During my completion of the first main ending of the game, here are some core bugs and glitches I have discovered which need immediate action:
1. World objects that cause unwanted physical interaction with your character model, causing you to take instant 100% fall damage. This happens on various large rock formations along the river, where when standing in certain points on the rocks, you will get thrown down at 100% fall velocity and die on impact (sometimes even instant death on the rock itself). Similar interaction can also happen on top of various building elements and structures around the city. Most of these are not accessible without the double-jump leg modification, but once you start exploring the map geometry with double-jump legs, you often get to points where you are thrown off or die instantly, and at other times just fall through the map. In the span of less than 2 hours of gameplay, I found over 10 different spots with such game-breaking map geometry interactions.
2. Police NPC turning hostile towards you in violence-allowed zones. Every once in a while when I enter a violence-legal zone to help local police with a hostile threat, the police NPC will sometimes turn on me despite me only shooting the badguy NPCs (while I am inside the violence-legal zone). I haven't found a pattern to this behavior yet, it seems random so far (about 1/10 times).
3. Character model loading slowly and sequentially when going into 3rd person perspective on a motorcycle while wearing a helmet (displays your character as bald for a brief moment before loading in the helmet). Easy fix would be to have the entire model invisible until every part is loaded in, so the game immersion isn't broken in this way.
4. Map waypoint for missions always being present without having the option to disable them. This becomes especially annoying after completing the final Nocturne OP55 mission, at which point you're technically done with (one version of) the main story. Having a constant waypoint showing back to missions when you just want to free roam or clear side objectives is distracting and unnecessary. Let us chose when we want to see waypoints. It's easy to navigate through the main and side missions, so don't try to hold our hand violently by forcing constant waypoints when we don't need or want them. It clutters the map and is a visible part of the HUD that detracts from especially the post-game experience.
5. Not being able to quit the final mission. This is an unwanted side effect of the mission itself being so long. I already completed it once, and accidentally went into it again thinking it was a side mission I had selected, and before I knew it I was strapped in for another hour of gameplay that I didn't want. Couldn't load checkpoints, and last save was too far back to be worth it. Give people the option to abandon mission/reset it at the point prior to entering the building to meet Hanako.
6. Calling vehicles sometimes spawns them far away and in places where they will travel around multiple blocks before returning to your location, and sometimes if vehicle is still too close, it won't respawn when called again - it will just stay at its old location and not move. Have experienced this mostly with motorcycles (although that statistic might just be down to the fact that I often use bikes for travel). Sometimes the vehicle will spawn in front of you and drive away from you, in order to follow traffic, make multiple turns, go around countless blocks, and return to your original location - instead of simply just parking and waiting for you to walk up to it. Having your vehicle spawn 20 meters in front of you and just see it take off while you try and run after it is highly annoying and often I just leave the vehicle and go on foot instead.
I will add more pieces to this topic as I encounter them, and anyone else can feel free to make additions to this thread.
1. World objects that cause unwanted physical interaction with your character model, causing you to take instant 100% fall damage. This happens on various large rock formations along the river, where when standing in certain points on the rocks, you will get thrown down at 100% fall velocity and die on impact (sometimes even instant death on the rock itself). Similar interaction can also happen on top of various building elements and structures around the city. Most of these are not accessible without the double-jump leg modification, but once you start exploring the map geometry with double-jump legs, you often get to points where you are thrown off or die instantly, and at other times just fall through the map. In the span of less than 2 hours of gameplay, I found over 10 different spots with such game-breaking map geometry interactions.
2. Police NPC turning hostile towards you in violence-allowed zones. Every once in a while when I enter a violence-legal zone to help local police with a hostile threat, the police NPC will sometimes turn on me despite me only shooting the badguy NPCs (while I am inside the violence-legal zone). I haven't found a pattern to this behavior yet, it seems random so far (about 1/10 times).
3. Character model loading slowly and sequentially when going into 3rd person perspective on a motorcycle while wearing a helmet (displays your character as bald for a brief moment before loading in the helmet). Easy fix would be to have the entire model invisible until every part is loaded in, so the game immersion isn't broken in this way.
4. Map waypoint for missions always being present without having the option to disable them. This becomes especially annoying after completing the final Nocturne OP55 mission, at which point you're technically done with (one version of) the main story. Having a constant waypoint showing back to missions when you just want to free roam or clear side objectives is distracting and unnecessary. Let us chose when we want to see waypoints. It's easy to navigate through the main and side missions, so don't try to hold our hand violently by forcing constant waypoints when we don't need or want them. It clutters the map and is a visible part of the HUD that detracts from especially the post-game experience.
5. Not being able to quit the final mission. This is an unwanted side effect of the mission itself being so long. I already completed it once, and accidentally went into it again thinking it was a side mission I had selected, and before I knew it I was strapped in for another hour of gameplay that I didn't want. Couldn't load checkpoints, and last save was too far back to be worth it. Give people the option to abandon mission/reset it at the point prior to entering the building to meet Hanako.
6. Calling vehicles sometimes spawns them far away and in places where they will travel around multiple blocks before returning to your location, and sometimes if vehicle is still too close, it won't respawn when called again - it will just stay at its old location and not move. Have experienced this mostly with motorcycles (although that statistic might just be down to the fact that I often use bikes for travel). Sometimes the vehicle will spawn in front of you and drive away from you, in order to follow traffic, make multiple turns, go around countless blocks, and return to your original location - instead of simply just parking and waiting for you to walk up to it. Having your vehicle spawn 20 meters in front of you and just see it take off while you try and run after it is highly annoying and often I just leave the vehicle and go on foot instead.
I will add more pieces to this topic as I encounter them, and anyone else can feel free to make additions to this thread.
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