People saying "it's not an RPG anymore" - care to explain that? Because it's FPP? Because it has FPS elements? So for the game to be a "real RPG" is has to be TPP or I'm not getting something essential here?
Exactly , that's what i want to see aswell !Definatly amazing job the team is doing! The amount of detail and immersion is astonishing!
Two things I would definatly like to see that would drag players even deeper into immersion.
1: Animations for opening doors, pushing, buttons (elevators ect.) Maybe like a hand physically pushing the button instead of an on screen cursor automaticaly doing it.
2: Animations could be more dramatic (Less stiff) for jumping. Maybe more weapon sway and have aiming being all over the place/more difficult when in the air. Maybe try to avoid the "Master Cheif" (Halo) static floating effect when jumping. Thus have gravity effect your character more as it would in real life with a more natural reaction to jumping.
That being said... This game is simply AMAZING already. Seen enough to be a Pre-Order for me. The most expensive version you make, I'm buying it on PC!
Nope. I found that strange too. You'd think she'd be all over it. Unless... maybe the bot is rigged? She wanted to find a mole, right? So maybe they knew that the bot would be stolen, and did something to it?1) Why does Meredith Stout not want the bot back? It was stolen from Militech by those thugs, but at the end, Jackie puts it in the trunk.
Well, I guess he might think he's just getting the money by threatening you. Though honestly, knowing that such things are possible, I would be paranoid and check everything all the time.2) How does Royce not think to check the chip for spikes? He had a gun at my head a minute ago, but then he trusts me? What?
Couple of logical questions:
1) Why does Meredith Stout not want the bot back? It was stolen from Militech by those thugs, but at the end, Jackie puts it in the trunk.
Am I the only one bothered by this?
2) How does Royce not think to check the chip for spikes? He had a gun at my head a minute ago, but then he trusts me? What?
Joking aside, the only thing that was rather surprising is locked FPP. FPP is done to death in cyberpunk-like games Deus Ex and System Shock. I thought CDPR would use the opportunity to work with familiar stuff like TPP in a cyberpunk setting.Just means you're smarter then we are
Granted we haven't seen everything yet, but focus on the narrative+cinematics (under cinematic I mean very detailed and staged presentation) always brings plenty of limitations to gameplay scenarios and mechanics. Even if it has complex narrative branching. Resources are limited even on giant projects like this one. It's always either this or that, as far as I can see.Well, I did kind of expect some tangible mechanics due to the source material and since CDPR has been pretty adamant about their "troo RPG, not a shooter" claim.
I don't care about cinematics or action adventures and narrative alone is just a CYOA thing. A good RPG has good RPG mechanics (not just elements) and interplays with well rounded choices and consequences to it's narrative (if it is that kind of narrative RPG). Now it seems only the latter rings true. And it's pretty disappointing.
The last Bioware game I played was DAO and I didn't finish it (due to the mob grind). Their later products have seemed pretty uninteresting.
Joking aside, the only thing that was rather surprising is locked FPP. FPP is done to death in cyberpunk-like games Deus Ex and System Shock. I thought CDPR would use the opportunity to work with familiar stuff like TPP in a cyberpunk setting.
Honestly, my thoughts exactly. Putting apart my TPP preference, I still wonder why there is no single Cyberpunk RPG game with TPP. All the good games from this genre are in FPP :/ Yeah, there are some isometic RPGs (like Shadowrun), but isometric is not classic TPP. I was really hoping for a TPP RPG like Witcher 3, Mass Effect, KOTOR or Dragon Age, just set in Cyberpunk world with all the bells and whistles that big company can do with AAA game.
I know that part of the reason is the fact that fantasy RPGs are easier to be done in TPP due to combat system - swords, shields and magic don't require aiming, while modern weapons do. But there are ways around that, really (at least a hybrid camera that zooms in close to your shoulder when shooting and goes to FPP fully when aiming through iron sight). I respect their choice, really do, but I'm just a bit sad about it - I was really hoping so so SO much for a modern, AAA-grade RPG with TPP camera.
What did you like? What would you like to change? Try to keep it neat and preferably numbered or lettered.
Speaking of which ( I have a lot, but just gonna do three) :
1. Option to remove the damage numbers above target's heads.
Edit: IT'S IN!
Will the HUD and Damage Numbers above the heads be adjustable?
Aug 28/18 Marcin Momot: "That is exactly our plan. A lot of HUD elements (including damage numbers) will be optional. "
2. Difficulty level where enemies -and- V are both less resilient unless equipped with serious armor.
3. Dialogue options clearly based on my stats and skills - Persuade [3], Intimidate[7], Seduce[2], Cower[4], etc.
Couple of logical questions:
1) Why does Meredith Stout not want the bot back? It was stolen from Militech by those thugs, but at the end, Jackie puts it in the trunk.
Am I the only one bothered by this?
2) How does Royce not think to check the chip for spikes? He had a gun at my head a minute ago, but then he trusts me? What?
1) Yes, exactly what I said! Daytime looked especially good, something I didn't expect. The aesthetic is brilliant, it's not cartooney, but stylized and it fits perfectly! but regarding your second point, while crowds are really cool, I don't think there will be much interactivity sadly, don't expect that much in that regard.First the good:
1. The aesthetic. Witcher 3 was hands-down one of the most beautiful games I've ever seen. I still catch myself just standing in Beauclair or Skellige, etc., just starring at the world you guys have rendered. It takes a real talent to recreate that same experience with a dystopian future setting, but I fully believe that you guys have nailed it! Seriously, if you change anything, DON'T change the look of Night City! It's. Perfect. I already know that Cyberpunk is going to be one of those games where I spend hours, days even, just walking around looking at stuff.
2. OMIGOSH Dat crowds though. I cannot WAIT to interact with Night City's people. I have crowd anxiety and, without exaggeration, I was seriously on edge watching "me" walk through that crowd. I will be so unbelievably impressed if that's how the final product looks/behaves. I don't think I saw a single repeated character model once in the whole demo. Seriously, I can't say this enough: you guys are AMAZING.
3. Destruction. I was really impressed watching the gunfights unfold. I'm hoping to see as much destructible cover as possible, which seems to be a very realistic thing to hope for, considering that an entire class of bullets is designed to punch holes in walls. Can't wait to test the limits of 2077 weaponry!
4. A whole bunch of other stuff, too numerous to name.
Here's my only 2 real issues:
1. Instead of ammo count being pinned to the corner like with every other shooter, I'd REALLY appreciate an LED display being on the guns themselves (ala Deadspace). Not only would this be a really cool homage to movies like Judge Dredd, it would further minimize the already-impressively unintrusive HUD. I appreciate all the effort you guys at CDPR have obviously poured into making Night City immersive but, for me, one of the surest ways of shattering immersion is having a whole bunch of extra info pinned to the screen while I'm playing. Light readouts on guns are cool and besides, it's the future--lights should be on everything.
2. I was really happy to see that you could switch the perspective while driving, but not for the reason you'd think. I see this in games all the time--whenever I've driven in real life, I've never had an issue where one half of the windshield was outside my view, like I was wearing blinders or something. I can see everything in front of my car without having to turn my head (please forgive me if that sounded bitter. It's not a problem with your game so much as a problem with nearly every driving game).
As amazing as the inside of that badass future car looks, I'm afraid that trying to drive in first-person will be severely hampered when the camera isn't altered to accommodate the shift from walking on the street to driving in the cab. It's akin to walking around with one of your shoulders sticking out five feet to one side, outside your view, so you keep catching it on stuff without meaning to. I'd love, LOVE for Cyberpunk to be the game to finally fix this issue, even if it's as simple as widening the FOV, or allowing us to set an additional FOV setting that auto kicks-in whenever we enter a vehicle. I'm looking SOOO forward to this game, and it'd be made about ten million times sweeter if I could operate my awesome supercar exclusively in FP without basically being blind in one eye.
I Agree the story was a little bit confusing. Meredith Stout should have demanded the bot she wanted, which could add the choice to: