Another batch of information from the Gamescom, biggest Polish site. They are known to love being as severe as possible:
Powiem coÅ kontrowersyjnego. Na pokazie Cyberpunka 2077 w Kolonii zobaczyÅem diablo imponujÄcÄ grÄ, ale po prostu grÄ. TakÄ, która w pewnych momentach, owszem, zachwyca, ale w innych zwyczajnie irytuje i rozczarowuje.
www.gry-online.pl
- The fights are not revolutionary, but the shooting phases are still very solid for a RPG, without winning the brutality and nervousness of something like DOOM.
- There is so much to say about the world building, the sense of detail, the immersion, the care to bring to the discussions with the NPC, reinforcing a lot the immersion.
- The driving is very very arcade and Pacifica's roads are relatively empty (The area is supposed to be decommissioned so it seems normal).
- The boss fight they see was average with a big "shoot me here" on his back.
- There are a lot of elements where CD Projekt manages to excel, and some others area that are simply standard for an AAA. It is clear however that Cyberpunk will impose a minimum "must play" in the industry with its release.
- We spend so much time talking with the NPCs, walking, discovering the city that someone wishing to play for his side FPS side may be bored.
Plus, the tumblr where CD Projekt answers questions from fans:
- Full ragdoll simulation, each object and person will have its own weight to make the world more alive.
- Cyberpunk 2077 will be very little linear thanks to its gameplay and the interaction that will be between History and our actions.
- The way they go to model cars comes mainly from "How do we imagine the future of the car in the 70s". At that time, we did not think about doing things like Tesla's.
- The infiltration will naturally be more complicated in the areas controlled by the Corporations in view of the technological progress.
- CD Projekt considers that one of Night City's strong points is the interactivity that can be achieved with its Open World. For example, you can interact with a car other than just open it. You can hide behind, slide on the hood, climb on the roof and perform a double jump, load an enemy on the carapace of the vehicle, ... This way of doing has forced CD Projekt to design much more way to apprehend the level design of the Open World. Interactivity also means the way we interact with NPCs and how they interact with us. Sometimes it will be basic dialogues like "What do you want to drink?" approaching a store and sometimes it will be further dialogues leading to a quest smoothly.
- There will be underground in Night City. The city does not evolve only with its skyscrapers but also with its abandoned metro stations, underground laboratories and more, to see other things. It will also be very useful to pay attention where you go because how you evolve in the Open World will be decisive, on Earth as well as under Earth. The non-linearity of the gameplay will make you exploit its different levels to achieve your goals.
- Our design quest did not want to tell players if an action was good or bad. Your choices will be your responsibility so in the end, it will be possible to do really stupid things. For example, some choices may prevent you from accessing multiple quests, and other choices will radically change the purpose of a quest line.
- There will be many romances. It's not an encrypted system "Oh you said that, your relationship with X is increasing". They wanted to create an exchange between the player and the NPC by creating a series of likes & dislikes specific to each. By dint of interacting with an NPC, you will be able to go until the sexual relation if you are of its kind.
- They did not want to fill Night City as banal as other Open World. Instead of overloading the city, they have created a city that will discover itself, through exploration and because design naturally leads you to discover it.
- The side quests have been considered as a main quest in terms of interest. How to access it must be done naturally in Night City. Not because you were seeing the exclamation point but because at some point, for some reason, someone came to you or you went to meet an NPC. Most of the side quests are connected and will influence the main quest. Some are not, because they tell a totally different story. They also wanted each quest to be interesting for each type of player (corpo, gang, ...).
- There will be some animals, stray animals mainly because the food is scarce. The richest will have exotic animals, however the world of Cyberpunk is not conducive to a very rich natural ecosystem
- To understand the system of competence, it is necessary to differentiate the general level, the level of street cred and the level of each skill. One is independent of the other: by raising your general level, you will increases your attributes (cool, reflex, body, intelligence, ...) and this will influence what kind of character you have. Each level unlocks a point that can be spent in the branch of each attribute. For example, one can use his points in Body to unlock unique implants, having a lot of points in Cool will improve your social relationships, a high rate in Body will make you more intimidating. As a result, the more you practice a skill, the more you will increase your skill level and the more you will be able to invest in this branch in order to take perks improving its use. The level of a skill will also have an impact in your dialogues. A veteran hacker will unlock hacker-specific stores offering the best hardware in this industry. And finally, there is the Street Cred, a level reflecting your credibility to unlock more stores, more quests (because you are trusted). The clothing will also have its importance because it will participate in the perception of NPCs to you. Your choices through the game will also be important because it will change the perception of others (while remaining consistent). The life path will also be a variable to take into account. A corpo will have more facilities with the people of the High Society for example. With the personalization of V, they wanted to allow everyone to create a unique playthrought.
- A peaceful run in Cyberpunk is possible. Yes, it is possible to kill nobody, but no it won't be possible to never be violent. Night City is what it is, violence reigns permanently. Although death is not a mandatory solution, violence remains present. A "peaceful run" will naturally be much more complicated because the game will never tell you the consequences of your choice before they come to you. In the other direction, if a quest asks you not to kill a possible NPC, it will be possible to kill it. The quest will not be a failure but will be resolved in this way and afterwards, it will be up to you to deal with its consequences.
Some very good point, hype is not decreasing !