Cyberpunk 2077 – Deep Dive Video

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Lilayah

CD PROJEKT RED


Watch the worldwide reveal of brand new game footage from Cyberpunk 2077!



Wanna learn more about the story and lore of the game? Make sure to check out the extended version of the video, with a special Deep Dive Q&A with members of the development team — Miles Tost (Senior Level Designer), Paweł Sasko (Lead Quest Designer), and Philipp Weber (Quest Design Coordinator):


 
My feedback:

  • This Rockstar’s style cut video doesn’t work for cyberpunk: it’s fine for GTA or RDR because you know already what to expect, but cyberpunk is a new game with deep RPG systems which need proper explaination. You don’t understand much from this video, last year’s demo was perfect. It’s quite clear that you wanted to hide what was criticized during E3 and Gamescom. The post-demo commentary provided very few new info, we already knew almost everything from the last 2 months of interviews.
  • Driving: no idea if it’s good or bad, it was not shown, but driving in FPP would be much easier if it had something that is already in development in real life: augmented reality windshield. It would make perfect sense in cyberpunk and you could use an eye implant as well. So we don’t get distracted to watch the map while driving. We saw it in several games already, just copy it!

  • Contextual animations: what was shown was excellent, easy repeatable stuff that maximize immersion and doesn’t slow the game’s pace. The question is: do we have them for picking itmes up and interacting with keypads to open doors, use elevators and alike? In 2018 the answer was no, it would be great if you decide to add a couple of them.
  • Melee and shooting: it doesn’t look bad, but since everybody complained it would be better to see some uncut video, again, you’re hiding too much stuff. I understand you want to improve them before release, but hiding it's not that encouraging from gamers' point of view. It's like bethesda refusing to give review codes before release: you know they want to hide their smelly shit.
  • Sasquatch is a bullet sponge without having any shield or armor. That’s not good design. Royce had his explaination, sasquatch doesn't. But I like the boss fight has 2 phases.
  • Talking about bullet sponges: we don’t know what happens when you meet an high level enemy and THIS.IS.SCARY. We don’t want to see a bazooka dealing no damage only because the little number on enemy’s head says “too high for you”.
  • Lifepath: you added a short description. This is good. Obvious feedback from last year, but you got it. Bravo.
  • Progression system: demo didn’t clarify anything. Journalists say they saw +X% DMG to bullets during the hands-off. That’s terrible. Please reconsider if you can.
  • Demo didn’t point out on the “QTE” with Placide when he grabs V’s hand. That’s a great thing and should have got more highlights, the interactive scene system is not clear from this video. Good thing we have the old demo as well.
  • Loot/gear etc: I LOVE that you guys are keeping in mind the conflicts between gear and look as miles tost said. Please please PLEASE be brave and do it properly without going for the easy classic RPG way. You have the chance to give set the new bar with a fresh immersive system, you are the only ones who can do it. We can’t expect Ubisoft to be a game changer, c’mon. ;) Gear desn’t have levels so far which is excellent! Regarding that, just for little flavour, you could consider better descriptors for gear than epic/legendary. It doesn’t take development time, doesn’t it?
  • Weapon modding sounds how it’s supposed to be. I have good vibes.
  • I love how you made mike pondsmith talk about gangs after the racism accusations (and his answer on reddit)
  • Character creation: I hope you can modify body details or at least choose body type (skinny, normal, muscular, fat). A brief description of stats and what they do would help since respeccing could not be behind the corner.
  • I like that netrunning is a mini-game, I hope it gets easier with stat (INT) instead of being hard gated by it.
  • Crafting is still not clear: what can you do and how you do it?
EDIT: This needs to be changed:

Hide unqualified interactions/dialogue options. Or at least let us toggle it off, it makes absolute no sense, even more for other lifepaths than our.
 
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Moving some of my first impressions here. Will add on to it as I watch more.

Bike looked awful to me. Very stiff, very unrealistic. The automatic weapons were OK at best, felt a bit like peashooters. HOWEVER... This could just be because the player has high weapon handling skills. It may be unfair to judge based on that, because I absolutely DO NOT WANT them to remove that system by ANY MEANS.

By contrast, the visuals, melee, and non-automatic weapons all looked and felt great. Character creation looks SUPER in-depth (EDIT: No it doesn't, upon second glance). I like the UI and interface.

I'm disappointed by the overly-guided nature of the demo. I knew it'd be cut down, but we didn't see more than 60 seconds of uninterrupted gameplay, I don't think. Too much lore/background stuff. Heavy solo got way too much screentime IMO.

Sound design is an absolute mess. Could not understand NPCs most of the time, and the subtitles did not help at all. Rewatching helped, but in the actual game, I'm not going to have a "rewind" button. Hope it's better when it's in my hands.

RPG systems: cautiously optimistic so far. Disappointed all of them focus solely on combat, but I guess we all knew that was coming, so I can't really fault you guys too much. It's an action RPG, after all, and not a CRPG.

Pawel Sasko is as amazing and enthusiastic as ever. I love him to death and I want him to have my children. :love:
 
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Generally fine with what was shown (bit rough around the edges here and there like the bike riding, a weird lack of shadows, some ragdoll oddness) but the stuff I was most interested in (the RPG side of things and playing your own way) was there.

The way it was shown was horrible with the constant jumps and cuts though. Felt more like a powerpoint presentation. The ""we don't want to spoil it" reason that was given really doesn't hold any water to me given that people that have seen the demo at E3 have given very detailed descriptions of what they saw.

The interview that followed after was great!
 
Could not understand NPCs most of the time, and the subtitles did not help at all. Rewatching helped, but in the actual game, I'm not going to have a "rewind" button. Hope it's better when it's in my hands.
Tell me about it. As a non-native english speaker who plays videogames in english (with no subtitles unless strong dialects are used, IE TW3) I may be happy CDPR chose to pay for the voice over in my language. :ROFLMAO:

BTW, I talked with a guy from the press I know and he agrees that this demo was ridiculously messy. He also added that both the 50min and 25min demo were much better than this. Also, the best part of the game, namely dialogues, was not shown here. Which is crazy.
 
I really agree with the fact that this kind of editing video wasn't appropriate to Cyberpunk at all, a full gameplay without cuts, even with the commentary, just like last year, would be better. This give the feel that is more, don't know, "unreal" (it's that the word? dunno), you don't see all the way to do something with all these cuts, so you percieve it in another way, as an illusion, don't know exactly how to explain the feel, but was dissapointing in a few parts.

About the second part, I really appreciate the dev talk, but, as another mate said above, there are a small few new information for those who are almost every day seeking for new information about the game, as me, and a lot of folk in this forum. Don't know how would be the feeling for other people who is more disconnected from the info.
 
I also want CDPR to up their interview game. Please stop repeating the same stuff over and over. Even when you are asked an interesting question, you repeat a different, unrelated answer, sometimes multiple times in a single interview. Please don't take that the wrong way. So far, I really like all of your interviewees as people. So passionate and enthusiastic, and honestly, it could just be them getting wrapped up in the excitement. But nonetheless, I hope they get better.

Tell me about it. As a non-native english speaker who plays videogames in english (with no subtitles unless strong dialects are used, IE TW3) I may be happy CDPR chose to pay for the voice over in my language. :ROFLMAO:

BTW, I talked with a guy from the press I know and he agrees that this demo was ridiculously messy. He also added that both the 50min and 25min demo were much better than this. Also, the best part of the game, namely dialogues, was not shown here. Which is crazy.

Yeah, seriously, why didn't they show the interactive scene system more? We saw V rip his hand away, and that was awesome. I wanted to see if you could continue to refuse to cooperate or if the game would eventually force you to accept it (guessing the latter, as Placide helping you with the Sasquatch fight seems essential).

The ISS used to be a core tenant of this game, but it's seen so little focus lately that I'm starting to wonder if they've made it less of a priority or something.
 
Not going to bore you with my opinion on every little thing, but I'll say it's exactly what I expected based on CDPR's previous body of work. Exciting world, great attention to detail, beautiful to look at, writing, acting and branched storytelling that creates faint illustion of reactive world. Battle/environment only skills aren't surprising one bit. Because the priority was laid ages ago: story > action > RPG.

Anyway, can't wait to experience it.
 
I also want CDPR to up their interview game. Please stop repeating the same stuff over and over. Even when you are asked an interesting question, you repeat a different, unrelated answer, sometimes multiple times in a single interview. Please don't take that the wrong way. So far, I really like all of your interviewees as people. So passionate and enthusiastic, and honestly, it could just be them getting wrapped up in the excitement. But nonetheless, I hope they get better.



Yeah, seriously, why didn't they show the interactive scene system more? We saw V rip his hand away, and that was awesome. I wanted to see if you could continue to refuse to cooperate or if the game would eventually force you to accept it (guessing the latter, as Placide helping you with the Sasquatch fight seems essential).

The ISS used to be a core tenant of this game, but it's seen so little focus lately that I'm starting to wonder if they've made it less of a priority or something.
I just think they really fucked up with editing this video, like they haven't taken any right decision at communicating the game this summer. IMHO.
 
A shame you screwed the whole character info screen where we could personalize our character.I thought it gets more improved not limited....

There were suspiciously few options here. Not sure what the deal was. I think I counted maybe 5 hairstyles for male V? And 4 options for most of the other face options. Seemed to be a lot of beards, though.

I honestly have NO idea what to make of that character creation system. At first glance it looked awesome, but repeat viewings just confuse me.

EDIT: Side note, not directed at you, but in general -- what spoilers, exactly, did they avoid? I was just chatting about this with a friend. The only thing I think they avoided by editing the video down was the Alt Cunningham face and relationship with Johnny. Otherwise... what am I missing?
 
Too rapid scene changes, constant zoom in zoom out, continuous non stop commentary to a level where it gets distracting.

While the game looks decent, the editing was really bad. Sorry to say it like that I bet some people worked really hard to make this, but could be done much better.
Agreed, the character creator doesnt look as flashed out as they claim it is but otherwise still liked what I have seen. More so if they showed it to us unedited. I heard some complaints about the rpg mechanics, inreally dont see the problem with it, it seems similar to other system I have seen. Not anything innovative in itself in terms of stats and perks but is serviceable and I hope the cybernetics do add that extra level they claim. Net runner looks fun to use and be, still did not show enough of techie to really wet the appetite enough to specialise it it. Having your pet bot sounds good but feel more like an aid piece not something you make build around. Not perfect but still something I feel I am going to have fun with, same with the witcher games.
 
There were suspiciously few options here. Not sure what the deal was. I think I counted maybe 5 hairstyles for male V? And 4 options for most of the other face options. Seemed to be a lot of beards, though.

I honestly have NO idea what to make of that character creation system. At first glance it looked awesome, but repeat viewings just confuse me.

EDIT: Side note, not directed at you, but in general -- what spoilers, exactly, did they avoid? I was just chatting about this with a friend. The only thing I think they avoided by editing the video down was the Alt Cunningham face and relationship with Johnny. Otherwise... what am I missing?

Maybe the CC it's from a previous or WIP build? Dunno
 
Only one issue from my side: why there are so many combat related skills and so little non-combat ones? Currently it's my only one, but major disappointment. Rest looks very good, sometimes amazing even.
 
Only one issue from my side: why there are so many combat related skills and so little non-combat ones? Currently it's my only one, but major disappointment. Rest looks very good, sometimes amazing even.
What would you like as non combat skills ?
 
What would you like as non combat skills ?
Presumably persuasion, seduction, stuff like that. Lockpicking, pickpocketing, geology (lol), theres lots of things you could have.

Some make less sense in a Cyberpunk game, and a CDPR game, than others, though. I'd at least have liked to see social skills of some kind.
 
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