This is not true at all. Nothing you do in the game besides one quest changes the endings. The Maelstron is the absolute singular exception in the whole game where it has a branching storyline. Everything else in the main story has no impact besides new dialogue lines. You can have any ending you want regardless of what you did prior to that. It's basically the A B C D E choice of endings. I love the game but anyone claiming it's an rpg or your choices matter are lying, just as CDPR did.
How is this
not an rpg? RPGs from tabletop to now have never, ever, ever been about the player influencing the ending. Besides, this is such a silly thing to argue about and feels like people are really starting to pull things out of the air just to criticize the game instead of highlighting and celebrating everything the game does right. Your choices come down to the characters. The game is all about the characters and it's always been a personal story. The main themes are about death, letting go, family, etc. There's a columbarium in the game for a reason. You were never going to make earth shattering, world changing choices because
that's not what cyberpunk is about. There are numerous choices that are ripples around the world and affect characters. You can't change Night City, it changes you. The corpos always win. This was never up for debate and shouldn't even be a discussion point. There's actually 7 endings by the way which is fine. New Vegas really only had 4 endings with small differences. And why can't we celebrate both games instead of turning this into a fucking sports competition? I play games and rpgs because I want to escape and
roleplay as a parkour running katana wielding female cyberninja with a lesbian girlfriend and a long dead rocker in my head.
People constantly harp on about worthless dialogue options from the different starts and I question why are they even playing this game? I
adore new dialogue options because I get new tidbits about other characters and world building. It elevates my, dare I say,
roleplaying capabilities in the game. My conversations with Panam are different as a Nomad versus a Streetkid. As a Streetkid I can find out why Wakako hates Arasaka even though she'll never even mention it to my Nomad beyond a vague, "I've got my reasons," when giving something for free. Everyone's going on about "your choices don't affect the ending" but aren't talking about the journey that got you to that ending. The journey is always more important than the destination. I don't like Predator because Arnold won, I love Predator because a bunch of badass dudes blew shit up then were strategically hunted and killed by an alien until Arnold prevailed. Besides, CDPR
nailed each ending. Far too many games don't stick the landing because it is hard but they most certainly did. They offer up different world states and your ending choice does affect the characters as you can see by the different messages. What some people seem to be foolishly expecting from the game endings is technically and financially impossible and most likely extremely wasteful.
I've seen on Reddit and that
other forum with a 20 page thread, people claiming this is an average game at best and basically doesn't do anything well. Utter bullshit and it's kind of crazy in a hobby where people are obsessed with studios telling the "truth" and game journos having integrity yet they themselves can't practice what they preach just to further their constructed narrative of "studio lied so game bad." Just straight up lie and make shit up. It's kind of gross how people thrive on hate for a product they either didn't purchase or were disappointed by. Gross but mostly just sad. Fucking let go.
I don't think the amount of player agency is what decides if the game is an RPG or not. Disco Elysium is even more linear and everyone thinks that game is an RPG. But also cyberpunk has more player agency that pcgamer's rpg of the year ac Valhalla
Finally, someone gets it. Apparently, Baldur's Gate isn't an rpg either judging by the very few choices and consequences.
After Pyramid Song I'm positive that locking romances behind arbitrary walls like gender feels weirdly restrictive in an otherwise very flexible game.
I mean, the entire point of that specific mission is for you to romance the other character. You get this massive exposition dump about this character, so you're heavily bonding, and at the end if you're the "wrong" gender everything you did is straight up a waste of time and it's basically "peace out bro, catch you on the flipside" because the game makes it very clear you're never seeing this character again.
It just feels so arbitrary.
I don't. They are defined characters. That's who they are and it makes them feel more well rounded. I hate it when rpg npcs are bisexual fuck dolls with no definition of their own. Bonding doesn't have to mean sex either. I like that npcs open up to V and share deep, personal stories regardless if a romance is possible or not.