Posted December 29, 2020
high rated
There are major narrative problems with Cyberpunk 2077, that should have been glaringly obvious to the development team. Lets take Regina Jones' cyberpsycho quests, here we have a fixer with a contract to obtain cyberpsychos alive and she feels gamey and fake because she will only want cyberpsychos part of that side quest chain already prescripted but she gives you a rescue mission called Occupational Hazard to save a friend, Hal from a cyberpsycho and if you save the friend without killing the cyberpsycho magically Regina doesn't give a shit and has no desire to take the cyberpsycho to be studied. WTF? Seriously how does this past any kind of narrative scrutiny? How could a narrative director not get this? Also everyone acted like I killed the cyberpsycho when I didn't. Again WTF? How can this of gotten approved? And we are not talking about a different fixer this is the same bloody fixer who can't even be written consistently. I get her not making it a priority when she gives you the gig on saving the psycho because now it is her friend on the line but the fact she doesn't give a shit post mission and you can't tell her tells me just how badly CP2077 is written.
Another example of bad writing is the Monk quest, Losing My Religion. I went in and did non lethal stealth takedowns for every member of the gang. I did dump a couple of bodies so they were not detected but every takedown was non lethal and the monk got upset over all the killing for his sake! Again WTF? How the fuck did this get past the writing stage. I only did the non lethal takedowns because that is what I was HIRED to do, so I did the contract as instructed and the game assumes I just went in guns blazing. Again shitty writing and there is no excuse for it.
This game is so poorly written post the heist. Pre-heist we have character development, we have a companion, we get missions we can do on the side. I am part of a team, like I would be in a tabletop game RPG of cyberpunk. I met characters they react to me based on the situation the game feels alive and I have the freedom to take on side missions and gigs in between main missions. I have to set up missions meet with the client all of this feels alive. The game truly delivers on its promise then as the heist turns to shit so does the game. Characters and side missions turn stale most don't react to you at all. "Apartments" with your friends and/or lovers you can't sleep at. Judy loves me but we once fuck and now she doesn't have anything to say and doesn't react to anything I do. I have a 90% reputation with a lvl 50 street cred but I might as well be a nobody at afterlife no one knows who I am. I was told to fuck off more than once by patrons. So yeah that again tells me the game's reputation mechanic means sweet fuck all in terms of narrative. It is a meaningless percentile that has no mechanical importance to characters in the game. The fucking relic doesn't even have any mechanical impact on the game. When I die mechanically it is a game over but narratively I can die multiple times it seems but ONLY when it is a super special death. Fucking lazy. Why wasn't death and resurrection a game mechanic? Every time I die mechanically i gain a percept or 1/2 a percent on the last % metre in the character sheet, the first being your reputation and the second your situation with Johnny and the third being what I think is how close the chip is to killing you. I think who the actual fuck knows what they really mean they appear meaningless in terms of actual game mechanics. Fluff, window dressing. Just another perfect example how CP2077 is meh vs good let alone great.
If the devs thought Johnny was a companion well they really don't understand RPG companions. Jackie and T-Bug were companions and felt part of a team. And because they were well written you notice their absence utterly and completely. Post heist however no one fills the void and it really hurts the storytelling. Having characters you work with consistently gives opportunities to have the game react to your choices so far nothing i have done seems to have an actual consequence everything seems preordained in the main quests and the character based side quests. The most freedom I have is in a gig on how to complete the mission but if its a Judy, Ward or Panam quest it pretty much a paint by numbers event with me there only as an afterthought in terms of outcome. Gigs/fixer side missions allow me choice in execution of a quest but zero fucking story and the game can't even respond correctly or consistently to my actual actions. This is really bad for an RPG. If the client says "No disintegrations," and you don't disintegrate anyone and the game acts like you did disintegrate people that makes the game feel and play like a pile of shit, this is especially true for an RPG.
The balance seems way out of touch with builds. There are some boss fights that are impossible, like Oda, without the correct build. And once you start the mission unlike the TW3, you are stuck with what your build is no swapping out spells. Really shitty design there. The game has a really bad keyboard and mouse integration dodge is a complete cluster fuck. I swear the person in charge of the layout for PC never played the game on PC. Anyone in charge of keyboard layout for PC should be REQUIRED to NEVER play the game with a controller. Don't misunderstand I have a headshot build that can do over 1 million crit damage to head shots sometimes so this isn't a complaint about boo hoo this is too hard. Odo didn't survive a few blasts to the head. I just needed the time dilation and deamons to "slow" him down to aim then it went from unwinnable to a joke. That is poor balance.
This game starts so strong narratively then takes a complete nose dive. The character quests are short chains of a few quests and then the characters become wooden dolls with no life to them. They can't even react to your accomplishments because they don't work with you and don't have any dialogue options to tell them. So your love interests feel exactly like a one night stand because that is all they are one night and nothing more. Why? because again the writing. At least with Judy and Meredith one sex scene. Ward seem to be another one night scene but I shot him down. Panam may have had more, more to the relationship but I had the wrong plumbing for my first playthrough. I mean Ward and Judy feel not like a lover but some weird obsessive psycho, sleep with them once and they want you to move in. WTF? That is your definition of a "love interest," fuck once and live together. Year that sure sounds like a mature adult relationship. Sounds more like an adolescent understanding of relationships. Any why the fuck do all of them have "missions" Misty was the only real relationship I saw in the game. She didn't send fucking Jackie on a set of missions to form a friendship and then bonds of love but nope in Night city I've got to either save a fucking clan, take over a whore house or find a serial kidnapper before i get a one night stand. What the actual fuck? who writes this shit? Meredith was perhaps the most realistic love interest. Sent a text, we meet at a cheap motel, bang once and she never talks to me again. Far more realistic than save the fucking club, clan, family then i will gameify things by fucking you. What these characters know no emotion unless you save the fucking day? Well not even then because they go dead and lifeless right after fucking you once. V worse shag in night city. Fuck 'em once and they go silent. Then realize their mistake so sure you can visit their "apartment" but you can't sleep over. Maybe V will take teh hint and not come over again if I don't talk to them and don't let them spend the night and don't sleep with them again. Woot CD Projekt writes great romances. lol. utter crap.
I had plan to play the game three times once for each life path but to be honest i am struggling to finish things once. I have done all the main quests till the meet at Embers and I got a warning about the point of no return. So I stopped and did a bunch of side quests/gigs police scanners incidents. I did all the Delamain car quests and again you finish the quest line and Delamain goes dead no life. Your reward is a car but it isn't self driving and doesn't respond to anything you do in the car, so... so much for an AI run car. Did all the Tarot card quests and that was a big nothing burger. 10 out of 17 cyberpsycho quests but no real drive to do those as the fucking quest line is so poorly written. Boss fights that can be cheesed with the correct build.
You can't mark the map with custom markers so you can't revisit locations easily. If you live in a city you should be encouraged to return to locations because the characters at the location respond to you. Night city doesn't feel alive, sure there are a lot of dolls, lifeless automatons that walk about, but Oblivion and skyrim do a lot more to make their settlements feel alive than Night city. You can actually hear conversations about what you have done in the game, not so Night city. Skyrim and oblivion actually have characters that inhabit the city and have schedules, Night city doesn't no one lives in the city, no one actually has a life they live. They just spawn in and out based on the player's location.
Fucking hell. I can't post a second post as doing so just edits the first and adding my thoughts for part II make the post too long So part II to follow
Another example of bad writing is the Monk quest, Losing My Religion. I went in and did non lethal stealth takedowns for every member of the gang. I did dump a couple of bodies so they were not detected but every takedown was non lethal and the monk got upset over all the killing for his sake! Again WTF? How the fuck did this get past the writing stage. I only did the non lethal takedowns because that is what I was HIRED to do, so I did the contract as instructed and the game assumes I just went in guns blazing. Again shitty writing and there is no excuse for it.
This game is so poorly written post the heist. Pre-heist we have character development, we have a companion, we get missions we can do on the side. I am part of a team, like I would be in a tabletop game RPG of cyberpunk. I met characters they react to me based on the situation the game feels alive and I have the freedom to take on side missions and gigs in between main missions. I have to set up missions meet with the client all of this feels alive. The game truly delivers on its promise then as the heist turns to shit so does the game. Characters and side missions turn stale most don't react to you at all. "Apartments" with your friends and/or lovers you can't sleep at. Judy loves me but we once fuck and now she doesn't have anything to say and doesn't react to anything I do. I have a 90% reputation with a lvl 50 street cred but I might as well be a nobody at afterlife no one knows who I am. I was told to fuck off more than once by patrons. So yeah that again tells me the game's reputation mechanic means sweet fuck all in terms of narrative. It is a meaningless percentile that has no mechanical importance to characters in the game. The fucking relic doesn't even have any mechanical impact on the game. When I die mechanically it is a game over but narratively I can die multiple times it seems but ONLY when it is a super special death. Fucking lazy. Why wasn't death and resurrection a game mechanic? Every time I die mechanically i gain a percept or 1/2 a percent on the last % metre in the character sheet, the first being your reputation and the second your situation with Johnny and the third being what I think is how close the chip is to killing you. I think who the actual fuck knows what they really mean they appear meaningless in terms of actual game mechanics. Fluff, window dressing. Just another perfect example how CP2077 is meh vs good let alone great.
If the devs thought Johnny was a companion well they really don't understand RPG companions. Jackie and T-Bug were companions and felt part of a team. And because they were well written you notice their absence utterly and completely. Post heist however no one fills the void and it really hurts the storytelling. Having characters you work with consistently gives opportunities to have the game react to your choices so far nothing i have done seems to have an actual consequence everything seems preordained in the main quests and the character based side quests. The most freedom I have is in a gig on how to complete the mission but if its a Judy, Ward or Panam quest it pretty much a paint by numbers event with me there only as an afterthought in terms of outcome. Gigs/fixer side missions allow me choice in execution of a quest but zero fucking story and the game can't even respond correctly or consistently to my actual actions. This is really bad for an RPG. If the client says "No disintegrations," and you don't disintegrate anyone and the game acts like you did disintegrate people that makes the game feel and play like a pile of shit, this is especially true for an RPG.
The balance seems way out of touch with builds. There are some boss fights that are impossible, like Oda, without the correct build. And once you start the mission unlike the TW3, you are stuck with what your build is no swapping out spells. Really shitty design there. The game has a really bad keyboard and mouse integration dodge is a complete cluster fuck. I swear the person in charge of the layout for PC never played the game on PC. Anyone in charge of keyboard layout for PC should be REQUIRED to NEVER play the game with a controller. Don't misunderstand I have a headshot build that can do over 1 million crit damage to head shots sometimes so this isn't a complaint about boo hoo this is too hard. Odo didn't survive a few blasts to the head. I just needed the time dilation and deamons to "slow" him down to aim then it went from unwinnable to a joke. That is poor balance.
This game starts so strong narratively then takes a complete nose dive. The character quests are short chains of a few quests and then the characters become wooden dolls with no life to them. They can't even react to your accomplishments because they don't work with you and don't have any dialogue options to tell them. So your love interests feel exactly like a one night stand because that is all they are one night and nothing more. Why? because again the writing. At least with Judy and Meredith one sex scene. Ward seem to be another one night scene but I shot him down. Panam may have had more, more to the relationship but I had the wrong plumbing for my first playthrough. I mean Ward and Judy feel not like a lover but some weird obsessive psycho, sleep with them once and they want you to move in. WTF? That is your definition of a "love interest," fuck once and live together. Year that sure sounds like a mature adult relationship. Sounds more like an adolescent understanding of relationships. Any why the fuck do all of them have "missions" Misty was the only real relationship I saw in the game. She didn't send fucking Jackie on a set of missions to form a friendship and then bonds of love but nope in Night city I've got to either save a fucking clan, take over a whore house or find a serial kidnapper before i get a one night stand. What the actual fuck? who writes this shit? Meredith was perhaps the most realistic love interest. Sent a text, we meet at a cheap motel, bang once and she never talks to me again. Far more realistic than save the fucking club, clan, family then i will gameify things by fucking you. What these characters know no emotion unless you save the fucking day? Well not even then because they go dead and lifeless right after fucking you once. V worse shag in night city. Fuck 'em once and they go silent. Then realize their mistake so sure you can visit their "apartment" but you can't sleep over. Maybe V will take teh hint and not come over again if I don't talk to them and don't let them spend the night and don't sleep with them again. Woot CD Projekt writes great romances. lol. utter crap.
I had plan to play the game three times once for each life path but to be honest i am struggling to finish things once. I have done all the main quests till the meet at Embers and I got a warning about the point of no return. So I stopped and did a bunch of side quests/gigs police scanners incidents. I did all the Delamain car quests and again you finish the quest line and Delamain goes dead no life. Your reward is a car but it isn't self driving and doesn't respond to anything you do in the car, so... so much for an AI run car. Did all the Tarot card quests and that was a big nothing burger. 10 out of 17 cyberpsycho quests but no real drive to do those as the fucking quest line is so poorly written. Boss fights that can be cheesed with the correct build.
You can't mark the map with custom markers so you can't revisit locations easily. If you live in a city you should be encouraged to return to locations because the characters at the location respond to you. Night city doesn't feel alive, sure there are a lot of dolls, lifeless automatons that walk about, but Oblivion and skyrim do a lot more to make their settlements feel alive than Night city. You can actually hear conversations about what you have done in the game, not so Night city. Skyrim and oblivion actually have characters that inhabit the city and have schedules, Night city doesn't no one lives in the city, no one actually has a life they live. They just spawn in and out based on the player's location.
Fucking hell. I can't post a second post as doing so just edits the first and adding my thoughts for part II make the post too long So part II to follow
Post edited December 29, 2020 by Gothfather