First of all, the speaker of the demo start saying "this is justa glimpse let you see what COULD be in the game"This... All of this... BRUH!!
What is removed changes is:
1) backstory changed to origin in character creation --> not a feature removed
2) bug when calling you is not sitting on a car --> LOL is this even a feature removed?
3) lethal takedown with pistol removed --> this was definetly cool, maybe they realized later is too difficult to put a different lethal animation for each gun
4) cutscenes in 3rd person --> changed to first person
There is no comparison of colors, but of mechanics. GTA SA manages to be infinitely superior to a game made in 2020, promised by the company as something like that. It's simple. I'm comparing mechanics ... something that should have been treated with respect and affection by CDPR and it wasn't. The mechanics of CP is something between deplorable and absurd, it is so bad. But why is it bad? Because it was thought in a simplistic way, it came from the designer who insisted on the mediocre idea that Night City should be a Disneyland style city ... and he could have thought of something more like Blade Runner 2049 - more bucolic climate, with fewer NPCs, but better group or even individual mechanics over those NPCs.
There is not only one story supporting a design idea, there are several in Cyberpunk, they could have taken advantage of that, but, once again, the person responsible for the overall design of the game, submitted to the logic of the 'immediate' ... the 'ah, leave it anyway, they will like it '... he was afraid to take risks, he was afraid to dare. GTA did parts with a crowd and then, did CDPR have to copy that? For what? Give an idea of megalopolis? I could have done it in another way ... to avoid obvious technical limits to what we have of technology available today. Creativity was lacking, imagination was lacking ... because they treated CP as a purely technical piece.
There are elements to praise in CP, of course there are. But they are overshadowed by the immense, giant, lack of creativity in game design (here in its most general sense which involves mechanics, sounds, etc.) ...
It is clear that CP will compare to any game, there is talk of GTA by the mechanics involved almost or more than a decade ago.
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Mechanics are compared, but by way of illustration, although there is a universe - time, inclusive. So in an illustrative way.
- never do anything that seeks realism with the technologies we have today thinking about something 'new', 'sci fi', especially urban, and what it will involve (and it will involve a universe of things, from an immensity of polygons, shadows, lights, reflections, particles, even multitudes/crowd of complex behavior amid objects that collide) This is old, this search is old and it cannot work in this or that way ... and it will not work because it will, inevitably, bump into hardware limits. Use the imagination. Instead of starting from conceptual art to the 'hard polygon' with a 'shader', do exactly the opposite, starting from what is a real idea for the illustration of this, for the representation of this. Resolved the problem! There is a game with the same theme 'sci fi', thought like that and it worked and made by half a dozen developers - literally, six people. Award winning game, even - takes place in a city.
- never do anything that seeks realism about lights - it is one of the things that weighs most in games, lights, shadows, reflection, volume of particles (fog, etc.) ... our technology is stupid still about. Texture (shaders, combination) the same thing ... although there are some 'but' here - 'bump', 'displace ...' ... these are things that - in general - give problems in complex contexts. Deviate from this by color, with the use of color (the same goes for global shadows that fade 'light shadow', contact surfaces, etc.). This technique is old and absurdly efficient when you know how to use it. Use shaders that allow the representation of things, not as they should be, really ... 'copy / paste maps' (this is stupid and only works in games like Death Strand ... where almost everything is 'painted' and that type of material appears rarely in the rare buildings that exist, in boxes, etc.).
- crowds - is it merely a number or can we represent it? 'It's cold, the climate has changed in the world in recent years due to the exploitation of monopolies by natural resources' ... ready, the big dilemma' crowds ... solved ...
Etc ... it's the general idea that fails and makes everything else go wrong!
GTA SA is just a reskin of Vice City, which in turn is a reskin of GTA 3, Rockstar took no risk there. Also it is not a superior game to Cyberpunk. It has traffic AI and police chases superior, but that's it. Anything else (gunplay, melee, storytelling, character design, art styles in clothes and architecture, ability and skills progression) is better in Cyberpunk.
CDPR took a risk with Cyberpunk, they had to experiment with something completly new for them. They could have done easly a Witcher 4 in half the time resuing most assets and sold millions based on the popularity of the Witcher franchise.