I hope you're correct.
I fear, and think, you're not.
And now...time will tell. (Starts the clock. Stares dryly at clock.)
I hope you're correct.
I fear, and think, you're not.
Well the part I'm referring too isn't Angry Joe's opinions, but rather Kyle Rowley's statements about that specific mission. That it's linear and combat focused intentionally as a near the beginning of the game mission. Other types of options become more available as the systems are learned by the player.
Yeah, I think the part he's refering to about being linear is the first part with the scavengers, I'm not sure people are actually finding the quote I'm talking about in the video, so I'll transcribe it.There is a non-violent approach to the Maelstrom situation.
You warn them that the chip comes from Militech. They'll be appreciative, and put the chip in a isolation thingy and find the bug. They'll get their cash, and you walk out scot-free (though apparently they insult your jacket) with the bot. When you go back to meet Meredith, she's gone and replaced by the guy she captured earlier, who isn't hostile towards you.
Sigh. I really wish Kyle's thought hadn't been stepped on, but the point seems very clear that the mission with the scavengers (the opening sequence) is designed to be a linear combat encounter. I would guess (there's that word), that after we flash forward in the demo the three days, we'll be in a spot where in the actual game we know more of the other systems. And it's clear we're just learning about Ripperdocs with Victor, so it's still early on, but in the second part of the demo with Maelstrom, there are more options within the mission to handle it by means other than combat ... which it's been said are available.Kyle Rowley: I just saw the flow through the demo, and in the opening sequence it's quite linear, because it's the very start of the game, and we wanted to really bring that kind of epic combat feel and have making sure it feels dynamic and everything like that. But as you're progressing through the game, we really want to open that up. So basically ... and it's the same thing like we did in the Witcher 3, where we had the opening section where you can't ... where you teach the player to tame (?) the game. And we're kind of doing the same thing here, where it's more linear and as you unlock more and more abilities, additional pathways to the level design open up as well. We dont want to just have linear level design, we want to have things like choices. I want to approach it this way, I want to hack this guy ... (interrupted)
Angry Joe: Exactly, because you've never gone on that particular path, and that was in your previous games, so I know and I believe in you.
Options are good!Sigh. I really wish Kyle's thought hadn't been stepped on, but the point seems very clear that the mission with the scavengers (the opening sequence) is designed to be a linear combat encounter. I would guess (there's that word), that after we flash forward the three days, we'll be in a spot where in the actual game we know more of the other systems. And it's clear we're just learning about Ripperdocs with Victor, so it's still early on, but in the second part of the demo with Maelstrom, there are more options within the mission to handle it by means other than combat ... which it's been said are available.
I'm not a fan of it either, mostly because I think players actually don't mind challenging (but not impossible) gameplay, but I understand it. The tone of the gameplay demo wasn't really intended for us, it was intended to get people's attention. By "people," I mean "people who haven't been excitedly waiting for the game for 6+ years."Never like when Developer show gameplay, and then they say we now going to unlock or level up character to high level to show combat and stuff.
And then they just destroy any opponent like it is nothing, and enemy can't even land a hit on you.
Yeah, I think the part he's refering to about being linear is the first part with the scavengers, I'm not sure people are actually finding the quote I'm talking about in the video, so I'll transcribe it.
Sigh. I really wish Kyle's thought hadn't been stepped on, but the point seems very clear that the mission with the scavengers (the opening sequence) is designed to be a linear combat encounter. I would guess (there's that word), that after we flash forward in the demo the three days, we'll be in a spot where in the actual game we know more of the other systems. And it's clear we're just learning about Ripperdocs with Victor, so it's still early on, but in the second part of the demo with Maelstrom, there are more options within the mission to handle it by means other than combat ... which it's been said are available.
One of my biggest fears:
or "quoting" TW3, this:
Yeah, I love Angry Joe, but it annoys me how he interviews. He has so much passion when doing it -- which is AWESOME -- and he clearly knows his subject matter, but I wish he'd keep quiet a bit more.It was a shame i guess Angry is a fan but he kept talking over his guests instead of letting them tell us their opinions .
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Totally agree by the time i got the sword it was useless to me . Nothing worse in a game then getting some you beauty item that's way below everything you all ready have .
Less loot but a valuable one. That's the solution. Dark souls does it perfectly: a limited number of objects, each one unique and perfectly characterized.Totally agree by the time i got the sword it was useless to me . Nothing worse in a game then getting some you beauty item that's way below everything you all ready have .
As a shooter it looks like a GREAT game.Sweet cyberware, acrobatic maneuvers, and lots of slidey-slidey, shooty bang bang definitely accomplishes that goal. Hell, I don't care for shooters and I was excited by what I saw (further thought sparked some concerns that I laid out above, of course).
No clue why anyone would expect CP2077 to center around the player being part of MaxTac based on the 2013 reveal. It showed us how CDPR intended to portray Night City graphically, that cyberpsychosis was an issue, that a full borg conversion was beyond the ability of rank-and-file law enforcement (and by implication most gangs, Corp Security, and Edgerunners) to handle yet specialized assets capable of dealing with full borgs existed.I guess that is because I'm still somewhat branded by the first trailer of the game that was once shown in like 2012 or 2013 that heavily gave that urban gritty vibe and the implication of the player being somehow involved with or in MAX-TAC. Of course, if that gets scrapped, due to changed visions and whatnot, okay. You can't do it all.
People forget game developers use LOTS of licensed software to create games. They can't just give that away to players. So creating a good mod development kit is something you have to focus on from the start and custom build your own dev tools so you can legally include them in the kit.But alas, regardless of this, I think now I have a new fear: Lack of (good) mod support.
I don't think the shooter mechanics will "intrude" anywhere near as much as many may fear.