Cyberpunk 2077 Review thread - Umm....

hanselthecaretaker

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Headshots in this game just do a damage modifier, this is not an fps. Some guns have better and some have worse modifiers but about a 2x mod is the average for headshots. So yeah it's just like 2 bodyshots, not that big of a deal.


And I mean, the stats mattering is kinda the point of an rpg. You gotta level up and get the appropriate perks if you wanna be strong. It's a normal component.


I think too many people think this is an fps and not an rpg so their expectations are wrong.


So far I tend to beat most enemies in 3-4 katana slashes unless it's those mini metal gears or some super high level enemy because I specced for that kinda thing.

What I mean is the damage system should make sense within the context of the game. Like, even two body shots could mean different things depending on how armored the opponent is. IMO it's outdated RPG game design it takes 10x more headshots for this guy to fall just because he's a skull level or 10x less kitana slashes if he's under your level 1607855145377.png
 

Dwarvenhobble

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So who had publication Boing Boing taking shots at The Escapist over Cyberpunk 2077?


Indeed, one doesn't have to look far even outside the mainstream to find how far CDPR's marketing dollars (or the hope of cashing in on the hype surrounding the game) have penetrated: Popular YouTube channels such as Kurzgesagt, Kyle Hill, and The Escapist, all of which have been featured on Boing Boing in the past, make no mention of this years-long controversy whatsoever.
However, sites focused on the LGBTQ+ community, as well as some of the less mainstream gaming media (where CDPR marketing dollars are less likely to reach) have taken the time to write up detailed articles outlining the scope of transphobia both at the publisher, and within the game itself.
Or sites getting pissy that they weren't being paid........

You can read Kyuugi's full analysis on ResetEra's forums.
Ok who had shills ResetEra at the end?
 

Chimpzy

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Not sure who that is, do they write about bouncing boobs?
Late 80's zine turned blog that mostly writes about tech, sci-fi and politics. Influential in early cyberpunk culture, along with Mondo 2000, and kind like a more anarchic and subversive predecessor to stuff like Wired. Used to be one of the most popular blog in the early 00's.
 

Zykon TheLich

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What I mean is the damage system should make sense within the context of the game. Like, even two body shots could mean different things depending on how armored the opponent is. IMO it's outdated RPG game design it takes 10x more headshots for this guy to fall just because he's a skull level or 10x less kitana slashes if he's under your level View attachment 2015
Oh dammit... It does that? Damage tied to levelling really does my head in. If lvl 10 boss is armoured like a tank and level 1 mook wears a t shirt I can take it, if it does it the other way round it really gets on my nerves. Or if gun X does fuckall to mega armour guys, then 5 levels later the exact same gun rips through them.
 

Dreiko

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Oh dammit... It does that? Damage tied to levelling really does my head in. If lvl 10 boss is armoured like a tank and level 1 mook wears a t shirt I can take it, if it does it the other way round it really gets on my nerves. Or if gun X does fuckall to mega armour guys, then 5 levels later the exact same gun rips through them.
Guns in this game are upgradable too so you can have a gun do more damage by simply leveling it up. It's just a flat stat of how much damage each shot does as well as a rate of fire and the element of the shot (there's heat and electric and toxic guns) as well as attachments and mods and cyberwear and perks that all give stat modifiers to your gun's performance.

It's an rpg, stats and levels matter, it's not an FPS lol.
 

Zykon TheLich

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Guns in this game are upgradable too so you can have a gun do more damage by simply leveling it up. It's just a flat stat of how much damage each shot does as well as a rate of fire and the element of the shot (there's heat and electric and toxic guns) as well as attachments and mods and cyberwear and perks that all give stat modifiers to your gun's performance.

It's an rpg, stats and levels matter, it's not an FPS lol.
So was the game this one is based on, it didn't have levels. I suppose it would have been difficult to translate it directly to a traditional CRPG. Would probably have played a bit more like ARMA.

But anyway, if it's framed ok, like you have actually modified the gun, some sort of perk that lets you somehow got gud at hitting joints in the armour, quicker at reloading, that does at least provide some justification that my brain can accept.
 

Zykon TheLich

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Afraid it ain't. The perks you can get sort of justifies that you are better at hitting heads, reload faster etc., but the gun "upgrading" is just you hitting a button to drive up the DPS number when the gun start falling behind the leveling curve. It gets even zanier when you realize that the unique guns (called Iconic in-game) can be broken down for crafting materials and then re-crafted to your level. So if you want to return to that cool gun you had at level 2 you are probably better off just scrapping it and then rebuilding it instead of upgrading it a gazillion times.
That sounds bizarrely gamey. I was a little worried when I saw a level gated straw hat in a playthrough. If you're not high enough "level" to wear a straw hat then something is off. Is that much of a thing with scavenged equipment?
 

hanselthecaretaker

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Afraid it ain't. The perks you can get sort of justifies that you are better at hitting heads, reload faster etc., but the gun "upgrading" is just you hitting a button to drive up the DPS number when the gun start falling behind the leveling curve. It gets even zanier when you realize that the unique guns (called Iconic in-game) can be broken down for crafting materials and then re-crafted to your level. So if you want to return to that cool gun you had at level 2 you are probably better off just scrapping it and then rebuilding it instead of upgrading it a gazillion times.
Makes me wonder how much time was wasted orchestrating sucks a convoluted system. It’s like they took what was actually a decent setup in The Witcher 3 and said how can we make this more of a chore for the player? Hell, at least in that game they kept weapons separate from the traditional skill tree upgrading. A sword could be infused with different perks but what you found/bought is what you got, essentially.
 

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According to a friend of mine who has been playing it, the bugs make it pretty much unplayable, with all manner of crashes or issues that require restarts left and right.
 

stroopwafel

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What I mean is the damage system should make sense within the context of the game. Like, even two body shots could mean different things depending on how armored the opponent is. IMO it's outdated RPG game design it takes 10x more headshots for this guy to fall just because he's a skull level or 10x less kitana slashes if he's under your level View attachment 2015
''Now that's a slice of fuckable meat!''

I'm loving this game more and more. I wasn't having a lot of issues on PS5 but the latest fix also addressed a lot of the glitches and occasional bugs. The story is so good. I'm even reading every datalog because they are so much fun to read. The one about an opera based on the metal wars was incredible. I really feel like this is one of the most immersive game worlds ever created.
 

happyninja42

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Not sure if anyone is actually going this route, but I'm curious, how is the game's capability to bypass combat? I'm assuming that focusing heavily on the hacking abilities is needed to give you the most options on bypassing combat, anyone actually fiddled with that much?
 

stroopwafel

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Not sure if anyone is actually going this route, but I'm curious, how is the game's capability to bypass combat? I'm assuming that focusing heavily on the hacking abilities is needed to give you the most options on bypassing combat, anyone actually fiddled with that much?
The game is really combat centric. Don't expect Deus Ex and Dishonered levels of 'immersive sim' here. But the combat is great and there is a huge amount of weapons to choose from. Maybe it can be played with bypassing the combat but I don't know how much shit needs to be unlocked before that is a viable option. To be honest most of the rpg mechanics seems to be mostly set dressing for the combat. It's closer to Fallout 4 then say an Arkane game. You really need to love the story and the world in Cyberpunk.
 

happyninja42

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The game is really combat centric. Don't expect Deus Ex and Dishonered levels of 'immersive sim' here. But the combat is great and there is a huge amount of weapons to choose from. Maybe it can be played with bypassing the combat but I don't know how much shit needs to be unlocked before that is a viable option. To be honest most of the rpg mechanics seems to be mostly set dressing for the combat. It's closer to Fallout 4 then say an Arkane game. You really need to love the story and the world in Cyberpunk.
Well I remember hearing them say you can beat the game without killing anyone if you want, so assuming that's still in the game, there's got to be some way to do it.
 

hanselthecaretaker

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I really feel like this is one of the most immersive game worlds ever created.

How much is the “game” part working to dismantle that immersion though, because with how people have described the RPG elements it sounds like it’s in crunch mode?
 

stroopwafel

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How much is the “game” part working to dismantle that immersion though, because with how people have described the RPG elements it sounds like it’s in crunch mode?
To be honest I'm not really a big fan of western RPGs in the first place and I also hate fiddling in menus so I'm probably the wrong person to ask. xD For me it's about the combat and that is a lot more fun than I expected.
 
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