Maybe with Orion… but than again they have to face GTA Vl in 2025…Oh, I remember that, 'next generation open world'
Maybe with Orion… but than again they have to face GTA Vl in 2025…Oh, I remember that, 'next generation open world'
I don't think the game coming out until 2027. And considering they're using a new engine... I don't know what's gonna come out in the end.Maybe with Orion… but than again they have to face GTA Vl in 2025…
That's not a thing in most of "RPGs" or at least, games in which your character become more and more powerful along your playthrough...?The player's power increases throughout the game - if it didn't, given your gear upgrades and perks, it would be completely incoherent. The problem is that enemy real-time tuning is very noticeable - it is designed to be after all. To the point where the player can guess that e.g. a level up will make an enemy take 5 hits instead of 4 with their current gear, and seek to find something better to keep up with this meta real time tuning.
In essence you pull the player out of the game's world, and pit them directly against the developers' meta-tuning. No matter how subtle, it's still breaking the fourth wall. Is it as grievous as I make it out to be? No, if their aspiration is to make CP2 more of an Ubisoft-grade open world game. After all, save for the occasional Japanese GOTY winner, nearly everyone does it.
Keep in mind that CP2077 went through a development hell.And if they were a matter of a budget, I wouldn't be so critical about them, and at the same time, I would have been more hopeful for the next game.
Additionally, CDPR's ambition when they announced the game, was far greater than "not being sub-par to other games" - if it was, there would be nothing to criticize.
Ahh, the eternal struggle of "RPG's" and their arbitrarily shoehorning in a "Level" system because "RPG" has to be synonymous with "Number go up!"That's not a thing in most of "RPGs" or at least, games in which your character become more and more powerful along your playthrough...?
i.e finding new and better stuff (or upgrading your current stuff) because enemies become stronger along your own character progression.
Never forget that the same man decided to release the steaming pile of garbage that was NMS on release though.This year I'm more interested in the announcement of a new game by the author of no man's sky. This developer really deserves awards for supporting the game.
Might be true. But if we take your points in consideration it’s not „the next generation of open world gaming“ - what does highend graphic or strong storytelling/characters have to do with next lvl open world gaming? - the quote was about a statement they made and didn’t deliver.CDPR and Rockstar make wildly different games, with completely different team sizes and entirely different budgets.
I can almost guarantee Orion will have better writing, story and by the time it comes out (2-4 years after GTA6) it will have superior graphics. At least graphically when it comes to just facial animations and stuff - I could still see GTA6 being superior in some little ways, like when someone sits on a seat the cushion will actually react and stuff.
While I can almost guarantee GTA6 will have a bigger map, more content and more 'immersive sim' elements to their game. For example when you go shopping in the game you will likely be able to actually touch things or when you loot corpses you'll probably move the body around or dig in their pockets - like in RDR2.
This is all to say that 'next gen' doesn't mean you will outdo other games in every single way. Some studios are going to do certain things better and certain things worse. This is because every game studio focuses on different things and is attempting to deliver a different product. People who are playing CDPR games can either accept that they are open world games heavy on the narrative/characters and light on the RPG aspects or they can't - because it isn't going to change... their team size, budget and timelines they have are not going to permit it.
We'll see if CDPR reigns in the advertising a bit more for Cyberpunk 2, because I agree that was their biggest problem the first time around.
I think it was much better than cyberpunk 1.0 (I actually think 2.0 is what should have been on release), but in any case it's enough to compare the number of major changes in both games since release.Never forget that the same man decided to release the steaming pile of garbage that was NMS on release though.
Sure, credit where credit is due to actually bothering to fix up the catastrophe that was the game on launch. But it's good to hold people accountable for releasing things before they're done. We don't need this behaviour of selling people a glorified alpha build as a full priced "Finished product".
Like, we actually have "Early Access" for a reason. If there's a need to obtain money during development.
That's not a thing in most of "RPGs" or at least, games in which your character become more and more powerful along your playthrough...?
i.e finding new and better stuff (or upgrading your current stuff) because enemies become stronger along your own character progression.
Not sure I follow you... Would it have been better at the end of the game, when your character is almost a god-like fighter, to destroy the exact same enemies you faced at the beginning of the game?
And I say "destroy", because that's what it would happen, it wouldn't be "fights"...
CDPR and Rockstar make wildly different games, with completely different team sizes and entirely different budgets.
I can almost guarantee Orion will have better writing, story and by the time it comes out (2-4 years after GTA6) it will have superior graphics. At least graphically when it comes to just facial animations and stuff - I could still see GTA6 being superior in some little ways, like when someone sits on a seat the cushion will actually react and stuff.
While I can almost guarantee GTA6 will have a bigger map, more content and more 'immersive sim' elements to their game. For example when you go shopping in the game you will likely be able to actually touch things or when you loot corpses you'll probably move the body around or dig in their pockets - like in RDR2.
This is all to say that 'next gen' doesn't mean you will outdo other games in every single way. Some studios are going to do certain things better and certain things worse. This is because every game studio focuses on different things and is attempting to deliver a different product. People who are playing CDPR games can either accept that they are open world games heavy on the narrative/characters and light on the RPG aspects or they can't - because it isn't going to change... their team size, budget and timelines they have are not going to permit it.
We'll see if CDPR reigns in the advertising a bit more for Cyberpunk 2, because I agree that was their biggest problem the first time around.
There is also what CDPR did in TW3, a bit surprised they didn't apply the same for Cyberpunk. It's also a mix, meaning areas are leveled, but enemies "follow" your level, to avoid "boring" low level areas exploration... And a little bonus it's optional.There are various ways in which level progression is handled in games that feature it;
- There's the static scaling, where as you progress through a linear scaled world you encounter higher level enemies. Thus you need to look for more levels yourself and better gear to handle the threats that come at you.
- There's the dynamic scaling, where you can go anywhere at any time. But whenever you level up, enemies get stronger the same time you do... But you're always chasing down gear trying to keep up.
- There's the mix. Where areas themselves are linearly scaled throughout the world. But within them they have a small variance of dynamic scaling so as you get a handful of levels within an area, enemies stay relatively similar to you in power. But you have notable step ups in enemy power when you move to the next area.
If it was the case, without level scalling as it is now (like before 2.0), every enemies you would encounter will simply flee... I mean the higher level enemies you were able to encounter were level 30, while V was able to reach the level 50... Before 2.0, after reaching the level 30/35, every fights were easy as pie.A goon shouldn't even try to fight you a cyberware god, but run for their life instead. It's all about shifting points of interest as you level up and enemy placement.
I'm afraid this game needs auto-leveling, because otherwise it's just not clear in which building you are waiting for enemies of your level and in which building enemies with skulls.My issue with scaling is… if I start a random rpg/adventure I want areas which are deadly for me at the start… running as a novice to a place with a big fat bad ass dragon f.e. it’s just natural for me to get slayed instantly - I will return lvled and better equipped and give it another try until I’m able to stand a chance…
beeing able to survive everywhere in an openworld from the get go because of scaling is the opposite of immersion in my point of view…
well the game didn’t had scaling from the get go tho - you knew by trying that taking on Valentinos was more dangerous than on tigerclaws f.e. - it was simple each district was for a specific lvl-range in mind (more or less) but you were not forced to take that order. Looking for a challenge? Just head towards a higher lvl territory - but now? Everywhere the same sh*t no surprises anywhere anymore other than „wait wtf why can’t I open doors anymore? eh…“I'm afraid this game needs auto-leveling, because otherwise it's just not clear in which building you are waiting for enemies of your level and in which building enemies with skulls.
But of course I'm upset that with scaling I lose the opportunity to find something cool when exploring the world
Yeah, I played the game on release. Maybe it's just me, but I remember that enemies could vary greatly in level within the same district. That said, the enemies in the main storyline were always much weaker than me.well the game didn’t had scaling from the get go tho - you knew by trying that taking on Valentinos was more dangerous than on tigerclaws f.e. - it was simple each district was for a specific lvl-range in mind (more or less) but you were not forced to take that order. Looking for a challenge? Just head towards a higher lvl territory - but now? Everywhere the same sh*t no surprises anywhere anymore other than „wait wtf why can’t I open doors anymore? eh…“
Will not get much into it, but sorely disappointed overall...
...Its economy is a gimmick - no connection to the actual lore, and instead of crafting a world where every type of entity has its own characteristics, they instead scale to your level, resulting to a more static, power-wise, and inconsistent experience. Up your game, designers.
Might be true. But if we take your points in consideration it’s not „the next generation of open world gaming“ - what does highend graphic or strong storytelling/characters have to do with next lvl open world gaming? - the quote was about a statement they made and didn’t deliver.
I bet GTA Vls world will breath and feel immersive way more than CPs. That’s all my call about GTA Vl was about.
what you said are nonsensical as many architects that actually analyzed Night City has been praised as one of the most realistic rendition of dystopian city in video games. Night city taken many inspiration from IRL cities, both in US & many other countries. For example, Kowloon walled city was an inspiration to some of the districts & buildings in Night city, including recent dog town.Will not get much into it, but sorely disappointed overall.
The game is beautiful and you can tell an immense amount of work was put in it, but at the same time, it's an oxymoron that, save for the art and level design, no consideration at all was given to building an immersive Cyberpunk world.
Its economy is a gimmick - no connection to the actual lore, and instead of crafting a world where every type of entity has its own characteristics, they instead scale to your level, resulting to a more static, power-wise, and inconsistent experience. Up your game, designers.
Cheers and merry Christmas.
what you said are nonsensical as many architects that actually analyzed Night City has been praised as one of the most realistic rendition of dystopian city in video games. Night city taken many inspiration from IRL cities, both in US & many other countries. For example, Kowloon walled city was an inspiration to some of the districts & buildings in Night city, including recent dog town.what you said are nonsensical as many architects that actually analyzed Night City has been praised as one of the most realistic rendition of dystopian city in video games.
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"its economy is a gimmick" .... What does that even mean? Both the lore & in-game currency system are in sync for this game.
No they definitely aren't. Night City is supposed to be a hellscape where only the ultra rich live in luxury and the vast majority live is squalor, where violence is its own industry partially because of this, yet your character can become a literal millionaire before the start of the second act. The actual game economy that you as a player experience is so far removed from the economy the game is supposedly protraying it isn't even funny."its economy is a gimmick" .... What does that even mean? Both the lore & in-game currency system are in sync for this game.
The game is anti-MC as things could never be what V planned or want it to be. Even the most positive/ good endings & outcomes are not to satisfy player/V whims, when things have massive repercussions & consequences.