Purpose of this topic is to find issues in story, things that shouldn't happen because player action has made something that makes that impossible. Cybepunk 2077 is very interconnected game, where major NPC's stories and random gang member stories can intersect. So this is not limited to main story only, but all story content in game.
Tracking these down can be difficult and time consuming and very few players play 100% of missions available in game, yet every player can potentially run into issues depending of what jobs they choose to do, so steps to reproduce are important.
I haven't played game with game version 1.31 so I'm not aware if there's been changes in my example, Sinnerman.
Sidejob: Sinnerman
Issue(s):
Steps to reproduce:
Eliminating Sinnerman is and possibly producer is major decision made by V that as far as in game version 1.3, didn't had impact in game world. This does disrupt player suspension of disbelief and player experience regarding their V's agency (perceived as choice didn't matter).
Platform: Xbox One X
I would appreciate feedback if issues 1 and 2 are still present in game version 1.31.
Game version 1.23: V's lifepath: StreetKid
There's option for player to let César keep both, the reward money and his car. However choosing that option wasn't tracked by game correctly and V get SMS message from César where César thanks V for letting him keep the money but also indicating that V kept took his car, despite player not taking that option and supposed reward car not being available for player.
Game version 1.3: V's lifepath: Corpo
There's option for player to let César keep both, the reward money and his car. However choosing that option wasn't tracked by game correctly and V get SMS message from César where César thanks V for letting him keep the money but also indicating that V kept took his car, despite player not taking that option and supposed reward car not being available for player.
Game version 1.06: V's lifepath: Nomad. Player choice tracked correctly.
Tracking these down can be difficult and time consuming and very few players play 100% of missions available in game, yet every player can potentially run into issues depending of what jobs they choose to do, so steps to reproduce are important.
- Side job: Sinnerman (continuity bugged, see replies)
- Side job: Beat the Brat: Glen - Tracking outcome of player choice after winning against César Diego Ruiz
I haven't played game with game version 1.31 so I'm not aware if there's been changes in my example, Sinnerman.
Sidejob: Sinnerman
Issue(s):
1. Adverts for Sinnerman execution media event doesn't disappear even if Sinnerman and person responsible of production are killed by V. Production can't happen, yet event is advertised even after a week or so period after V made production of Sinnerman event impossible.
2. Character models for NPC's Sinnerman and producer will revert back to state where they appear to be alive after V has eliminated them, showing producer cowering in fear in front seat of car and Sinnerman sitting in the back seat is like nothing has happened even job has been marked as completed and V has had phone conversation with Wakako who confirms that job is completed.
Steps to reproduce:
Sinnerman and other NPC's involved can be eliminated when their car stops and security guard comes out of vehicle. I recommend relatively high level character (40+), using assault weapons with combination of grenades, eliminating security guard fast and moving to other positions to evade NCDP force attacking the player. After some time V's wanted level will drop and V can return to vehicle. Targets in car can be eliminated by using grenade thrown under car or simply shooting through car windows. After V has eliminated the target (Sinnerman is only job objective) relevant fixer (Wakako) will contact V.
One place where Sinnerman adverts are can be spotted are displays next to V's apartment building. I don't have solid recollection if Sinnerman adverts stayed in rotation on in-game TV-channels.
Eliminating Sinnerman is and possibly producer is major decision made by V that as far as in game version 1.3, didn't had impact in game world. This does disrupt player suspension of disbelief and player experience regarding their V's agency (perceived as choice didn't matter).
Platform: Xbox One X
I would appreciate feedback if issues 1 and 2 are still present in game version 1.31.
Side job: Beat the Brat: Glen - Tracking outcome of player choice after winning against César Diego Ruiz
Game version 1.23: V's lifepath: StreetKid
There's option for player to let César keep both, the reward money and his car. However choosing that option wasn't tracked by game correctly and V get SMS message from César where César thanks V for letting him keep the money but also indicating that V kept took his car, despite player not taking that option and supposed reward car not being available for player.
Game version 1.3: V's lifepath: Corpo
There's option for player to let César keep both, the reward money and his car. However choosing that option wasn't tracked by game correctly and V get SMS message from César where César thanks V for letting him keep the money but also indicating that V kept took his car, despite player not taking that option and supposed reward car not being available for player.
Game version 1.06: V's lifepath: Nomad. Player choice tracked correctly.
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