Having ”google maps” in your eyes might not help if you don’t know how to read a map.
Cyberderp 2077
Having ”google maps” in your eyes might not help if you don’t know how to read a map.
Why not? Other games manage a ton of NPCs on screen without issue. I've yet to see any scene in CP push boundariesWell, the screens are very nice but I don't think it's possible to have multiple NPCs in an area looking like that on the base consoles.
Unless you run it at 15 fps....
RDR2 has no problems with that, but rockstar is rockstar...Well, the screens are very nice but I don't think it's possible to have multiple NPCs in an area looking like that on the base consoles.
Unless you run it at 15 fps....
Holy heck that looks cool. Very glad to see it, though of course I hope for everyone else's sake it's optional.@Snowflakez there appears to be a minimap in the bottom left corner of the image with the netwatch agent.
RDR2 has no problems with that, but rockstar is rockstar...
Rare to see man being so happy about the presence of minimap in the game, but that's cool, I think nowadays people are being overly shamed over their preference toward features that are considered a "casual" by nature. Me myself I don't have any strong preferences toward minimaps and that sort off stuff, but I don't mind them either, however giving an option of turning it off and designing the quests in a way to incorporate this kind of UI devoid gameplay would be, of course, ideal.Holy heck that looks cool. Very glad to see it, though of course I hope for everyone else's sake it's optional.
If you'd known how long I've wanted one and asked for confirmation/denial, you'd understand my excitement.Rare to see man being so happy about the presence of minimap in the game, but that's cool, I think nowadays people are being overly shamed over their preference toward features that are considered a "casual" by nature. Me myself I don't have any strong preferences toward minimaps and that sort off stuff, but I don't mind them either, however giving an option of turning it off and designing the quests in a way to incorporate this kind of UI devoid gameplay would be, of course, ideal.
That's definitely an interesting way of looking at that. Indeed, usually most people associate the UI information density with the game being designed to be more casual friendly, but you can also look at that in opposite way, the information density makes you pay attention to more things at once without the need to constantly pause the game just to check character current status.For me it's not really about ease of use, but actually the opposite. I like tons of information density, I don't like streamlined UIs. Or rather, don't prefer them. I like ammo counters, health bars with numbers and percentages, I like minimaps with speed and compass indicators, crouch/stand state indicators, scroll-able on-screen quest logs, hotbars for weapons and consumables... Etc. The more useful junk I can throw on my screen -- of course, without completely obstructing my view, and ideally with resize options -- the better.
Good catch. That reminds me, in the 2018 demo I saw the Vindicator (or Lexington) pistol having similar modes as well, judging by the letters near its ammo counter: F/A (fully automatic?) and S/A (semi-automatic?).
The gameplay reveal for everyone is still at PAX West as they said back in June during E3. Nothing changed.When are we going to get some gameplay? There should be one or two in the whole world that didn't went to E3 or Gamescon.
"What I can tell you is we are looking into a suitable idea for implementing New Game Plus," producer Richard Borzymowski told GameSpot at Gamescom. If and how has yet to be seen and talked about."
"Let's go with the two most basic approaches to New Game Plus, or whatever," he said. "Complete example: either you finish the story and you're left in the open world, or you can start a new game with the character you've previously developed. With the first approach, in our case, the benefit of replaying or playing more is that there are many, many activities. I presume that most players will first finish the story rather than do everything there is because that's pretty time-consuming. The other approach basically funnels you into one of the playstyles, right? So we're looking for a way to ensure that you're able to keep your progression, but are you still able to take a different path in order to see one of those parts that was hidden behind one of those actual choices. And we will probably get to something, but it's too early to talk exactly how, because we want to make sure that it fits [Cyberpunk]. Everything we want to do, we want to fit."
Gamescom demo is exactly the same as E3 except for melee combat that has been completely removed: CDPR has understood that they need to work a lot on that and prefer not to show that mess to public until ready.