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.
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.
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.
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.
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?
It’s the
ending spoiler
suicide ending.
All of them have calls during the credits, this one just hits very different.
In other words, you’ve got maybe a couple hours in Cyberpunk.
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.
What? Dude the best part of the game is the opening 5hrs. It’s all downhill after that.