Hey,
there are many elements in the game that are not influenceable but have at least a minor role in the story.
Just to list a few popular ones:
So the main question is if you mind these design choices?
From this point of view, I think that CP maybe "utilizes"/"bugs to" also have emotional, subcontextual and other impacts...?
I think I haven't seen such concrete, personal and yet stable, believable (and relateable) (character) design in any game to date.
Do you think CP does (correctly) step out of the mainstream with this?
Do you enjoy the quests being more cinematic (in form of event->reaction) rather than (more traditional) choice->consequence?
(The main differences being the initiator of change(world/player) and amount of different choices and outcomes you can get)
there are many elements in the game that are not influenceable but have at least a minor role in the story.
Just to list a few popular ones:
- Everyone involved in Heist quest dies
- Evelynn dies
- Judy is lesbian
- Smasher kills Saul (if you join Aldecados?)
- Paralez quest has no ending(...?)
- Phone calls and messages(Takemura, Jackie, Judy, Panam,...) deepen bonds with characters without actually having a consequence. This leads to emptiness and frustration after they leave/die/...?
- Having more implants doesn't make you feel more like a machine? Nor does it have any consequences...?
- Some AIs(such as Brandon, Delamain viruses, Skippy,...) could be nice to deal with somehow, but there are options or consequences...?
So the main question is if you mind these design choices?
From this point of view, I think that CP maybe "utilizes"/"bugs to" also have emotional, subcontextual and other impacts...?
I think I haven't seen such concrete, personal and yet stable, believable (and relateable) (character) design in any game to date.
Do you think CP does (correctly) step out of the mainstream with this?
Do you enjoy the quests being more cinematic (in form of event->reaction) rather than (more traditional) choice->consequence?
(The main differences being the initiator of change(world/player) and amount of different choices and outcomes you can get)