Hey,
this one's simple. What are the elements you like and dislike the most about CP77? You can pick up to three. Try to keep them simple and focused.
Mines are:
The best:
- Emotional, inspiring moments in the main story and bigger quests, including atmosphere (music, animations, level design, writing, gameplay,...)
- characters - they're believable, well-written including emotions, fit their role in society. I like how deeply they're designed, including clothing, vocabulary, moods, dreams and goals,...
- research & usage of the lore - the design of the whole CP77 including design of NC, society & roles, buildings, gangs, cyberpunk themes, the colour palette,...In general, the authenticity of the whole game.
The worst:
- most of the secondary content (especially gigs) is either unfinished or straight-up gameplay-broken (linear, without choice and consequence)
- nitpick - I don't like those multi-missions like saving many of the Delamain cars (if there were less, like 2-4, it wouldn't drop the quality of the main "wild AIs" plot). And maybe fistfights as well - how about activating them one by one or something?
this one's simple. What are the elements you like and dislike the most about CP77? You can pick up to three. Try to keep them simple and focused.
Mines are:
The best:
- Emotional, inspiring moments in the main story and bigger quests, including atmosphere (music, animations, level design, writing, gameplay,...)
- characters - they're believable, well-written including emotions, fit their role in society. I like how deeply they're designed, including clothing, vocabulary, moods, dreams and goals,...
- research & usage of the lore - the design of the whole CP77 including design of NC, society & roles, buildings, gangs, cyberpunk themes, the colour palette,...In general, the authenticity of the whole game.
The worst:
- most of the secondary content (especially gigs) is either unfinished or straight-up gameplay-broken (linear, without choice and consequence)
- nitpick - I don't like those multi-missions like saving many of the Delamain cars (if there were less, like 2-4, it wouldn't drop the quality of the main "wild AIs" plot). And maybe fistfights as well - how about activating them one by one or something?