Oh, I executed people. Just all quiet like.

Sounds like something a gonk would say, choom.

This is a great idea. Maybe there will be a mod that changes this at some point.

yea, but we would end in one of these “you must be level 11 to start the next story mission” that nobody like

the current system is a self-serving buffer, if anyone want to finish the game in 11 hours only doing the story, is their problem,

Edit: or maybe I misunderstood?

No, not like that. Right now, the game holds back some gigs and side missions based on your street level. You don’t even know about these opportunities until you hit the right level. My idea is just an expansion of that system. Instead of dumping a bunch of filler missions on you as soon as you come out of the prologue, shuffle the order around and make the prologue montage stuff actually playable and hold back the Johnny missions until later in the game.

The critics bitching about the main storyline being weaksauce have forgotten the face of their father. Witcher3 main story was weak at times, it was in the side jobs that it shone, and so does this. The politicians’ third mission is trippy as fuck, a bit of really tingly scifi if you ask me. And that some say this game does nothing with cyberpunks’ core question of identity, personhood and technology. Pshh.

Found a glitch today. Without getting too into spoilers, at some point you will be required to listen to a phone call during a BD that is in French. If you have the ambient subtitles turned off, like I did, you will not see the English translation when someone installs a translator for you during the BD. And you’ll be confused until you look it up on a walkthrough, like I did.

One reason I always use subtitles now.

I do, too. But I turned off the ambient ones because it was so much extra clutter on screen.

Does Bloody Baron count as main story or side?

It’s part of the main quest chain.

How this wasn’t in the base game is a hard thing for me to fathom. As well, I thought a gang/drug bust in a megabuilding (similar to the latest Dredd) would been a sure thing. But nope, drudging through the game, all I could think about is what could have been.

The requirement of having subtitles on is really annoying.

I don’t speak French, Spanish or Japanese, but the game assumes I do?
Why is there no option for “translation only” on subtitles?

True dat. The UI design is horrible, especially as they apparently both did not account for subtitles and at the same time pretty much make them mandatory if you want to understand what’s going on.

There are a lot of strange UI design decisions. For example, why does my minimap disappear every time I change zone or pick up a weapon/credits? As mentioned previously, why would they allow me to sell items using a sliding scale but insist I craft on a per item basis for upgrading materials?

It really needed more time in the oven which I guess would have translated to death threats from some entitled gamers.

I re-watched this “gameplay” trailer from 2018 and I cannot believe how many things got cut out/down to the final product. It’s kind of nuts.

https://youtu.be/vjF9GgrY9c0

Just a few things:

  • Taking people back to your apartment
  • Upgradeable apartment, multiple homes (There’s actually still a rooftop mansion in the game world that V would’ve eventually been able to move to.)
  • NPCs on personal scooters
  • NPCs with scheduled routines
  • Jackie’s car
  • Environmental ads that change as the player gets near, Minority Report style
  • Multiple floors in V’s building that you can go to via elevator
  • Hovercars that fly around randomly through streets
  • Rideable transit (subway/monorail) system
  • Gang factions and rep with those factions that have gameplay effects
  • Random drive-by/car combat
  • Random crowd/street activity vignettes like GTAV
  • NPCs that can actually navigate/change lanes/react to combat other than crouching in place
  • Cops/gangs that chase you
  • Everything they showed about breaching/hacking enemies
  • Wall running/climbing

Some of this stuff was obviously cut/changed for gameplay reasons like the wall running, but a lot of it was simply reality making contact with time and resources.

Yeah, they still have the Metro stations, or at least one or two, in the game, though now they function like fast travel points only. Much of what they cut would have added greatly to the feel of the game. I wonder if some or most of it can be added in via DLC?

I’ve been having another odd visual bug recently, where either an item description window or the rectangular dialog box stays on screen after it should have gone away. I can fix the former by focusing in on another item, overwriting the box, but the latter requires a save game reload to fix it seems.

On another topic, I’ve been thinking a bit about the way the game is designed at the macro level. I have 94.5 hours in the game, split about half and half between my first street kid run and my current corpo run. No surprisingly, the second time through I’m hitting a lot more content than I got to the first time, especially quests that have longer chains and involve significant NPCs. It got me thinking a bit about how the player’s exposure to content is managed.

There is a ton of content in the game, but so much of it is so easy to miss. When you start, after the truncated origin story for your background, you are working with Jackie, and he’s a very compelling (to me) character, with great voice acting, good writing, and the makings of a great sidekick. So much so that you, the player, feel compelled to go along with his pacing, and you never realize that you can take as much time as you want before even getting into the chain that will lead to the first of the game’s big transitions. So it’s very easy to miss out on a lot of stuff that would be level-appropriate, and which would prep you well for what is to come.

After the big transition, the narrative gives you a compelling reason to beeline in a certain direction, but the gameplay and game world pull you in the totally opposite direction. This is where the bulk of the content is, but it’s very possible to take the logical approach of trying to solve the overriding issue with which you are confronted. If you do, as I did on my first run, you miss out on some of the game’s best stuff. The game does not do a very good job IMO of presenting choices to you, instead choosing to have tons of opportunities available but just sort of there, while presenting you front and center all of the main path stuff.

In the same way, the rather interesting different ending paths are not readily discernible either. I didn’t have a clue until after I finished my first run, that there were some very different ways it could have played out. Unless you read outside stuff (which I don’t think should ever be required for a game) or play through a lot of the optional but very important content in the game (the stuff the game almost actively steers you away from with its faux urgency and lack of clarity about anything other than the main quest), you won’t know that there are four paths you can take, or get a sense of how your actions affect the endgame.

I guess to me it feels like the developers really missed the mark here. It feels like two completely different game experiences, one open-world and flexible, the other more linear and story-driven, rammed together without the extra six months or so to weave them together properly.

Isn’t that typical for open-world games? How many of these have we all played, where the Main Quest is presented as urgent, but the best gameplay experience is to ignore it and do all the other stuff? 99% of the time, that’s the best way to play (and the other 1%, everyone in the vault dies from lack of water).

Beelining the Main Quest rarely seems to be the best way to play RPG’s. I think people in a hurry to finish, for whatever reason, often have quite different experiences.

How many significant changes did CDP make to The Witcher when they released the enhanced edition? That’s the only version I played but, at the time, I remember how much praise it (and CDP) got.

Not enough to unfuck Cyberpunk even if they put in the same amount of effort and then some.