[Spoiler Alert] About the endings

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Do you want more RPGs with happy endings?


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Guest 4412420

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For me (just my opininon), it's the ending where V pursues his dream of becoming a legend. Like V could said to Dex in the car : "I want to be the number 1, whatever the price". So logically, V does not spend his money trying to save himself, but only to become this legend whatever the price (to be alone, to lost his friends/romance...)
That is literally the problem. A bunch of people chose to prioritize survival over chasing glory. The game provides options in several conversations where V can either avoid committing to this goal, or say it's a thing of a past, but you're a legend in the Sun ending and it's a bit hard to tell if it's just a means to an end (survival) or if our previous dialogue choices were swept under the rug.

"Because CDPR said so" isn't really an excuse and even if it was, it would mean that they didn't do a great job at giving an ending that feels rewarding for some players who played their V in a way that doesn't involve nomads and/or romancing Judy or Panam.
 
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"Because CDPR said so"
Not like that, more like "Because CDPR did it".
I don't know why CDPR choose to do it like that (maybe for reason that I will not quote again), but it's their game, their story, their vision,... For me, it's always better than write a story trying to please everyone (it's impossible and it's often not very interesting).

You buy a book, you don't like the ending... the author will not going to rewrite one to please those who don't like it. (edit : But here, it's a game, CDPR could add DLC :) )
 
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Not like that, more like "Because CDPR did it".
I don't know why CDPR choose to do it like that (maybe for reason that I will not quote again), but it's their game, their story, their vision,... For me, it's always better than write a story trying to please everyone (it's impossible and it's often not very interesting).

You buy a book, you don't like the ending... the author will not going to rewrite one to please those who don't like it.
Bit different. RPGs fall under interactive storytelling, the player is a variable in the story. If V was a fixed character, I'd agree.
 
Bit different. RPGs fall under interactive storytelling, the player is a variable in the story. If V was a fixed character, I'd agree.
For me, V seem quite "fixed" :(
You embody V, you have choices, but limited to those that CDPR offers you (we are quite far from the blank page of Skyrim for example).
 
For me, V seem quite "fixed" :(
You embody V, you have choices, but limited to those that CDPR offers you (we are quite far from the blank page of Skyrim for example).
It doesn't matter. There are choices in the game that represent V in mutually exclusive ways; not all choices you *can* make are representative of the V you are playing. If V doesn't express it in your game, it's reasonable to believe it doesn't necessarily pertain to *your* V -- that's why you had to say "one of the things you *can* say to Dex". Given this, what people are telling you is that it's entirely possible to play the game expressing certain beliefs and positions, only for the choice at the ending to lock your V into a personality that is inconsistent with the way you were able to play the rest of the game, even though nothing about that particular choice is inconsistent in and of itself.
 
For me, V seem quite "fixed" :(
You embody V, you have choices, but limited to those that CDPR offers you (we are quite far from the blank page of Skyrim for example).
Oh I'm glad about it, I hate blank slate protagonists :)
Still, V is semi defined but customizable. Pretty close to characters like Shepard and Hawke. I felt like I had more freedom as Geralt though.

I wasn't expecting unlimited options or hoping NC would revolve around V, I'd have been fine with being able to maintain the beliefs and attitude I already picked in Act 1-2 with some consistency and get more varied consequences for V's actions.
Some unavoidable lines in the ending were the exact opposite of the dialogue options I picked before (not wanting to leave NC, not caring about glory, ends justify means/the destination matters more than the journey).
 
It doesn't matter. There are choices in the game that represent V in mutually exclusive ways; not all choices you *can* make are representative of the V you are playing. If V doesn't express it in your game, it's reasonable to believe it doesn't necessarily pertain to *your* V -- that's why you had to say "one of the things you *can* say to Dex". Given this, what people are telling you is that it's entirely possible to play the game expressing certain beliefs and positions, only for the choice at the ending to lock your V into a personality that is inconsistent with the way you were able to play the rest of the game, even though nothing about that particular choice is inconsistent in and of itself.
Yep, but it's like that :)
I don't know why CDPR choose to do it. Whatever if you enjoy it or not, it's their game, their story and their choice.
Enough to go around in circles. I enjoy the story and the ending, you not, that's all ;)
 
You can:
Get Rogue's bar. Why? You barely know each other. You never mention wanting a bar - you want to live/survive. It doesn't go to her OWN SON but instead given to a near stranger who is a forced physical coexistence with an old acquaintance of hers. She suddenly retires - why?
You get a posh penthouse with a flying car. Why? You want to live and should be spending all your well earned monies on researching and hiring doctors and researchers. But you spend it on a penthouse and flying car...... zero player input.. comes of of left field

On the Sun ending specifically, my take was that V's function as head of Afterlife is what makes it possible for V to seek to solve his problem. It never felt, to me, like V necessarily wanted to be a legend. It felt like the necessary means to achieve his end. Running Afterlife gives him the connections and influence to pull off what would otherwise be impossible.

It's heavily implied that he's been planning for this almost the whole time from the events of the Arasaka raid.
 
Yep, but it's like that :)
I don't know why CDPR choose to do it. Whatever if you enjoy it or not, it's their game, their story and their choice.
Enough to go around in circles. I enjoy the story and the ending, you not, that's all ;)
I don't think "yeah but that's just the way they made it" is the defense that you seem to think it is.

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I think they really need to give the ability to save after the dialog options in the secret ending. That fight is really hard, and having to keep reloading and then going through dialogue options and waiting over and over again is ridiculous.
 
I think they really need to give the ability to save after the dialog options in the secret ending. That fight is really hard, and having to keep reloading and then going through dialogue options and waiting over and over again is ridiculous.
This seems to be a console problem (possibly an XBox problem?). On PC the game autosaves as you walk through the door of the Arasaka tower.
 
On the Sun ending specifically, my take was that V's function as head of Afterlife is what makes it possible for V to seek to solve his problem. It never felt, to me, like V necessarily wanted to be a legend. It felt like the necessary means to achieve his end. Running Afterlife gives him the connections and influence to pull off what would otherwise be impossible.

It's heavily implied that he's been planning for this almost the whole time from the events of the Arasaka raid.
Please name a single instance....
In zero origins is this brought up
In zero dialogues does V express interest in becoming/replacing rogue

and you still conveniently ignore legally bar would pass to Rogue's next of kin in death, and wouldn't if she "retired" leave her son on more stable financial footing by leaving him the bar?

except for corpo beginning please highlight anywhere that V starts making contacts/meets other runners to be a successful fixer
 
I don't think "yeah but that's just the way they made it" is the defense that you seem to think it is.
Just a simple observation, I play cyberpunk right now and I can say without risking too much mistake:
"CDPR did it and certainly as they wanted it to be done"
(I don't said the endings are goods or bads, who is wrong or right, it's matters of opinion/point of view).

But despite all the "could", "should" or "would", unfortunately or not, endings will remain as they are. Unless if CDPR decides to change things in a future DLC.
I think they really need to give the ability to save after the dialog options in the secret ending. That fight is really hard, and having to keep reloading and then going through dialogue options and waiting over and over again is ridiculous.
This seems to be a console problem (possibly an XBox problem?). On PC the game autosaves as you walk through the door of the Arasaka tower.
What the point of "one run" ending, if you can save during this one. It adds a little more to the feeling "I must not to die !"
Not a Xbox problem, on XBSX, I have some auto-save just before Smasher's fight (just don't die before).

In zero dialogues does V express interest in becoming/replacing rogue

and you still conveniently ignore legally bar would pass to Rogue's next of kin in death, and wouldn't if she "retired" leave her son on more stable financial footing by leaving him the bar?
The AfterLife is for the Fixer's boss. If V became the boss, the bar is his/her. Simple as that. Nothing to do with law or hereditary succession :)
Not too sure, but Rogue could keep his son out of this part of her life (and that's understandable).
 
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Please name a single instance....
In zero origins is this brought up
In zero dialogues does V express interest in becoming/replacing rogue

and you still conveniently ignore legally bar would pass to Rogue's next of kin in death, and wouldn't if she "retired" leave her son on more stable financial footing by leaving him the bar?

except for corpo beginning please highlight anywhere that V starts making contacts/meets other runners to be a successful fixer
The beauty of a narrative time jump, in any narrative medium, is that you do not have to go through what every character had for breakfast, lunch and dinner. In that ending, V is presented as being extremely far progressed in the planning of a mission that is extremely involved, with other characters aware of what is going on. The player can fill in the gaps (or not).
 
The beauty of a narrative time jump, in any narrative medium, is that you do not have to go through what every character had for breakfast, lunch and dinner. In that ending, V is presented as being extremely far progressed in the planning of a mission that is extremely involved, with other characters aware of what is going on. The player can fill in the gaps (or not).
Sure, but this is the custom protagonist of a game with choices and players are in the dark about their own character's goals and motivations.

After being able to influence very little throughout the main quest, V's shift in attitude and bulk of progress towards their new objective happens in the epilogue regardless of any previous input, off screen.
 
Sure, but this is the custom protagonist of a game with choices and players are in the dark about their own character's goals and motivations.

After being able to influence very little throughout the main quest, V's shift in attitude and bulk of progress towards their new objective happens in the epilogue regardless of any previous input, off screen.
oh no.. you see WE don't just get the GENIUS of we don't have to establish everything.. even though they establish.. nothing...
nevermind that ownership of bar =/= being a fixer.. shhhhhhhh

it was set up in their head canon

When Walter White is in his tighty whities we don't need an explanation of how that occurs.. the protagonist appearing in the first shot in the road is the way things are
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The beauty of a narrative time jump, in any narrative medium, is that you do not have to go through what every character had for breakfast, lunch and dinner. In that ending, V is presented as being extremely far progressed in the planning of a mission that is extremely involved, with other characters aware of what is going on. The player can fill in the gaps (or not).
How does becoming a fixer and owning a bar have anything to do with planning a strike on arasaka.. oh nevermind.. im arguing with your head canon as, yet again, people cannot reference how the endings are set up in game and why an ending occurs with zero player input besides which call a friend you do on a rooftop
 
oh no.. you see WE don't just get the GENIUS of we don't have to establish everything.. even though they establish.. nothing...
nevermind that ownership of bar =/= being a fixer.. shhhhhhhh

it was set up in their head canon

When Walter White is in his tighty whities we don't need an explanation of how that occurs.. the protagonist appearing in the first shot in the road is the way things are
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How does becoming a fixer and owning a bar have anything to do with planning a strike on arasaka.. oh nevermind.. im arguing with your head canon as, yet again, people cannot reference how the endings are set up in game and why an ending occurs with zero player input besides which call a friend you do on a rooftop
It's not about planning Arasaka it's about the (unexplained) mission to the casino?

If people feel everything needs to be explicitly and precisely set up, step by step, then yes that ending is never going to suit that style.
 
Oh I'm glad about it, I hate blank slate protagonists :)
Still, V is semi defined but customizable. Pretty close to characters like Shepard and Hawke. I felt like I had more freedom as Geralt though.

I wasn't expecting unlimited options or hoping NC would revolve around V, I'd have been fine with being able to maintain the beliefs and attitude I already picked in Act 1-2 with some consistency and get more varied consequences for V's actions.
Some unavoidable lines in the ending were the exact opposite of the dialogue options I picked before (not wanting to leave NC, not caring about glory, ends justify means/the destination matters more than the journey).

Yeah i generally prefer the mixed approach over blank. As you say they gave more character freedom than Geralt but importantly with Geralt they delivered endings that reflected character choices. In Cyberpunk having more freedom just makes it that much worse when they refuse to refect your choices and snatch agency away with horrid conflicting rigid endings.
 
Just a simple observation, I play cyberpunk right now and I can say without risking too much mistake:
"CDPR did it and certainly as they wanted it to be done"
(I don't said the endings are goods or bads, who is wrong or right, it's matters of opinion/point of view).

But despite all the "could", "should" or "would", unfortunately or not, endings will remain as they are. Unless if CDPR decides to change things in a future DLC.


What the point of "one run" ending, if you can save during this one. It adds a little more to the feeling "I must not to die !"
Not a Xbox problem, on XBSX, I have some auto-save just before Smasher's fight (just don't die before).


The AfterLife is for the Fixer's boss. If V became the boss, the bar is his/her. Simple as that. Nothing to do with law or hereditary succession :)
Not too sure, but Rogue could keep his son out of this part of her life (and that's understandable).
I'm sorry but the law is the law and if you think corporations would not want things to pass onto their kids.. i cant help you understand that concept..

most people enjoy leaving their belongings to their families -

and NO - Rogue runs the afterlife.. which is not the belonging of the fixer of the city but its happenstance and beneficial to her being a fixer..
would you claim if another fixer could just walk in and take it over should Rogue die and V choose to not return from cyberspace?!?!?!?!?
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It's not about planning Arasaka it's about the (unexplained) mission to the casino?

If people feel everything needs to be explicitly and precisely set up, step by step, then yes that ending is never going to suit that style.
Please see above - was speaking to V magically changing professions to being a fixer and magically becoming a bar owner.. i did not mention the ridiculous bond space casino attack

NO ONE says everything step by step needs to be set up - but some things should have some establishment - maybe,.,. just maybe.. the coda of the game/movie/book..
 

Guest 4412420

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How does becoming a fixer and owning a bar have anything to do with planning a strike on arasaka.. oh nevermind.. im arguing with your head canon as, yet again, people cannot reference how the endings are set up in game and why an ending occurs with zero player input besides which call a friend you do on a rooftop
The job is about the Crystal Palace heist, and to be fair there are a couple of mentions regarding some kind of job, but the problem is that it's much too vague. V knows about the heist from the get-go, but we, the players don't and that's a problem. V is the player character and we should be in the know what our character is doing rather than be left guessing up until the last minute.

The only kind of explanation to give regarding the ownership of the Afterlife is that V needs to be in a position where they have/can acquire resources to help them. Whether CDPR did this so we could make up headcanons about V's fate ourselves or if they have something planned, remains to be seen.
 
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