central plot doesn't rely on characters acting like idiots
V, at least is acting like one.
And I almost forgot Dexter.
central plot doesn't rely on characters acting like idiots
Yeah, I'll concede that decision to steal from Arasaka is pretty close to idiotic, especially for corpo V. But, to their defense, they almost pulled it off. Had T-Bug been 10 minutes quicker everyone would have come out unscathed.V, at least is acting like one.
And I almost forgot Dexter.
Yeah, I'll concede that decision to steal from Arasaka is pretty close to idiotic, especially for corpo V. But, to their defense, they almost pulled it off. Had T-Bug been 10 minutes quicker everyone would have come out unscathed.
SO I just went to pacifca and broke some laws.. and here we are..
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Maybe they changed it patch 1.3 but now coach doesn't give me 4 quests and I just walk past him without a word. See I still have the original missions to chat with the coach and I am into act 2What I hate is RPGs that show quests down my throat and CP2077 is terrible at this.
Every fixer in town knows where V is 24/7 and whats the fkn point of having a option to answer a call when V takes it anyway?
Just take the beginning for example, I have no interest in boxing and if I talk to Fred and accept ofc no problem, but if I tell him no he still shoves 4 quests down my throat and send me messages.
Try to walk right past him, same thing. Even if I take the elevator direct down to the garage.
at least in Fallout I could tell everyone to shove off.
Surprisingly, it's the endings that I didn't like in Fallout 4.
Either you make a huge crater instead of the institute, or you coldly kill the Railroad, or you crash the steel brotherhood.
Frankly, I was a little disappointed the first time... After I almost always stop all my playthrough when I had no other choice than these three
Fallout 4 - 6.393 hoursI have always liked Fallout 4. Most complains I hear about it is "it's an okay open world sandbox shooter but a bad Fallout" which I kinda agree and the main story is just bad overall but it's a really good and fun game regardless.
I have about 700h in Fallout 4 and 150h in CP2077.
Fallout 4 - 6.393 hours
Cyberpunk 2077 - 1.537 hours
The experience with Fallout 4 changes when you start modding (survival-mod, immersive scrapping/building etc.). I haven't added any mods for Cyberpunk 2077 yet, as I want to see CDPR's finish-line and expansions of Cyberpunk 2077. Then I'lll look at mods.
Bethesda's Gamebryo / Creation Engine was specifically designed with the idea of including the Construction Kit as part of core game. It was included with the very first version of Morrowind to release on PC. The entire concept of the Bethesda approach was to provide powerful tools to players, allowing them to craft entirely new games from scratch if they wanted to. A massive focus of their business over the nealy 20 years since has been focused on community modding being front and center. They've even continued using iterations of the exact same engine since 2003.There are some gameplay mods, but mostly they are cosmetics or quality of life mods. Nothing to compare to Bethesda because the modding options there are quite limited, at the moment.
Correct. And that may still be possible to some extent, though I doubt it will ever compete with something like Bethesda in the modding regard.If CDPR gave modders something like the Creation Kit or GECK (just not as broken like newer versions are) with the same freedom to do whatever you want with the game people would play it for a long time to come. I have 11,085 hours in Skyrim, 6686 hours in FO4 and 911 hours in CP 2077 so far (recently started using a few mods in it). I used to make mods for Skyrim (over 6000 hours in the CK) but every new version for a new game they broke more and more things in it.
Bethesda's Gamebryo / Creation Engine was specifically designed with the idea of including the Construction Kit as part of core game. It was included with the very first version of Morrowind to release on PC. The entire concept of the Bethesda approach was to provide powerful tools to players, allowing them to craft entirely new games from scratch if they wanted to. A massive focus of their business over the nealy 20 years since has been focused on community modding being front and center. They've even continued using iterations of the exact same engine since 2003.
CD Projekt RED has focused on creating extraordinarily cinematic and narrative experiences that rely on an engine that can create in-engine scenes with nuance and detail that rival live-action film. The games are also quite focused on creating distinctive moments, encounters, and environments. These things don't really jive well with modding. (The same is true of things like Mass Effect, Dragon Age, or Call of Duty. Sure, mods exist, but they'll be fewer and further between than games that were specifically designed with modding in mind, like Beth games or Minecraft.)
In order for games to work well with modding, the core game design needs to be built around a comparably simple set of functions. The more "hand-crafting" that goes into any aspect of a game, the more things will need to be baked into the final product and cannot easily be altered. That's not very conducive to mods.
Right. Two different designs for two different results. Each has their own strengths and weaknesses, and people will like one more than the other in most cases.Exactly. That's why it is not comparable in terms of modding.