DataEntity.390
From the tone and way of your replies, i get the feeling that you think i'm "ranting" about cyberpunk. Its quite the opposite, I'm just a CDPR fan that had high expectations considering CDPR are an extremely ambitiously developers and they actually delivery their promises. All the features i explained will only make the game better than it already is.
The animations are stiff and jittery, clear sign of a work in progress.
The game is supposedly fully completed and is under testing phase. Still they could change and improve certain things, that is what makes our discussions and this forum meaningful.
The fact that its work in progress is understandable. But the main issue here is that the system hasn't been improved in any significant or tangible way since the witcher 2 days. Why is CDPR using copy-pasting the same mechanic. It doesn't feel nostalgic, it just feels boring.
These Fist fighting minigames are the perfect place to try out various new enemy move styles without affecting the story of the game. Like if every fist fight contestant had a fromsoftware game boss feel, that would be the best way to implement it. but i know that would take to much time, so it need not be polished, even if was 20% of that, it would have been way better than what it is now.
CDPR were a small company in the witcher 2 and 3 days, but now they are a big company, they even beat ubisoft on stock net worth.
At the time of announcing Cyberpunk 2077, CDPR said that it would be the exact opposite of the witcher and better in every than the witcher, because they wanted to improve themselves as a studio. But seeing the same unarmed combat system from the witcher 2 directly contradicts that.
So, driving no longer needs the same techniques after hundred years of automotive development?
I'm assuming that you are talking about the manual gear shifting etc, you are probably saying that Cyberpunk world cars have gear controls behind their steering wheels or automatic gear shifts etc.
From my perspective, that seems like a good development excuse, because we live in the current world and what we think cool is fast and precise brake/accelerate/clutch and gear shift animations. Even profession Nascar cars have that manual gear controls.
Having animations for gearshifting, breaks etc will increase our immersion levels massively. If CDPR are forcing us to play an FPP game then why not give us tangible and visible incentives to do the same. It even need not be the most accurate animation, just knowing that the animation exists is hell of a lot satisfying even if the animation looks bad. Considering no other game has that level of detail.
Five days ago, senior level designer Miles Tost;
Sure Miles Tost keeps bringing up "RPG" in every sentence. But on official announcements, CDPR stopped using "RPG".
- They changed their steam description of CP77 from "First person RPG game" to "First person Action adventure game" (this happened long ago, so i forget the exact words)
- In their latest "The Ballad of Buck Ravers" music video's description, they mentioned cyberpunk as "Cyberpunk 2077, the open-world, action-adventure story from CD PROJEKT RED "
they didnt even call it a "game" there, they are call it action adventure "story".
Like I asked in the dedicated thread, define customization?
Define customization? are you just being a dick here? everyone clearly knows what vehicle customization is.
Changing the appearance, like paints, body mods, wheels, window tints, underglow, etc they need not have 200 options under every category, even having 5 options would suffice.
Changing vehicle performance, like increasing speed, acceleration, frame durability, tire durability etc.
Even Witcher 3 had this, like changing the saddle and blinders of Roach is "modifying appearance" and the increased stamina and fear tolerance is "modifying performance". Am I being clear enough now?
Having predefined cars is a cool thing too, cause they have a car called "Aerondight" in CP77(a cool easter egg) as shown on "The Gig" trailer, sure they might want aerondight and other similar cares to have a specific look and feel. But still.
Trains are not being removed, you just cannot board them.
Well those trailers and wallpapers clearly show the opposite. Many old games had rideable trains and even more games had moving trains. The subway feature could have replaced the witcher 3's sign post fast travel mechanic. But just having the feature to have a train ride will surely raise immersive.
So, an updated lighting engine is censorship?
If its just lighting, its not a bad thing. Many movies, TV shows, Animes etc use lighting as an indirect means to censor gore/nudity etc. But I'm not here to see some free nudity nor to blame the lighting.
The main issue here is the changes to her face textures, the 2018 has a dread look to her face with all the eye shadow being smudged, showing indications of pain and tears and pupil not being visible as she's unconscious. But the 2020 face looks like she almost has a "pleasant" look rather than a dread look. This is the censorship i'm worried about, not the tits. (breast physics were weird af in the 2018 demo)
We have seen two early game boss fights, which are optional, btw. If you don't want to fight the boss, you can circumnavigate the fight and that is a perfectly legitimate way to resolve the mission.
You can't use the reason of "don't fight the boss if the boss sucks" here, bossfights are the major part of any game. Eredin had so much build up in the witcher 3, even the game was titled "wild hunt", but the boss fight at the end was just too weak and not memorable at all. you cant just "circumnavigate" Eredin.
The boss mechanics of Eredin was pretty similar to all the other bosses, so when i say the boss fights of CP77 are bad, im speaking on the concern of the later and story deciding boss fights being bad.
And it is in that where the focus of the game lies and probably it's replay value
I don't have to replay the entire game to see all dialog options, I just have to reload a quick save. And once you know all outcomes, it just becomes boring. Having replayability is having different gameplay mechanics to master on the consecutive playthroughs, like guns, unarmed combat, meele combat, aiming, driving, hacking, etc.
If that's not your cuppa-tea, what can you do?
I've played the Witcher 3 for some 700 hours. So THIS IS my cup of tea.
And I want to have a really good cup of tea, which I haven't already tasted before.