Earlier quoted context omitted.
The game gives you a quickhacking tutorial at the very beginning. The mission with four tutorials in total, two optional
Yeah, but for instance I don't remember any callout of the cyberdeck inventory section, which is critical if you're playing a combat hacker. It only occurred to me to look into it after I got past a point where the devs had previously advertised all the hacking opportunities and I realized my character might be underdeveloped there somehow. Not that I'm complaining much. There've been tons of bugs and wonkiness for m…
CD Projekt Conference Call with the Management Board [pdf] (Dec 14)
341–350 of 682 posts
Re: CD Projekt Conference Call with the Management Board [pdf] (Dec 14)
#342I started a corpo character, got some fancy tech and a lot of cash 5 minutes in, then I ride a cool flying car around, I felt good and liked my choice. 10 minutes later I'm in a bar and 2 people come up to me that I have a meaningless dialogue with, they steal the tech and cash and from that point on I'm just a regular street kid?
It made no sense to me, I played on for an hour and then restarted as a street kid.
Re: CD Projekt Conference Call with the Management Board [pdf] (Dec 14)
#343Earlier quoted context omitted.
I'm not saying it's all bad. The art style is amazing, the sound track is awesome. The lips sync, facial expressions and body movement are pretty damn good. Yes there some nice side missions and the main story line is ok I guess but it's not really cyberpunk or really engaging. They advertised it as a cyber punk open world RPG and promised so many things and then literally changed the marketing of the game to an acti…
* it's not really cyberpunk* Having read a bunch of great (and not so great) cyberpunk fiction from the 80's & 90's, that's actually a theme that really shines through here for me. Crazy cybernetics & brain/computer interfaces, hacking, drugs, weird AI doing things like running a transport/security company with some splinter groups that have existential crisis... I really get that original cyberpunk vibe.
When an article compared William Gibson's visions to Second Life, he rejected the notion explicitly[1]:
But as Gully Jimson says, in The Horse's Mouth,
"It wasn't the vision I had."
Neither is Second Life.
Chia and her buds build their treehouses in
corporate ghost sites. That's the difference.
Interstitial. Gotta be interstitial.
I've only seen the first few hours of Cyberpunk 2077, but so far it has the potential for some of the social/political themes. The "Corpo" prelude depicting a corporation abusing its power to "repo" parts of someone's body was a good start, but so far the game hasn't returned to that theme, instead focusing more on the tech/combat.Unfortunately, the trend over the last few decades in cyberpunk has steadily shifted towards aesthetics. The only true counterexample I know of (and by far the best cyberpunk movie ever made is Sleep Dealer (2008). Its aesthetics suffered due to a very tiny budget, but it was shockingly prescient in its depiction of the "gig economy" and drone violence.
[1] http://williamgibsonblog.blogspot.com/2007/03/#8519138918500...
[2] https://www.youtube.com/watch?v=CZr8A_9VZBw&disable_polymer=...
Re: CD Projekt Conference Call with the Management Board [pdf] (Dec 14)
#344Wasn't it obvious to anyone who play-tested on last-gen consoles that the game is nearly unplayable and so will receive horrendous reviews? Presumably CDPR employees are not afraid to convey such bad news to the management. So why did the management still decide to go ahead with the release this year? After reading this transcript, I didn't find the answer to these questions. "Underestimated the scale and complexity…
Of all the obvious criticisms of the game, it's that they couldn't build out the world to meet the narrative hyped by trailers.
Frankly, I have no clue what the generation of consoles have to do with the problem—the game looks great, at least for a release so early in the generation.
Fuck the studio for their labor practices but the product ain't the problem.
Re: CD Projekt Conference Call with the Management Board [pdf] (Dec 14)
#345Wasn't it obvious to anyone who play-tested on last-gen consoles that the game is nearly unplayable and so will receive horrendous reviews? Presumably CDPR employees are not afraid to convey such bad news to the management. So why did the management still decide to go ahead with the release this year? After reading this transcript, I didn't find the answer to these questions. "Underestimated the scale and complexity…
CDPR is owned in 66% by investors. And investors want ROI and there is nothing better than holiday season for that. They also knew about how bad the game runs on PS4 and released it either way because “money>everything”. Its really that simple.
Re: CD Projekt Conference Call with the Management Board [pdf] (Dec 14)
#346Earlier quoted context omitted.
I can't imagine HR going into it any more than "there is possible bonus compensation" when hiring.
My company's HR people and recruiter both spelled out the bonus plans in great detail (cash vs equity, what you're rated on, typical amounts for my incoming level, etc etc). Don't just accept wishy-washy answers, this stuff matters.
Re: CD Projekt Conference Call with the Management Board [pdf] (Dec 14)
#347Earlier quoted context omitted.
> Better driver AI and haircuts would be cool, but they're not central to what the game is. The problem though is the AI is outright stupid right now, and that does affect the game. It doesn't have to be groundbreaking, it just has to not break. Enemies that can see you through a door or try to shoot through the floors is a problem - and probably why performance is so bad.
Agreed. I think the AI could use a lot of work. I notice most enemies have some kind of "approach distance" where they won't come any closer. Perhaps it's intentional but if enemies never come closer to engage, at any point in time or their HP, I can just hide behind something a few meters away and pick them off with quickhacks and headshots, even when they're completely aggro'd.
Re: CD Projekt Conference Call with the Management Board [pdf] (Dec 14)
#348Re: CD Projekt Conference Call with the Management Board [pdf] (Dec 14)
#349I see CDPR being bashed a lot and I wanted to chip in: I bought the game on release day on GOG and am playing it on a Macbook Pro via Geforce Now. It's running very well for me. I've had 0 crashes. Very few glitches, and if, then they were cosmetic i.e. didn't cause any gameplay problems†. The visuals are absolutely amazing. Combat is very nice. The skill tree is interesting. Night city is beautifully immersive and t…
You're not seeing the issues because you're not playing the affected versions. Notice how all of the positive anecdotes are coming from PC players? IGN went so far as to split their Cyberpunk 2077 review into two separate reviews: One for consoles, and one for PC. Quote from the console review: > The Xbox One/PS4 version is nearly unrecognizable compared to the PC version. The PC version scored 9/10 and the console v…
CD Projekt games historically have been PC with console ports after launch. They probably would have done the same here if not being pushed to be a launch title for "next gen" consoles.
I think Sony/Microsoft are just as much to blame. They also had to QA the game and sign off on it.
Re: CD Projekt Conference Call with the Management Board [pdf] (Dec 14)
#350> Hi, this is Michał Nowakowski – the second question; would having more developers help deliver the game on old-gens? In terms of delivering the game at a certain point, it’s really not about the number of people; it’s not like throwing in – in the last month – 200 or so people would actually help. So, the answer is no; this is not related to the fact that we could have thrown 300 or 500 more people into the fray an…
I've come up with what I think is reasonably relateble analogy. If I want to build a 1000 brick wall and it takes a bricklayer 1 sec to lay a brick will getting 1000 brick layers allow me to build the wall in 1 sec? If you analyse this analogy you see where you might be able to get some scale, such as pipeline and starting on different parts, but it highlights challenges there such as alignment and communication.