Cyberpunk 2077 Update 1.5
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If any software developer reading this was working on a similarly complex project — $100m budget, 200 strong team, etc. — and was asked a year or more in advance, to commit to an exact release deadline, a laundry list of features, a promise of zero major bugs, they would say it was impossible. They would say that the way to deliver such a project is through an agile and iterative process, without hard deadlines and with only gradual rollout of features to progressively larger numbers of users.
But AAA games need to be an "event". They require a huge marketing campaign with a specific release date. They need a completed, polished product that overnight goes from being played by a relatively minuscule number of users to everyone. This is impossible, but the economic realities of the games industry means companies try it anyway, again and again, with predictable results.
On the other hand, smaller, indie studios have created a much better model: early access. Players pay a reduced price for the chance to play and help shape incomplete versions of the game. The game is gradually expanded and refined, just as any game is nowadays post-official release, except this is an explicit part of the arrangement between players and developers. It's not a flawless approach, of course, but it's still a much saner way to create games. And hits like Hades prove that it doesn't mean you can still have a big, successful final release once you've got a finished product.
EA work realy well for titles that managed to get some community or media attention. For most of other indie game developers primary target is to attempt to get promition from platform itself (e.g Steam or console) since it's only way to sell something.
Also releasing in Early Access require very specific development pipeline where from very beginning you have to deliver stable builds with constant production quality (graphics quality, no placeholder art, etc). Most of players dont really give a damn about how game development works neither they want to play game that look incomplete or crashes often.
PS: My point is that early access work for some titles, but for every Rimworld or Factorio there are literally thousand of games that failed miserably because early access dont work for them.
The Rockstar system is the correct system to use. Don't speak publicly about a project until it is almost complete, then start the "event" by slowly showing more and more of the game and its world. Instead, CDP made all the mistakes possible—over hype, lie (surely they knew by the last two years how broken their game is) and severely underdeliver.
My speculation is that they wanted to hit a 2020 release because the name of the Cyberpunk 2020 edition of the original RPG, and the fact that Cyberpunk 2020 celebrated its 30th anniversary in 2020.
They rushed to meet deadlines and got burned by the scope of the project.
Problem with C2077 is verticality of the game, Witcher was laid-out horizontaly on large plains. C2077 must have been optimization nightmare especially when you suppose to down-port it to last gen consoles.
They even sold cyberpunk themed limited edition Xbox One X, a cyberpunk themed PS4 controller.. so I'm guessing the pressure to release for these consoles before they're completely obsoleted by the new gen must have been immense.
The one time I recall apple pre-announcing something was the AirPower nonsense, and I'm 90% sure you can't buy that yet :D
This kind of jank wasn’t acceptable in the 90s and 2000s, let alone in 2020-2022.
It’s amazing how incompetent this team has become.
This isn't about mincing word, this is about correctly attributing blame.
Even if I entertain your nitpicking, the former definition (lacking qualities) is still unfair.
https://clips.twitch.tv/FancyTenuousLatteBloodTrail-QuTfEAEz...
Still, I never expected ragdolls to be THAT buggy in Cyberpunk. I thought ragdolls were mostly a solved problem, they're still funny to look at but aren't that glitchy anymore. You can probably eliminate most of the stability issues of ragdoll systems (which have lots of constraints between rigid bodies) by damping the hell out of them (along with adding some realistic joint constraints). But I really don't understand what Cyberpunk's engine is doing, the 1% of cases when things align well it looks very realistic, but most of the time it glitches out weirdly (unrealistic poses) in ways I don't expect. Looking at the way how characters can get stuck to objects it seems like there are some serious issues with contact resolution...
EDIT: https://www.twitch.tv/videos/1298832987?t=00h21m33s
Remembered correctly
90s games were simpler due to lot of restrictions, but most main stream titles were quite polished.
this company sure made several mistakes on the hiring process and team management, I just can't imagine how something like this went to production.
That's just not fair. Expectations have changed, technology has changed and team sizes have grown to accomodate the desires of the audience. With this extra scope comes extra risk which has been poorly managed.
> but most main stream titles were quite polished.
This is your nostalgia talking, and there's a huge amount of survivorship bias at play here. There were plenty of games from the 80s and 90s period that were anything from crap to just straight up unplayable, and they were just left in that state.
Vampire survivors, a game developed by a single person provided me with more fun than cyberpunk, the game is played with just WASD.
Horizon forbidden west released late last week and is a AAA title that has been well received, is polished and great fun. There are still many AAA titles released that aren't unfun buggy messes.
> Vampire survivors, a game developed by a single person provided me with more fun than cyberpunk, the game is played with just WASD.
That doesnt mean all AAA games are bad.
They might not suck, but they are so often bland and unoriginal. Like they owe it to their 100 million dollar investors not to rock the boat too hard.
There's plenty of original and not-bland AAA games releasing regularly. Teams take risks, sometimes they work out and sometimes they don't.
> Like they owe it to their 100 million dollar investors not to rock the boat too hard.
This is just shitposting, frankly, and is the sort of comment I'd expect ot see on reddit, not here. Cyberpunk is many things, but unoriginal and bland is not it. It definitely _tries_, and there's not really anything else like it (Deus ex is maybe the closest thing). That doesn't mean it's fun, and that doesn't mean that all AAA games are unoriginal bland and unfun either.
It's all about expectations. 99% of what makes vampire survivors fun is that it's a $2 indie game. If the same exact game was released by a AAA studio for $30-$60, everyone would say it's shit, has terrible graphics, doesn't have enough content, etc. It would completely change your perception of the game.
In that vein, I played through cyberpunk and had a lot of fun. I didn't rage quit the first time I encountered a physics bug. I allowed myself to have fun, which is something a lot of gamers can't seem to do anymore.
Agreed on this point.
> End result is that on average games were much more stable than modern games are at 1.0.
Have you got an actual source for this? I think you're missing a large amount of pure crapware that was released. I have memories of playing the Sierra adventure games being incredibly unreliable for example. Ports for DOS were unbeatable without cheating because they were so sloppily done[0]. E.T. [1] which has been associated with the fall of major games companies and is widely known as the worst game in history, or Bubsy 3d which is literally meme material. 95% of boxed games that were released were complete and utter crapware.
[0] https://kotaku.com/that-time-a-teenage-mutant-ninja-turtle-g... [1] https://www.npr.org/2017/05/31/530235165/total-failure-the-w...
This I agree, nowadays people start with a lot already done, no need to write a custom audio codec, or image compression trick or whatever, not only there is plenty of code ready for doing so, but there are plenty of computational resources to use on runtime.
Back then you would see advances first in the games and later on being documented, now they are released as papers, you hope that it will be implemented on some engine somewhere, and games using these techniques will be at least 5 years away from the paper release.
For those unfamiliar: https://en.wikipedia.org/wiki/T-pose
I'm not entirely certain but I believe the T-pose is the "default" position for characters before their animations start.
So it's just really sloppy game dev work. As if the game suddenly only has lego characters that don't have animations anymore.
What you animate then is not the "flesh", but the skeleton. You tell the hand to move to a certain position, and then a constrained optimization problem is solved to extend the arm and hand while keeping the joint limits in mind.
The most convenient default shape to set up the skeletal structure of a humanoid is the T-pose, so this is usually the shape humanoids take in games before any animation logic is applied to them. If you see a T-pose in a game, odds are that the animation system crapped out. The animation system may have crashed but the error was swallowed to keep the game chugging along.
It's not exactly an easy problem to solve (simulating crowds in a huge city without any organic view distance portals) but I guess they could have also saved themselves a lot of pain by not targeting legacy systems or maybe make less ambitious claims about their game.
At launch the game had you T-pose without pants while riding a motorcycle...
[1] https://www.reddit.com/r/cyberpunkgame/comments/sx031p/start...
That being said, I'm a bit disappointed by the release. My main grievance about Cyberpunk is the very short story line. The game can be completed in 60-70 hours. There is very little to do on the open world (except hitting on other gangs and collecting their gear). It gets boring really fast. I'd have liked if the game had 120-150 hours of story line and 30-50 hours of open world exploration.
I was expecting more quests, a stock exchange/bank, ability to buy/sell businesses, more cyberware tech or hacking puzzles.
For anyone interested: Ignore the negative reviews. The game is amazing and with a capable PC (and with 1.5) you'll have a good enough playing experience. It's not a fake sci-fi game (though it borders on that) and it's not a more realistic GTA. It has a great and challenging story that makes you go online and read and play again to figure out stuff. The public is still intrigued about the ending. It might have been annoying at first but then I figured that all GTA missions go almost linear with no surprises in between. In essence, GTA is forgettable and CP is memorable despite all the stuff it lacks.
Most of the negative reviews are not only perfectly legitimate but address structural issues in the game not fixable with quality of life patches and the adding of a bunch of new weapons and cars, one year after the release of the game, which by the way were never lacking. This game has so much cut content that some quests feel like a demo version and main characters like Adam Smasher (a primary antagonist) behave like an afterthought with barely no presence, feeling as lifeless and predictable as the rest of Night City.
The excusable tragedy of Cyberpunk it's that it miserably fails to deliver in every different aspect it touches, excelling in none of the many ambitions it had. The unexcusable part is its unplayable console release, that felt like a borderline scam.
>It has a great and challenging story
Disco Elysium or Pathologic 2 have memorable stories; Cyberpunk is a painfully mediocre experience at best, in my opinion.
I'll pay extra for a shorter and more interesting story line any day.
I completed the game before the second patch came out, I didn't really hit any bugs, maybe once or twice I had to save and reload it.
An intense and ACTUALLY INTERSTING main story of about 10 hours, with no grind or "let's waste your time with these menial tasks" in between, that is my preference.
Context: If I'm lucky, I can squeeze 1 or 2 hours in maybe 3 or 4 evenings per week, at the evening when I'm maxmially tired from the demands of real life, and at that point, I have very little tolerance for a game trying to waste my precious time.
It's something than can be improved with practice. I can now read a few dozen books at a time and have no trouble keeping them straight, and I'm sure I've benefitted from that in other ways in my day to day life. Remember that humans relied on oral tradition for hundreds of thousands of years. Give yourself some credit!
I don't get that when I spread it out too thin. I enjoy movies and tv shows for different reasons, and often, for story-based games (as opposed to multiplayer games and pure-skill games) I enjoy the "movie" version more, "short" sweet, dense and intense.
For the other types, I play OSU! and whatever the popular FPS is at the moment it's Apex Legends, but those I play for different reasons than games with a good story.
https://howlongtobeat.com/game?id=2127
For comparison, The Witcher 3: Wild Hunt is currently estimated to take about 51 hours if you only focus on the main story. https://howlongtobeat.com/game?id=10270
As I replied elsewhere, it is strange to see another echo chamber in action. The sales number seems to be doing fine. And reviews were extremely polarised.
The team did definitively over-extend themselves and failed to deliver a perfect? product but I don't see why this is being shunned here. They pushed the limits where it comes to Open World games and GTA has to up their game a LOT in the next release.
I'm sorry, but as a software dev with some hobby experience in game development, I disagree with this.
* hacking: tons of other games have a hacking component, either as a hack this computer, or break this lock, or make an enemy turret be friendly, or control this enemy. Fallout has hacking, Batman Arkham series has hacking (and enemy control), PoE has enemy take over skills etc
* cyberware gear: there is no difference between a "cyber deck" and a "helmet of might". Also, I think Deus-Ex has cyberware gear...
* scanning: Arkham games have a beautiful implementation of the concept. Horizon Zero Dawn has scanning.
* brain dances: this is simply playing a pre "recorded" 3d scene with some elements removed based on the "mode" selected. This is not a very hard thing to do, from a software development perspective, but requires lots of content. And guess what, there are like 4 brain dances in the game: the tutorial, the find the chip mission, the find the voodoo lady mission and the side mission with the cow dude.
And this is a recurring thing with Cyberpunk 2077, lack of content. I wish they'd spent less on getting Keanu Reaves to "star" and more on adding more clothing options or side missions, or give the beggars more lines. It would have been really cool to stay a while and listen to a beggar about that time their tank got blown up and they had to trek back from behind enemy lines...
Here is the thing, you can both like the game and critique the technical aspects.
This seems especially so in CDPR's case: they aren't using Unreal or any other off-the-shelf engine, they developed their own engine bespoke for The Witcher. Cyberpunk 2077 was the first game to use that engine for something that wasn't The Witcher series. A lot of their technical hurdles seem almost entirely related: it doesn't seem like it should be a huge surprise that a game engine originally built for a setting where the fastest traveling vehicle is a horse starts to fall down with performance problems when you introduce cars and sky cars and planes.
(Some small credit where credit is due: Rockstar at least started with GTA and then moved to RDR. Cars to horses seems to make more sense as a transition for a game engine than the other way around.)
Absolutely there are probably technical things CDPR could have done to avoid some of the problems they've had, but it was way more of a "programming challenge" than "why didn't they just copy and paste the hacking component from Fallout [Bethesda/Microsoft] and scanning from Arkham Asylum [Rocksteady/Warner Brothers] and call it a day?" (They couldn't, there's no way to access those components from other companies. There's no "Unity store" for that sort of stuff. There's not even a "Unity" here: all three of those franchises have extremely different bespoke game engines that never leave the doors of their development companies or publishers.)
It's a wonderful world/backdrop/setting. I like the story. There's 50x as much cutscenes and consequence-free dialog choices as there needs to be. I occasionally had fun with the missions. But overall it was a big basket of good ideas that they dropped on the floor.
I recall that No Man's Sky had a community made list that showed the progress in its ambitions, and led to people being amazed at the turn around.
For fun, I looked at the latest major patch notes for Stellaris [0] and Wrath of the Righteous [1]
CP 1.5: 300 lines, 24.6 kb
Stellaris 3.3: 380 lines, 34.6 kb
PF:WotR 1.2.0e: 416 lines, 30.8 kb
I did nothing but paste the patchnotes into a txt file, so empty lines are still counted for all 3 games.
[0]: https://forum.paradoxplaza.com/forum/developer-diary/stellar...
[1]: https://store.steampowered.com/news/app/1184370/view/3137321...
That said, stuff like "Fixed an issue when combat mode was triggered while roaming." sounds like a similar granularity, but I haven’t played CP2077 yet, so I don’t know.
On the other hand the storyline was probably the best I've ever played, with the possible exception of the original Deus Ex. The rock star turned terrorist sounds completely absurd the first time you hear it, but they really make it work with the character. And that's just a small part of a great story.
The visuals are absolutely amazing, I've never felt like a tourist in awe in a game before, but it happened in Cyberpunk. They really did build an amazing world to play in.
This patch makes me hopeful that there will be more quests and maybe a follow on game at some point. It would be a really big shame if there wasn't.
Streamers were seriously running out and shooting the first civilian and were disappointed at the lack of police chases. Some people even complained about the car modeling realism (lack of traction when you drive one corner of the car over a bollard etc).
At its current price (25-30€ish sales everywhere) it's fully worth playing just for the story. It's not the best fighting game, it's not the best driving game, but the story is damn good and some of the endings really gut-wrenching.
Just the dive with Judy is something I haven't seen in a game in a long time. No explosions, no shooting, just characters talking about their feelings.
And if you shoot the wrong someone, cops and jail time are the smallest of your problems.
I completely understand why people with high expectations were disappointed with the game.
People were seriously expecting that a console released in 2013 - almost a decade ago - could run a fully realized city with an unique AI for every person in there, with huge crowds you could get lost in.
Watch Dogs and Risen 3 were very capable open-worlders, that shouldn't run on such low-end hardware and I'm still not sure how Bioware managed to pull off Dragon Age: Inquisition or how Konami made MGSV run as well as it did.
From what I've heard, ther was some similar wizardry going on with the PS4.
I've had a quest line be incompletable because some script trigger didn't happen (I think the NPC got stuck), I've had to reload an autosave because a story mission would not progress (most likely a missed trigger again), escort NPCs have followed me for hours after completing the escort mission they were involved in, I've had cars instantly stop from 200 km/h after hitting an invisible barrier in the middle of a road, jumping over a barrier has sent me flying into space, NPCs have had objects stuck to their hands, NPC voice lines have duplicated, I've gotten stuck in a finisher animation, I've gotten stuck in a car that spawned inside an object, NPCs have walked through parked cars during missions, and a lot of random T-posing.
And these are the bugs that I remember off the top of my head, or remembered by having a cursorary look through my YouTube uploads.
Luckily, most of the bugs are funny and only visual, but it was pretty annoying that the only way I would've been able to continue that one side quest was by reloading a save and losing hours of progress.
Keanu also can't act which is a shame.
Visually the game is definitely astonishing, but I could never tell what the game is actually trying to be. If they'd made a very pretty game mulling over (say) the kind of deep sci-fi you get in something like blade runner 2049, then I'd probably still be playing to this day, whereas what they actually ended up with felt a bit incidental.
It's kind of unfair, so I don't hold it too much against the game, but even though the visuals are very good, the overall world doesn't feel as real as it could do IMO. The obvious comparison is with GTA V (which is why I say it's slightly unfair because GTA V is based on LA in ~2013), which just feels so much more real to me. The radio stations are a good example, they're such heavy handed satire, but that satire lets your brain fill in the detail about Los Santos whereas in Night City I was mostly being shown things that would never happen again or being made to pick choices that would have no effect etc.
Why do you keep comparing it to another genre?
because pre-release the developers made the GTA comparison, every video game media outlet made the comparison, and every press piece regarding the game pre-release focused on the 'open-world' elements, while promising post-release multiplayer.
let's not pretend this was billed as a single-player RPG fantasy; it wasn't. It was toted as a GTA competitor in nearly every single way.
The post release narrative shift of "well it's a story-driven game from a well known story-driven 'RPG studio', it was YOUR expectations that were wrong! " was totally drawn hastily after release to try to assuage angry and disappointed fans during a rocky release.
aside : "rpg studio" is a thing now?
The intense time pressure that the storyline badgers you with at every beat becomes absurdist comedy when the story missions finish and you start doing side quests. This is especially bizarre in the tone difference between the main story quests and the companion quests which have a huge influence on the story itself, but usually make little to no reference to the extreme time pressure.
Of All the information I read, Graphics Asset and Design is by far the biggest spending. I dont understand why Game quality cant be better by giving more resources to Dev. What am I missing?
I don't know their setup, so maybe they're just understaffed, but just adding resources without changing anything else rarely work, you just step on each other toes and communication becomes a huge overhead. Assets development is much more parallelisable on the other hand.
Personally I see that the productivity(and especially products quality) had decreased in the company I am working for.
That was the title that made me stop playing games in the release window. It's just not worth it.
Are many of you getting a lot of replay value from the big sandboxes?
GTA5 was probably the last big game that, when I finished the main story, I was still having fun and that's mostly because it was pretty short for a AAA game.
Katamari on the PS4 is a game that I wish I could buy more levels for. I had so much fun with that one.
I've felt the same with many games. I don't think length is an issue per se, rather it's that they achieve that with filler and padding. I can imagine a bunch of young lowly paid game developers mass-producing low-effort side quests and other stuff to fill the world with. Like its only purpose is to give the player something to do (and some reward, for the loot & xp addicts) rather than to tell an interesting, compelling story and make you part of it.
Length is an issue for other reasons but the urge to skip forward and just get on with it is, for me, 100% due to repetitiveness and boredom and lack of lasting quality.
I did play through this recently, heavily modded with amazing community mods that completely rebalanced the rubbish combat and economy and fixed numerous bugs. I did enjoy it a lot (the world building is amazing and the story well written), but wouldn't have unmodded. One reason I'd never bother with consoles where modding isn't available.
Gameplay: Full gameplay rebalance (the most important one) https://www.nexusmods.com/cyberpunk2077/mods/3010 , Reduce fall damage, Stop false attacks, Disable reveal position hack (NPCs don't automatically know where you are at all times), NeureSpec, Smarter Scrapper
Visual: Alternate character creation lighting (removes green tint), Crouch vignette effect remover
UI: Purify UI (clear up UI shaders), flib's UI improvements, Hide read shards, Highlight known specs, Muted Markers Cosmetic: Hide headgear
Vehicle: No Camera Autocentering TPP, realisticdrivinexperience
Other: No Intro Videos, Cyber engine tweaks (stability), redscript, RED4ext (CET compatible), Speed up time acceleration (skip unskippable cutscenes you've already seen), TweakDBext
https://www.reddit.com/r/cyberpunkgame/comments/sxjb5f/just_...
https://docs.unrealengine.com/4.27/en-US/WhatsNew/Builds/Rel...
And they turn them out release after release.
You're comparing an entire Engine to a video game. UE not only a game engine, but is also used in Cinema, ArchViz, Animation, Automotive ... It's got thousands of people working on it.
Hmmm thats lame. Should get them a few points in the gaming experience though.
instead of doing a cross platform compromise version, doing a new-gen specific version
many publications retain ongoing speculation of that
I’m waiting for a resolution on that personally, sounds like it would be a better game
I'd rather discuss about challenges in the production or testing process. Perhaps discuss future of the base old gen consoles (This is a first title that has quite different content between PS4 and PS5).
Discussing about game itself is polarizing, I know people hate this game, I know people love it and people don't care.