Do tell...Nothing Rockstar has ever done can compare to Witcher 3 or Cyberpunk. The story, characters, art and combat gamaplay are simply on another level.
Do tell...Nothing Rockstar has ever done can compare to Witcher 3 or Cyberpunk. The story, characters, art and combat gamaplay are simply on another level.
1. That's questionable. GTA is not a futuristic game, and shooting through any number of walls is a bad design (the idea is nice but implementation is subpar).Things done better in Cyberpunk than GTA:
1) gunning --> weapon design is unique and fanstatic both in design, styles and variety in functionality (power, tech and smart weapons all behave differently)
2) melee --> lots of options in Cyberpunk, Katana, punches, Gorillas arms, manthis blades, mono-wire, blunt weapons. They all have different mechanis, they are not just for decoration
3) weapon modification --> non-existent in GTA
4) looting --> almost non existent in GTA, very rich in CP
5) character leveling --> almost non existent in GTA, very rich in CP
6) narrative --> actually not bad in GTA and I believe very underrated (Trevor fan here), but CP is on another level of quality
7) art styles --> vehicle, clothing, builings is just original and refreshing
8) music --> I mean just listen this. It's ever better than Doom Eternal, which was already phenomenal
9) quest design --> GTA is far too linear, if you deviate a tiny bit from what the developers had in mind, it's automatic failure
GTA on the other hand is more advanced in many other aspects (especially NPC driving, it is so realistc that Tesla tested its AI in this game before putting it into the road), but does not mean CP is shit. Why cannot we enjoy both?
1. That's questionable. GTA is not a futuristic game, and shooting through any number of walls is a bad design (the idea is nice but implementation is subpar).
2. That's fair.
3. Weapon modification in CP77 is so bad that you cannot really get a point here. For good weapon mods check Metro series.
4. Looting in CP77 is a busywork that provides only annoyance in gameplay, cannot agree to give a point here.
5. Leveling for the sake of leveling adds nothing to gameplay. Leveling should supplement unique style of gameplay. There are very few abilities that change gameplay style. But sure, we can stretch a point here.
6, 8. I already mentioned that the story and music are the only parts of CP77, where it clearly wins.
7. Are you seriously trying to give points for the art style by comparing new game with decades old games?
9. Besides several showcase quests the CP77 is also very linear. Your lifepath is just the first 15 minutes of the game, then no matter what background you had, you become a street kid. Most quests have only one way of solving them. So, here's just half-point.
And where are other at least 91 points that were promised in the post about "hundreds of features" that are better in CP77 than in GTA? So far I see only 3 clear points in favour of CP77 and 3 other questionable points. In total it adds to 6, not hundreds.
7) Art styles --> I do not mean polygon counts or texture resolution. I mean the ability to create something really beautiful (car design, clothing, architectures). Some other games with outstanding art styles are Deus Ex Human Revolution, Disonhored 2
9) by linearity I mean in GTA you can literally fail missions by not doing exactly what the delopers had in mind in that specific order, much like previous Assassin Creed games (before Origins), All the beautiful sandbox world they created, sort of vanish when you start a mission
I was told that it tooks 5 years for GTA and 7+ year for cyberpunk. Why can't they do that?There is a reason why the vast majority of RPGs take place in fantasy worlds, the post apocalypse, unexplored planets, etc. and why the vast majority of RPGs that do take place in the modern world do not allow you to actually drive a car. That's because it's insanely difficult to create a good simulation of traffic in a city and how it responds to the player causing chaos. There are very few games that can do it, and those games build their entire brand around that one feature.
Cyberpunk isn't about vehicles, they could have cut driving out of the game entirely and it would still have been perfectly playable. You can't remove driving from GTA, being a carjacking sandbox is the whole point of it, and all the effort went toward making that part of the game shine.
I think CDPR should have removed driving from the game entirely, or made it so that your car is driven by Delamain as a way to have immersive fast travel. The core gameplay of Cyberpunk wouldn't be affected if driving just wasn't part of the game, so having it there anyways as a half baked gimmick really accomplished nothing except open the game up to ridicule by people comparing it to a game where driving is the main event.
I was told that it tooks 5 years for GTA and 7+ year for cyberpunk. Why can't they do that?
Because GTA is a crime game that requires reactive pedestrian and police AI and proper crime mechanics and it has past iterations to improve upon. Cyberpunk is not a crime game and doesn't have any past iterations to improve upon the same way The Witcher 3 improved from Witcher 1 and 2. Then a build of Cyberpunk was scrapped in 2016-17'ish so that makes it 3-4 years in actual development.I was told that it tooks 5 years for GTA and 7+ year for cyberpunk. Why can't they do that?
I don't see how GTA and Cyberpunk are different in that matter. Both games revolve around you doing dirty jobs. In GTA those are your own dirty jobs for your direct profit. In Cyberpunk, you do other people's dirty jobs for profit and fame. You're committing crimes through the whole playthrough of Cyberpunk and there is no proper police system that challenges you. The bit about past iterations is definitely true, this is their first try at making this kind of game.Because GTA is a crime game that requires reactive pedestrian and police AI and proper crime mechanics and it has past iterations to improve upon. Cyberpunk is not a crime game and doesn't have any past iterations to improve upon the same way The Witcher 3 improved from Witcher 1 and 2. Then a build of Cyberpunk was scrapped in 2016-17'ish so that makes it 3-4 years in actual development.
It is a story and questing focused game and does not care about having proper crime mechanics. That said, I don't excuse the horrendous police spawning.
Because GTA is a crime game that requires reactive pedestrian and police AI and proper crime mechanics and it has past iterations to improve upon. Cyberpunk is not a crime game and doesn't have any past iterations to improve upon the same way The Witcher 3 improved from Witcher 1 and 2. Then a build of Cyberpunk was scrapped in 2016-17'ish so that makes it 3-4 years in actual development.
It is a story and questing focused game and does not care about having proper crime mechanics. That said, I don't excuse the horrendous police spawning.
No. Let me make it clear for you because even the "dirty jobs" are vastly different than you think.I don't see how GTA and Cyberpunk are different in that matter. Both games revolve around you doing dirty jobs. In GTA those are your own dirty jobs for your direct profit. In Cyberpunk, you do other people's dirty jobs for profit and fame. You're committing crimes through the whole playthrough of Cyberpunk and there is no proper police system that challenges you. The bit about past iterations is definitely true, this is their first try at making this kind of game.
Yep, they could totally removed police and the game will be the same.
Alternative design choices:
1) force a game over and reload when the player engage in terroristic / civilian slaughtering activities --> this is what Assassin Creed games do ("Ezio did not kill civilians, continue to do that and you will be de-synched from Animus")
2) make civilian immortal / unkillable --> this is what Witcher 3 did, like many RPGs before it
If CDPR want to improve police AI, they first need to give valid reason to commit crimes which are not just terrorist activieis. an example could be corporate stealing or sabotage, assassination of key corporate target in public streets etc...
Even the 48 minute demo had way more life in it than the released game we have now. What happened exactly? Did CDPR purposely cut content to meat a deadline or something?
since when does work in progress mean, half of what you see is being removed instead of stuff will be added.You may have missed the disclaimer at the top of that says 'Work in progress: Does not represent the final look of the game'
Don't exaggerate. I'm playing the game right now. A few things were removed from the 48 min demo on retail. But half of that demo didn't even showcase all the features and skills of the retail version. So it's far from half. Never even knew parkour was so viable and I also could do this:since when does work in progress mean, half of what you see is being removed instead of stuff will be added.
Why not this could be the perfect motivation for corpo in CP...You know, CP77 was supposed to be RPG initially, then they changed it into action-adventure story game, which is exactly what GTA is and, thus, comparison more than appropriate if CDPR states that their game is from the same genre as GTA. Sure, the story and music is better in CP77 but everything else is not even close. Notice that a lot of people still think that CP77 is an RPG, despite official CDPR description lists it as action adventure.
REDRUM post, you could've just put a silencer on that puppy hehe, there is no need to bring out the big guns.Do tell...
What CDPR currently has is a solid base with a great Story...
The skillsystem is a something they can build upon.
(For example if i add something to my clothes it could be, visual instead of just a slot which is filled in the inventory.)
You did that with the gun attachments, but why stop there?
You made a Game that goes into the direction of Prey which was first showcased as some sort of headhunter style game which got later ditched, this, sure it does not have aliens but nobody expected that anyways.
It is this futuristic style, where the possibilitys, be it in creative terms or visual are pretty much endless, as a game designer, environment artists, asset designer, this game must be a dream come true to work on (crazy gun types - which it already has, a city with new features just think of something and implement it. And you did a good job in all these layers but you havent filled it with life.
What im trying to say is, that the style itself is unique and probably something we all waited for so many years to finally hit the market. Excuse my language but Sh!t i was super hyped when i first saw prey and was crushed when they ditched it and started new.
And i have to be clear once again, you already did a splendid job when it comes to that.
I just hoped for so much more, not sure if anyone of you watched the movie fifth element, i expected to see flying vehicles if only a marginal amount. And you do have them just not for the use or for the protagonist to interact which is a bummer!
WHY ???
Explore Night city - i was expecting some real crazy gunplay, jumping across multiple rooftops fighting gangs and cops and just having a great time, without having to worry about some story - i hoped for some sort of endgame content.
At this point im unsure what mutiplayer should bring to the table, i simply cant imagine it currently - even though i hope you do it and teach me wrong.
I also do not think that this drop has already been sucked, I sincerly hope that CDPR-TEAM steps into the shoes of HelloGames here and improves this game and tries to tickle the best possible out of it, because the potential is huge!
It must also be said that this is a completely new division for CDPR and therefore probably not everything is perfect, but you can learn from it - build on it and then develope a subsequent game that does just these things right from the start.
Since comparisons are made here with GTA, I will do this again at this point. GTA 1-2 was nothing more than a 2D game where you could shoot, drive and fart.
Here, implementations were made little by little, these were adopted and built upon and refined each time.
The result of exactly that approach, can be found in RDR2 today, which also has a completely different style but performs very well in every aspect and also provides the visual quality.
You already have the visuals !!! Now enjoy the festivals and get back to work Samurai !
Merry XMAS