• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

CYBERPUNK 2077 |OT2| The Last Samurai [>56K Warning_]

Makariel

Member
This is not true at all. Nothing you do in the game besides one quest changes the endings.
You are exagerrating. I've played two of the endings by now and they are very different. Claiming nothing you do changes anything is simply not true. Could more be done? Sure. Does nothing you do matter? Nonsense. And it's worlds better than Deus Ex Human Revolution, or Mass Effect 3 for example.
 
Last edited:

scalman

Member
its nice that female gets other variates of jacket and pants from men, at least jackets , maybe its then random as well and playing from new you would get again new clothes , but those looks cool
hVxNeUb.png


FA3vOxK.png


zC3tYHT.png

whats not so cool is that even if you have short hair if you put hat your hair becomes long and its sticks out from hat ... seems like they cant just put hat on short hair and it will stay short under hat ... hmm


its funny how not all NPC on streets scared , other just dont give a damn i guess, just having smoke there and relax , its normal stuff, others get scared from any small things
ehOFnx9.png
 
Last edited:
You are exagerrating. I've played two of the endings by now and they are very different. Claiming nothing you do changes anything is simply not true. Could more be done? Sure. Does nothing you do matter? Nonsense. And it's worlds better than Deus Ex Human Revolution, or Mass Effect 3 for example.

What? I never said there were no multiple endings. Yes, there are multiple endings which you choose AT THE END. Literally, nothing you do prior to the scene with Johnny on the chair has an impact on those endings with one minor exception regarding a character that can appear or not or whether you completed a side quest. It's not an exaggeration, it's a fact. The endings are laid out to you in form of dialogue and you choose what to do as you talk with Johnny. What you pick in dialogues or what you do as actions prior to that scene in any main quest have 0 impact. It's better than ME3 and DE that is true but CP20077 was supposed to be much better.
 
D

Deleted member 17706

Unconfirmed Member
There are no real choices in game and dialogs options doesnt matter really yes its just illusion, but i learned that early in game and accepted it. Then its shame that your story doesnt cross at all trauma team or even police, like there are no missions with them or against nothing like that, seems like some things where cut from game maybe , who knows. I still enoying gameplay even on second play doing things maybe slightly differently or more precise as i know how to do some stuff there.

Entire quest lines or parts of quest lines can be opened up depending on your dialogue choices. Maybe quest lines don't branch nearly as much as something like New Vegas, and I guess you could rephrase it negatively to say that quest lines are shut off if you don't choose the *right* dialogue choices, but the fact remains that dialogue options do matter.
 

harmny

Banned
This is not true at all. Nothing you do in the game besides one quest changes the endings. The Maelstron is the absolute singular exception in the whole game where it has a branching storyline. Everything else in the main story has no impact besides new dialogue lines. You can have any ending you want regardless of what you did prior to that. It's basically the A B C D E choice of endings. I love the game but anyone claiming it's an rpg or your choices matter are lying, just as CDPR did.
I don't think the amount of player agency is what decides if the game is an RPG or not. Disco Elysium is even more linear and everyone thinks that game is an RPG. But also cyberpunk has more player agency that pcgamer's rpg of the year ac Valhalla
 
Last edited:
D

Deleted member 17706

Unconfirmed Member
I don't think the amount of player agency is what decides if the game is an RPG or not. Disco Elysium is even more linear and everyone thinks that game is an RPG. But also cyberpunk has more player agency that pcgamer's rpg of the year ac Valhalla

But man, Disco Elysium was *so good* at giving the illusion of choice and branching narratives.

I really should never have tried a second playthrough.
 

Dorohedoro

Member
Really like the look of the Aerondight. Mighty expensive tho. But I'm sure it'll be worth it. I think it'd look better in black tho, since it kinda reminds me of the Michael Keaton Batmobile.

*Buys and gets inside*

Oh. It's one of those cars where you can barely see where tf you're going in first-person because the dashboard takes up over half the screen. Fucking hell...
 
Last edited:
  • Empathy
Reactions: KO7

scalman

Member
think im not alone to try to jump on that flying car that jeffersons flew away in after you did first part of mission for them ... and you can fly some on it .. but not for long at least iv fallen off after some time and died. but it could be done.
zjSFatf.png


OzP2EIr.png


and then that one girl , its allways her no matter what part of city you go you find same girl leaned by car
S3Zv3zA.png


3nBss1l.png
 
Last edited:

harmny

Banned
But man, Disco Elysium was *so good* at giving the illusion of choice and branching narratives.

I really should never have tried a second playthrough.
Yep. The game has no combat and no real player agency. Just different dialogue choices that don't really change the outcome of things. nobody cared.

People can call me cdpr's defence force but I'm just pointing out how people are holding cyberpunk to different standards. One thing is saying the story feels linear. Another thing is saying as an RPG cyberpunk absolutely fails. It doesn't. It is a way better rpg than the Witcher 3 or disco Elysium.

Personally I don't like that cdpr has been moving away from real player agency game after game (TW2 > TW3 > CP) but I understand the business decision. Especially when a lot games just give you the illusion of choice and everybody loves them.
 
Last edited:

cryptoadam

Banned
So if you breach protocol enemies that spreads your hacks to them?

Suicide hack is fun.

Most of the times now I contagion then then overheat them rinse and repeat and finish off with my Katana.
 
It's extremely bad for a RPG. Compare it to something like New Vegas. It's pathetic to be honest.

Luckily there are other aspects in the game that make it fun for role play.
New Vegas has only two different climaxes based on your choices, though. One of the two has three different scenarios it can go in, two being nearly identical... what I mean...
you either fight the legion or NCR, this is the only way to get a different final boss battle in a different location, 3 of the factions have you fight the legion and once you beat the Legion you have the choice to side with the NCR or have either House/Yes Man's robots take over, there are no other differences besides little cards at the end.
This is not true at all. Nothing you do in the game besides one quest changes the endings. The Maelstron is the absolute singular exception in the whole game where it has a branching storyline. Everything else in the main story has no impact besides new dialogue lines. You can have any ending you want regardless of what you did prior to that. It's basically the A B C D E choice of endings. I love the game but anyone claiming it's an rpg or your choices matter are lying, just as CDPR did.
This is simply not true, your options for the climax in Cyberpunk are limited by what you did prior.
What? I never said there were no multiple endings. Yes, there are multiple endings which you choose AT THE END. Literally, nothing you do prior to the scene with Johnny on the chair has an impact on those endings with one minor exception regarding a character that can appear or not or whether you completed a side quest. It's not an exaggeration, it's a fact. The endings are laid out to you in form of dialogue and you choose what to do as you talk with Johnny. What you pick in dialogues or what you do as actions prior to that scene in any main quest have 0 impact. It's better than ME3 and DE that is true but CP20077 was supposed to be much better.
Yeah, you're wrong about this, dude, you don't get those choices if you didn't play the game a certain way prior. Again, what you're saying is FLAT-OUT WRONG you literally have less choices if you did less side missions and there's of course the hidden ending which requires something else you need to have done a certain way. Literally do a google search for all endings and their requirements because yes THEY HAVE REQUIREMENTS TO DO THEM that involve side quest content prior to the end, there are much less options if you haven't completed all the side content.
 
New Vegas has only two different climaxes based on your choices, though. One of the two has three different scenarios it can go in, two being nearly identical... what I mean...
you either fight the legion or NCR, this is the only way to get a different final boss battle in a different location, 3 of the factions have you fight the legion and once you beat the Legion you have the choice to side with the NCR or have either House/Yes Man's robots take over, there are no other differences besides little cards at the end.
The endings might be similar but you won't find 2 players that took the same path to finish the game. I love Cyberpunk but New Vegas is just in another league in terms of pure role playing aspect.
 

Loostreaks

Member
Won't change anything unfortunately. After the first maybe 30 minutes, all the life paths account to are a few dialogue choices here and there but none of them change anything in the way the quests end.

Which is one of the main things I didn't like : the game sometimes feels like playing a good movie. The illusion of choice is there, just not the choices themselves. Blue dialogue choices are flavor texts, and even the yellow ones don't change things much. Only exception is just before the ending. I hoped there would be more diverging paths, like there was in Witcher 2 or 3. Here everything is very static.

Other thing I didn't like is the lack of roles played by the factions in the stories. You deal with Vodoo Boys, Scavengers and Animals only once. Militech barely appears. This could have been so much more. Even in the open world, with a reputation system.

A lot of untapped potential for Cyberpunk 2 though.
Not true at all. In one quest, my corpo could distract a secretary at the front desk for an easy way in. In another, a streetkid could de-escalate during between Nomads/Scav deal and avoid shoot out/resolve situation peacefully. Sometimes they provide some "flavor", sometimes they're used as "persuade" options, other times they give you easier access to something. They work essentially as Bloodlines "clans" when it comes to dialogue, but they're more naturally integrated into dialogue and more logically depending on circumstances.
As for factions: I don't see it as a negative. This game has a very personal main story ( literally about saving yourself), instead of following usual rpg formulae ( protagonist has McGuffin X, faction A/B/C wants the McGuffin, Player has to ally with either group to help it prevail over others). It's not really a story where you're in service to factions: Cyberpunk is basically the other way around ( compared to most rpgs).
Player choices don't change actual main plot, true, but when is that really the case in rpgs? ( except for few, very rare, and short exceptions). Even in games like Alpha Protocol, main story remains the same throughout the game, and you get some alterations at the end ( depending on your relationships with other characters). You can be an asshole to Mina the whole game, but she'll still work with you until the final mission. ( or they would have to rewrite the whole story).
Choices here can open different side quests, affect your relationships with npcs, some characters can live or die based on your decisions, they affect game's endings, and there is often reactivity in dialogue with npcs.
I mean it's not perfect, but it's a hell of a lot better than in most rpgs, even far smaller ones. ( This is where that nostalgia factor kicks in: Bloodlines practically had no choices except for endings, Fallout I/II had only ending sliders, Baldur's Gate I/II were almost completely without any meaningful narrative choices, Dragon Age/Mass Effect affected mostly endings, etc)
 
Last edited:
The endings might be similar but you won't find 2 players that took the same path to finish the game. I love Cyberpunk but New Vegas is just in another league in terms of pure role playing aspect.

Not sure what you mean, when you hit the Strip in New Vegas you are given all your options for what faction to follow, you choose then and there what to do. There's a certain amount of playing for multiple teams you can do but at some point you'll be warned and if you don't heed it you will forsake certain paths for good. Every player who wants to win the game for House gets the same missions, just like every player who wants to win the game for the Legion gets the same missions as well as every player who wants an NCR victory. I can't follow what you mean here, most the best choice in New Vegas occurs in individual quests, it has little bearing on the ending besides the game giving you little monologues about each specific thing you influenced, which CP2077 does as well with people calling you on the holo
 
Last edited:

Loostreaks

Member
The endings might be similar but you won't find 2 players that took the same path to finish the game. I love Cyberpunk but New Vegas is just in another league in terms of pure role playing aspect.
That's more the case of structure of it's narrative than the number of outcomes you really see in the game. New Vegas had "dispersed" it's story into few main plots and number of side quests, that you could usually take in whatever order you want ( that in some minor way affected ending mission). This made it more suited for free-roam/exploration in the open world, but it also meant there was no real build up ( like in more linear narrative) or personal/emotional investment into main story.
 
Not sure what you mean, when you hit the Strip in New Vegas you are given all your options for what faction to follow, you choose then and there what to do. There's a certain amount of playing for multiple teams you can do but at some point you'll be warned and if you don't heed it you will forsake certain paths for good. Every player who wants to win the game for House gets the same missions, just like every player who wants to win the game for the Legion gets the same missions as well as every player who wants an NCR victory. I can't follow what you mean here, most the best choice in New Vegas occurs in individual quests, it has little bearing on the ending besides the game giving you little monologues about each specific thing you influenced, which CP2077 does as well with people calling you on the holo



💅

Bonus screenshot

U6RLgOx.jpg
 
I don't know why you focused on endings. The entire previous page was about main story being on rails and not providing any choices to role play as your character. Follow the conversation prior to my post that you've quoted (https://www.neogaf.com/goto/post?id=261810084).

Because my entire point is that no matter how many options you get through the course of Fallout New Vegas the different endings are far more limited than in Cyberpunk 2077. What's superior... a game with lots of choice in its main quests but only two possible climaxes or a game with less choice in its main quests but 5 possible climaxes?
 

cryptoadam

Banned
I think the game has a bit of a split personality in its design philosphy that mashed against the narrative.

CDPR wanted to create a tight cinematic narrative, but also wanted to give the player lots of freedom and make the avatar a blank slate. Thats why its all first person and they gave you a generic name like V. But that clashed with the narrative that they wanted to tell. So in the end we got this quasi freedom of 3 choices (nomad/Street Kid/Corpo) but all of it had to fit into the story being told.

I also find it very odd that in the open world you play as V but the story really focuses on Johnny Silverhand. If they would have ditched the whole the main protaganist is a blank Avatar for you and just went with a more structered story you could have played as Johnny. I mean a bunch of missions have you taking over as Johnny in Flashbacks. It would have just made sense to make you Johnny instead of this V character that really only exist to check off a box of giving the player "freedom" and "choice" and "customization".

Ok now enough bad about the game, overall its still a ton of fun even on last gen. The game play is really good. Shooting movement even the melee (not the boxing) is pretty fun to do. The gameplay loop and sandbox way to tackle the missions keeps the game fun. CDPR nailed a lot of things in the game. They just didn't have the ability to really do all the other lofty promises they tried to cram into the game.

Its a shame that the game was so bug ridden, and fugly on last gen. Its the type of game you need to get past the beginning to really have it start opening up, but because of how shitty it runs a lot of people didn't want to put up with it. The first 5-10 hours of the game do not represent what it becomes once the ball gets rolling on it. But not many gamers today are going to put up with all the BS it takes to get to when it finally clicks.

And the bigger divide is surely PC vs base consoles. You can tell who played on PC and who played on last gen and I think there is a stark difference in peoples perception of the game based on the system they are playing on.
 
Because my entire point is that no matter how many options you get through the course of Fallout New Vegas the different endings are far more limited than in Cyberpunk 2077. What's superior... a game with lots of choice in its main quests but only two possible climaxes or a game with less choice in its main quests but 5 possible climaxes?
It's about the journey, not the destination.

The different "climaxes" provide at most 30 minutes of unique content each.

New Vegas can be approached completely differently for majority of the playtime. It's a game designed to be replayed over and over again and judging from your Steam screenshot you clearly know about this.

Replaying Cyberpunk's main story is a chore thanks to "cinematic set pieces", braindead braindance sections, entire quests and conversations that change nothing, barely interactive sections that drag forever (fucking flathead), etc. etc. etc.

After 220 hours in Cyberpunk I can't find any enjoyment left in the main story. Side gigs are actually more repayable.

Bonus screenshot

MsZ9tpL.jpg
 
New Vegas has only two different climaxes based on your choices, though. One of the two has three different scenarios it can go in, two being nearly identical... what I mean...
you either fight the legion or NCR, this is the only way to get a different final boss battle in a different location, 3 of the factions have you fight the legion and once you beat the Legion you have the choice to side with the NCR or have either House/Yes Man's robots take over, there are no other differences besides little cards at the end.

This is simply not true, your options for the climax in Cyberpunk are limited by what you did prior.

Yeah, you're wrong about this, dude, you don't get those choices if you didn't play the game a certain way prior. Again, what you're saying is FLAT-OUT WRONG you literally have less choices if you did less side missions and there's of course the hidden ending which requires something else you need to have done a certain way. Literally do a google search for all endings and their requirements because yes THEY HAVE REQUIREMENTS TO DO THEM that involve side quest content prior to the end, there are much less options if you haven't completed all the side content.

Dude, look it up lmfao. ALl the side quests do is limit the number of endings you can pick thats it. Thats hardly a choices matter or what I'm talking about. Having a romance or not is the only choice that matter which is the exception I mentioned. Thats it.


Other Choices Don't Influence The Ending​

The Lifepath you choose early on, the decisions you make in jobs prior to the last job, and your decisions to kill or not to kill certain enemies do not seem to have any influence over the ending. The only decision that matters is the one made in the final job, Nocturne Op 55-1.

The way you build your character does not matter, the lifepaths do not matter, whether you killed or used non lethal does not matter, whether you picked certain dialogues or just was an asshole does not matter. Nothing, besides the single exception as I've mentioned, matters. You can do and see every single ending just by saving before the specified mission because you can even complete the romance quest before that and still see the missing ending hence why nothing you did in 80 hours of dialogues and content and gameplay and main story has an impact. Fucking hell people, play the game, look it up before you call me a liar.
 
Last edited:

scalman

Member
if only we could get like 4-5 other new games like this in one year from other devs , but similar style as this one. diff times , diff stories but in similar open world style. but we aint getting shit the more next gen we go the less dev teams are left and less games are left , and we need to wait for one game for many years, too long. not sure why that is ok , why that is right , why its done this way but it sucks.
 
Dude, look it up lmfao. ALl the side quests do is limit the number of endings you can pick thats it. Thats hardly a choices matter or what I'm talking about. Having a romance or not is the only choice that matter which is the exception I mentioned. Thats it.




The way you build your character does not matter, the lifepaths do not matter, whether you killed or used non lethal does not matter, whether you picked certain dialogues or just was an asshole does not matter. Nothing, besides the single exception as I've mentioned, matters.

The choices you make through the game limits the number of endings you can choose from... hmm... almost like your choices mattered earlier in the game, crazy, right?
 
The choices you make through the game limits the number of endings you can choose from... hmm... almost like your choices mattered earlier in the game, crazy, right?

You can do and see every single ending just by saving before the specified mission because you can even complete the romance quest before that and still see the missing ending hence why nothing you did in 80 hours of dialogues and content and gameplay and main story has an impact. Not what I'd call "choices matter". yes technically your choice removed one ending from the list that was given to you at the end. Wow so fucking awesome! jfc
 
D

Deleted member 17706

Unconfirmed Member
Finally getting back to the main story and doing the Voodoo Boys questline that takes you to Pacifica. Man, fuck these Voodoo Boys. Seem like real pieces of shit all around. Going to kill them all if I get the chance.
 

Loostreaks

Member
Holy shit, that "Hunt" quest. Absolutely top fucking tier: from characters to dialogue, scenes, emotions, music, etc. Enjoyed it more than entire story of RDR 2 or almost any other game.
Best side quests in this game are better than in the Witcher, imo. First person perspective just adds another layer of involvement next to TP.
And definitely going with female V that's hooking up with River on the next run. Really an awesome character. I wouldn't mind a DLC with him as main character, doing some detective/crime investigations.
 
I think the game has a bit of a split personality in its design philosphy that mashed against the narrative.

CDPR wanted to create a tight cinematic narrative, but also wanted to give the player lots of freedom and make the avatar a blank slate. Thats why its all first person and they gave you a generic name like V. But that clashed with the narrative that they wanted to tell. So in the end we got this quasi freedom of 3 choices (nomad/Street Kid/Corpo) but all of it had to fit into the story being told.
I 100% mean it: this game would be better off without the main story line and different life-paths.

Instead of life paths at the beginning of the game you would pick a specialization. Let's say you want to be a netrunner? Cool, that's your specialization. You start the game with high intelligence and very good hacking skills but your athletics and shooting accuracy suck money balls. From the start of the game you can access some decent hacks and with time you can master hacking and get better at other aspects like shooting etc. This is just one example but you get the idea. This would provide a much better variety of playstyles than those forced lifepaths. Common complain that I hear is that by the time you specialize in something the game is over so you don't even get to play with your powerful abilities. This would fix it.

Instead of the main story that, let's face it, is repetitive and mostly on rails, CDRP should focus on providing more self-contained mini-stories like for example the one you complete for Peralez. The only motivation of the player should be to become the legend of Night City. Fixers should definitely play a much bigger role in the game. Why every fixer in the game wants to work with you as soon as you leave Watson? You just fucked up the biggest job of your life and all of a sudden it's all hunky-dory and every 5 minutes you receive a call from yet another fixer. Streetcred should dictate what fixers want to work with you. Gigs should be reduced in number and turned into meaningful side-stories with multiple approaches, solutions, choices, consequences and rewards. The order in which you perform mini-stories should differ from playthrough to playthrough. You should be able to refuse a job. Your specialization should matter in your approach to a task. For example, you need to hack into a physical terminal and steal some data but your specialization is solo? Well, you need to hire a netrunner and give him a cut of your eurodollars (or don't - the choice is yours but there will be consequences).

One can dream.
 

cryptoadam

Banned
I 100% mean it: this game would be better off without the main story line and different life-paths.

Instead of life paths at the beginning of the game you would pick a specialization. Let's say you want to be a netrunner? Cool, that's your specialization. You start the game with high intelligence and very good hacking skills but your athletics and shooting accuracy suck money balls. From the start of the game you can access some decent hacks and with time you can master hacking and get better at other aspects like shooting etc. This is just one example but you get the idea. This would provide a much better variety of playstyles than those forced lifepaths. Common complain that I hear is that by the time you specialize in something the game is over so you don't even get to play with your powerful abilities. This would fix it.

Instead of the main story that, let's face it, is repetitive and mostly on rails, CDRP should focus on providing more self-contained mini-stories like for example the one you complete for Peralez. The only motivation of the player should be to become the legend of Night City. Fixers should definitely play a much bigger role in the game. Why every fixer in the game wants to work with you as soon as you leave Watson? You just fucked up the biggest job of your life and all of a sudden it's all hunky-dory and every 5 minutes you receive a call from yet another fixer. Streetcred should dictate what fixers want to work with you. Gigs should be reduced in number and turned into meaningful side-stories with multiple approaches, solutions, choices, consequences and rewards. The order in which you perform mini-stories should differ from playthrough to playthrough. You should be able to refuse a job. Your specialization should matter in your approach to a task. For example, you need to hack into a physical terminal and steal some data but your specialization is solo? Well, you need to hire a netrunner and give him a cut of your eurodollars (or don't - the choice is yours but there will be consequences).

One can dream.

Agree.

Or they should have made 3 "stories". Nomad/Street Kid/Corpo, which would be classes basically. It seemed they were going there with the different prologues but then they just cut that and everything fit into the Johnny narrative so it didn't matter.

Instead you chose one of those 3 and get different stories/side missions. Nomad would be guns, street kid would be brawler/blades and corpo would be a hacker. Like your idea with specializations. So chose corpo and you spend your game hacking mainly and you get a corpo storyline that involves lots of business and corpo stuff. Go street kid and its all about rising up in the criminal ranks beating people with melee. If you go Nomad then its all about guns and shooting and scavaging outside of night city.

Why not even make it 3 seperate characters and a sort of GTA style but instead of switching you just play each storyline from a different perspective. So a bit like REsident Evil 3 as well. And you could of had a 4th play through as Johnny which would be basically a super jack of all trades that would combine all the abilities so you could basically be a god in Night City.
 
I strongly recommend it. All bugs and crashes are resolved plus there's a huge modding scene. Easily one of the greatest 3D RPGs.
New Vegas absolutely is. I'd even argue it's the best 3D Fallout. Fallout 4 drastically improved the combat, but New Vegas arguably did just about everything else better.
 
Past the 80 hour mark and I've done every side quest with the exception of the Beat the Brats and buy all the cars. I'm perpetually broke at this point in the game as I only have the main quests left. Every now and then the game will out of nowhere mission after part of a main quest.
I need some advice on the beat the brat stuff. There are 3 or 4 of them and I only know that I need to get gorrilla arms or something.
Altering my body is the one thing I've done zero with since I got the eyeball at the beginning of the game. Never needed anything else till these fistycuff missions.
 

SJRB

Gold Member
After Pyramid Song I'm positive that locking romances behind arbitrary walls like gender feels weirdly restrictive in an otherwise very flexible game.

I mean, the entire point of that specific mission is for you to romance the other character. You get this massive exposition dump about this character, so you're heavily bonding, and at the end if you're the "wrong" gender everything you did is straight up a waste of time and it's basically "peace out bro, catch you on the flipside" because the game makes it very clear you're never seeing this character again.

It just feels so arbitrary.
 

harmny

Banned
After Pyramid Song I'm positive that locking romances behind arbitrary walls like gender feels weirdly restrictive in an otherwise very flexible game.

I mean, the entire point of that specific mission is for you to romance the other character. You get this massive exposition dump about this character, so you're heavily bonding, and at the end if you're the "wrong" gender everything you did is straight up a waste of time and it's basically "peace out bro, catch you on the flipside" because the game makes it very clear you're never seeing this character again.

It just feels so arbitrary.

real life is arbitrary
 
Last edited:
D

Deleted member 17706

Unconfirmed Member
75 hours in and just finally reached Act 3. Just hit Level 47 and have mostly 4-slot Legendary gear and Legendary-tier weapons and Cyberhacks. Sad to see the journey coming to an end, but it's been an incredible one.

Was glad to have had the opportunity to fuck up those Voodoo Boys. Assholes.

Also, all of these Johnny sections are making me want a Cyberpunk 2013.
 
Last edited by a moderator:
This is not true at all. Nothing you do in the game besides one quest changes the endings. The Maelstron is the absolute singular exception in the whole game where it has a branching storyline. Everything else in the main story has no impact besides new dialogue lines. You can have any ending you want regardless of what you did prior to that. It's basically the A B C D E choice of endings. I love the game but anyone claiming it's an rpg or your choices matter are lying, just as CDPR did.
How is this not an rpg? RPGs from tabletop to now have never, ever, ever been about the player influencing the ending. Besides, this is such a silly thing to argue about and feels like people are really starting to pull things out of the air just to criticize the game instead of highlighting and celebrating everything the game does right. Your choices come down to the characters. The game is all about the characters and it's always been a personal story. The main themes are about death, letting go, family, etc. There's a columbarium in the game for a reason. You were never going to make earth shattering, world changing choices because that's not what cyberpunk is about. There are numerous choices that are ripples around the world and affect characters. You can't change Night City, it changes you. The corpos always win. This was never up for debate and shouldn't even be a discussion point. There's actually 7 endings by the way which is fine. New Vegas really only had 4 endings with small differences. And why can't we celebrate both games instead of turning this into a fucking sports competition? I play games and rpgs because I want to escape and roleplay as a parkour running katana wielding female cyberninja with a lesbian girlfriend and a long dead rocker in my head.

People constantly harp on about worthless dialogue options from the different starts and I question why are they even playing this game? I adore new dialogue options because I get new tidbits about other characters and world building. It elevates my, dare I say, roleplaying capabilities in the game. My conversations with Panam are different as a Nomad versus a Streetkid. As a Streetkid I can find out why Wakako hates Arasaka even though she'll never even mention it to my Nomad beyond a vague, "I've got my reasons," when giving something for free. Everyone's going on about "your choices don't affect the ending" but aren't talking about the journey that got you to that ending. The journey is always more important than the destination. I don't like Predator because Arnold won, I love Predator because a bunch of badass dudes blew shit up then were strategically hunted and killed by an alien until Arnold prevailed. Besides, CDPR nailed each ending. Far too many games don't stick the landing because it is hard but they most certainly did. They offer up different world states and your ending choice does affect the characters as you can see by the different messages. What some people seem to be foolishly expecting from the game endings is technically and financially impossible and most likely extremely wasteful.

I've seen on Reddit and that other forum with a 20 page thread, people claiming this is an average game at best and basically doesn't do anything well. Utter bullshit and it's kind of crazy in a hobby where people are obsessed with studios telling the "truth" and game journos having integrity yet they themselves can't practice what they preach just to further their constructed narrative of "studio lied so game bad." Just straight up lie and make shit up. It's kind of gross how people thrive on hate for a product they either didn't purchase or were disappointed by. Gross but mostly just sad. Fucking let go.

I don't think the amount of player agency is what decides if the game is an RPG or not. Disco Elysium is even more linear and everyone thinks that game is an RPG. But also cyberpunk has more player agency that pcgamer's rpg of the year ac Valhalla
Finally, someone gets it. Apparently, Baldur's Gate isn't an rpg either judging by the very few choices and consequences.

After Pyramid Song I'm positive that locking romances behind arbitrary walls like gender feels weirdly restrictive in an otherwise very flexible game.

I mean, the entire point of that specific mission is for you to romance the other character. You get this massive exposition dump about this character, so you're heavily bonding, and at the end if you're the "wrong" gender everything you did is straight up a waste of time and it's basically "peace out bro, catch you on the flipside" because the game makes it very clear you're never seeing this character again.

It just feels so arbitrary.
I don't. They are defined characters. That's who they are and it makes them feel more well rounded. I hate it when rpg npcs are bisexual fuck dolls with no definition of their own. Bonding doesn't have to mean sex either. I like that npcs open up to V and share deep, personal stories regardless if a romance is possible or not.
 
D

Deleted member 17706

Unconfirmed Member
How is this not an rpg? RPGs from tabletop to now have never, ever, ever been about the player influencing the ending. Besides, this is such a silly thing to argue about and feels like people are really starting to pull things out of the air just to criticize the game instead of highlighting and celebrating everything the game does right. Your choices come down to the characters. The game is all about the characters and it's always been a personal story. The main themes are about death, letting go, family, etc. There's a columbarium in the game for a reason. You were never going to make earth shattering, world changing choices because that's not what cyberpunk is about. There are numerous choices that are ripples around the world and affect characters. You can't change Night City, it changes you. The corpos always win. This was never up for debate and shouldn't even be a discussion point. There's actually 7 endings by the way which is fine. New Vegas really only had 4 endings with small differences. And why can't we celebrate both games instead of turning this into a fucking sports competition? I play games and rpgs because I want to escape and roleplay as a parkour running katana wielding female cyberninja with a lesbian girlfriend and a long dead rocker in my head.

People constantly harp on about worthless dialogue options from the different starts and I question why are they even playing this game? I adore new dialogue options because I get new tidbits about other characters and world building. It elevates my, dare I say, roleplaying capabilities in the game. My conversations with Panam are different as a Nomad versus a Streetkid. As a Streetkid I can find out why Wakako hates Arasaka even though she'll never even mention it to my Nomad beyond a vague, "I've got my reasons," when giving something for free. Everyone's going on about "your choices don't affect the ending" but aren't talking about the journey that got you to that ending. The journey is always more important than the destination. I don't like Predator because Arnold won, I love Predator because a bunch of badass dudes blew shit up then were strategically hunted and killed by an alien until Arnold prevailed. Besides, CDPR nailed each ending. Far too many games don't stick the landing because it is hard but they most certainly did. They offer up different world states and your ending choice does affect the characters as you can see by the different messages. What some people seem to be foolishly expecting from the game endings is technically and financially impossible and most likely extremely wasteful.

I've seen on Reddit and that other forum with a 20 page thread, people claiming this is an average game at best and basically doesn't do anything well. Utter bullshit and it's kind of crazy in a hobby where people are obsessed with studios telling the "truth" and game journos having integrity yet they themselves can't practice what they preach just to further their constructed narrative of "studio lied so game bad." Just straight up lie and make shit up. It's kind of gross how people thrive on hate for a product they either didn't purchase or were disappointed by. Gross but mostly just sad. Fucking let go.


Finally, someone gets it. Apparently, Baldur's Gate isn't an rpg either judging by the very few choices and consequences.


I don't. They are defined characters. That's who they are and it makes them feel more well rounded. I hate it when rpg npcs are bisexual fuck dolls with no definition of their own. Bonding doesn't have to mean sex either. I like that npcs open up to V and share deep, personal stories regardless if a romance is possible or not.

It's just the victim of an insane (and long) marketing hype cycle where everyone had plenty of time to project their own desires onto the game, so it ends up being disappointing in *every single possible way* because millions of people went into it with wildly different but equally inflated expectations.

Not that I don't play CDPR for announcing the game way too early and putting out way too much polished marketing material to get people excited. They also of course deserve the blame for the botched console launches and breaking some of their promises, but overall, on PC at least, they delivered an incredible adventure.
 

Dorohedoro

Member
Wow it actually rained out of the blue for once and not only during/after certain missions in 130+ hours of game time . And the sky is all yellow, very moody. Pretty sure this also happened during one of the Delamain quests early on in the game but too bad it doesn't happen more often.

Edit: It's gone, well it definitely doesn't last when it does happen. But I can't help but wonder if it's not actually supposed to turn yellow and it's another bug... Lmao.
 
Last edited:

ebevan91

Member
75 hours in and just finally reached Act 3. Just hit Level 47 and have mostly 4-slot Legendary gear and Legendary-tier weapons and Cyberhacks. Sad to see the journey coming to an end, but it's been an incredible one.

Was glad to have had the opportunity to fuck up those Voodoo Boys. Assholes.

Also, all of these Johnny sections are making me want a Cyberpunk 2013.

I'm 81 hours in and I'm at that point too. I'm not ready to finish the story yet but these side jobs that keep popping up help delay it a little bit. I have tons of side jobs left in Heywood, Santo Domingo, and Westbrook that I might just put off until a second playthrough so I'll have "new" stuff to do.
 

Braag

Member
Very minor early game spoiler

I was just playing through the Heist mission again and noticed that the Iguana you smuggle in the Nomad prologue is in Yorinobu's room. I missed it the first time.

Holy shit, that "Hunt" quest. Absolutely top fucking tier: from characters to dialogue, scenes, emotions, music, etc. Enjoyed it more than entire story of RDR 2 or almost any other game.
Best side quests in this game are better than in the Witcher, imo. First person perspective just adds another layer of involvement next to TP.
And definitely going with female V that's hooking up with River on the next run. Really an awesome character. I wouldn't mind a DLC with him as main character, doing some detective/crime investigations.
Yeah, River is great. I wish there was more quests with him.
 

Paltheos

Member
I can't jump into this discussion yet because I'm not at the ending. Finished nearly all of the side quests, just the ones with Rogue left now, and I'm at the point of no return on main.
I can say that New Vegas is awesome though, but I can't compare until I've played through all the endings.
 
Top Bottom