So much for an "immersive" RPG.

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Done the Streetkid...
Done the Corpo...
Currently doing the Nomad...

So much for this being an "immersive" RPG where your origins and decisions influence the outcome of the game/story.
Except for the intro and a handful of background specific dialogue options, the story is exactly the same, no matter what you do in the game.
The only choice that seems to influence the ending is on the balcony at the end.
Personally, I wanted an ending for the Corpo where you could screw over everyone and return to Arasaka, surviving having the chip removed.

Why do we on see our character in a couple of video sequences? Other than that, you only see him/her in the inventory, and a mirror, and that's blurry as hell.
How come with the "love" scenes the NPC's will sometimes be nude, sometimes not, yet in all times your V is always wearing something. This game is 18+ right, what's with the censorship?

Considering how big the city is... how come you can only go inside a small percentage of the buildings? Interact with so few people, save for a generic response.

Very disappointing considering what was promised.
And I didn't even comment on the glitches and general poor playability on XB1.
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there are three distinctive endings that can be linked with the life path.... Nomand ending with Aldecaldos, StreetKid ending with Johnny and Rogue, and Corpo ending with Takemura and Arasaka... thing is, game did not lock you out of other endings because of your initial choice... to give player chance to redeem themselves maybe? to give them more options? but its still up to player what path he wants to chose... dont blame the game, for not giving you a CORPO ending, if you dont play as one during the game....
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recently i watched a video on youtube with some guys talking about their experience with the story in Cyberpunk.. what made me quite surprised was that they did not understood the choices they made - for example one of them complained that in the end, he rather when solo against Arasaka, to not put anybody in danger, but then was surprised Panam left him in that ending... not realizing that it was the choice he made to not ask his friends for help, that practically told them V doesnt need them.. which resulted in her leaving with Aldecaldos... Friendship works both ways, its not one sided... its fine to be affraid your actions might hurt them, but you cant take the choice from them, otherwise the trust between you will be lost...

I think endings are made quite powerfully if you think about the results of your action... its kinda sad not many people got the message..
 
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there are three distinctive endings that can be linked with the life path.... Nomand ending with Aldecaldos, StreetKid ending with Johnny and Rogue, and Corpo ending with Takemura and Arasaka... thing is, game did not lock you out of other endings because of your initial choice... to give player chance to redeem themselves maybe? to give them more options? but its still up to player what path he wants to chose... dont blame the game, for not giving you a CORPO ending, if you dont play as one during the game....
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recently i watched a video on youtube with some guys talking about their experience with the story in Cyberpunk.. what made me quite surprised was that they did not understood the choices they made - for example one of them complained that in the end, he rather when solo against Arasaka, to not put anybody in danger, but then was surprised Panam left him in that ending... not realizing that it was the choice he made to not ask his friends for help, that practically told them V doesnt need them.. which resulted in her leaving with Aldecaldos... Friendship works both ways, its not one sided... its fine to be affraid your actions might hurt them, but you cant take the choice from them, otherwise the trust between you will be lost...

I think endings are made quite powerfully if you think about the results of your action... its kinda sad not many people got the message..

That's not how I would describe roleplaying in a game.

Sure, you can have headcanons as much as you want.

But V for the most part of the games talks and behave like a street kid.

If you play all the variations of the game, the female street kid feels the most organic, at least for me.


My first playthrough was as a Corpo and I was baffled how childish and goon like V sometimes behave and talk.

During the game, you have no assets to show off that would qualify as an ex-arasaka-counterintelligence.

You are not really savvy, you are not resourceful or show any lingering connections.

You spout some background info from time to time, but except for some very rare cases, it doesn't change anything.

I stand by my observation that it doesn't matter how you play the game, you still can achieve all endings with all initial lifepaths.

It's not like Copro V is using his prior knowledge of Arasaka security to infiltrate Mikoshi.

You either breach in with the Aldecaldos.

With Rogue.

With Hanako.

Or Solo.

Not even Takemura recognizes you as ex-Arasaka, even as you point it out.

It makes no sense that he tracks you down, knows your name, knows that you worked with Dex and Evelyn but overlooks that you worked for Arasaka with a complete MO in their database.

Just imagine roleplaying with some friends at table of cyberpunk.

What would you expect from a ex-copro, what would you expect from a nomad, from a street kid.

If you rp as a Takemura, how would you track down V?
 
there are three distinctive endings that can be linked with the life path.... Nomand ending with Aldecaldos, StreetKid ending with Johnny and Rogue, and Corpo ending with Takemura and Arasaka... thing is, game did not lock you out of other endings because of your initial choice... to give player chance to redeem themselves maybe? to give them more options? but its still up to player what path he wants to chose... dont blame the game, for not giving you a CORPO ending, if you dont play as one during the game....
See, except what people wanted to see. Since they didn't lock out the endings. Which they should have. But they couldn't. Because the Panam missions would have to be cut after getting her car stuff done. Not going any farther. Which would mean. Making new missions for Corp and SK. But that means the LP's mean something. The endings don't also incorporate LP ending brancing options. Which would make people okay playing all the endings in one LP.

Because you could than have different ending outcomes that lead to the same 6 months to death. Legend ending, Corpo branching. You are now rich. Took over Afterlife. You snuck in and bought the crumbling Arasaka. V's goal is now to figure out how to recreate the Relic chip to save their life. That's the form of branching people expected. Same ending goal. Fitting ending point for a Corpo. Other additional options. Romance character joins you to run Arasaka (renamed to something else).
 
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I personally only give critique on things I know reasonably well. Not "play for 20 minutes and then write a review".

I have 111 hours currently and I don't recommend this game.
I dont understand how can people ask such questions like its suppose to be some kind of an argument...

If you didnt play 300 hours then the argument would probably be:

You havent played 300 hours of it and saw nothing so your opinion does not matter.

Let's be real here.
 
One of the greatest clasic RPGs of all time - Baldur's Gate. One quest - one ending.

RPG has absolutely nothing to do with that element. Half of the clasic tabletop RPG games a dungeon crawlers where you just have to loot the dungeon and get out alive. Branching path storylines is a feature that can be included on an RPG, or ANY game for that matter. In terms on where you affect the world state as whole, is way more prominent or Strategy games than RPGs really.
 
One of the greatest clasic RPGs of all time - Baldur's Gate. One quest - one ending.

RPG has absolutely nothing to do with that element. Half of the clasic tabletop RPG games a dungeon crawlers where you just have to loot the dungeon and get out alive. Branching path storylines is a feature that can be included on an RPG, or ANY game for that matter. In terms on where you affect the world state as whole, is way more prominent or Strategy games than RPGs really.
I'd have no problem with CP, if it had one ending. But they made 3 LP's. Don't make 3 LP's when they can't affect the endings. Have plot holes depending on which LP you pick. Characters not being introduced properly. And only slot into one direction. Do it right, or don't do it. Imagine if the LP intro's did what they did in the endings. All 3 just have you do the Nomad start. And the only difference is the car.
 
One of the greatest clasic RPGs of all time - Baldur's Gate. One quest - one ending.

RPG has absolutely nothing to do with that element. Half of the clasic tabletop RPG games a dungeon crawlers where you just have to loot the dungeon and get out alive. Branching path storylines is a feature that can be included on an RPG, or ANY game for that matter. In terms on where you affect the world state as whole, is way more prominent or Strategy games than RPGs really.

No, rpg don't have to have multiple branching endings, but they need to have a way to express your personal character within the game world.

Cyberpunk 2077 don't let me do this.

A character is not only who i am during a mission but more importantly who I am outside a mission.

Let's take your example of a dungeon run.

Let's make it super dumb and only allow sword and board fighters.

Even then you will have different character who are there for different reasons, personally chosen by their player.

Currently in Cyberpunk 2077 we don't get the chance to explore our character, because it was cut into a 6 month montage and the game now is telling us who we are and what we do, why we do things etc.

We have 0 choice in that matter.

Let us choose a good enough reason why we should go on a heist against fucking Arasaka.

Show us the need for money, for fame, for having to proof something.
 
No, rpg don't have to have multiple branching endings, but they need to have a way to express your personal character within the game world.

Cyberpunk 2077 don't let me do this.

A character is not only who i am during a mission but more importantly who I am outside a mission.

Let's take your example of a dungeon run.

Let's make it super dumb and only allow sword and board fighters.

Even then you will have different character who are there for different reasons, personally chosen by their player.

Currently in Cyberpunk 2077 we don't get the chance to explore our character, because it was cut into a 6 month montage and the game now is telling us who we are and what we do, why we do things etc.

We have 0 choice in that matter.

Let us choose a good enough reason why we should go on a heist against fucking Arasaka.

Show us the need for money, for fame, for having to proof something.

the whole point of this game is to show you HOW POINTLESS fame and money could be when you know you will die.... imagine you will die in few months... are you really spending what's left of your time chasing to have more money? better cars? be more famous????
 
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