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Cyberpunk 2077 Refunds

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371–380 of 644 posts

Re: Cyberpunk 2077 Refunds

#371

I think most of the negative sentiment against Cyberpunk 2077 comes from three sources: 1) Some players expected this to be cyberpunk-themed RDR2/GTA5. It turns out it's nothing like that, it's more like a new Deus Ex game. 2) It just doesn't run on consoles. It's a very inferior experience, unless you're the type who can be happy with 2020 movies in .3gp format in your old Nokia phone. Having watched a video ( https…

Part of the problem for example is the story swings between "good" and "great" only if you are on a particular path. The corpo path for example is a bad one: 1. in the intro you litearlly do nothing, you only hear an NPC explain a mission to you, and right after that mission is cancelled and you are thrown in the game proper, you literally do nothing except hear people talking about stuff that later is completely irr…

The multiple path concept is evidence of CDPR biting more than they could chew. They spread themselves too thin, the game is less than the sum of its parts because half-finished subsystems weigh down what can be a very solid game when it focuses on its fundamentals.

OP says "Some players expected this to be cyberpunk-themed RDR2/GTA5". I think some higher ups at CDPR wanted for it to be that at the start, and they only corrected course very late into development when they realized that they'd never meet the deadline.

If they had cut off the driving completely for instance, and instead focusing on having things like taxis and public transportation, you'd get a much more immersive RPG setting and you wouldn't have the immersion breaking, performance tanking, AI-stupidity-demonstrating driving and car chase sequences.

Then once the game is successful you can extend and improve it with expansions and sequels, building on top of a solid base.

Instead they managed to miss the deadline twice in a row despite making their devs crunch and despite all that they released a completely broken, unfinished game.

Re: Cyberpunk 2077 Refunds

#372
post #288
post #195

Earlier quoted context omitted.

I am about 15 hours in on a PS4 Pro and absolutely every side mission I played was bugged. One is completely broken to the point where I can’t complete the quest because Johnny isn’t spawning. And on top of that the Game crashes at least once per hour. I do expect A LOT more when paying 70€ on a game. No, not RTX, but at least >20fps. The game is constantly hitching every N seconds. Plus the PR was all about that stu…

> Just compare the 48min E3 demo with actual gameplay. You mean this: https://www.youtube.com/watch?v=Ogihi-OewPQ This is probably the first game that didn't get a downgrade visually, but got an upgrade. Not sure what else do you mean by E3 demo.

> This is probably the first game that didn't get a downgrade visually, but got an upgrade.

Doom 2016, e3 vs release: https://i.imgur.com/I5mWucM.jpeg

Re: Cyberpunk 2077 Refunds

#373

Earlier quoted context omitted.

I do hugely recommend playing it on GeForce now instead. It works like a dream, you can max out all the settings, and you don't get locked into an ecosystem that Google will inevitably abandon in the next couple years. I've been playing Cyberpunk using it and have no complaints, very little if any lag on my 100Mbps BT line.

Every time I tried GeForce Now it put me in a long queue before letting me in. Never happened with Stadia and the whole "take up your controller and play" experience feels more polished on Stadia. Hopefully we'll get ray tracing and maxed out settings with the next Stadia hardware upgrade.

If you pay £5/month then there are no queues, I hugely recommend trying it.

Re: Cyberpunk 2077 Refunds

#374
post #371

Earlier quoted context omitted.

Part of the problem for example is the story swings between "good" and "great" only if you are on a particular path. The corpo path for example is a bad one: 1. in the intro you litearlly do nothing, you only hear an NPC explain a mission to you, and right after that mission is cancelled and you are thrown in the game proper, you literally do nothing except hear people talking about stuff that later is completely irr…

The multiple path concept is evidence of CDPR biting more than they could chew. They spread themselves too thin, the game is less than the sum of its parts because half-finished subsystems weigh down what can be a very solid game when it focuses on its fundamentals. OP says "Some players expected this to be cyberpunk-themed RDR2/GTA5". I think some higher ups at CDPR wanted for it to be that at the start, and they on…

I believe I saw on Reddit a post that attempted to map all the dialogue/in game decision options, and found that 98% of choices ended up not mattering. Only 2% of player-choice decided which ending (of the 5) you got.

edit To rephrase, I don't even think it's about the endings at all. Most of the choices in the game do not actual change the trajectory of your character. Most of the decisions put you on the same track. Kill steve, don't kill steve, even if it seems like it mattered to some part of the story, it actually did not.

Re: Cyberpunk 2077 Refunds

#376

I'll be interested to see whether the Stadia version is more like a console experience or more like a PC.

Publications already indicated that the Stadia version is good, if that is what you are alluding to. "It may be hard to believe, but the Google Stadia version of Cyberpunk 2077 may be the best way to play for most players right now. Unless you have a 20 or 30 Series Nvidia GPU or comparable AMD card or you were lucky enough to get a PS5 or Xbox Series X / S, this game will not be performing anywhere close to how it w…

Interesting. This was, essentially, one of the goals of Stadia---consolidating the software and computation centrally should allow the Stadia version to run on whatever hardware is necessary to make it run well.

Re: Cyberpunk 2077 Refunds

#377
post #267
post #236

Earlier quoted context omitted.

Bugginess and performance are areas that can be fixed with patches. What can't be fixed with patches is that the image of this game the developers sold to players was based on lies. There's a laundry list on reddit: https://old.reddit.com/r/cyberpunkgame/comments/kcve8s/promi...

They are going the No Man's Sky route. An incredible game years after it was released.

People always reference No Man's Sky and praise the state it eventually made it to, but even that updated state was not the game that was promised and hyped pre-release.

Some of the "missing features" were eventually implemented, but MANY were not. Instead, they pivoted into implementing different things that were not part of that initial hype cycle, and implemented enough of them that they hoped people would forget about what the game was originally claimed to be.

And apparently it worked, because people always talk about how No Man's Sky got "fixed" without acknowledging that huge, major chunks of that initial promise were never in fact developed.

Re: Cyberpunk 2077 Refunds

#378
post #2

The seizure-inducing effect was fixed back on the 11th. https://www.ign.com/articles/cyberpunk-2077-104-hotfix-relea...

It should have never been in there in the first place. No matter how many disclaimers you pop up, you shouldn’t be intentionally showing a seizure-inducing pattern of lights.

I've played through this section before and after the patch and I have to say that the original seizure inducing effect looked a lot cooler. I don't mind it being replaced with a milder version, and I would have never noticed if the game released with it from the start, but having seen the original I'd like an option to switch back to it based on just how cool the flashing lights looked.

> you shouldn’t be intentionally showing a seizure-inducing pattern of lights

I think the intention was to show a cool flickering that looks like it'd mess up your brain (which is somewhat the intent of BD in game). The fact that the flickering also caused seizures, is clearly an oversight.

Re: Cyberpunk 2077 Refunds

#379

Earlier quoted context omitted.

The average customer of Cyberpunk 2077 doesn’t know or care what the video game media is saying, nor do they know or care who CDPR is. The game will be fixed with some patches in a month or three and it will continue to be exceptionally popular.

Why do you say that? All of my friends who are playing/taking about the game are discussing the reviews more than the game itself.

As a counter-example, all of my friends who are playing/talking about the game spent the first several days after its release playing the game in all of their offtime (including some taking the day of release off) and haven't really talked about the reviews at all. We have occasionally talked about funny bugs or thing we wish were a little different (wish it would zoom out the minimap while driving, for example), but most discussion has been positive

Re: Cyberpunk 2077 Refunds

#380

Earlier quoted context omitted.

On 720p the TAA and post processing are already on their limit. On 540p it would be gta-vice-city-motion-blur level unbearable

Well, the Witcher 3 on Switch drops to 540p at the low-end. Xenoblade Chronicles 2 can actually go down to 368p. I remember some people were upset about that, but it didn't seem to cause an uproar, and certainly kept the framerate steady.

Cyberpunk uses fundamentally different graphics pipelines that rely heavily on temporal information. On 720p you can already see artifacts such as fizzling, smearing and blur due to aliasing of the TAA implementation, as well as other post processing like volumetric lights that also require high resolution scenes to work properly. That is why a 540p is more detrimental to this game than those other.

https://youtu.be/C5pHpQqhmR4 3:20 https://youtu.be/mVWJPYKCMco 14:30

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