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Cyberpunk 2077 Refunds

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Re: Cyberpunk 2077 Refunds

#411

Earlier quoted context omitted.

I’m over 10 hours in on pc and there’s more than just “some bugs”. This game is still in alpha. I don’t know why people are being so defensive. We were looking forward to a great game and were mislead. I’m personally just gonna hold off on playing anymore until they actually finish the game.

It's obviously an "Early Access" game at this stage but it was sold for the full price. Pretty disappointing as I usually avoid Early Access to not ruin the experience for me. I want to test out my new GPU so I've been playing it on and off for a bit.

I went ahead and returned my PS4 copy for this exact reason. Also tried on Steam (linux), but couldn't get it started beyond the intro screen and I don't care to debug further.

I only dive into a couple games a year (RDR2 last year), so I'm not going to waste my time until it's stable. I just want to buy the game, take a few days off of work, and immerse myself. If I want to debug things or deal with glitches, I can just go back to work.

Re: Cyberpunk 2077 Refunds

#412
I've played ~20 hours on PC, and what I dislike most is the long, downright tiring dialog sequences. It's like, half of the game is just sitting there, watching a movie, where you press "1" or "2" to decide what V says.

Re: Cyberpunk 2077 Refunds

#413
post #363

Earlier quoted context omitted.

Deus Ex puts the player in an extremely small, dense area where they have tons of options. The game reacts to the way the player approaches each situation, sometimes dramatically warping the story depending on what they do.

So does cyberpunk 2077 feel like I'm on a sortof "track"? Like I basically have to follow the story?

CP2077 is a GTA clone, too. It's in the uncanny valley, though: cops don't chase you, they just spawn behind you. Even in closed rooms! It's not part of the sci-fi lore as if this was a Minority Report or something, it's just a very naive implementation.

The parts of the game that resemble Deus Ex are arguably better, but I could poke hole in that, too.

Re: Cyberpunk 2077 Refunds

#414

-- What was the purpose of the crunch / rushing this out the door ? -- What was to be gained from it? Holiday sales? Delivering a product not delayed again? Management bonuses? Did the developers get bonuses for delivering "on time"? -- At what cost did the crunch / delivering the product cause the team of developers? Now they need to keep working; fix the bugs; get this back in the store(s) and try to make everyone…

I think another factor might be the fact that the lockdowns are almost over for good, which will result in declining sales of video games in general.

Re: Cyberpunk 2077 Refunds

#415

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…

Had the same reaction to corpo path. I think it would actually be interesting to tell a story about that culture from the inside, rather than immediately retreating to the well-trodden anti-corp perspective. For a supposedly ambitious game, it seems entirely uninterested in challenging or evolving the rather tired cyberpunk tropes.

I'm still on my first playthrough (and enjoying it) and am super disappointed to hear the other lifepaths are basically 15-20 minute prologues. I too was really hoping for my corpo playthrough to be playing it from the inside, lots of corporate espionage, dealing with situations with the full force of a megacorp behind me etc...

Re: Cyberpunk 2077 Refunds

#416

Earlier quoted context omitted.

Sure, it's not bad as is, but it's bad as compared to what it was supposed to be. "Supposed" being defined by 3DPR themselves. The comparison to Deus Ex is not off. It's got turn-of-the-milleneum AI, zero exploration benefit, and so on. That's not a bad thing, except, of course, it wasn't going to be that way.

> zero exploration benefit But Deus Ex (The original) had great benefits from exploration. If it was like Deus Ex with updated graphics, I’d probably have bought it, but it looks more like The Witcher with a Deus Ex paint to me.

>Deus Ex with updated graphics

It won't bring it up to modern standards by any means, but have a look at Deus Ex: Revision (https://store.steampowered.com/app/397550/Deus_Ex_Revision/).

Re: Cyberpunk 2077 Refunds

#417

Earlier quoted context omitted.

I picked street kid and I still was confused by why the first part of the story was even necessary. The game could have taken a lesson from Kurt Vonnegut, who said to start a story as close to the end as possible.

I'm fairly certain they cut out a big chunk of the "lifepaths" to make the deadline. They don't really make sense as a mechanic at this point. You choose your previous life as one of the main choices but then all the paths merge together after 15 minutes? Just doesn't make sense from a game design or story perspective as a intentional choice.

There was certainly a lot cut, but already back in August interviews said that lifepaths wouldn't lead to completely different stories, but rather add a bit of a different flavor to the same over-arching story [0]:

> Your choice of lifepath will influence parts of your journey throughout Cyberpunk 2077, and each one will have an entirely different introduction to the same overarching story.

Tho it's a bit telling how one of the introduction quests is used as an example for how the lifepath choice makes a difference past the introduction.

In my 30 hours of playing I've had only one situation where my choice of Nomad seemed to make a difference; During a Gig at Kabuki market I could ask another Nomad there about the location of a person I was looking for.

Dunno how that quest would have played out otherwise without that.

[0] https://www.gamesradar.com/cyberpunk-2077-lifepaths/

Re: Cyberpunk 2077 Refunds

#418
post #317

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…

I think the issue is rather that it's nothing like Deus Ex which has immersion. Getting augmentations were meaningful choices which alter ways you can approach explorations (such as picking up heavy items blocking vents). Stumbling upon critical information from hacked computers not only fills background info for you but makes your character more knowledgeable, and lets you use that information in dialogs to alter th…

> Getting augmentations were meaningful choices which alter ways you can approach explorations (such as picking up heavy items blocking vents).

It's mostly through stats rather than augmentations, but Cyberpunk has a ton of this. There are doors you can/can't open, characters you can intimidate, obstacles you can get over, things you can hack... there are a lot of ways your build changes how you can approach the missions.

Re: Cyberpunk 2077 Refunds

#419
post #368
post #15

Earlier quoted context omitted.

Actually I see it as positive, because it proves that crunching isn't worth it, if this what happens coming out of burned developers. The industry keeps bleeding to many people that could have made huge contributions, but decided to invest into industries where crushing isn't part of the culture. For example, I rather do GUIs and 3D stuff for boring enteprise projects than spending endless nights and weekends fixing…

I fully agree with you that crunching isn't worth it. All of this mess isn't because of crunching thou. It was a massive fuck up from the leadership team. No crunching (or lack of) would ever solve it The way they lied to the media, players, etc. Their intentions were always to lie and hide the facts.

Yeah, I'm so curious about what they were doing for the last 2 years. It seems like the artists have been working on the game for 5+ years: the world is huge and full of interesting and detailed environments. The graphics are amazing (on PC). But it's like the gameplay and open-world systems were written in the last year or two, and it shows.

Re: Cyberpunk 2077 Refunds

#420
Guess I'm one of the lucky ones. I'm 40+ hours in on PS4 with no major issues except for a hard crash every few hours. Which is SUPER annoying when it happens, but I'm not seeing a ton of glitches otherwise outside of little things like talking corpses.
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