• dsemy@lemm.ee
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    11 months ago

    I don’t play Bethesda RPGs for the set pieces.

    I don’t care that Cyberpunk’s NPCs are programmed to walk to a specific place, stand in a specific way and say a specific thing at a specific time.

    Cyberpunk’s main quest claims you have a few weeks to live just when the game really opens up to you, so thematically you are discouraged from pursuing side content, but it doesn’t really matter since except for a few quests most are very generic and most of their “story” is delivered through a call anyway. Great storytelling right there.

    The NPCs in Cyberpunk are braindead, and when the game came out the set pieces didn’t work half the time.

    I really rather Bethesda spend their time improving the parts of the games people who like their games want them to improve, instead of focusing on stuff their competitors are doing.

    • Ashtear@lemm.ee
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      11 months ago

      It’s too bad you didn’t like the narrative structure with the calls in CP2077. That one ending uses them (or I guess you could call them voicemails, considering) to devastating effect. One of the most harrowing sequences I’ve seen in a game. It might have even saved a couple of lives.

      • gothicdecadence@lemm.ee
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        11 months ago

        I’ve played the game and looked up all the endings but I only personally did the >!Nomad/Panam!< ending. What calls are you referring to?

        • Ashtear@lemm.ee
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          11 months ago

          It’s the

          ending spoiler

          suicide ending.

          All of them have calls during the credits, this one just hits very different.

      • dsemy@lemm.ee
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        11 months ago

        36 according to Steam. Sorry I don’t have more than a full day and a half to give a game before I give up on it to play something I enjoy.