I kinda get what you mean. I heard loads of people complain about GTA and Watch dogs 1 a while back. I heard WD2 slightly improved this but people still had their complaints. Whatever CDPR is doing with Cyberpunk2077, it looks different but also familiar in a good way, and that's good news to me because I'm hoping it means that it's not like GTA and it's not like Watch dogs in terms of the driving style. If I'm not mistaken CDPR was trying out different racing builds a while back and I'm very excited about that. I can't wait to go drifting and racing. I love the feeling of freedom and maneuverability and speed. The less I feel like a boat, the better.It looks a bit cartoonish but it looks attractive in my eyes. They can't perfect things they make for the 1st time. Rockstar's been doing it for decades and the physics is still subjective. Watch Dogs 1 and Wildlands were bad but I didn't really mind it for some reason. Vehicles in shooters like CoD however are just plain awful.
I don't really understand why everyone is saying that the driving gameplay that we have seen so far looks bad? When it comes to something like driving, to me it looks great(what we have seen so far) but I can't be sure until I try out the driving when the game comes out. But I honestly fail to understand what exactly is wrong with the driving we have seen. I am very interesting in seeing more driving because supposedly it's been updated since (I think someone had said something like this). Can anyone explain to me and show me footage that shows exactly where and how and why there is a problem? I just don't see it.It looks bad and according to those who played, they themselves were surprised how often they would have to drive in this game from their 4 hour session.
If you look really closely, at 0:21, the car appears to be going very fast, but is actually moving not as fast as it appears. The car slows down, and then makes a sharp turn, but this occurs when the car was already moving very slowly. At 8:21 the car was going even slower than before, and simply comes to rest very normally. I honestly don't see any intense "arcadey" type stuff going on, and I feel like I could probably see a car in real life move like that if the driver was skilled and the car was "sporty" enough I suppose. I would be willing to believe that cars in the future have much better shock absorption, acceleration, brakes, and other features that would make things feel more like that. I guess the illusion that is occurring here is the lighting of the environment in contrast to the vehicle lighting. If you look at the surroundings of the car and the speed at which they are moving relative to the car, and avoid looking at the car itself, you can better gauge the vehicle speed, which wasn't actually moving that fast. I am actually very happy that whoever is playing that specific build of Cyberpunk2077 is able to control the car so that when they input "turn" the car turns, and when they input "stop" the car stops. Other games are much more frustrating and unrewarding about this. I'm kind of glad to see that it's at least this good. But yea definitely re-watch those. The car is not going very fast in those moments. It's just an optical illusion. What's probably missing is the feeling of weight, momentum, and the tires screeching. I really hope that doesn't get done only for the purpose to "fix" it and then all the cars drive like slow-land-boats from GTA, that would make me sad. But yes, It could use some more "weight/momentum/tire screech" maybe just a little. And these are already all very old builds I think, if I am not mistaken. All of this may have possibly been improved already.Couple of examples in this trailer:
Look at how the car turns the corner in 0:21
How it comes to a quick stop at 8:21.
Just a bit too arcadey for my tastes. But that's my opinion, I'll reserve final judgement for when the game comes out.