Cyberpunk 2077: How 2020’s biggest video game launch turned into a shambles
theguardian.com
theguardian.com
I've probably spent around 25 hours in it so far, with a good chunk of that on side missions. Just like in The Witcher 3, some of the side missions are really good. This game is a solid 8 for me right now, and it'll only go up with patches.
Playing on Series X fwiw.
It's buggy, there are sometimes crashes/game breaking bugs, but the autosave makes recovery easy. The world and story are really good and make up for it.
https://news.ycombinator.com/item?id=25468522 https://news.ycombinator.com/item?id=25471233
But that doesn't mean the terrible AI (in all aspects of the game) or the lackluster attempt at an interactive open world don't bother me.
How is it so hard for people to distinguish the good parts of the game from the bad parts? The biggest offender is the combat AI because that impacts gameplay but issues like "not being able to get a haircut" don't deserve the mountains of hate threads and death threats by the children on r/cyberpunkgame.
After all, I don't see any death threats here so maybe keep that commentary on Reddit?
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Now to me there's no distinguishing needed. The story was poorly written. The combat is lack luster. The environment is expansive but hollow. What's left?
Maybe you felt differently, but for me Act 1 was insultingly rushed. The fact that the terrible corny VR tutorial (in the future you can learn to fight in the blink of an eye sitting in a car, not missing a beat... well that's great for V but for the player, you just ruined the pacing of the rising action. I missed the beat. The Brain Dances are similar) is followed by a montage of events that could have taught you game mechanics while actually letting you start to care about your partner instead of having it drilled into you over the next hour that the guy who just robbed you while you stole a car, getting you arrested in the process is your bestie ... truly awful
Act 2 is just as painfully rough. The dialog choices still don't really matter, there are two choices in all those hours that change things meaningfully down the line (save a certain person and get close to a certain person) a lot of the writing is just cringe worthy ("Ghost Off!" and Keanu Reeves referring to his impressive c--- is not something anyone has ever asked for, and he doesn't pull it off)
Act 3 is one of the first places where dialog decisions matter... except the game is already pretty much over. It's like a choose your own ending instead of a choose your own adventure, and there's clearly a canonical choice the game guides you towards, every other ending is half fleshed out, the same way every beginning but Nomad is barely implemented...
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Now all that being said, to me if a game has such uninspiring combat and such a hollow environment, and lets down it's promises of focusing on customization, and has such an awful bloated UI, and has such a bloated corpse of a skill tree...
It's a bad game. Story or no story, it doesn't save that.
I have books I read where I want a great story that's not interactive and well written.
If the story is interactive, the interaction should add something. Having to slog through a poorly made game for a story in a game of this scale is pretty inexcusable...
There are some middling games as far as gameplay depth and smoothness goes that have get carried by their story, but it needs to be a truly exceptional story, and usually there's a good reason why they couldn't do more with the game play. Games like Hellblade where all their budget went into story telling and the team just wasn't big enough to have some incredibly complex gameplay on top of the intricate storytelling and animation and deep lore... they're able to justify it to some degree. But CP2077 was an almost decade long journey with the kind of resources the Hellblade team wouldn't have in their sweetest dreams. And it's all squandered on what was clearly a lack of direction and focus.
On that note, if you haven't already played Horizon: Zero Dawn it's very much worth trying out.
I'd just finished a marathon multi-day session start->finish with that, and it's easily the best I've come across so far.
It's not as huge and sprawling as Cyberpunk 2077, but it's a fairly big open world and the writing is tight. The side quests and story are probably the best I've (personally) yet seen. :)
I have seen all this backslash and does not fit my experience with the game in any possible way. But your criticism fits a pattern I have seen, it criticises without knowing and sometimes even lying on easy verifiable facts.
I do not get the campaign against this game in particular, and it seems that neither many people in this forum.
Skimming the bad reviews for last gen consoles. Some complaints aren’t about issues relating to weaker machines. It seems like there’s some group think or hive mind stuff going on.
I think there's your problem, because the majority of people are playing on last gen, as advertised that it would work there.
And then they repeated that they have no way of knowing which platform you're actually playing that last-gen version on - so people playing the PS4 game on the PS5(where the game runs absolutely fine) still count as PS4 sales.
Edit: what could be is that they just didn't build a data collection pipeline for this seeing as how they didn't do half of the planned stuff
Because it's a PS4 game. There isn't a PS5 release.
I assume software I buy runs on the hardware it's designed for.
Now, it seems to end up in the same category as Dragon Age: Inquisition on the Xbox 360; possibly playable after a few patches, but nowhere near a state which makes the game justice.
The PS5 version has some crisp visuals and better frame-rate but it still has floating people, vehicles that forget about collision detection, crappy AI, cars that drive on rails, horrible pop-in effect, and gunfights where you can't take down some pissed off guy on the street without 50 direct headshots.
As for the story; I chose the corpo path and within 15 minutes of cutscenes and limited movement "gameplay" I'm on the street as some punk, never getting to experience anything close to what was marketed as the corpo path.
A few hours in I began to get lost in the world and enjoyed the advanced gameplay mechanics. They really went all-out with what you can do in the game, but then once the cinema-quality quest is finished I'm thrown back into the sloppy unfinished open-world.
(Disclaimer: I work on Fortnite, have ample experience with making sure the rules are followed)
Every trailer labeled "Nintendo Switch" shows footage taken from an actual Switch; you can at least gauge how well it runs or whether visuals are good or not. (And there's tech reviewers like Digital Foundry)
Comparably, Cyberpunk's most recent gameplay demo was purely next-gen (and "mid-gen" like PS4 Pro), and reviewers were playing on PC and not allowed to show footage. You couldn't know about X1/PS4 experience until it was too late.
> Anyone who's read up on Cyberpunk knows that it's going to strain even the best gaming PCs, so it should be no surprise that it barely runs on last gen consoles.
This game was announced when PS4/X1 just came out, even if you account for development starting years later that's still within the peak of their cycle. If it weren't for the last 3 delays (only 7 months combined), Cyberpunk would be releasing on those same consoles before PS5 was even announced. 15-24FPS, 540p gameplay would not be acceptable then and it should not be acceptable now.
There are certain games-- the ones that get all the PC gamers to buy new graphics cards when it's about to come out. When there's a game like that coming out soon, I just know it's going to run like shit on console and everyone's going to complain. This was true when Crysis came out in 2007: all the PC gamers upgraded their graphics cards to play it, and the guys on Xbox360 just had to put up with a blurry mess running at 20fps. Same thing happened with Just Cause 3 in 2015. A bunch of others, too.
I don't mean to say that it's okay; if you sell the game on a certain console, one would hope that it'd run well there. I just think it's entirely predictable which games are going to have this problem (it's the ones that got the PC gamers to buy new graphics cards so it would even run), and then I'll hop online and everyone's talking like it took them by surprise.
And IIRC Just Cause 3 was just bad all around, the PC port was extremely buggy as well.
I basically played it with everything on max and had no slowdowns which is impressive frankly. Obviously rendering on a Switch doesn't compare with a PC - an obvious statement if anyone takes a look a the HW specs.
The list goes on and on. With that said, I'm playing on PC with pretty decent performance all things considered, I've tolerated them because I'm still enjoying the game, and I wouldn't classify any of the bugs as necessarily "game breaking", but they're significantly detracting from the enjoyable game and narrative underneath.
It's almost as if not a single gameplay aspect has any sense of polish whatsoever and that sucks.
I've encountered quite a few bugs, but nothing game breaking yet. Usually it's NPCs acting strange, or people just spawning in right in front of me. I definitely feel it under delivers, but I'm hoping it turns into a No Man's Sky type story, where the game actually becomes super fun to play.
I don't think that is a bug. This is cyberpunk after all.
five hours in, I killed a security guard and his body (which carried a key needed to advance the mission) fell through the floor. I had to load a previous save and be extra careful about where the body landed. honestly this kind of thing isn't so bad. it's obviously a bug and I know how to fix it.
the worst are the cases where I can't tell if it's a bug, a stupid dev choice "working as designed", or simply me being an idiot. I just finished playing the clouds mission, which is a club with a main area, a VIP area, and offices behind the VIP area. once I got in, I just started wandering around. I saw a guard telling some other NPC that he wasn't allowed in the VIP area, but I tried going in anyway, since he didn't say anything to me. no warning, all the guards open fire on me and I have to reload the checkpoint. okay, guess I'm not allowed in the VIP area. I talk to someone in the main area who sends me to sneak into the VIP area to talk to someone else. this time, the guards don't react, although nothing in the dialogue indicated I had permission to be there. maybe the areas just get unlocked when you have a reason to be there? anyway, I talk to my next contact who sends me to talk to the manager in the back office. since it's now fine for me to be in the VIP area, I assume it's fine to also go in the back office area. the next guard I run into shoots me. what the fuck?
This is one of the (relatively few) documented bugs that I'm sure they've already fixed. Doing continuous level-saves is needless to say a necessity in any game you invest dozens of playhours in..
Still, to manage to have as few bugs like that in comparision to the sheer size of the game is amazing. Once you play a bit longer than this, you'll see the game opening up in so many ways and with so detailed side-jobs and side-plots that it's just jawdropping. That they actually pulled this off at all is a benchmark effort for future mega-games I'm sure.
Clawing at true straws much here? This is literally not how you are expected to play modern AAA games at all.
Not that it always works though. Grrrr. :(
(I hadn't realized just how much modern users would freak out at * Quest-style hoops to jump through)
I had a weird “is it a bug?” moment yesterday, later on there’s a mission where you hack a parade float. I stole a delivery van to drive in.
Once inside nobody saw me as a threat though which was odd. I was wearing an arasaka vest so maybe that’s why?
I was able to just walk past everyone and do the mission easily.
yeah I ended up playing through it a few times. part of why it was so confusing was that I actually went straight to the manager the first time I went in the back hallway area. he seemed a little surprised to see me, but wasn't too upset. I had to reload because I threatened to fight him if he didn't spill the beans and I lost the fight. the next time through, I ran into someone else who just shot me on sight.
> Once inside nobody saw me as a threat though which was odd. I was wearing an arosaka vest so maybe that’s why?
if that's the actual reason, that would be pretty cool! I'd actually love a more implicit/nuanced system for "where am I allowed to be". the thing that really breaks the immersion is wondering whether I am solving a puzzle or troubleshooting a bug. in general, I only do the latter for pay :)
Unfortunately I don't think any such logic is in the game. For whatever reason that game just automatically flags you as non-hostile if you drove the van through the gate. From that point on the guards will just ignore you, no matter what you're wearing (I was wearing some random shirt and no arasaka gear and got the same result).
Probably goes something like this: we can make these easy-to-use mission designer tools and hire a bunch of interns to crank out content.
Then such a huge mess gets created it takes over a year for the more senior developers and designers to untangle it. Your VIP mission absurdness is buried under a list of 10k other issues.
Hitman level design is probably at the other end of this spectrum.
I think a better strategy would have been saying, "We hear you and we are working hard on it, we're confident we can get this experience in great shape soon. If anyone is considering buying now, please understand that the current version is a buggy and you might want to consider waiting." Instead they made promises of refunds they couldn't afford, hurt their distribution partners and might have created a death spiral for the game and their studio. How miserable it must be to be an employee who worked so hard on this game.
My brother is pretty upset that he didn't buy it in time and when I tried to let him play on mine over shareplay, it doesn't let him because "the game is not released in our region" (the US).
I suspect a title like 2077 failing validation could get some wiggle room, likely what happened was Sony went back to CDPR with a laundry list of failures and gave them X amount of time to tackle them.
It's possible the game went on sale despite not fully passing. But the moment it became clear that it was harming the image of a console they're still selling... that was that. After all, that's the point of validation. Usually the requirements are things that would reflect badly on the console like locking up and crashing vs "not being a fun game" or something.
As someone who has gone through the certification process a few times with these companies, they're not really testing 'does your game have bugs that kind of suck for the player', it's more technical, like 'do the names of controller buttons match our provided excel sheet that tells you what they need to say' and 'did we catch it crashing at certain spots' and 'did the game have periods when it looked like it crashed because there's no animation for X seconds but it's really just loading something and you didn't include a loading animation' or 'can i leave the game on pause for 24 hours and it hasn't crashed during that time', stuff like that. I don't think they try to 'beat the game' or anything either.
And it's usually a standard checklist that can apply to every game.
So something can pass certification but still be a buggy mess in spots, like have objects fall through the ground and stuff, or have crappy jaggy graphics with big dips in framerates like the PS4 and Xbox One versions of this game had.
Although it's been a while since I've gone through the process, so I may not be remembering everything (they are pretty long checklists). Also when we got rejected it was usually just a few small things that we had fixed in a few days (but it took much longer to get queued up to go back through the process, that's what took so long for us). But we also made much smaller games.
Well, I say that, but we did have a game that completely passed certification but the multiplayer networking ended up being super laggy on release and we got dinged pretty hard for that in reviews. The system had a multiplayer test zone where you could simulate low latency, but while we never had problems when testing, it didn't fully emulate what the production environment would be (or at least it didn't seem to for us). We weren't the only game that had that issue either, some high profile games had the same problem on that system and required a patch to fix it.
I never implied that it's about bugs that suck for the player, in fact I said the opposite: "Usually the requirements are things that would reflect badly on the console like locking up and crashing vs "not being a fun game" or something."
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What I'm saying is I'm aware of what Cyberpunk 2077 means to these companies, especially with the timing in relation to new consoles and the holidays. 2077 is the kind of game that moves units.
I'm very specific in the wording of my comment, it's not that games normally ever get a pass, and it is a standard checklist... but I also know Sony and MS giving CDPR wiggle room not out of selflessness, but out of "psuedo-necessity", doesn't sound impossible.
I'm not saying it's common just because you have a AAA title, but 2077 comes across as the "perfect storm" to see this happen.
https://www.mcvuk.com/business-news/for-the-good-of-the-indu...
> [Update] It looks as though CDPR bypassed some of the TRC process, promising the platforms it would be fixed for launch, but that doesn’t change the fact that both platforms have a legal responsibility to their consumers to provide a usable product. “In terms of the certification process and the third parties – this is definitely on our side. I can only assume that they trusted that we’re going to fix things upon release, and that obviously did not come together exactly as we had planned,” said Michał Nowakowski at CDPR in a conference call.
https://www.cdprojekt.com/en/wp-content/uploads-en/2020/12/c...
The rules are different if you're important enough, I think that is just be expected at this point.
That's pretty annoying that they secured a pass but then didn't do as they promised (I realize it's not always that easy when it comes to programming, but still). I'm glad CDPR are getting punished for their rash decision in the marketplace and their stock price, at least, even though they're still probably going to end up making a ton of money off the game and their developers are still going to be crunched to death for little reward.
I think it reflects badly on Sony as well, but less so.
A whole lot of business is simply not blinking or being seen as weak, and simply fixing it later.
> Now, CD Projekt Red employees want to know why management led them down the wrong path and whether all that work was worth it. On the call, one employee reportedly asked why leadership said the game was "complete and playable" in January, even though that wasn't true. The company said it would "take responsibility," without elaborating. Another employee allegedly asked whether it's hypocritical for CD Projekt Red to make a game about corporations exploiting human beings while the company itself was pushing its employees well past their limits.
https://www.svg.com/298958/cyberpunk-2077-devs-take-manageme...
Or, they only just realized we already live in the early stages of a Dystopic Corporate Cyberpunk existence, and that the people who are asked to make mainstream mediums of it for mass consumption entertainment are not immune from that. I was a fan of things like Bladerunner/Judge Dread/5 Element since the 90s, and read my first Cyberpunk book in the early 2000s (Cryptonomicon) in HS but even then I could see the parallels back then. When I launched my fintech startup I spent a summer (2015) in Sunnyvale and felt we are already there, but people were far too distracted to see it.
As a Californian I soon made my exit out SV and CA a priority for my own mental health and sanity and left for Boulder. Which which was always the plan but then it soon had the same issues after a few years.
Anyways, I'm 50 hours in and it's awesome.
Maybe many people don’t consider Nintendo AAA though?
I agree that Nintendo is not the kind of company to release a game with obvious bugs and hope to fix them later.
Cyberpunk was perhaps the most hyped game of the last year, so no matter what CD released, I expected a strong and polarizing reaction. I agree with their decision to offer refunds, but I think they don’t need to be as apologetic about what was released. The same issues came up years ago with publishers who targeted the PS4/Xbox One — Cyberpunk just drew a lot more attention this time around.
I like it. The world visually is like nothing else I've seen. Absolutely amazing. Missions are entertaining. Fighting isn't that good but hey. Few bugs of floating things in the air, but I can live with that. And they'll prob be fixed in a few weeks.
I'm usually quite good as keeping my expectations in check, and I avoid preordering because it's usually not a gamble that gives a good return.
Combat is a little better than gta but pretty vanilla outside of hacks (not nearly as good as combat-focused games like dishonored, rage, doom, arkham, or more recent titles like Star Wars fallen order, not really as good as as borderlands et al either).
The game tries to do a lot, and some of it is great - it’s a long, beautiful story with an intricate world. There’s a lot of untapped potential.
I'm ~30 hours into the PC version (on Stadia) and the only bugs I've seen have been things like food/drinks floating in the air when you knock tables away. Nothing game-breaking, no matter how hard I try to break it.
Maybe 4-5 times I've run into a bug where my character can't move and I have to load a save, or the person I'm supposed to talk to or follow in a quest won't move onto the next action. This takes 5+ minutes to figure out that it's not going to happen and I need to reload.
A lot of the time it's clear that the game has a lot of things queued for loading and it's trying to catch up. You have to wait 30 seconds or so for it to load everything before you can trigger then next event. These are also the moments that usually trigger the crashes.
> Playing on Series X fwiw.
Most of the comments I've read that share your opinion, the person is inevitably playing on the pro version of the console. It feels really like they built the game for high end machines, and then did everything they could to get it working on the lower end machines. I don't know what the equivalent of building a 'mobile-first' website is in game development or if it's possible, but they clearly didn't do that.
But I'm pretty patient and forgiving of bugs, so I've still been enjoying the game despite the issues.
Sounds like the old 'progressive enhancement' (at least I think that phrase was 'replaced' by mobile-first, based upon personal experience).
While I first heard it used for web development, where you would build up your content and then add JavaScript and (enhanced) styling, there's no reason that can't be applied to game development as well.
In fact, I think you can look at PS4 Pro Enhanced games for how it was done well.
Target PC, make a version for the latest console gen.
There have been so many buggy video game launches, that I suspect Sony removing it from the store is not as straightforward as it appears to be. CDPR must have done something silly to annoy Sony. Either way these are dark days for the company.
[0] https://www.reddit.com/r/cyberpunkgame/comments/kfpwt5/psa_s...
https://reddit.com/r/cyberpunkgame/comments/kcve8s/promised_...
But they delivered an amazing game on higher end platforms which suffers from bugs that are mainly silly and rarely game breaking. The truth is that communities like r/cyberpunkgame are just the gaming equivalent for hateful Facebook groups.
How sad do you have to be as a person if you send death threats to CDPR devs because of a fucking game?
I haven't figured out a way to word this that doesn't sound smarmy, but I feel like this style of game is not what your everyday gamer was expecting. It is reasonably complex, has morale choices and the combat is frankly lack lustre and more about the numbers. It plays much more like a 90s/2000s RPG than a more simplified modern action RPG, clunkiness included.
For the reasons above I quickly forgive the clunkiness and bugs because what the game is offering is rare in AAA games these days.
I want to add that Deus Ex is hands down my favourite franchise, I've played every installment multiple times (except Invisible War). So I didn't make the comparison lightly. I'm not suggesting it's exactly like Deus Ex, but I think calling it a luke warm copy isn't doing Cyberpunk any justice either. It's got elements from Deus Ex, but it is a very unique game with it's own approach to the genre.
But despite the time put in I didnt really love it. The whole game was an illusion of choice. The side quests and fights gave you some cool Deus Ex like freedom, but the main quest was an interactive movie with some meaningless options for you to engage in.
And given those cutscenes, and scripted parts are so plenty, I really dont see myself replaying this game with a different build.
Its 7/10 for me, nothing like the Witcher.
Side missions also affect eachother and some have hidden timers, if you don't complete an objective in time or don't check in with the NPC, things will happen out of your control.
Hell, if you manage to play the nomad side missions well and a particular NPC likes how you do things, you can get their gun. But if they don't like you, that doesn't lock you from the rest of the nomad options, you just don't get that gun.
For all the bugs that the game has, side missions and choices do affect things and the game makes a good effort on making you feel like it has more impact than it has (after all, a lot of it is simply a like/dislike score, but a lot of games operate on that scale), like some meaningless inquiry option (ie, blue dialog option) can lead you to a completely new dialog tree that can open up a small side mission in a different way.
I was already counting the "secret" ending. Two of the "choices" you can make without meeting the criteria are really the same ending with slightly different dialogue options. Mass Effect did not have multiple endings.
Side missions may have subtle differences but the entirety of the mission is in a vacuum; there's no difference between whether or not that trigger exists outside of that single event.
It led me to feel like a county fair more than a living world. "Next up, head to the torture booth! Ignore the wood scaffolding along the way".
Stunningly beautiful when you went looking for a shot, but otherwise, there wasn't much to invest into. Especially once I realized there wasn't any consequence for the way I completed an objective, the illusion really fell apart.
The way I understand all of this, Sony is pulling the game from the PS4 store but promoting that it's available on PS5 with additional patches.
CD Projekt Red also already said that getting the PS5 port ready for launch will take all of their capabilities. So it might be a deliberate move to sacrifice the PS4 version in order to improve the PS5 one.
I mean Sony clearly has a financial incentive to push the PS5 onto the market and to make players abandon the PS4.
I think part of the problem here is they are trying to include beautiful effects like ray tracing for the newest machines, but have to also support 7 year old previous gen consoles as well. With the new Series X and PS5 consoles only recently on the market, this is a tough time to release a big title - because the player base is overwhelmingly not on those new consoles, and that's too much of a market to lose.
It kind of is though. Super common to have dropped objects (eg guns from dead thugs) be stuck in the ground and unable to be picked up. :/
Personally, I installed it yesterday about midday, then played for around 8 hours. Today, played around 6 more hours, finally getting up to the Keanu Reeves piece (after doing many side quests).
Got stuck in a location between objects, 1/2 way between floors. Had to revert to my last checkpoint save... only to discover the game hadn't been saving for the last 4 hours of play time. WTF! :( :( :(
No autosaves when it should, no quick saves either. Even though it clearly showed the saving icon each time I triggered a quick save, prior to getting close to a mission start location.
Uninstalled it instead.
Losing 1/4 of my play time like that, when it explicitly showed the icon to indicate saving was happening.. and not actually doing it, is so far beyond taking the piss. :(
Not sure if I'll try again in a few months. Plenty of other, better things to put time into instead.
Performance/bugs aside, what about the completeness issues? How can the game be acceptable or fun when cars run on tracks and NPC’s don’t have a problem being attacked?
That’s my main concern - I’m sure the performance/bugs will be worked out. But will the game actually be finished?
“NPCs not having a problem being attacked” and “cars running on tracks” could be intentional design choices, right? We can speculate that the game’s feature set is unfinished, but is it also not possible that this video game in its “finished” state just isn’t what people wanted it to be? Clearly there are bugs and I agree the product right now isn’t finished, but once any glitches and performance issues are fixed, I’m not sure if the gameplay will ever meet expectations.
Edit: not sure of why I have -5 points.
The problem with creating a huge open-world game and then stating in all your promotional material that this, "will be the most immersive open-world game we've ever created" means that it has to surpass, at a minimum, The Witcher 3.
However, you paint yourself into an even worse corner with that, because everyone's going to compare you to Grand Theft Auto series as well when you use the phrase "open-world game". And that's a real titan to go up against.
Its clearly obvious this game needed a bare minimum of 6 more months of development, if to do nothing more than fix just the bugs. But it really needs about 12-18 months of development just to add the features they claimed the game would have at launch.
There’s no clear definition of being the “most immersive game”. Every piece of software has a finite feature set, based on time, cost, and a vast set of constraints - whether organizational, technical, people related, and so on.
The game isn’t ever going to live up to the hype.
The two items you listed are inaccurate. I’m taking the approach that the game had practically infinite hype and it had no where to go but to go but DOWN and disappoint people. I’m taking the approach that it’s worth looking at this from a realistic lens. Yes the game is unfinished, but there are plenty of “finished” games that aren’t great or even just good. They are flat out terrible. Why people seem to think Cyberpunk is meant to be some marvel is beyond me.
The fact that such features were promised is what is causing people to think (hope?) that these features are simply unfinished. If it is an intentional design choice and CDPR has no plan to improve them, that's a whole other issue with what was promised vs what was actually intended.
If they attempted to have it be a believable feature of the game world, it's apparently entirely lost on consumers (e.g. a world with stupid cars could be explained in an interesting way as one where only few exceptions actually drive themselves, whereas most just rely on stupid automations taking care of it - but you need to present that in a way people understand).
Some of the things people found also indicates that a few systems like this actually exist but are only triggered very rarely, which suggests they were intended to be there but disabled because they don't work well enough/don't scale.
A lot of weird graphical glitches. A game-ending bug that locks you into the Maelstrom base and prevents you from leaving (had to restart from an older save game to get around that one). Non-aggressive NPCs can't always be hit by melee weapons, meaning I have to let the gang members go aggro on me before I introduce them to Mrs. Sockety Wench.
As far as completeness, I actually take a little of an opposite position. There's a lot of really neat side quests, and if you read the shards, there's a ton of interconnectedness. I was hired to kill a corporate executive, then later in just a simple assault quest, I got a datashard indicating she put a hit out on someone.
And there's tons of intersections like this. The Delamain side quest is genuinely one of the best in the game.
Yes, NPC and vehicle AI needs a serious overhaul. Yes, the game probably needed another 12-18 months of development, but its still a decent game even with all these faults.
I'm convinced that anyone who says they haven't had "any issues" is either lying, has very low standards, or just doesn't pay much attention to detail.
The game, no matter what platform or settings, is rife with bugs. Many of the bugs, especially on PC, are not game-breaking bugs. Things like getting into a car and having it launch you 100 feet into the air before returning you to the ground is pretty amusing, sure. Being able to drive straight through other cars with no collision is actually convenient at times. Having your dong flop around while T-posing on top of a motorcycle is pretty hilarious. I think a lot of people are giving these bugs a pass because they're mildly entertaining... but they're definitely still issues that should be addressed, IMO.
I am having plenty of fun playing the game despite the "jank", but the bugs are undeniably there and completely immersion breaking. The game very quickly goes from being a serious game about sex trafficking, drugs, and evil corporations into a meme game about flying cars and funny looking character models... if you don't care much about immersion and just want to shoot things and look at pretty neon graphics, I can see why you would still love this game, but I can't imagine that was what CDPR intended.
One is that the mission after "Transmission" didn't show up
The other was that trees would bug into view if graphical settings were too high.
All in all, it's okay except for performance.
I've had some graphical issues sure, and a bad guy spawned inside a car once. That's in 80h so far in the game.
Everyone's experience is different, but don't say people don't pay attention. If they break the immersion for you, just stay away from the game for a while. It was the exact same situation with The Witcher 3, took a good 6 months for it to get good.
But they are still supporting that game after what, 5 years? I'm absolutely sure they will with this aswell.
>That's in 80h so far in the game.
FYI it was just discovered that if you play the game for too long, your save file becomes too big and will be corrupted. A moderator on the CDPR forums just said that "the game is intended to be finished within 30-50 hours" and playing longer than that is liable to break your game, and specifically you should avoid using the "Crafting" function at all because it will corrupt your save even faster.
https://old.reddit.com/r/cyberpunkgame/comments/kg47yz/psa_y...
You seem willing to discount the most important fact; people are still having fun. Why do you think it’s so important to you that this game be bad for everyone?
If people enjoy this game, then that's wonderful. Far be it from me to interfere with someone's enjoyment of something. The problem is when people insist "well I haven't seen any bugs so the game is perfect and anyone saying otherwise should be ignored!" when that is clearly not the case.
It just sounds like you want to argue/be upset.
I'm the only one you replied to out of half a dozen replies, and my comment was admittedly the least kind and most confrontational, for example.
You must be completely ignoring the multiple comments here, not to mention the comments in every preceding thread on HN, not to mention the comments on reddit about this game. Because that is what many are saying.
Ironically, this is the same situation as the bugs in the game: just because you're oblivious to the numerous people saying the game isn't buggy doesn't mean there aren't people saying the game isn't buggy.
>It just sounds like you want to argue/be upset.
Who's upset? I've said multiple times that I'm enjoying the game. It seems like you're the one trying to pick a fight for some reason.
I do notice that cars show up behind my back and sometimes disappear but never was I launched into the air or able to drive through other cars.
I have run into very few bugs over my 45 hours and when I have, I think it’s been in places where something was meant time to clean up. Such as going back to a npc after a long interaction that lead me away. So maybe bug frequency has a little to do with play style which I bet can vary person to person and is not compared in-depth via quick internet comments.
Had a similar save file being too large issue with Skyrim that was fixed months after release.
Never been launched into the air.
Never driven through any NPCs or cars without collision.
No wardrobe malfunctions. Slow loading of textures when switching armor through, in the inventory menu.
Once had a T-pose flickering for a few milliseconds while driving a bike.
My computer is a 4 year old system with a 1080 card, and I have not touched the graphic settings beyond turning off motion blur. I have had a few glitches but so far only one bug that actually annoyed me and force me to repeat content. After a long period of unsaveable and unskippable exposition scene, which I see as a bug in itself, I had a race condition where I tried to take control of a turret just as the turret died and I got stuck in the dead turret interface without any option to exit it. Those are the bugs that I suspect they are working to fix in the first few patches.
- I had maybe 5 hard crashes.
- Had to walk through doors frequently (I guess they had opened but still showed on screen as closed).
- Got into the car while crouched in one sequence which breaks progression so you have to reload your last checkpoint and get into the car standing to progress.
- HDR is unusable.
- Had to disable all graphical extras (blur, grain) or it looked really messy.
- While driving lights didn’t enable quick enough so that I was driving into darkness as lights turned on after I had passed through.
Those are the main issues I had. Besides that there were constant minor graphical issues.
The story was enjoyable enough that I finished it, largely skipping side quests. Once they have the issues worked out or I have a new console I’ll go back and enjoy the world a bit more.
Worth pointing out I mainly play sports games and only casually. I don’t have the kind of expectations a lot of people would have had for this game and just on bugs alone I would say it should not have shipped. It’s an mid level beta release at best.
The RTX 2070S beats the 1080Ti by a comfortable margin, while the 1080Ti beats the 1080 by a strong margin as well. I left out the RTX 3000 as they are hard to come by, but it's beaten by the RTX 3060Ti which, at MSRP is a $400 card.
The list prices are meaningless if you can’t buy them at that price.
I’m just saying, the 1080 is a very high end card even today. You can’t afford it in a budget or even a mid range PC.
Is it not CDPR. It is 2020 and thankfully it is coming to a close.
Edit: come think of it: I somewhat often get the visual glitch of foliage which should have been obscured being visible.
yeah enemies and police are stupid, you can basically kill the hardest enemies with sharpshooting and hiding. from the police you can run away pretty fast.
and the drivers. well you can create a jam by parking on the road.
still love the game, since I think the story is not that bad and the side quests are sometimes amazing. not on zelda level, but still a good game
These types of bugs can be very hardware-specific. If people are playing on hardware similar enough to the game developer's workstations, they might not encounter them at the same rate that you do. Something to bear in mind.
I had truly great fun for 40 hours, but it has slowly taken its toll. I'll be waiting for patches before diving in again.
It feels dismissive, but I agree. It seems unbelievable that there could be such a massive difference in bugs just based on different hardware.
Did these people never have a bald 'V'? Or have other characters clip into them? Or spook an entire street by dodging? Or get a wanted star for shooting a gang member? Or not have the weapon accessory page not update after salvaging? Etc.
Most of the bugs I've seen recorded can basically come down to failed animation triggers, or animation interacting poorly with physics, or behaviour trees breaking on animation cues.
Animation isn't just character posing, it will be many scripted behaviours.
And that animation logic? Usually it's quite sensitive to timing issues and race conditions in complex, many-agent interactions.
That makes it quite sensitive to cpu differences.
I feel the same way whenever anyone talks about their Linux Desktop that way, but I still give them the benefit of the doubt because I have legitimately been in that situation with a game.
A game can be a buggy mess and CDPR should get called out for misleading it's customers by hiding reviews of the only officially released console versions (next gen hasn't actually been released yet). There are without a doubt lots of bugs. I have friends who enjoy the game who are still seeing the bugs.
It's okay if you like something that is still buggy. Don't be so insecure that you can't enjoy something even with it's faults.
Just don't pretend those faults don't exist.
Because I don't interact with NPC's and traffic. I treat these aspects more like a decoration to the game, not an interactive content. There is plenty of interactive content and side missions, so I have enough of fun spending my time there instead of killing NPCs and pretending this is a GTA, so that I can fight police.
The product is incomplete, this is correct. But there is a degree of incompleteness or artifice I am comfortable with if there are other elements that work. Same goes with actual role playing games. When I play this game I have to wonder what is artifice? what is incomplete? and what is a concession for performance that has gone awry? In 2077 I feel all of these each session, which is unusual.
But with me: Immersion breaking issues such as cars on tracks, don't bother me. Following the narrative (though far from perfect) was a source of "fun" and being "acceptable" for me. I would be wishing all of these elements were strengthened, over the massive effort put into of an open world that doesn't really provide. I'm going to be won over by these arcs, and core gameplay and not point to point hijinks and antics. I don't feel 2077 ever lied in there, or at least the experience I wanted.
For a while in games they don't have to be real cars, but I want them to "feel" like real cars. So we get a complete games in a year where the AI to work beyond the paths, and now what is involved? It will be more immersive for sure, but how much longer till it is complete? For some playing the game, squinting at the 3D models now rendered as car sprites in the distance is enough.
This is a minor problem, NPCs are a background, so it is nice to see that they have a brain, but it is more like "cute" not "OMG".
E.g. notice that in Witcher 3 you couldn't attack non-enemy NPC (e.g. you couldn't kill everyone in a village).
Big problems are bugs in quests that don't allow finishing them or a story that doesn't allow choice in most cases.
The game definitely has issues and the patch notes for 1.05 show how there are severe scripting problems in many missions. However there are also huge disparities between the game running on different systems and even within subsets of PCs. The removal of AVX support is particularly interesting in this regard.
Apart from all that the game is very similar to the Witcher 3 in terms of its core gameplay and mechanics. So yes, the implementation of crowds and traffic is poor compared to what we see in GTA. The world is a very densely detailed backdrop and not much else. It definitely could have (should have) been delayed but that would not change much about the core of the game.
If you want a Deus Ex game from the folks who brought you the Witcher this is pretty good, if excellent at times.
I don't know what to tell you except that in my 10 or so hours of play I have had plenty of fun. The highlights of the game for me so far are the story missions themselves and the world -- the environment itself. Seems like a finished product to me, albeit a buggy one with a diminished scope from what people seemed to be expecting. Don't forget that they intend on releasing what was it 3 expansions of content similar to witcher 3? I'm interested to see how they use the world they created for that purpose.
As for poor, or rather the lack of, AI and NPC behavior was mentioned as a "bug" that will be fixed at a recent CDPR board meeting. In 2018 CDPR were advertising full day cycle AI system for all NPCs in game. The promise was not fulfilled. At the moment there is simply no AI, like it's 2003 again. Including awful police spawns behind player's back with no vehicle chase.
However, users reported that rare glimpse of intelligence does exist in the game, perhaps through an oversight, e.g. police is actually able to chase player in a car[1] (for a short distance though), and some NPCs can actually be found in unusual places[2]. We don't know for sure, but it's believed that CDPR hastily trimmed all of the NPC and vehicle AI in the game. If so, we can only guess for what purpose. Maybe they didn't have time to polish it for the mandatory release date on December 10, or perhaps older consoles weren't able to process it. However, in its current shape NPC AI is at the level of AAA games from 15 years back (GTA: San Andreas), not to mention the CDPR's own Witcher 3. In fact, it is so awful that it is even good: it gives hope that AI system will get significantly overhauled with one of the game's upcoming updates (two major updates are expected in 2021Q1).
Nothing of that prevented me from enjoying this amazing game for 100+ hours with great pleasure. I haven't been as excited about a videogame as a kid since 2004, when Half Life 2[3] was released.
[1] https://www.youtube.com/watch?v=W-OZqwjzNas
[2] https://old.reddit.com/r/LowSodiumCyberpunk/comments/kewbai/...
[3] The Prey (2017) was an unexpected gem which I fell in love with, but I had zero hype since I didn't know anything about the game beforehand. I highly recommend reading Aphyr's (yes, that Jepsen's Aphyr) excellent Prey game review: https://aphyr.com/posts/344-prey-the-real-and-the-symbolic
It's interesting how many of the current comparisons made to Cyberpunk are to sequels and much later iterations in various franchises (GTA, Saints Row, Crackdown, etc) and people have rose tinted glasses of the launch issues and bugs of some of their first titles.
"It's like they jumped back in time X years ago" should be the expected case for any game series because the games industry is one that notoriously doesn't have a lot of knowledge transfer, nor shared source/shared libraries, between developers and intentionally reinvents the wheel over and over again with almost every game/new game engine.
If gamers want a steadier sense of progression from game to game, studio to studio, they want a different game industry that reinvents fewer wheels between games. Expecting a single developer to somehow side step that industry problem is counter-productive to that goal. CDPR had no way to call up Rockstar and "borrow a cup of sugar", nor would they have probably been interested in doing that even if it were possible because it's less of an interesting problem full of engineering challenges to be "passionate" about to answer "how do we build Cyberpunk 2077 on top of the GTA engine?" than "how do we build Cyberpunk 2077 on top of the Witcher engine where the fastest vehicle is a horse?"
It is pretty easy these days to generate outrage and make an issue appear far larger than it may actually be. It also can be an incident highly isolated to subset of gamers who play the game.
Its one undeniable quality is that the story missions are compelling and interesting, because I keep coming back to them and I want to see where it goes. But if you take any of the systems in the game, they leave a lot to be desired: crafting, gunplay, sneaking, hacking, quickhacks (or this game's magic system), driving, side missions, voice acting. Hell I find even many of the animations pretty generic most of the time when they are outside of the main story stuff.
The bugs are immersion-breaking for sure, and I hate when I need to restart a mission because of one, but the game is otherwise pretty mediocre. I compare it to Skyrim, where the bugs were present, and the individual systems were sometimes pretty lame, but I otherwise was still immersed in the game world completely and was always having a ton of fun. It was greater than the sum of its parts. Cyberpunk is not.
The thing is, on PC, the bugs are mostly visual annoyances or obvious lack of polish. Menu's not updating, UI glitches in cut scense, etc... I've had the game crash on me exactly once.
The core game has a great story. The side quests are unique and interesting. Characters have depth. Combat is surprisingly good. Cyberpunk has all the things I need to enjoy it and I did enjoy it.
Mass effect 1 style gun progression? People hated it in 2009 and I hate it now. It's unneeded here, and that's just the very tip of this really large sized iceberg on just how much they fucked up gameplay / RPG elements
The police spawning/ai issue is really dumb when you encounter it, but as long as you aren't trying to shoot random people in the street you don't encounter it.
The traffic is mostly just background detail. Again if your goal is to create a big traffic jam ala GTA then it won't be nearly as entertaining but in terms of just making it feel like you are in a living breathing city.. it gets the job done.
Many of the side missions are fairly detailed and interesting, it is fun just exploring the city and completing missions.
Outside of straight-up bugs, the performance is utterly atrocious even on "Low" settings, and my PC exceeds the recommended specs by quite a decent margin.
At the same time, CDPR's prior games have received a ton of post-launch support so I can only hope Cyberpunk 2077 will receive a good amount of improvements in the new year. Fingers crossed!
Throwing rare quality knives you create yourself (they're cheap to make) does a holy shitton of damage if your appropriate stealth levels are high.
I should be able to input a number of knives I want to craft, hit the craft button, and boom, I have 20 knives.
It's really hard to reconcile with the sheer number of video clips I've seen of bugs that are totally unacceptable in even alpha level software. I have to wonder whether those who are claiming they don't have that many bugs have simply grown up in the current era of buggy games on first release, or if they're just being dishonest because reasons.
Just watch The Act Man's compilation of Cyberpunk bugs and tell me that game is worth full price.
I try to be a kind and generous reviewer and it gets frustrating to hear people try to invalidate my experiences. I have a 2070 that runs this game just fine from a performance perspective but I've encountered multiple broken missions. I play stealth non-lethal, so me finishing a mission usually means lots of saves and a lot of time invested only to be rejected at the end because its too buggy to finish properly. Target NPCs not spawning, scripting logic errors, hostile NPCs just staring into space, broken pathfinding, broken GPS, etc. Its all here.
And as you say, completeness is an issue. Night City feels empty and boring to me. Sure its super pretty but so what? NPCs just give some canned smart-ass one-liner, traffic/life/pedestrians, etc are all simple robots. There's no "soul" in this game like in other virtual worlds I've experienced.
Also, so much of it is well written, but honestly, by game standards its where a YA novel would be. Think the first 3 Potter books, not the last 4. Its not challenging art. Its written on the 5th grade level especially Silverhand's snotty and dismissive sophomoric politics.
Lastly, its all feels so 'last gen' to me. I'm doing old school inventory management constantly because the game focuses so much on loot dropping. I can't dress up V like I'd like her to look because I need to use the top armor pieces I have. The driving feels 'cheap.' The driving GPS is not level aware so it'll take you several stories below where you need to be. The world V lives in feels dead, not vibrant and alive, which was their major marketing point.
I think the "there's nothing wrong with this game" crowd is either being dishonest or are just running and gunning speed runs and avoiding some of the more subtle bugs and don't care about this game being anything but a dumb and pretty shooter.
This is such a surreal comment to me - like “How can Tetris be acceptable or fun when it doesn’t even have cars or NPCs in the first place?”
(Answer: because (for me at least) the game isn’t about those things)
The result is a big beautiful and empty world with a linear path. There's little to do, and really little point to the huge open world. 90% of missions are inside buildings on foot. And the ones that aren't uniformly suck because vehicle mechanics and AI just isn't there
And I don't mean gendered pronouns, just pronouns like "I" and "We". It seems none of the characters do.
-
Instead of: "I need to get lunch"
It's: "Need to get lunch."
-
"We need to get in there, and we need to do it fast"
"Need to get in there. Need to do it fast"
-
"I'm tryin' alright?"
"Tryin' alright?
-
"I like chocolate"
"Like chocolate"
-
It's even more grating when you add in the forced sounding "Gruff Guy" voice the male V uses. I don't know what kind of weird tough guy vibe they were going for but it's like nails on a chalkboard sometimes.
(Noticed how I dropped ‘it’?)
I wanted to believe it was a poor stylistic choice to go with the "gruff upstart" image, but yeah I guess it really just might be basic translation issues...
While the console issues themselves are huge, it definitely seems the game itself is missing way too much for what it costs.
And no replayability? The depth of character development is huge, that alone is worth another playthrough, would love to build a character that's built differently than my current one. And most missions support a huge variety of outcomes depending on decisions you made earlier and how you behave. If that's not replayability....then what it?
And you're wondering why people are angry? It's your prerogative to cut CDPR as much slack as you wish, but let's not pretend that those who don't do that are in the wrong.
Most character skills are damage addons. If you don't pick assault rifle, your going to have a pretty slow time. Crafting is pointless, augments are just another skill tree.
'The way it's meant to be played' was the same apologetics we got with No Man's Sky on launch. Like three people wanted to play NMS as an empty grind-a-thon in a chill atmosphere that goes nowhere.
Cyberpunk failed to finish development. We all know it, why the rub?
I am 41 hours in and it definitely feels like cyberpunk GTA. Very much so.
I'm about 15 hours into a second playthrough and this is just patently not true. There isn't much variety in character building outside of combat mechanics, you pretty much always play the same V as far as narrative and dialogue goes. I was doing a second playthrough just to see how different things could be and intentionally looked for dialogue I hadn't seen the first time, my experience was that it showed how on-rails 99% of the experience is. At this point, I'll pick it up again in a year or two when they've added some content and hopefully fleshed out the open world somewhat.
>I see people going on a murder rampage in cyberpunk and then complain that the police chase that spawns isn't sufficiently realistic. Like......I don't feel like that's how this game should be played
I mean, then why are you able to go on a murder rampage and get in a police chase? It's just a basic level of competence that the game doesn't have. Park your car in the street and come back after the mission to find a huge traffic jam because the AI is incapable of driving around your car. Accidentally hit a civilian during a shootout with the local gang? Cops will just spawn 10 ft away from you and continue spawning until you die unless you get in your car and drive for 15 seconds.
Maybe you're lucky and the way you play doesn't expose you to a lot of the things people are complaining about but it seems kind of silly to dismiss complaints of game mechanics as "you're doing it wrong".
Unfortunately they're wrong... the game very cleverly designs some of the dialog or mission choices in a way that makes it seem like your choices affect the outcome, but in the end there is only one single choice in the entire game that affects the ending. And even for the side missions and other dialog, it turns out that almost every single choice will direct you to the exact same path/outcome anyway. They might give you very slightly different dialog responses from the NPCs, but that's about it.
All of the "choice" in this game can be summed as:
Character asks you to do something. Your responses are:
1) Sure, I'll do that
2) Sure, I'll do that but my response is going to be snarky
3) Sure, I'll do that but you need to give me more information first
4) No, I don't want to do that, but you're going to tell me that I can't refuse you so I'll end up doing it anyway
5) No, I don't want to do that right now but you'll message me later and I'll find out that I can't progress any further without calling you back and saying yes
It's very shallow "choice", and I personally don't get any entertainment from that level of "replayability".
I think you're probably right, I'm 25 hours in and I haven't been in a single fight with police other than one scripted side mission. That's kind of what I meant - in GTA I just start going on a rampage randomly because it's a fun thing to do, seeing how the city reacts around you. In Cyberpunk I just haven't felt the need at all, there's too much focus on the story.
They literally said immersive huge open world in their marketing videos. If you say open world, you're comparing yourself to Grand Theft Auto 5, and you goddamn well better deliver.
They didn't and now they're suffering.
Yup. From an art/style perspective, the game is top shelf and legitimately impressive. From a gameplay perspective, big parts of it are barely there.
It's like the opposite problem MGS5 had. That game had a great gameplay loop and well fleshed-out systems but it obviously lacked the assets to make the story work or offer much variety.
That's because they promised a time instead. You can promise a release date or you can promise features, but not both. Rarely both for a game this ambitious. It makes more sense not to hype a game up or promise a release date, and instead maintain power over when the release date is.
Gamers don't care if they get a game 18 months later, as long as it's better. They'll bitch and whine but they will always still buy the game. They're not going anywhere. Best to release a finished RPG late than release a half-assed one on some arbitrarily agreed upon date. Hopefully CDPR will learn this lesson, as countless other game developers have.
When you get a motorcycle it immediately becomes a lot better.
As to the world, I'd have loved a lot more interaction between characters in the world, and with you. They tried to make up for it by having a ton of people on the street, but even so it feels a bit empty.
But having said all that, I'm still having a great time.
This may be the #1 reason why I don't play games anymore. Every game made in the last decade masquerades as open-world and turns out to be a linear path. Either wandering outside that linear path leads to a total void, or you get annoying game behavior forcing you to go back to the linear path, or you get bullshit like death timers.
I watched the disaster from sidelines, but what makes me angry is that the hype was so strong it made gamers fight each other, blame each other, and make excuses for the company. Gamers are not to blame for the game except for the fact they preordered. The deceptive behavior was rewarded and costs were recouped from preorders alone. Yes, CDPR is taking a reputation hit, but fans will believe what they want to believe.
The game was extremely well written in my opinion, the gunplay was good, sneaking worked and combat reasonably executed. As a result, the linear parts worked well, but it has a smattering of rough open world mechanics tacked on, just enough to draw comparisons to gta (which are all very unfavorable), and many rough edges around core gameplay things like vehicle driving, enemy ai, and scripted events triggering out of order / not triggering at all. And that's assuming you are playing on pc, and not a console brought to it's knees every hour.
My diagnosis is that it feels designed by committee with no one willing to make deep cuts, and as a result suffered from trying to be everything ever marketed to everyone, and ended shipping all the ideas both late and unfinished. They seemingly had no time to polish the core of the game because it was too big.
And let's not forget about the outright lies in all the marketing videos. CDPR promised many features which are nowhere to be seen, even on videos that were released weeks before the final release date.
Can you give some examples? I'm half way through act 2 and I didn't find anything exceptional.
What I did find is a lot of gameplay time padding. Wait for this or that to call you (instead of going on with the mission). And you can not actually wait, have to do other missions. Go through this interminable chat with an npc where you are being given options that don't alter at all the end state (that milltech lady for example). Have this unsinkable part where you find out all kinds of crap about a character that you met 20 mins before and most likely not going to meet again. Not to mention he tried to kill the protagonist in 2 of the pre(?)-prologues. Why did the fat fixer have to die? Why doesn't every vet that panhandles have a story about the wars? I would love to stay a while and listen...
I didn't play enough Witcher to see if they have the same kind of issues, but I am ready to bet most of the success of that series was caused by the content they had to work with, produced by a real writer. I can't stop to wonder if there wasn't a better idea to not get Keanu involved and use that money to hire a bunch of sf writers. Is like GoT (the tv series), while they had content to rely on, all was good. Then we got Season 8...
You can just wait 24 hours instantly in the menu to get npcs to call you back. It was a narrative technique that I think balanced a sense of urgency while letting the player control which thread they want to pull on next, not meant to pad out the game. But I'd agree that the wait function in the main menu could have been introduced in a tutorial (As could most of the games systems)
The padding comes from the random events (Like assaults or robberies) that have no story, you just show up and start shooting (but don't hit any innocents, or the cops will suddenly show up, despite being too busy to show up when the bad guys shoot them).
Are you really surprised "the fat fixer" gets what's coming to him? He dies to show you how ruthless the corps are. He was already dead when the heist went south, and he knew it.
The character of Alt and the Johnny redemption arc was great for me. If you choose the right dialogue options Johnny basically realizes how being pure concentrated 80's sci fi action hero has made him toxic to everyone around him.
I actually appreciate that in this game. Nothing quite like open world games with incredibly high stakes where the narrative demands immediacy, but you want to mess around with side quests for a while. This gives you a chance to explore the world while remaining "in character".
What are you on about? If I don't want to progress on the main story line, I can choose NOT to start the relevant mission. If I started it, I want to go on with it, NOT to wait for 24 hours. Not to mention that main story missions that consist in driving somewhere, going through a badly written dialog tree, just so you can wait to do it all over again is BAD WRITING. You want a good example of balancing the urgency of the main story, yet still allowing to explore the world? Fallout 3. All the beggars you meet demand water, the main goal is to sort out Project Purity, bring water to the wasteland. No forcing the player to progress in the main mission, no waiting, no nonsense. In short, good writing.
Here is another example of this wait bullshit simply padding the gameplay duration: the racing missions. Have to text Claire, then wait, then call her, then go to the place (far away from a quick travel point), then wait some more, than waste time staring at nothing because some npc wants "to get into my head", but misses the queue marked by the dialog option expiring and keeps at it for another minute or so. And to top it off, have the game crash twice in a row before gate 25. This was the second race and in a tragi-comic moment, the whole text-then-wait-than-chat-then-wait happened while Clair was right next to me, after finishing the first mission.
> The padding comes from the random events (Like assaults or robberies) that have no story
No, I can chose to ignore those events, they are not in my way to finish the game. All the wait shenanigans is.
> Are you really surprised "the fat fixer" gets what's coming to him?
What's coming to him? Did we play the same game? He was more than correct in his dealings with V, he got them the best transport option and the "killing of V" comes at the end, when he though that might save him. And his death doesn't help anyone and definitely does not prove "how ruthless the corps are", since Takamura is NOT part of a corp anymore and he had all the reasons in the world to keep around "the best fixer in NC". The fixers death doesn't serve the story at all. Heck, keeping him around as an unwilling partner to V and have them work together to survive would made a better story than shoehorning a best friends ever thing between V and Welles, which failed badly. Ffs, the dude tried to undercut V for 2 of the story lines and a crappy montage doesn't change that.
> The character of Alt
Didn't get there yet.
> the Johnny redemption arc
The dude detonated a nuclear bomb in the middle of a city. There can't possible BE a redemption arc from that.
I hope Cyberpunk 2077 doesn't mean nobody else will put out a cyberpunk themed game. Imagine if this game was made by Obsidian.
That's pretty diegetic though: in the real world you wouldn't expect everything to be placed right next to each other or that things would happen immediately after without time to research/track down leads/prepare/sleep on it/whatever.
The game tries to make up for it by offering outs: The skip time button prominently in the menu. The Wait Zones immediately outside most mission start locations which skip immediately forward to start the mission. (It took a bit to get used to finding these, there probably should have been a tutorial for it: they have a clock icon for their interaction and usually are chairs/benches to sit on or walls to lean on nearby to where the objective marker is. But they existed for every mission I encountered after learning to look for them.) Even the fast travel is something that is easy to overlook. As much as I enjoyed driving, the game was much better realizing that Fast Travel and walking/sprinting everywhere was generally faster and way more convenient than driving anywhere. (Which is an almost an ironic statement of the importance of public transportation in an urban environment.)
How can you assert all the things you said if you didn't play the game?
I haven't played it either, but it's honestly difficult to get an idea, because I feel there's so many people complaining that didn't even play it.
I mean, that’s really on them, isn’t it? It’s just a game. I don’t understand why people invest so much of themselves in something they have no control over or personal stake in (aside from maybe paying some preorder money?).
((As an aside: who preorders digital products????))
I feel like consumers really need to reassess their relationship with these big companies. We still seem so naive and overly susceptible to marketing strategies. Superficially people seem to be more cynical than ever, but we keep falling for this BS that is sold to us. What’s going on?
I think video gamers have accumulated a lot of learned helplessness. We're supposed to believe that matchmaking, clients like Steam, Origin, Galaxy are about convenience for the user. It's actually about control. You can only play the game in the way they want. The system decides who you play with. You can't modify it unless you're explicitly given modding tools or map editor. Even playable demos are long gone. Most publishers don't do that because it cuts away the stream of DLC. In the end video gamers are stuck pleading to the publisher or developer because they have nothing left. With board games, making a mod is as simple as saying "let's make a house rule: (...)". Board gamers own their games. Once copy can be used with all your friends.
What gets me is how utterly boring games have become. There's not really much of a game to even be played here. There's lots of talking, lots of sections where the characters are doing things and you end up pressing F to engage some action that continues the, erm, "action" to the next section. There are parts where you press W to get out of a pile of rubble (which engages the prescripted animation of your character getting out of the rubble) or "W or S to crawl", where S doesn't do anything and W makes your character continue his prescripted crawling animation. Press F to take your pills and watch your character perform his prescripted pill-taking action, etc etc etc.
The actual gameplay is very nearly nonexistent in the first 7 hours. It's just about 98% thinly-veiled cutscenes, where the only say you have in the "action" is pressing a button to make the characters continue to do the thing they're already going to do. Or picking dialog and listening to dialog. With maybe 5 minutes of really mediocre gunplay mixed in.
I don't really see how people have the patience for this. None of this is fun, none of this is engaging. None of this is high-quality enough storytelling to be as good as even the worst B-movie dialog and exposition. If I want to watch scenes where characters act out dialog and action happens, literally any movie would be better than this. I play games because I want to take part in what's going on. I don't want to watch someone else do it.
But, I recognize that I'm in the minority here, and most people would rank this game 10/10 if they had the right frame rate and didn't have any bugs. Because I guess people like this sort of thing now. Meanwhile I think modern gaming has just about lost me for good.
(Until I remember that Doom Eternal came out this year and that it's hands down one of the best games I've ever played, and I remember there's still hope for gaming.)
Outer Wilds is one of the best things I've played in years. I don't want to spoil anything because it's main appeal is exploration but think walking/space sim mixed with a platformer and a puzzle game. That doesn't do it justice because emotionally it's an incredible experience but unlike name rpgs the story is told through exploration rather than cut scenes. Best £20 I've spent all year.
The game doesn't have any of the whimsical charm that Witcher 3 had (like Gwent mini-games). It was just a boring snoozefest of a story with lots of dialogue and pressing buttons to go to the next pseudo decision.
Combat is ridiculously broken. Just get a tech sniper rifler and you can clear out entire enemy camps by one-shot headshotting them through walls. Not to mention the countless bugs and crashes. It was annoying having to save the game constantly every single time I did anything, because if I didn't, boom it crashes, and I just lost another 10 minutes of my life. I think the game crashed over 50 times during my playthrough.
And the elevators... I hate hate hate waiting in elevators! It's such a cheap and boring way to hide a loading screen. I don't want loading screens at all! I'm playing on a PS5, not an xbox 360 damn it.
I suffered through the game and finished the main quest line and was like, "That was it?". My character was barely even leveled up! My character was only level 15 and done with the main quest. They clearly wanted me to spend more time grinding repetitive side quests along the way (even though I did do a ton of them).
Needless to say, I uninstalled the game and requested a refund from Sony. Maybe I will come back to the game next year after they release the PS5 enhanced version and have addressed the complaints.
There's tons of legitimate criticism, pretty much pertaining to bugs but damn... I remember Skyrim being just as "buggy" but I don't recall the reaction being nearly as bad.
I'm bias though as I've played on PC and had a phenomenal experience. Last gen players should 100% get a refund. Beyond that though, I just don't see it. There's some other viable critisim but when I weigh that against what the game is I just don't get it. Its objectively the most detailed city in a first person action/RPG. It objectively has the most detailed quests:quantity. I can excuse the bugs... again though, talking from a PC experience with 0 real bugs. I can see how it would be annoying with bugs but I've played GTA and Skyrim, I can survive them lol
COD Cold War is another big title this year and is quite buggy, but it is playable in spite of those bugs on all the systems it was advertised to work on.
Sure, it's gorgeous and the on-rails scripted side-quests are fantastically written and animated, but driving around the city just makes me realize how empty it all feels because only the handful of vendors actually programmed to have an inventory are capable of interacting with you. But then on the other hand, they didn't animate half of the immersive shit you actually can do, like buying a drink from a bartender. It feels like a game that wants to be an immersive sim, but the second you try to immerse yourself in it you realize that it's just a massive facade.
Think about the rich interactions in Skyrim: you arrive in the town of Whiterun. Your inventory is full of junk so you drop some. A beggar picks up a discarded sword and excitedly asks you if he can keep it. Just as you say yes, a brood of vampires attacks! Peasants run for the hills, but your new friend and the nearby blacksmith joins your side and smashes them to bits with her majestic warhammer! The fight resolved, you decide you want that warhammer. So you wait for her to end her shift, head home, and fall asleep. In the dead of night, you steal into her home and snatch it for yourself. But her husband was awake and saw your robbery! The guards are alerted! You escape town with your life, but just barely. You decide to sleep off your wounds in a bedroll outside of town. But when you wake up, your eyes glow! You have fangs! You've become a vampire! So you decide...
I could go on. (Hell, I probably went on too long there.) Point being, Skyrim is flush with these unique experiences. Given CDPR's claims, I really, really hoped we'd get at least a few mechanics for unique encounters. But the world CDPR created is a beautiful corpse.
At release + 6mo? I forget... it was still captivating but had ragequit annoyance bugs and far too many crashes, still. I'm figuring "No Man's Sky" is about ready to look at, myself.
The performance was fine and I had minor glitches here and there. The story bits were simply amazing, but the gameplay needed another year or two of development. This is clearly an unfinished game and most of the promised features are not in the game.
I reinstalled Deus Ex Mankind Divided and the tutorial level has better gameplay (gunplay, stealth, hacking) than Cyberpunk.
I will certainly revisit it in a year or two. Hopefully CDPR will keep on improving the gameplay, not only solve bugs and performance on consoles.
The story is solid, the voice acting great, the gameplay is pretty darned good. I don't see what has everyone so upset I guess.
In part it's because many people (me included) think the execution of the gameplay is poor.
And the other major part is that the game simply did not deliver the promised features on all the marketing videos by CDPR.
Like what? I keep seeing this, but nobody is being specific about it. I’m genuinely curious.
1: https://www.reddit.com/r/cyberpunkgame/comments/kcve8s/promi...
1: Driving feels sluggish, unresponsive, like I'm remote-controlling a buggie on the moon driving through molasses. I turn left and 250ms later I go left. Yet the wheels turn visually instantly. It's bad. Real bad.
2: Shooting feels like my bullets are digital slot machine values. I shot an enemy every 4th bullet does damage. I don't know what they were going for (Fallout?) but it makes gun fights tedious and not that fun. I feel less like a bad-ass pistol gunslinger from Blade Runner and more like a "pistolier" in a table top game of Fate. Gun fighting doesn't "feel" real-time like it should. Shooting a goon 12 times with my revolver (6 shot) at point blank range isn't my idea of immersion.
In a tabletop RPG they are literally rolls of dice, and CDPR set out to build Cyberpunk 2020: https://cyberpunk.fandom.com/wiki/Cyberpunk_2020
So, the question may be: is this an RPG or an Action/Adventure looter shooter?
Totally agree.
Going from a dialogue to a shooting scene is like going from a Rembrandt painting to Team Fortress.
And I'd been thinking that my complete inability to drive in Cyberpunk 2077 was because of Stadia lag.
https://www.reddit.com/r/cyberpunkgame/comments/kfllqm/john_... https://www.reddit.com/r/LowSodiumCyberpunk/comments/kd7994/...
I understand that console players are having a really bad time, and CDPR definitely blew it in releasing the game in its current state, but I love the gameplay loop of the side missions. Sneaking into an outpost, hacking a bit, getting into a strong position, then breaking into a killing spree amidst the incredible soundtrack.
What's different here is that this is the first that that a major release is getting delisted or refunded by all the major retailers. CD Project Red did not have a track record of thrashing, or shipping something half-baked. The Witcher 3's main game and DLC are among the most polished AAA releases ever, and great value for their price. This drove lots of people to be excited by Cyberpunk, since 2013.
It's not just a story about crunch and unmet hype. It's a studio that simply let a lot of people down.
I'm not a lawyer so I have no idea but I'm genuinely wondering whether a studio actually can order reviewers to stay quiet about such fundamental issues? Sure they can blackball the reviewer from future releases, but who cares if what they produce is crap anyway?
CDPR didn't provide PS4/XBOX versions for review until the day of release, afaik.
Game publishers also tend to advertise their content on said review sites and youtube channels so that would be another income stream gone.
I’m still curious about what potential legal ramifications there might be for a reviewer saying a product is great when in reality it doesn’t even work, and they know it.
VentureBeat had a good article about the whole thing.
https://venturebeat.com/2020/12/16/cd-projekt-red-risked-the...
Witcher 3 was notoriously unpolished at release with game-breaking bugs being a dime a dozen, though.
Assassins Creed Valhalla crashes for me every 15 minutes on rx480. I get that a game would lag, but how the hell can it crash? You have exceptions which you cannot handle on any layer of your code? The game lags when the map is open. What is happening in then code for the game to lag when a world map is open? And it doesn't stop lagging as if it's finished with calculating something unrelated. It just lags
what haha
TW3 (and 2) were pretty much unplayable when they came out. Took a good year for things to not be a bugfest.
Even with the very latest patches I still had a few glorious crashes in TW3.
Johnny Silverhand (tech solutions, tech weapons),
Morgan Blackhand (handguns?, power weapons),
Saburo Arasaka (Hacking, smart weapons)
It is said that 2018 e3 gameplay presentation featured the choice of mentors.Then Keanu Reeves turned up. Eventually the marketing team had a brilliant idea to get more out of Keanu. And since he's so awesome, why not make the game MORE about Keanu... In fact, why waste budget and manpower on the other 2 actors?
This type of problem with high profile actors is endemic in movie industry. A movie with Bruce Willis or Ryan Gosling will be about Bruce Willis and Ryan Gosling. The actors don't have to even act that well because plot will be adjusted to play into their strengths.(Look how much screen time aging Bruce Willis got in Looper and the new Blade Runner!)
(polish) https://www.wykop.pl/link/5853285/czy-rola-keanu-reevsa-jest...
There are various speculations in the thread, including that the game is so lacking in its systems (police, NPC schedules, driving...) because they were ordered to cut them out. They were meant to be in the game initially, but major direction shifts in the development meant they had to reassign developers to something else.
Some content in the game seems to support this line of thinking. There's a quest with a monk that works slightly differently depending on which story act you're in.
There are some hints that developers really wanted to make a great game, but were gaslighted and bullshitted by the management. https://www.bloomberg.com/news/articles/2020-12-18/cyberpunk...
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If you want to know my opinion, I think CDPR also overestimated their ability. A modern, urban world works very differently than fantasy sword game. CDPR had 3 games to perfect the formula, then they jumped into completely different setting. I don't blame them, in fact I feel for them because it's nice to work on something different once in a while.
Totally agree.
Third person combat wasn't amazing on the Witcher 3, after 3 games polishing those mechanics.
Then suddenly CDPR thought they could pull off a FPS with stealth, open world, driving, hacking, etc. They simply needed more time.
They needed more games, not more time.
People forget that there are over a dozen games and expansion packs that make up the Grand Theft Auto franchise. They didn't just make GTA5 in a vacuum. They had all those previous games to draw on. They've been working on police chase AI since the games were top-down with 2D car sprites.
There was no chance that CDPR could do something comparable on their first attempt. They tried to do way too much new stuff all at once in one blockbuster game. They should have made several smaller games with those different mechanics first before trying to pull it all together in one game.
Yes, they could, by hiring experienced game developers or people who previously worked at Rockstar or whatever. The work conditions at CDPR Poland are apparently so bad the turn over is so high that most people who worked on Wither 3 dev left for better opportunity... in the USA... CDPR was left with hiring rookies, and even some of them quit before the end of the dev cycle.
they needed to keep their talent. A large number of talent left after TW3. When a studio loses talent - which took releases and experience to create - it's not so easily re-acquired.
Bruce Willis wasn't in the new Blade Runner :)
You're probably referring to Harrison Ford.
That's a very good point. The first Witcher game has interesting ideas but not all that great just decent and innovative. The second was very much a refinement of the concepts from the first game, expanding the game world but keeping it within a workable scope. Then Witcher 3 basically took everything they'd learned from the first two, refined the gameplay even more, created a truly excellent story (not sure how much the story was planned as a trilogy) and on top of it all expanded it into an incredible open world. But by the time they built the world for W3 they'd had two games to refine everything and had a formula that worked.
Compare that to Cyberpunk and it makes sense that it's not as polished. You can make the same irritative argument for Elder Scrolls, Fallout, Spiderman etc. I'm super excited based on that to play the New Horizon game.
It's a tough one, maybe they could have bit the bullet early and said this will be a PS5/Xbox SX/PC release only, but hindsight is wonderful thing...
https://www.microsoft.com/en-us/p/xbox-one-x-1tb-console-cyb...
They made a Fallout 76 + Xbox One X console bundle back in the day, where the console was the same basic console as the regular edition, but came with a Fallout 76 download code. And since Fallout 76 flopped quite spectacularly, apparently this bundle was not very popular. And it was apparently so spectacularly unpopular that the Fallout 76 Xbox One X managed to retail for a full 62 euro less than the normal Xbox One X console by the end of it at one retailer at least (https://twitter.com/Mailia/status/1193539896704667648).
Well, maybe they made the right decision in this case by selling out the console before the game actually came out.
* Physics simulation: Cars flying through the air upon hitting pedestrians; driving through walls/lamp posts * AI: Police cars fail to pursue the player; NPCs and police "pop up" as your turn around
At this point I've enjoyed watching YouTube videos about the various bugs more than actually just playing the game.
Other games like GTA V, Skyrim or Deus Ex: Human Revolution have shown that believable world-building is possible with far fewer resources.
For 60€ players shouldn't be alpha testers for a half-baked game. It should have been obvious to CD Projekt Red that the game just isn't in a state where releasing it would be a good idea.
I'm still happy I bought it and it's been fun, I think it'll get more stable over time.
On a related note, it sucks that GTA has been ruined by GTA online. 7yrs, three console generations. All the creativity that used to go into a new really great GTA game every couple years has been sucked into the boring money maker of GTA online. It's the console equivalent of in-app purchases ruining mobile games.
It's a shame low effort stuff like that makes so much money - I don't really understand what people see in it.
Unfortunately targeting next gen for a holiday 2020 launch isn’t realistic when you can’t actually get the hardware.
Great fun, phenomenal graphics and seems well optimized, It's one of 2 flat-screen games to really keep my interest this year (doom eternal being the other).
I think it helped that I didn't really keep up with the hype train, I just watched a few trailers and bought it. Based on that, It's been great.
TBH, even the pretty prevalent bugs are almost "quirky", to the point I've only run into two situations where a bug had gotten on the way of the fun.
It's a shame the last-gen consoles are getting such a bad experience.
Does the game use Lua or a scripting language for the AI? If not, I think that would easily explain the problems, as it seems like so much behavior of the NPCs was never iterated on.
So I don't mind breaking out the monowire and fucking up every single one of them - even MaxTac - until they give up. Which is also funny... lop the heads off about 8 patrol officers and 4 MaxTac enforcers, and the cops get the message.
Driver AI? Let's just assign them a route to follow to see how it looks, we'll worry about real AI later.
Police AI? Just give them gang member AI (shot on site, aggressive when looking at them) until we can do a better pass.
Wanted System? Just spawn in mobs to something happens when the player gets a wanted star. We'll sort the real system when Driver AI and Police AI is finished.
Etc. Etc.
Moral of the story, for 50 euros I got:
- Cyberpunk,
- a 30 day Stadia Pro subscription,
- A chromecast Ultra
- A stadia controller
I'm blown away by the quality of Stadia, and the fact that Cyberpunk is running super smooth and did not experience almost any glitches / bugs.
Loving both the game and the platform.
The author is failing to account for the fundamental rule of software development: no matter how soon the launch date is, project management will demand that you add new features right now but never adjust the release date.
One of the sector where this can arguably be applied the most is videogames. Nobody dies in real-life, nor has their data stolen, when a video game crashes (esp. a single player one). Or when the polygons are sometimes all over the place. Or when characters randomly T-pose pantless on their motorcycle for 2s. Or when scared NPC just disappear when out of your field of view.
Well actually this is a reminder that enough is enough, and that garbage is garbage, and not a sign of success nor wisdom. And don't even get me started on the consequences of this attitude for people doing the real work. Would CDPR codebase be more easy to improve right now if management had not imposed this failed launch after repeatedely telling plain lies during months? I don't know, but from my experience this is likely. Maybe on some axis the operation will have some net temporary positive results, but in the long run this is just a complete disaster: the reputation and trust that permitted such many pre-orders in the first place is likely broken for years. This will also affect other important things for their business: current or prospect employees might be less likely to want to work there.
This is also a reminder of how fragile the value brought by giant digital stores is, (if it is even net positive, considering your own priorities). Between Sony and MS selling unreviewed garbage to their clients, GoG refusing games for political reasons, and concerned digital stores commonly leveraging (abusing?) being for a specific hardware platform for imposing partial (only possible digital store) or total (if the only possible digital store is the only possible way to install software) monopolies for said platform with completely arbitrary and changing rules, sometimes even fighting local consumer protection laws, one might think carefully if the positive things that remain, if any, are worth it. The current overall situation may not be in the interest of the developers, and even less so of the users. At least I consider it not being in my interest.
But the demand for videogames was always dynamically tied to the quality of the product.
The EA update of Sim City was quite a memorable event of a similar class. My personal bugbear was Street Fighter 5. Duke Nuke Forever, and also, possibly Daikatana, were truly legendary death marches.
With these commercial failures in mind, The Last Guardian is actually something of a Sydney Opera House - esque miracle. Especially with the purported performance boost it gains on PS5.
A bit of a rambling rant. I hope they have a chance to fix Cyberpunk though, because this result sounds like a team of ambitious artists were bullied into rushing their work.
there's a good amount of story and voice acting in cyberpunk... but the tech to support it is extremely broken or not there.
I wouldn't hate this. I loved Witcher 3.
Super surprised it's not being praised, it's certainly the best game singe-player I've ever played.
I can't believe the reaction I am seeing.
The problem is, if you play it that way (ignoring the main quests) it's pretty boring and repetitive real quick.
Skyrim, GTA V, and Breath of the Wild set the bar for open world games and CP2077 was marketed as pushing the bar. It did not.
I'd really appreciate some perspective on this from someone who knows ?
I'm not a gamer but this is the only game I've heard off recently that has not only taken over my news feeds, hn, reddit, youtube and it was also on TV last night. I haven't seen so much media coverage (good or bad) for a game like this before personally.
Is all this bad publicity actually working out for them eventually? I know they are apologizng and everything but at the end of the day it's just a business and so is synonymous with sales.. when the dust settles was it a winner or a loser?
>AK: We don’t know yet. Before Christmas we will release sales numbers, but in terms of refunds – we’re not sure if we’ll share this information outside of the company.
https://www.polygon.com/2020/12/11/22170468/cyberpunk-2077-s...
CDPR said they had 8 million preorders, and Steamspy is saying 10-20 million copies sold on Steam alone. The game industry has been growing quite quickly the past decade so it maybe isn't that surprising that they are certainly in the top 50 best selling games of all time already and could be in the top 20. It seems likely they will make quite a lot of money even with issues. Sony has a new more capable system to sell anyone disappointed with the performance of the old one so I'm thinking they will do quite well also and both of them are just playing up the issues for free media attention.
The game industry is strange, buy at release and you usually get a low quality product. Wait a year and not only will it work much better but you have a good chance of getting it 50% off as well.
Even when Assassin's Creed Unity was released, there were some seriously game-breaking bugs in that game and unlike CyberPunk it wasn't removed from stores (so far as I was aware), but now stores are actively removing the game and refunding purchases.
I won't defend the game, but it's interesting to see the correlation with how hyped people were for a game, and the magnified reception when issues were encountered.
This is the first time I've heard of vendors pulling a big AAA game from their stores and offering refunds immediately.
I don't think so. Unless I missed something.
I guess agile methods are just leaking into game development, and it means games cannot really have a release date anymore.
Anyway as always, ambitious game visuals must die and leave room for creative gameplay. Of course there is a market for visuals, but the AAA game market with their burned-out crunch time developers, high costs etc, will keep having trouble, to the joy of the many independent game developers who want to get the money blockbusters are getting.
Well, if Cyberpunk 2077 is proving anything, it's that release dates matter. Especially if it's too soon.
Take the contrast between AAA Japanese games and western games for example. Japanese games are often less ambitious and the scope is smaller but the final product is generally way more polished. The shitshow that is currently going on with Cyberpunk (or back in the day with the mentioned No Man's Sky) would be unthinkable in a FromSoftware or Nintendo game for example. The people at these studios probably go through a good amount of crap as well, but the end product is just so remarkably different. I remember playing Persona 5 on PS3 and the experience was just great. There were obvious visual differences with the PS4 version, but I think the game was just as enjoyable from day one.
In the end, some companies have a minimum standard for quality and adhere to it, while others just straight up lie and deceive and have this toxic "anything goes" culture. It's unfortunate that we as consumers still reward the latter kind.
I've played this game for about 80 hours on a PC, it hasn't crashed once and I haven't encountered a single game-breaking bug.
Sure, there are T-posing NPCs here and there and the vehicle AI could use some work but it's really not that bad...
Skyrim has been out for almost 10 years now and at times it still feels more broken than Cyberpunk...
What really drives me up the wall however is people blaming CDPR for this. It's 100% the investors' fault. They pushed CDPR to release the game ASAP and immediately after the release started bitching about how the game is broken... The Investor Call transcripts on the CDPR website make for some... interesting reading.
And if I may offer a personal opinion, they should've focused on PC and next-gen consoles and left the last-gen port to an external company who specialize in this kind of thing...
Now if Google were so kind to add ray tracing to make it look as good as on a RTX 3080 :)
That said, they probably needed either another 30-50 people working on the game from the start, or they needed another 2-3 years to totally flesh the game out, which in reality is what happened with The Witcher III. The last patch for that game was released in 2018.
To build a huge city from the ground up is a monumental task. Rockstar already has a lot of assets from earlier GTA games available. CDPR had to do this all from scratch. I think a Cyberpunk 2077 II will be a fantastic game in 5 or 6 years.
Assuming you can patch the missing systems back without disrupting the game balance and stuff. Will the voice actors hang around forever to modify plot lines? The game doesn't react much to your actions. Assuming unfinished systems even make sense in broader context and will interact nicely when fleshed out. If you make civilians properly panic and run away, or call police, won't that break some quests? How many cases do you have to handle in a quest if NPCs start wandering around?
Don't do this, though, I need you to buy it fresh so that new games continue to be made.
Ai really sucks though and netrunner build is absurdly OP. Once you get suicide and cyberpsychosis + deck that spreads ultimate hacks to two enemies, you turn into a death god, remotely forcing people to kill themselves. Every fight turns into breach->suicide->suicide->suicide at which point all nearby enemies are likely to be dead. Suicide hack really shouldn't be in the game, or at least make it so that netrunners can protect allies and can't be suicided. At first it's fun but gets boring.
I’ve been a gamer most of my life, learned my lesson about hype a long time ago, but also just don’t assign as much importance to games in general as much anymore.
I hope they continue to improve the game, now that it’s just out there it will be easier to fix? Or maybe CDPR should just give up and hand over mod tools so at least the PC community can create the game they wanted for themselves.
Sorry, not a spicy take, but there are enough of those :P
This is why we can't have nice things. Stuck up snides, sub-par hardware and a small subset of people with a terrible disability.
I'm not blaming epileptics, but is it really fair that _EVERYONE ALWAYS_ must adapt? Sure, an option to turn off those effects would be nice, but I'm sure we will just all have to do without them.
I am blaming last-gen support, and probably current-gen too, actually, I'm blaming CDPR for trying to support it in the first place. Just concentrate on making an awesome game on PC, and no, it does not have to run on a 2 year old potato, be cutting edge, set system requirements for tomorrows most high-end gear, if that's what it takes to realize the vision, hardware will catch up.
Back in the day, DOS games were released that didn't run well on anything when they came out, but they turned out to be among the absolute best games of their time! (Carmageddon as an example, came out in 1997, but you needed a computer from 2000 before you could run it smoothly in high-res mode at a good framerate).
Now we got this 1.05 update, which is clearly meant for the consoles, sure, there were some story-progression edge-cases fixed, but they also seem to have included the console performance fixes, so now the game looks like crap. View-distance is short, everything fades in and pops up.. Distant car traffic is now clearly 2d sprites, and if you go there, there is not even car.. It seems they introduced the road-population algorithm from "sim city 2000", so you will now have a section of road fully backed up, and the cars just dissapear when driving into the next section.. You have npc characters that look so much worse now. They basically sacrificed the good game to make it run on the bad hardware.
I'd really like a "Not running on a potato" option, even with every setting at its max, the game looks worse with this patch than before.
Part of the reason for the review bombings of the recent past is that those same people will write the first user “reviews”.
Almost none of the user “reviews” I’ve seen in the beginning seemed to have any thought about the writing, which is the main mission of CDPR. It was all complaints about graphics and bugs.
It is like a backlash for the industry that started to milk people who would preorder.
(Not trying to excuse CDPRs action to push this game out on base consoles no matter what of course.)
One thing I'm curious about is how much possible shelter in place / remote working could have impacted this launch. I know on my job, a lot of decisions are made due to inertia and processes that were built when we all could collaborate in person. Feels like there's a degredation in performance but it is not perceptible fully and without in person collaboration we are unable to course correct when absolutely necessary.
Note I have no idea what it was like to work on this game post COVID and i'm merely speculating!
[0]:https://www.youtube.com/watch?v=ws9nljEbBhs [1]:https://www.youtube.com/watch?v=eymHKA7vncc
Other than that, the graphics are good. Story is somewhat good but lacks in general progression for each life path.
The last-gen console version obviously wasn’t finished but someone on some level of management still decided that a Christmas release of a buggy game on ps4 was still more important than a release of it in spring and just a pc/ps5 release of a decent game for Christmas.
This says far more about the games industry and journalist incest than it does the game itself.
THIS is why curated stores are a good thing. You'll almost never see actual users whining about the App Store; usually the complaints about "walled gardens" are from the companies and devs who prey upon users and would love to have a free reign.
Too many times I had a shitty experience with an app or service I paid for and Apple refunded me without question, but I've almost always had to fight an uphill battle to get a refund directly from developers/publishers (currently against Couchsurfing, whose app bypasses the standard In-App Purchase system).
I guess people are way too sensitive
Apparently, Avatar 2 has been in production for 13 years..
Many people are silently enjoying the game and you will not hear as much from them as from the whiners exactly because of this - they have nothing to whine about.
For me, this game already took the place in my personal Hall of Fame: next to Oblivion, Red Dead Redemption 2, and GTA SA.
Thank you! And you should know: you’ve proved that you are professionals. Don't let your managers make you answer for their promises. Don't feel guilty, you should be proud actually.
The PlayStaion 2's CPU was called the "Emotion Engine" supposedly because it had the power to emulate the human mind.
Don't listen to any direct marketing, and certainly not from the games industry.
I bought CP2077 after watching this video. I returned it the next morning.
There was similar backlash with Fable 1. Peter Molyneux talked a big game and didn’t deliver. I’d argue that Fable 1 at least made a genuine significant effort to have “actions affect the game”. Mechanics changed from behavior. That was considered a AAA disappointment in 2004. Now I long for the quality and depth in 16 year old AAA disappointments.
Skyrim and GTA for instance were just as bad with the progression breaking bugs on launch. Part of me wonders if that's why both those companies seem more focused on releasing the same games with their decade or so of bug fixes rather than take another stab at the PR gauntlet of managing expectations of an open world game.
The crashing bugs in the low end consoles is unacceptable (and Sony and Microsoft are just as much to blame. You shouldn't be able to pass TCRs with crashing bugs, so they knew what was coming and allowed it anyway), but the progression bugs on launch like this is par for the course for the past couple decades of gaming.
I do remember the launch version of AC being rather buggy. Perhaps that was a signal of things to come.
People complained that it was a shallow facade of an open world game, with at best a handful of formulas for encounters, where you could beat the whole game with dodge then attack, and escape any situation by running a hundred feet.
It was billed in pretty much the same way as Cyberpunk with the idea of AI cities that lived and breathed.
https://www.bloomberg.com/news/articles/2020-09-29/cyberpunk...
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Hoist up roger high and laugh!
Never more than ten bucks pay, for
Same damn game as yesterday