Do you mean why do I prefer TPP, or do you mean why do I understand the choice of FPP?
Why do you understand the choice of FPP.
Do you mean why do I prefer TPP, or do you mean why do I understand the choice of FPP?
Well it has to do mostly with the explanation of the world design and other mechanics. A game is not just about one design decision, it's about how many design decisions come together to make a whole. To be more specific:Why do you understand the choice of FPP.
Listen, I’ve played a lot of video games in my life. Almost 30 years of them at this point. I know what a “city” looks like in video games, and I’ve watched that definition evolve over the years. I remember when Morrowind’s towns seemed bustling, and Oblivion after that. I remember watching a trailer for the original Assassin’s Creed and being stunned how large and crowded it was. I remember driving around Grand Theft Auto V and being in awe of the traffic and the number of unique pedestrians.
So I’m deadly serious when I say: I didn’t think Night City was possible. Not yet, at least. I literally didn’t think the technology existed. What I saw during CD Projekt’s demo was astounding.
At this point, I should probably mention that Cyberpunk 2077 is played in first-person. That means it’s even harder to convey a sense of scale to the player. As we walked out of that apartment, I was stunned as we looked up at towering skyscrapers, dozens of them stretching off into the distance and dotted with billboards and storefronts and all sorts of other signs of life. It felt like an actual city street, something from Manhattan or downtown Los Angeles or Tokyo or some other urban megacomplex.
And the people. The people! Dozens if not hundreds of NPCs casually milling about. Not just walking, but doing things—stopping to look at stores, or talk to each other, in ways that seemed entirely natural. One boxed with an android in a back-alley ring, while onlookers crowded around. These aren’t the robotic schedules I’m used to from Skyrim or Fallout 4, or even The Witcher 3. I’d say Assassin’s Creed: Origins got closest, but even it pales in comparison to what I saw during this Cyberpunk demo.
Night City felt like a living, breathing place.
Whether that illusion holds up over 80 or 100 hours? I can’t say. But in the hour we spent with Cyberpunk 2077, I never grew tired of simply walking around, taking in the sights and sounds. There’s a realism to Night City I’ve never seen, and again: I didn’t think it was possible.
CitationsSo how does V interact with the world?
Both in and out of combat, there are many ways one can mess with the environment. (6) Out in the open world, for example, advertisements for products can be touched, giving you a market on your HUD where that item can be purchased. (6)
If the player focuses on NPCs with an optical scanner, V can see their stance in life. (4) Text appears over their head saying things like "junkie" or "bodyguard" along with their level. (4) As V walks past people, you can see that some of them can be approached, potentially for conversations or missions. (4) Also, every item in the game, we're told, can be inspected within the inventory. This shows the item close up, where you can look for hidden details and learn bits of lore about the world or, just maybe, discover a clue that will help you on a quest. (6)
In combat there is light destructible elements in certain areas. When fighting a boss character in an exo-suit, for example, V can shoot a lift holding a car to drop it to ground level, creating some on-the-fly cover to hide behind. (6) There is destructible scenery that explodes in the face of gunfire, drifting smoke, bullet tracers that curve through the air and gently rippling water. (3)
How does she interact with non-player-characters?
The goal is for you to not only engage with the game world, but with its inhabitants. Like in the Witcher, you take missions from NPCs and have dialogue options in conversations. (1) The dialogue choices seem like they had real weight to them. (2) At one point in the demo, a deal gone south made V end up getting hacked by her enemy, a line plugged into her that acting as a digital lie detector. (2) The player could lie still, but when she said that she didn’t have back-up (she did) it caused them to search for her partner. (2) All the while, the option to just grab the gun and start a fight persisted, but the player was able to talk their way through without conflict. (2)
Those dialogue options don’t feel as stationary as The Witcher 3. All dialogue appears to happen in real-time. (6) You can continue moving and looking around, but when you focus the camera back on the character you're speaking to, dialogue options appear on screen. (6) There were usually three or four options at any time, which does suggest this system won't be as robust as some other pureblood RPGs. (6) There's no longer the clear distinction of entering and exiting a conversation with someone. Everything flows together. (6) Occasionally more casual dialogue choices would pop up while walking around with V’s NPC partner. (2) That, coupled with the first-person camera, makes Cyberpunk 2077 seems significantly more immersive than having more structured conversations as Geralt. (2)
V doesn't recite the line of dialogue you pick. V delivers her take on the line you pick. (7) One concern this raises is whether the cinematic fleshing-out like this and pre-set responses will affect the depth of the roleplaying. (10) If V is our hero, she often seems to already have concrete personality traits, even if the choices and chat options are yours. (10)
As plenty of people are not enjoying FPS nor FPP but enjoy Witcher games. Me and you don't have any numbers to confirm which group is minority so please don't make rash statements.
EDIT: Also, I think the FPS label is inaccurate based on what we have heard for the reasons I've stated here previously. Of course FPP ranged combat is going to feel somewhat similar to a FPS in ranged combat. However, that does not make the game mechanically a FPS. It sounds like there will be deep progression systems and RPG mechanics, and options to deal with situations through combat, hacking, dialogue or stealth, depending on the situation. That does not sound like a FPS to me at all. I've never talked or hacked my way around combat in Call of Duty. Granted I've never played call of duty since 2011.
They are planning on including a photomode. So this should be possible in theory, just not in live action.Having the same camera in CP would be so good, being able to look at your character from every angle is what people look for in RPGs
We need DESIGNATED TPP STREETS
Very Well put and on point, Let the Dev's design it to the best of its abilities (which we know CDProjekt can and will do) to make it all fit better doing the one perpective they decided was best for their view of the game, So they can enhance the game around that one mechanic, instead of having to do Twice the work, making it Passable or Great extra way's. Instead of AMAZING the way they see it.Obviously that's not happening, but I don't really think the game "NEEDS" either mode. If it's made all in FPP, it should be made to function that way to the best of its ability with no compromises (within the confines of RPG mechanics and character systems, though... obviously). The result is more likely to feel better if every mechanism is designed specifically from a designated perspective.
I don't want to judge. It's just make me laugh that one of the main flaws of fpp is that you can't see your Cyberpunk wandering around like badass.
It makes me laugh but I respect that...unless you're crying because of NSFW stuff ( ͡° ͜ʖ ͡°)
And that is my main problem with it and also yes i would like to see how my character look in night city because in the end even that is part of the cyberpunk roots.. Looking cool.
I am amazed so many people find this trivial seems to me they don't know the setting at all.
more choice is better. i dont see how the game would falter if we had the choice of TPP. and whenever the action starts it transitions to FPP automatically.
Sadly i don't think is the case considering who saw the e3 closed demo answered to my question that the first person there reminded them of dishonored...
This is my main concerns and i wish CD projekt would at this point answer to this questions.