The quotes in your linked reddit post are about crowd systems, not enemy AI so far as I can tell. Their crowd system was described as similar but improved on what they did with Novigrad in TW3 (in a later quote you posted by Alvin Lui - I think Patrick Mills once said something similar). That's largely accurate. The city feels like a fairly busy city with lots of people in some places. Many of the NPCs (more than 1000) do in fact have daily routines. Now rando person on the street does not, but Claire, Panam, Rogue, Judy, etc, etc, do. See -
https://www.vg247.com/2020/06/08/cyberpunk-2077-npcs-1000-daily-routines/. That does NOT mean randomly generated NPCs on the street have persistent routines.
There is a wanted system. It's not like it was promised to be Amazing by the Dev quoted in your article -
"I then asked Borzymowski what your options are when confronted by the law after committing a crime. "Your options are to run away, fight them and then run away, or fight them, fight them, fight them, and then die," he said. A short list of options at your disposal, then."
He also said "In Pacifica (one of the poorer areas) you could probably shoot someone, and
if nobody would see then nobody would care. If you would do that in the City Center you would probably get some law enforcement. Because those areas are way more patrolled. The crowds will act and dress differently."
That also seems accurate. Your description of what he says seems inaccurate. If you run a muck in City Center you are more likely to be seen, and then the police come running in. In Pacifica the crowds are less.
There is at least one quest that I have come across that deals with corrupt police officers. It is true however that we can no longer bribe the random police officers who try to chase us down if we get caught breaking the law.
I mean. That's not a very objective "cut" feature. I'm not really sure how you're quantifying way more interesting. The gameplay shown looks a lot like the most interesting parts of a current playthrough of the Netwatch agent mission.
Yes monowire doesn't reach out to hack people anymore, but I'm not sure what gameplay benefit that would give us in the current system anyways sense we can already remote hack pretty much everything.
Your link for this one is dead, so I'm not sure which video you're referring to. However yes hacking definitely changed a fair bit between 2018 and launch. I think the hacking looks pretty accurate compared to the 2019 demo that was shown. A few things have changed, and a few things have different names, but it's very similar.
- I've had Trauma Team show up several times in my game. They're definitely a part of the world. Not sure what you mean by "key role" - I don't
- Frequent flying AVs - I've seen a bunch of them in the game. It was confirmed in 2018 that we could not drive them, and that V would only be in one potentially in a couple specific story moments. That's accurate.
- Ads that target V - I think you can hear ads trying to attract V's attention from time to time. Regardless, this is a very small feature.
- Merch being pre-viewed before purchase would 100% be a nice feature to be added back in. Not sure why they cut it. Small thing, but I too would like it back in.
The exact quote is "I think people tend to forget that Cyberpunk 2077 is an RPG first and foremost. Right? So customization and equipment choices, making choices in the skills you have, the talents, how your character looks, how you choose dialogue, it's the center stage of this experience. I think some people look at this game and think "Oh man, it's first-person and has guns! It's a shooter!" and that's a very surface-level assessment *chuckles* I think in many ways, it's a much, much deeper roleplaying experience than The Witcher 3."
All of that is true. It is a much deeper progression system than TW3 had. TW3 just had a pretty basic perk tree. Cyberpunk has 3 different systems including stats you level up, skills you improve through using them (and are gated by stats) and perks that you invest points in (and are gated by stats).
Those are strong RPG systems compared to TW3.
As stated above, over 1000 of the NPCs do have some form daily routines where they do different things and/or are at different places at different times of day. It's just not the random ones on the street.
Our decisions impact who is in charge of Arasaka, whether the Nomads can return to prosperity, who is in charge of Clouds, whether a bunch of the main characters are alive and/or well, whether Jackie's body is honored or scalped by Arasaka, whether Samurai gets back together one last time, whether the potentially future Mayor Peralez knows that corporations are trying to insidiously influence everything he perceives, and etc. Our choices definitely have relevance in the world.
Day/Night Cycle does appear to impact who is out and about in the City. It definitely impacts when quests are available which is one of the best pacing controls for the game. You can do a lot of side quests between 10:00 am and 7:00 pm. if you don't choose to just skip the time.
This is subjective. It's one of my favorite character customization systems in an action RPG. There are a ton of options, and the results by and large look very good for my photomode shots. In-game there are a bunch of gear and cyberware options that impact gameplay. The ankle upgrades for jumping have a huge impact on navigating levels.
I think by "drones" you mean the flathead right? Flathead was confirmed to be out other than in certain story missions more than six months prior to release at E3 2020. It was said to be cut, if I recall correctly, because the flathead largely just duplicated things V herself could already do herself via hacking skill tree, so it was seen as redundant and cut.
The life path system was confirmed to have be reduced from a "pick 3 of 9 options" to a "pick 1 of 3 options" as far back as E3 2019. Lifepaths have sense that time largely been said to be unique prologues with unique quests, and then once we're in the main game unique dialogues that can impact how we navigate our interactions with NPCs. That's all still there. I did that interview with Philipp Weber
referenced in your link, he's talking about conversations the different narratives through dialogue that can be offered with V's choices based on lifepath. The quote:
"The lifepaths are actually one of my favorite features, because they just give us more roleplaying opportunities. A nomad can of course solve some problems much better than a corpo, but put him into a board room and he might not really have the best way to lead a conversation the way he wants to.
So when we come up with challenges, we also like to think how different lifepaths could solve them effectively. This will hopefully give players lots of motivation to play the game multiple times, because they can have a completely new experience. "
That's the quote. That's 100% still in the game. Now the gaming website you linked went further and speculated that maybe that means completely different branching paths for different lifepaths ... but that speculation is not at all what Weber actually said. When he's talking about non-linear quests, he's specifically referring to gameplay options from the fluid class system allowing for non-linear level design within quests. Which is definitely there. One of the systems makes the dialogue less linear, and the other makes the level traversal and interaction less linear. Both make the quests less linear.
Yep. Hopefully they fix Gorilla Arms in a patch, seems borked to me currently. Monowire (as I stated before) seems about as fun as it would be even with the extra feature.
Yep they definitely should have not said that at the November conference and just delayed the game on base last-gen consoles (at least PS4) IMO. Would have been a different kind of storm, and maybe just as bad, but would have been the more consumer-friendly option. No defense for this one.
Agreed. It would be nice if there was an option to view some braindances in Vs apartment for those who want it. However in-game it would be a pretty passive experience and would effectively just be like watching TV for us the players. Not sure if that's worth the opportunity cost for other systems and potential content.
Yeah that was cut. Would be pretty annoying though so I'm glad it was. Radiation storms in Fallout 4 were more of an annoyance than anything actually interesting.
There are 4 main potential romances, and a few other one night stand type encounters.
Yeah, like the flathead, hacking and lifepath changes you mentioned, all of these were shown or said by CDPR to have changed well in advance of launch.