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CD Projekt's Cyberpunk 2077 Update 2.0 + Phantom Liberty Expansion Thread

ind33d

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if 2077 had been $80 instead of $60, could CDPR have afforded to finish the game?

Wasn't the early release just a matter to take part of the usual Chrismas sale because the board or shareholders demanded it?
They wanted a 2020 release for the Cyberpunk 2020 symbolism.
they should have made it episodic then and released it as they completed the fucking game. half-life is good for a reason
Cyberpunk 2077: Episode 3 release date when?
They could have had the episodes tie in with Edgerunners. Also, the BDs in the background of one episode implied Edgerunners would have like 33 episodes or at least multiple seasons, so I don't know what happened behind the scenes. Maybe the plan was to have multiple series with different casts of characters all under the Edgerunners label, which would be better than dragging out David's storyline over years like Naruto or some shit
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


Cyberpunk 2077's quest director Paweł Sasko describes the process of making the controversial Sinnerman quest.

Audio Logs is back for a brand new series! It's the GameSpot show where the people behind the games you love tell the untold stories of how they were made. This week we're joined by CD Projekt Red quest director Paweł Sasko to break down perhaps the game's most controversial quest: Sinnerman.

The quest starts off fairly innocuously, but quickly turns into a question of faith and morals when V is asked to accompany a prisoner to a braindance studio. The prisoner, Joshua Stephenson, has found his faith at the end of his life, and wants his death to be meaningful. V, with some nudging from Keanu Reeves' Johnny Silverhand, has to decide whether to take part in the braindance, or whether to simply walk away. Sasko breaks down how the team came up with and implemented this challenging quest: Balancing encouraging players to follow the storyline, but also giving them the option to back away if they don't want to engage with it.
 

Gargaune

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Sasko breaks down how the team came up with and implemented this challenging quest: Balancing encouraging players to follow the storyline, but also giving them the option to back away if they don't want to engage with it.
This is one of the few questlines I didn't play in CBP, is this aspect of it a genuinely "challenging" implementation? Does it handle "the option to back away" in a particularly novel and creative manner? Because when I generally think about "the option to back away" from a quest, it tends to boil down to the word "No", optionally followed by either "thanks" or "fuck you."
 

mediocrepoet

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Sasko breaks down how the team came up with and implemented this challenging quest: Balancing encouraging players to follow the storyline, but also giving them the option to back away if they don't want to engage with it.
This is one of the few questlines I didn't play in CBP, is this aspect of it a genuinely "challenging" implementation? Does it handle "the option to back away" in a particularly novel and creative manner? Because when I generally think about "the option to back away" from a quest, it tends to boil down to the word "No", optionally followed by either "thanks" or "fuck you."

That's like real life though.
 

EvilWolf

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Sasko breaks down how the team came up with and implemented this challenging quest: Balancing encouraging players to follow the storyline, but also giving them the option to back away if they don't want to engage with it.
This is one of the few questlines I didn't play in CBP, is this aspect of it a genuinely "challenging" implementation? Does it handle "the option to back away" in a particularly novel and creative manner? Because when I generally think about "the option to back away" from a quest, it tends to boil down to the word "No", optionally followed by either "thanks" or "fuck you."
Miles better than: stand there and do nothing until the PC comes back and advances the quest like every other game.
 

KVVRR

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Sasko breaks down how the team came up with and implemented this challenging quest: Balancing encouraging players to follow the storyline, but also giving them the option to back away if they don't want to engage with it.
This is one of the few questlines I didn't play in CBP, is this aspect of it a genuinely "challenging" implementation? Does it handle "the option to back away" in a particularly novel and creative manner? Because when I generally think about "the option to back away" from a quest, it tends to boil down to the word "No", optionally followed by either "thanks" or "fuck you."
From what I recall it's one of the quests in that actually gives you several ways in which you can back off of it or keep pushing through with characters on it reacting to it all the way. Then again it also literally cheats you at the start by always killing an NPC you're supposed to escort and making the guy killing him invulnerable until he does so.
I get why they did that, 99% of players just wouldn't even know about it otherwise, but it's still super sloppy.
 

gurugeorge

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Strap Yourselves In
Sasko breaks down how the team came up with and implemented this challenging quest: Balancing encouraging players to follow the storyline, but also giving them the option to back away if they don't want to engage with it.
This is one of the few questlines I didn't play in CBP, is this aspect of it a genuinely "challenging" implementation? Does it handle "the option to back away" in a particularly novel and creative manner? Because when I generally think about "the option to back away" from a quest, it tends to boil down to the word "No", optionally followed by either "thanks" or "fuck you."

It is a genuinely interesting, engaging quest, one of the best in the game, and in fact right up to the brink of doing the deed, you can back out of it if you want. Although I think some of the impact of it might depend on what kind of personality you're rp-ing (some character types aren't going to care one way or the other). But if you get engaged at some point (for me it was the scene in the house of the mother of one of the guys Stephenson had murdered in the past, it's really quite powerful), then it's a good quest to follow through.

The annoyance point in the quest is right at the start, where you're chasing a car with a shitty van with the shitty driving system. I ran two main characters up to that quest, with one of them I tried a few times and couldn't be arsed with the shitty driving, and gave up, with the other I managed to get through that sequence by some miracle, so I went through it.
 

Gargaune

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Miles better than: stand there and do nothing until the PC comes back and advances the quest like every other game.
Plenty of those in Cyberpunk. And plenty of quests that force you to make on-the-spot decisions in other games. What I'm getting at is that, from what I've heard - and do correct me if I'm wrong - the only real variability in the quest is whether you go through with it or not. So, technically, I've kinda "done" the quest just by opting not to do it altogether. Hell, by that measure, there's a dog across the street that's done this Cyberpunk quest.

From what I recall it's one of the quests in that actually gives you several ways in which you can back off of it or keep pushing through with characters on it reacting to it all the way.
It is a genuinely interesting, engaging quest, one of the best in the game, and in fact right up to the brink of doing the deed, you can back out of it if you want.
The reason I'm picking a bone here is just that I get the impression that it's another instance of writing getting conflated with narrative design. I constantly hear that this quest is very well written and impactful, and that's fair enough, but the agency seems to ultimately come down to "watch movie-game" or "don't watch movie-game", and I'm loath to give credit for that in an RPG. Think of it in contrast to TW3's "star" questline, the Bloody Baron's, where Geralt is afforded some interesting actual agency on the outcome.

Maybe I'm wrong, it's not something I feel strongly about, I was just curious what people's take was on it.
 

Zed Duke of Banville

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Maybe I'm wrong, it's not something I feel strongly about, I was just curious what people's take was on it.
The Sinnerman quest is just a cutscene simulator with minimal player interaction, different from many other quests of that nature only in its prolonged duration and the repeated offers for the player to terminate the quest (which would then resolve itself without the presence of the PC).

Though at least it offered a choice of prayer:
Hw5oZyU.jpg
 

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Of all the shitty interactive movie set pieces, which I only now learn Sasko calls "quests", "Sinnerman" is the biggest affront to videogames. Zero agency, possibility to "fail" by walking too far away from the rails, by shooting NPCs which are part of the quest(!), retarded script, uncanny valley "acting", it's just a ~30 minute shitshow of which every minute feels like an eternity while the player is cursing himself for ever taking it up.
 

lukaszek

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dunno, I found quest with mercenary stealing meds better.

Also it was rooted in whole mayor elections shadow conspiracy. Why not talk about shadow conspiracy in first place? Coolest part of cp77, you get random bits and pieces from side quests
 

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So... Is this game fixed? Any good by now? On release it had mediocre gameplay and cringe main story, but I liked some side quests. Did they fix the gameplay to be worth replaying or is it the same crap?
 

lukaszek

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So... Is this game fixed? Any good by now? On release it had mediocre gameplay and cringe main story, but I liked some side quests. Did they fix the gameplay to be worth replaying or is it the same crap?
wait for dlc, if it delivers then we will get proper character progression?
 

KVVRR

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Of all the shitty interactive movie set pieces, which I only now learn Sasko calls "quests", "Sinnerman" is the biggest affront to videogames. Zero agency, possibility to "fail" by walking too far away from the rails, by shooting NPCs which are part of the quest(!), retarded script, uncanny valley "acting", it's just a ~30 minute shitshow of which every minute feels like an eternity while the player is cursing himself for ever taking it up.
A lot of the game is like that though. The game relies a lot on showing you an in-game cutscene to tell the story, this isn't exclusive to Sinnerman.
 

Daedalos

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So this shits coming out soon eh.

I reckon imma buy it and play it around release. I liked CP 2077 at launch, I'm on hopium for big changes to the base game, and hopefully a good expansion story and experience.
I liked most of the main story and all the johnny stuff, I found it engaging, despite all the fucking bugs and cut shit.

Wake the fuck up samurai, time to find out if CD PROJEKT CYKA went full-on NO MANS BUY on this mother.
 

DeepOcean

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So... Is this game fixed? Any good by now? On release it had mediocre gameplay and cringe main story, but I liked some side quests. Did they fix the gameplay to be worth replaying or is it the same crap?
This expansion wont change the nature of the game, it remains being a David Cage movie-game but with less options with some optional Far Cry gameplay on an amazing looking Hollywood set town of a city that makes you wonder what if someone else made a good game with those assets.

However, to be fair, they are fixing the the police system, they are overhauling the placeholder skill tree, making the Ai not so stupid, adding more random encounters, so overall, they are basically doing what the modding community was already doing but two years later. Basically, it is the same game but out of beta, this time for reals but if you want meaty gameplay, CDPR doesnt make a game with good RPG gameplay since Witcher 1 and even there is debatable, so dont hope for substantial improvement for it to become a good game.
 
Last edited:

mediocrepoet

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So... Is this game fixed? Any good by now? On release it had mediocre gameplay and cringe main story, but I liked some side quests. Did they fix the gameplay to be worth replaying or is it the same crap?
This expansion wont change the nature of the game, it remains being a David Cage movie-game but with less options with some optional Far Cry gameplay on an amazing looking Hollywood set town of a city that makes you wonder what if someone else made a good game with those assets.

However, to be fair, they are fixing the the police system, they are overhauling the placeholder skill tree, making the Ai not so stupid, adding more random encounters, so overall, they are basically doing what the modding community was already doing but two years later. Basically, it is the same game but out of beta, this time for reals but if you want meaty gameplay, CDPR doesnt make a game with good RPG gameplay since Witcher 1 and even there is debatable.

You think the Witcher's stupid rhythm game combat was good? Are you serious?
 

DeepOcean

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So... Is this game fixed? Any good by now? On release it had mediocre gameplay and cringe main story, but I liked some side quests. Did they fix the gameplay to be worth replaying or is it the same crap?
This expansion wont change the nature of the game, it remains being a David Cage movie-game but with less options with some optional Far Cry gameplay on an amazing looking Hollywood set town of a city that makes you wonder what if someone else made a good game with those assets.

However, to be fair, they are fixing the the police system, they are overhauling the placeholder skill tree, making the Ai not so stupid, adding more random encounters, so overall, they are basically doing what the modding community was already doing but two years later. Basically, it is the same game but out of beta, this time for reals but if you want meaty gameplay, CDPR doesnt make a game with good RPG gameplay since Witcher 1 and even there is debatable.

You think the Witcher's stupid rhythm game combat was good? Are you serious?
Nope, it is absolute shit but it was the last time CDPR was kinda serious at trying making a RPG.
 

tritosine2k

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So... Is this game fixed? Any good by now? On release it had mediocre gameplay and cringe main story, but I liked some side quests. Did they fix the gameplay to be worth replaying or is it the same crap?
on an amazing looking Hollywood set town
it borders programmer-art with prefabs and AO breaking left&right. It's amazing techno-fetishism and sunk cost fallacy have this much hold on people.
 

AwesomeButton

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So... Is this game fixed? Any good by now? On release it had mediocre gameplay and cringe main story, but I liked some side quests. Did they fix the gameplay to be worth replaying or is it the same crap?
From playing ~300 hours, I'd say wait for the expansion, and then consider what gameplay-affecting mods you still need, after the expansion.
 

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