I try to be balanced, to ponder, but there is no way
It was not enough for Cyberpunk to simply despise hours and hours of players, playing these players, at the end of the campaign, in an empty world ... he also despises his options - even romances with endings - at least and to me, strangers. And it was a game that proclaimed itself 'open' to options ...
Again, the narrative being used destructively, by imposing itself. It is not just bad mechanics, problems with performance - that CDPR will fix - there is also a context thought in the same way as this mechanic was thought and the game was released. And context written in that way too.
A potential story, relatively good, in a potential city that is, without a doubt, wonderful in the eyes, a potential character (V) ... it is as if everything, literally, tried to gain flight and was pruned, forbidden to fly. The imposing narrative - which in addition to imposing a rushed gameplay on you - throws, in the end, everything you do during this gameplay path, outside ... or despises it and in an easy way.
It is like playing the beginning of the game and jumping, directly to its end ... except for a narrative line and if you are of a certain genre/or choice - the rest, walk towards 'penance' ...a dramatic 'pain'...
Here is a spoiler and, after, my conclusion
It was not enough for Cyberpunk to simply despise hours and hours of players, playing these players, at the end of the campaign, in an empty world ... he also despises his options - even romances with endings - at least and to me, strangers. And it was a game that proclaimed itself 'open' to options ...
Again, the narrative being used destructively, by imposing itself. It is not just bad mechanics, problems with performance - that CDPR will fix - there is also a context thought in the same way as this mechanic was thought and the game was released. And context written in that way too.
A potential story, relatively good, in a potential city that is, without a doubt, wonderful in the eyes, a potential character (V) ... it is as if everything, literally, tried to gain flight and was pruned, forbidden to fly. The imposing narrative - which in addition to imposing a rushed gameplay on you - throws, in the end, everything you do during this gameplay path, outside ... or despises it and in an easy way.
It is like playing the beginning of the game and jumping, directly to its end ... except for a narrative line and if you are of a certain genre/or choice - the rest, walk towards 'penance' ...a dramatic 'pain'...
Here is a spoiler and, after, my conclusion
In the 'best' of the finals, with Judy, you don't show up with her thinking about the future, but with Panan... 'we are in home'...huh? And...my JUDY?
I really try to understand decisions of gamers design, writers - understand in the sense of understanding - but the logic of this ending that they call 'happy ending' is something that strikes the eyes of being so bad ... as I said earlier, everything you do is despised, his choices, despised ...
It is incredible that a game that was intended as 'the game of the decade' is dominated by that, by bad narratives ... by mediocre, prohibitive, hasty narrative impositions, etc ... time to change this direction, CDPR.
I really try to understand decisions of gamers design, writers - understand in the sense of understanding - but the logic of this ending that they call 'happy ending' is something that strikes the eyes of being so bad ... as I said earlier, everything you do is despised, his choices, despised ...
It is incredible that a game that was intended as 'the game of the decade' is dominated by that, by bad narratives ... by mediocre, prohibitive, hasty narrative impositions, etc ... time to change this direction, CDPR.