...I'll just leave this here...So i won't play as a pacifist. I will kill anyone who is not good. So they can't come back and harm even more innocents. I will be a Batman who is actually useful to his city.
You may be on to something.Hey, doesn't Macleod play some huggy Eurosolo from Norway or some lovey-dovey purty place like that? Explains his perception of Night City as being a clean, gleaming city of the future.
Not everybody in Cyberpunk is bad. Now, i couldn't claim those people are "good", but i wouldn't call them bad either.Then you'll really hate CP2077 chombatta. Every body's a bad guy in Cyberpunk![]()
Now you're talking my language, my friend......I'll just leave this here...
![]()
You may be on to something.
Gameplay-wise, it has to do with tactical approaches. Stuff like stealth and lethal approaches or options as you mentioned. Storywise it has to do with the post cyberpunk flavour, which is more popular than the cyberpunk one. See deus ex, matrix, gits, real drive or anything similarI just don't see how this should be possible in the Dark Future. Death is everywhere. The city thrives on the blood of its citizens.
For me (and I assume most of the people also) it's about having the choice in every encounter. It doesn't mean that I would play whole game without killing anyone.I just don't see how this should be possible in the Dark Future. Death is everywhere. The city thrives on the blood of its citizens.
I second that. Should have a minimal impact on the story, though:/For me (and I assume most of the people also) it's about having the choice in every encounter. It doesn't mean that I would play whole game without killing anyone.
Just let me choose if it is worth killing/saving someone or if they deserve it.
That is unrealistic. IF non-lethal force was always a vivable option, then no police force would arm their officers, not even Armed Responce. By all means 'try' to avoid using lethal force, but you should not be given the option of always being able to be successful with that approach.For me (and I assume most of the people also) it's about having the choice in every encounter. It doesn't mean that I would play whole game without killing anyone.
Just let me choose if it is worth killing/saving someone or if they deserve it.
I didn't mean "I don't understand how this could work" I meant that I do not see it working.Gameplay-wise, it has to do with tactical approaches. Stuff like stealth and lethal approaches or options as you mentioned. Storywise it has to do with the post cyberpunk flavour, which is more popular than the cyberpunk one. See deus ex, matrix, gits, real drive or anything similar
I don't think you'll need to worry about the game rewarding "being nice". The concept doesn't really exist in a CDPR game. Choices have consequences, good or bad.Don't know about the witcher games, but despite all the options most of the quests/dialogues become simple exercises of common sense because of this. Trying to be nice may reward players and doing this until the end leads to a good ending, which is the best thing one can get out of a game.
Exactly! In my opinion game is way more fun if you choose what feels right at the moment. I don't really see the fun if I would decide beforehand to play good/bad guy and basically having decided the answer even before conversation had started.I don't think you'll need to worry about the game rewarding "being nice". The concept doesn't really exist in a CDPR game. Choices have consequences, good or bad.
If you ask a dozen Witcher fans which is the "best ending", you'll probably get more than a dozen different answers.
And it isn't unusual for someone to go into the forums complaining that they've just spent hours agonising over a decision, only to be advised "Pick whichever feels right to you".
i like that about CDPR, everything you do has consequences and your choice isnt always good or bad. They got that the life isnt about good or bad its much more tricky.I don't think you'll need to worry about the game rewarding "being nice". The concept doesn't really exist in a CDPR game. Choices have consequences, good or bad.
If you ask a dozen Witcher fans which is the "best ending", you'll probably get more than a dozen different answers.
And it isn't unusual for someone to go into the forums complaining that they've just spent hours agonising over a decision, only to be advised "Pick whichever feels right to you".
And regarding game logic, then yes, I agree that there are times in a game where a non-lethal decision doesn't make sense as far as character motivation is concerned (obvious example, Malik ambush in DX:HR). But replayability is important, and if someone wants to make their fifth playthrough Pacifist so that they can get a Steam Achievement, why not?
I should play some tw games before talking about them, but it sounds like all endings are mixed bags just like deus ex ones.I don't think you'll need to worry about the game rewarding "being nice". The concept doesn't really exist in a CDPR game. Choices have consequences, good or bad.
If you ask a dozen Witcher fans which is the "best ending", you'll probably get more than a dozen different answers.
And it isn't unusual for someone to go into the forums complaining that they've just spent hours agonising over a decision, only to be advised "Pick whichever feels right to you".
And regarding game logic, then yes, I agree that there are times in a game where a non-lethal decision doesn't make sense as far as character motivation is concerned (obvious example, Malik ambush in DX:HR). But replayability is important, and if someone wants to make their fifth playthrough Pacifist so that they can get a Steam Achievement, why not?
Excellent example! I am avid Thief fan, if it is possible with in game play limits I always try to do "ghost" run. In DX:HR I did just that, stealth all the way through (with exceptions of mandatory boss fights) at that point I stopped for a long while, I knew that I could easily go through that area without ever being notice but did I want to? I had a choice either to fight or leave, with everything that has happened in the game I felt that I had to stay and fight now that's good design (at least in my opinion). The fact that I could and did fight in a non lethal way is silly vanity.And regarding game logic, then yes, I agree that there are times in a game where a non-lethal decision doesn't make sense as far as character motivation is concerned (obvious example, Malik ambush in DX:HR). But replayability is important, and if someone wants to make their fifth playthrough Pacifist so that they can get a Steam Achievement, why not?
Vanity? Yes, OK.The fact that I could and did fight in a non lethal way is silly vanity.
I meant silly vanity not that the choice to do it is silly but rather that in DX:HR specifically lethal takedown or non lethal takedown are identicalVanity? Yes, OK.
Silly? No. Video games are about entertainment, and they're expensive. I really don't see anything in the slightest bit wrong in someone trying to squeeze another playthrough out of a game by setting themselves some form of challenge, however unrealistic.