Posted January 14, 2021
I don't think the biggest problems with this game were the bugs. They were the most spectacular, to be sure, but I think what is keeping this game from being exceptional are deep structural flaws. Is it possible to fix the game? Probably not. Is it possible to make improvements? I think so. Here are some improvements I would make, not all of these fesible:
1) Rip out the looter shooter. It doesn't work. Make guns all the same and have a smaller selection of guns that are meaningfully different in terms of handling and gimmicks. People who can suddenly take more bullets to the face because their level is higher is ridiculous. Especially in an RPG.
1a) Extreme caliber, low ROF weapons. Cannons. Where are they? A genre staple ever since Decker's hand cannon started an arms race in ridiculous guns.
2) Get rid of levels. Make equipment the deciding factor about how many shots a person can take.
3) Make inventories limited. The car boot is in the game techincally, but does it have a use? Make it so you have to carry ammo and items and not lug around 1000s of guns. Instead you have to consider your loadout before a "mission". High equipment loads mess with the economy. It's weird all of these guns are effectively worthless.
3a) Furthermore: make it so walking around downtown with an unconcealed assault rifle puts civilians and cops and gangs at alarm. It might be technically legal, but wave a kitchen knife around in your friends' faces and see how they react. It shouldn't make (most people hostile) but it should clue them off something is about to go down and react accordingly. Like by getting the hell out of there. You should, ideally, have to conceal that shotgun in a guitar case or something. And only get it out when you're ready to start something.
4) Can we talk about driving? Driving should be good enough that you could sell it as a $10-20 standalone game and you'd want to play it. Night City is not fun to drive in, nor is the driving itself fun. If I were to salvage it, I would make everything feel much better it ought to be. Driving cars in this game is a chore. Considering how many Cyberpunk shows/movies make use of cool cars and crusing down the highway as lights flicker by, crappy driving is a mortal sin.
5) In relation to point one, make clothes largely cosmestic. Make the styles easy to find and your appearance and style easy to customise. Maybe have a heavy armour clothing available that offers substantial protection. However, don't make me choose stats over style. It's a bad look in an RPG. And while we're here, maybe more styles of clothes. What happened to suits in the next 50 years? Taco Bell won the fast food wars? Because there is like one style of suit jacket it feels like. There should be an abundence of long coats of various cuts.
6) The crafting system doesn't work. Resource scarcity basically means players avoid engaging with the system. It should be based completely on money. Or, if you don't have the components, it will let you autobuy the missing ones. This would let players scavenge for good parts, but wouldn't stop players from really investing in things. Then again, if you did step one, then there probably isn't the need for a crafting system as it currently exists.
7) The music. This is subjective, but it's awful. I listen to the pop station? Rap. I listen to the rock station? Rap. If I wanted to hear rap music, I'd listen to the rap statio--OH WAIT THEY'RE ALL RAP MUSIC. But the soundtrack is just awful in general. It's like it was inspired by Blade Runner 2049. Music works better when you include ... melodies? I don't know how you can fix this per se. Custom radio stations would be nice. I think if one were to consider the "cyberpunk fantasy" then you'd hear more glam rock, new wave, hair metal pieces, but ...
8) Combat should be tuned for a more tactical, highly lethal style, if we consider the source material. Life is cheap and short and it seldom feels like that.
9) Make cybernetics good? I mean, right now they're mostly mild stat boosts. The eye upgrades should give you the ability to see termal imaging-- or enemies through walls, tag enemies for remote targeting and otherwise give you access to features you didn't have before. Not giving minor buffs. The high jump legs are great.
10) What is street cred? As a limiter on shops it's annoying. As a limiter on what missions are available, I can dig it.
That's just off the top of my head. I said this in my review, but I really think Syndicate 2012 does the genre more justice than this game. Cyberpunk 2077 feels more post-apocalyptic than it does Cyberpunk. Not surprising, consiidering how Night City feels like a barren wasteland, derth of content. It's not enough that "Night City", in the setting is a name stolen from the opening pages of Neuromancer and made into the most bland and generic setting for Cyberpunk. In reality this game should have been set in Mombasa or Singapore, but that was unavoidable, I suppose.
1) Rip out the looter shooter. It doesn't work. Make guns all the same and have a smaller selection of guns that are meaningfully different in terms of handling and gimmicks. People who can suddenly take more bullets to the face because their level is higher is ridiculous. Especially in an RPG.
1a) Extreme caliber, low ROF weapons. Cannons. Where are they? A genre staple ever since Decker's hand cannon started an arms race in ridiculous guns.
2) Get rid of levels. Make equipment the deciding factor about how many shots a person can take.
3) Make inventories limited. The car boot is in the game techincally, but does it have a use? Make it so you have to carry ammo and items and not lug around 1000s of guns. Instead you have to consider your loadout before a "mission". High equipment loads mess with the economy. It's weird all of these guns are effectively worthless.
3a) Furthermore: make it so walking around downtown with an unconcealed assault rifle puts civilians and cops and gangs at alarm. It might be technically legal, but wave a kitchen knife around in your friends' faces and see how they react. It shouldn't make (most people hostile) but it should clue them off something is about to go down and react accordingly. Like by getting the hell out of there. You should, ideally, have to conceal that shotgun in a guitar case or something. And only get it out when you're ready to start something.
4) Can we talk about driving? Driving should be good enough that you could sell it as a $10-20 standalone game and you'd want to play it. Night City is not fun to drive in, nor is the driving itself fun. If I were to salvage it, I would make everything feel much better it ought to be. Driving cars in this game is a chore. Considering how many Cyberpunk shows/movies make use of cool cars and crusing down the highway as lights flicker by, crappy driving is a mortal sin.
5) In relation to point one, make clothes largely cosmestic. Make the styles easy to find and your appearance and style easy to customise. Maybe have a heavy armour clothing available that offers substantial protection. However, don't make me choose stats over style. It's a bad look in an RPG. And while we're here, maybe more styles of clothes. What happened to suits in the next 50 years? Taco Bell won the fast food wars? Because there is like one style of suit jacket it feels like. There should be an abundence of long coats of various cuts.
6) The crafting system doesn't work. Resource scarcity basically means players avoid engaging with the system. It should be based completely on money. Or, if you don't have the components, it will let you autobuy the missing ones. This would let players scavenge for good parts, but wouldn't stop players from really investing in things. Then again, if you did step one, then there probably isn't the need for a crafting system as it currently exists.
7) The music. This is subjective, but it's awful. I listen to the pop station? Rap. I listen to the rock station? Rap. If I wanted to hear rap music, I'd listen to the rap statio--OH WAIT THEY'RE ALL RAP MUSIC. But the soundtrack is just awful in general. It's like it was inspired by Blade Runner 2049. Music works better when you include ... melodies? I don't know how you can fix this per se. Custom radio stations would be nice. I think if one were to consider the "cyberpunk fantasy" then you'd hear more glam rock, new wave, hair metal pieces, but ...
8) Combat should be tuned for a more tactical, highly lethal style, if we consider the source material. Life is cheap and short and it seldom feels like that.
9) Make cybernetics good? I mean, right now they're mostly mild stat boosts. The eye upgrades should give you the ability to see termal imaging-- or enemies through walls, tag enemies for remote targeting and otherwise give you access to features you didn't have before. Not giving minor buffs. The high jump legs are great.
10) What is street cred? As a limiter on shops it's annoying. As a limiter on what missions are available, I can dig it.
That's just off the top of my head. I said this in my review, but I really think Syndicate 2012 does the genre more justice than this game. Cyberpunk 2077 feels more post-apocalyptic than it does Cyberpunk. Not surprising, consiidering how Night City feels like a barren wasteland, derth of content. It's not enough that "Night City", in the setting is a name stolen from the opening pages of Neuromancer and made into the most bland and generic setting for Cyberpunk. In reality this game should have been set in Mombasa or Singapore, but that was unavoidable, I suppose.