Hoo, boy. Your humble narrator contacted Meredith expecting to get a job, but... well, that didn't happen. Something else did. Fluids were exchanged and then off she ran.
Before my expedition to the innards of the Militech broad, Judy showed me peculiarly conveniently recorded braindances from Evelyn. They weren't snuff stuff, but clues as to what she was up to. Who knows why those were recorded.
I leave Judy in her apartment and go on to pay my debt for Vik and on the way I leisurely take out a racketeer with his gang. Then I kill a seven member gang who's harrassing a poor police officer (I mistake one civilian for a ganger, because she sounds like a ganger too; god knows what she was doing there amidst it all) by shooting them from behind a tree where, once again, nobody hears me. Turns out it's not just the snuff guys who are deaf. I also respond to a police call about an assault that turns out to be three hobos having a nap and warming at a burning dumpster. But hey, in Night City an assault is an assault and it has to be stopped, so I break their necks. Perhaps they were assaulting the mattress or the dumpster. Who knows. These things seem to work on a need to know basis, and a tool like me, doesn't need to know anything but what to do. They do have "evidence" on them that I am to deliver somehwere, though. Or so the police message tells me. It's Night City, baby.
When I come to Vik's and offer him 21k eddies, he declines by saying I need them more, but takes them anyway because I can't resist myself from insisting he takes my money, that would - yes - actually need myself more. Or, not really need, but want. So what's done is done.
I figure, now's a good time to leave Evelyn and Judy to their own faculties and get back to working and making money. I'm about to die because of Keahnny in my head, but I will not die poor. And so I'm off to do some gigs to people I barely know, but have a sneaking suspicion I should. As I walk to Jackies motorcycle I witness a poltergeist on a trashcan and a wraith disguised as a normal person sliding through the area.
It's Night City and everything is possible.
Impressions:
It's funny - or, rather sad - how the character progressions visually works almost excellently. Quickhacks bumb up and sneaking bumbs up and I get perk points, and all that. Superficially it works just like it should (for a game like this). But then, going to the character screen it all falls down again seeing the available perks and what the stats do. This game could be so, so much more if it had more skills and more interactivity, and if the skills, stats and perks actually did something to write home about.
I checked Viks inventory for cyberware and... +20% carrying capacity, breachdown protocol time increased 100%, +20 armor, etc. They are just perks that you buy with money. Whoever designed this systems must've not felt very creative. The baseline concept of stats, skills, perks, cyberware is good and interesting. But the implementation is so lackluster, that it really hurts the experience. There's nothing interesting there that would affect the gameplay in a positive way and add intrigue and possibilities. Absolultely nothing. Which is a damn shame.
I'm also a bit confused as I thought stats went only up to 10, but as I tried, my Cool got itself to 11. So what is it? What's the cap? Or is there a cap at all?
Before my expedition to the innards of the Militech broad, Judy showed me peculiarly conveniently recorded braindances from Evelyn. They weren't snuff stuff, but clues as to what she was up to. Who knows why those were recorded.
I leave Judy in her apartment and go on to pay my debt for Vik and on the way I leisurely take out a racketeer with his gang. Then I kill a seven member gang who's harrassing a poor police officer (I mistake one civilian for a ganger, because she sounds like a ganger too; god knows what she was doing there amidst it all) by shooting them from behind a tree where, once again, nobody hears me. Turns out it's not just the snuff guys who are deaf. I also respond to a police call about an assault that turns out to be three hobos having a nap and warming at a burning dumpster. But hey, in Night City an assault is an assault and it has to be stopped, so I break their necks. Perhaps they were assaulting the mattress or the dumpster. Who knows. These things seem to work on a need to know basis, and a tool like me, doesn't need to know anything but what to do. They do have "evidence" on them that I am to deliver somehwere, though. Or so the police message tells me. It's Night City, baby.
When I come to Vik's and offer him 21k eddies, he declines by saying I need them more, but takes them anyway because I can't resist myself from insisting he takes my money, that would - yes - actually need myself more. Or, not really need, but want. So what's done is done.
I figure, now's a good time to leave Evelyn and Judy to their own faculties and get back to working and making money. I'm about to die because of Keahnny in my head, but I will not die poor. And so I'm off to do some gigs to people I barely know, but have a sneaking suspicion I should. As I walk to Jackies motorcycle I witness a poltergeist on a trashcan and a wraith disguised as a normal person sliding through the area.
It's Night City and everything is possible.
Impressions:
It's funny - or, rather sad - how the character progressions visually works almost excellently. Quickhacks bumb up and sneaking bumbs up and I get perk points, and all that. Superficially it works just like it should (for a game like this). But then, going to the character screen it all falls down again seeing the available perks and what the stats do. This game could be so, so much more if it had more skills and more interactivity, and if the skills, stats and perks actually did something to write home about.
I checked Viks inventory for cyberware and... +20% carrying capacity, breachdown protocol time increased 100%, +20 armor, etc. They are just perks that you buy with money. Whoever designed this systems must've not felt very creative. The baseline concept of stats, skills, perks, cyberware is good and interesting. But the implementation is so lackluster, that it really hurts the experience. There's nothing interesting there that would affect the gameplay in a positive way and add intrigue and possibilities. Absolultely nothing. Which is a damn shame.
I'm also a bit confused as I thought stats went only up to 10, but as I tried, my Cool got itself to 11. So what is it? What's the cap? Or is there a cap at all?
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