Path) and world parts(Alice Garden Pods, Construction Site, Daigong District, Harvester Hideout, Kuaigan district, Old Noodle Factory, Port of Hanming, Youzhao District) in Deus Ex Human Revolution.
“the overall idea of a corrupt city with a divided, superficial and materialistic society”-You find such things in Deus Games. You have a bleak cyberpunk vision of the future, an oppressive totalitarian landscape.
“great attention to details and breathtaking looks of the city overall with all the ads and neon lights everywhere” This may be the only thing.
Most things u find revolutionary are found in games 6, 10, 21 years old.
I find Cyberpunk 2077 even after 6 months a bad, failed copy of Deus Games and Borderland Games.
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Not many individual elements that hadn't been done before.What exactly did Cyberpunk 2077 have, that hadn't been done before?
You were asked: "What exactly did Cyberpunk 2077 have, that hadn't been done before?"Ya'all need to read before you write a novel. I said "GREAT IDEAS, SOME even revolutionary". Pointing out on the word IDEA, implementation is another level, because as said in my previous post, 70% of these great ideas were implemented poorly. Or do you disagree with me that those ideas are great (if done right)?
And I replied to that by giving examples for the previous post I created. He quoted my post where I said "imo, the game had incredible (even revolutionary) ideas". And I provided examples with incredible AND revolutionary ideas, exactly what I was asked for. It is plural for a reason.You were asked: "What exactly did Cyberpunk 2077 have, that hadn't been done before?"
And u enumerated those things. Which means you thought those things hadn't been done before, no?
Some means plural. I pointed out there is no such thing.
these were great, some were revolutionary ideas
Pointing out on the word IDEA, implementation is another level, because as said in my previous post, 70% of these great ideas were implemented poorly. Or do you disagree with me that those ideas are great (if done right)?
So you did not answer this question "What exactly did Cyberpunk 2077 have, that hadn't been done before?" but you were quoting it?And I replied to that by giving examples for the previous post I created. He quoted my post where I said "imo, the game had incredible (even revolutionary) ideas". And I provided examples with incredible AND revolutionary ideas, exactly what I was asked for. It is plural for a reason.
You were telling us how this and that is bad in CP and that this and that game does it better than CP. I was talking about the ideas, not the implementation.
i did answer it, with more than needed. He quoted my sentence where the main statement was "incredible ideas" and not "revolutionary ideas", I gave examples for both. So I answered the question plus I added examples to my previous post from which the quote came from.So you did not answer this question "What exactly did Cyberpunk 2077 have, that hadn't been done before?" but you were quoting it?
Does not make any sense.
Thanks to the modders we now have very interesting gameplay mods, like combat, movement, Ai... some of them I imagined would belong in the Vanilla from the start, but it's OK since we knew that the mods will eventually push the game forward.
I'm just wondering how's the state of the game engine itself ? It seems like it's not much adapted to the size and complexity of this game... the game seems to hardly keep things together : too many visual clipping, AI or physics reduced to the basic functions and still odd or buggy 5 months later, despite the huge work CDPR made to get it right through patches.
In example, in the "GTA-like" fast travel mod we see a huge clipping as the camera leaps up to the air, there's just building structures left, seems like the game is not designed for plane (or flying car) travel. Other example with the police improvement mod, there's basically no traffic on the streets, it seems pretty unimmersive to me.
I wonder how complex a mod can be that the game engine can hold. Adding things like collectibles, apartment decorations, shops, useful food, better car physics, even mini-games, I believe these are the least complicated to do.
But how difficult do you think is would be to make things like Main character improvements (reflections on surfaces, TPP switch, better movement... they seem to struggle with this one) ? Love interests and relationship ? (permanent) Companion ? Pedestrians improvement ? I can't even imagine a functional metro station, or realistic police management as for now, but I wish all these suggestions come to life soon.
Agreed...I wish all this would be done by the actual devs, not modders.
When comparisons to RDR2 are being brushed aside as not relevant and "unfair", I find it strange that FO76 is used to defend the state of this game and CDPR's actions. I own FO76 and when it released there was a full playable game. It had some serious issues and it was not the game that many Fallout fans wanted, but it was not any where near the unfinished state that CP2077 was and still is. Also, it is an online only multiplayer "live service" game, so the comparisons don't really stack up.Following the reply from above, I still think CDPR have handled it better than Bethesda did with FO76 ( which will remain being the comparison in the case)