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Exactly that!
Heck even CDPR agrees with you on here if you read the article.
The presentation was never meant for pubic viewing and that was the mistake they made, where the whole shebang took roots.
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A shame you won't give the second video a chance as it delves deep into the themes presented in the game in a way that makes the apocalypse mundane and marketable and it's serious implications on current world politics, it's actually incredible.
The way they implement the themes in the game I find revolutionary as well, because it's presented in a non gamey way it's not making a big deal out of them, the state of the universe is not on the verge and your this super-awesome random person to save it all.
The Apocalypse just happens and we're all along for the ride going through our daily struggles.
Quite fascinating.
As for The Last of Us, it's a linear game with amazing animations in scripted cutscenes, quite a difference to an open world game with dynamic dialogue offering a similar quality animation, I think it does indeed revolutionize the open world RPGs in that respect.
Also I find the dynamic class system quite revolutionary in how adaptive it is and what a large quantity of quite impressive and effective builds you can have.
The whole game is tailored towards a large variety of builds akin to Deus Ex but on a much broader scale, I think it's revolutionary as well (would be more apparent if the AI reacted accordingly).
Anyway, we can agree to disagree on other aspects, but it sure damn looks nice which alone could be next-gen .
Now that I can't agree even a bit on. Plenty of other RPGs have had similar dynamic class systems and a lot have done it better.
While everything you decide to level up in Cyberpunk ends up just as powerful as everything else encouraging players to experiment with different fun builds without feeling like they're missing out.
We're also comparing mo-cap with Jali, a dynamic AI animation algorithm that's impressive in itself.
Great animations are great animations regardless of how they are achieved. My point being that CP's aren't enough to set it apart as an entirely different level of games.
Deus Ex I can't remember, never played ES as an archer and Quen is just a spell. Only in KCD I would say shield/plate/HP is the logic way to go, because you can't handle several enemies so easy like in other games. But it has a learning curve and the obviously need to practice. You can't hit a barn door with a bow, if you didn't level it up. The game will always tell you that you're a loser if you don't practice. I loved and hate that.But those same RPGs always fall back on a specific playstyle that overpowers all the other builds (Mass effect - vanguard, Elder Scrolls - stealth archer, Deus Ex - pretty much just stealth because... gunplay, Fallout - ??? vats, dragon age is not a fluid class system so it doesn't count, Kingdom Come Deliverance - OP swordplay tank, Witcher - quen).
While everything you decide to level up in Cyberpunk ends up just as powerful as everything else encouraging players to experiment with different fun builds without feeling like they're missing out.
Deus Ex I can't remember, never played ES as an archer and Quen is just a spell. Only in KCD I would say shield/plate/HP is the logic way to go, because you can't handle several enemies so easy like in other games. But it has a learning curve and the obviously need to practice. You can't hit a barn door with a bow, if you didn't level it up. The game will always tell you that you're a loser if you don't practice. I loved and hate that.
(I always play death march -1.)