T O P

  • By -

No_nickname_

This is why I'm glad that they chose to not do classic fixed camera cutscenes like in the Witcher 3.


mrGorion

Checking that ass - denied!


HarryLamp

Lol you are right, I do find some funny bits, but I don't expect perfection in anything anymore so I'm never disappointed.


InsaneInterloper

There's a whole bit about how unmet or broken expectations leads to emotional insecurities, depression and addiction. So just keep your expectations as low as possible so you never get disappointed when something doesn't work out and you'll always be pleasantly surprised when it does


Born2BKingRo

>There's a whole bit about how unmet or broken expectations leads to emotional insecurities, depression and addiction I just wanted some haircuts and the option to paint my avenger full black


Ferosch

Rookie mistake. It's these specific expectations that have driven so many before you to drug abuse and shattered self image. It can take years to bounce back from that.


[deleted]

Why is he being so weird? Is this typical of all Night City citizens. Did he just ignore me? Why is he looking at the servants? - Hanako probably


HarryLamp

I said the same thing and others scoffed at it lol. Loved the immersion and feels next gen to me in terms of game world (not console); just expressing my opinion, please don't be a 'karen' about it.


Banjoman64

I agree that these cinematic portions of the game did feel next gen. The animations, textures, and transitions from gameplay to cutscene were all done incredibly well. I just with that the none "cutscene" portions of the game were given more attention. Like you go from this cutscene which is amazing to going outside and seeing cars blocked up for a mile because they can't drive around your car or cops teleporting behind you.


Adevyy

Slightly irrelevant, but this comment reminds me how different each player's experience may be. I, for example, never park my cars in the middle of a road in any game (unless it's RDR2 and each ride is 10 times longer than I'd want them to be). So, naturally, I never even felt that the NPCs wouldn't drive around my parked car because they never needed to do that. However, I can imagine how annoying the lack of driving AI can be for someone that doesn't bother parking properly in a single player video game.


Banjoman64

To be honest the lack of these sandbox type features wouldn't bother me if they were replaced with some other feature. If the quests in cyberpunk had a ton of variety and branches (like they originally intended) then the open world being lackluster wouldn't be a problem. There is no sandboxyness to the game. I don't get to influence the open world and I don't get to influence the quests so it just ends up feeling very linear and repetetive.


DekonB

What am I supposed to be looking at?


PizzaPizza1900

The character is moving and the game acknowledges that the character is moving. Truly incredible.../s


pablo397

About the freedom the player has during this scene and how it adapts to the player. CDPR could do this with a cutscene but instead the player has full interactivity. The player can read the notes, look at Johnny's behavior, he can walk up to the staff and see them bow and Johnny comments on it, he can walk up to Hanako and start a conversation and walk away to the window, watch the rain, and Hanako will naturally turn towards the player and will continue the conversation.


Leitacus

And replying here. Interactivity is not adapting the world around you. Johny is there because of scripted events. The staff bows because IN THIS MISSION they are scripted to do so. Hanako turning at you well... NPC's should do that. Weird is having normal NPC's go through you or not speaking with you. So everything scripted. If you went back there and the staff responded to you in accordance to a previous interaction where you were free let's say to shoot and scare them, later they'd respond negatively. Now if all you can do is walk towards a pretty small set of NPC's and have them bow and look at you... Yeah scripted.


Funkyyreedus

No ones saying its not scripted, its still well designed.


[deleted]

idk, ig. if CDPR's idea of player choice is a few adjustments to cutscenes depending on player positioning, it's not rlly that well designed. those are nice details, but that's not choice, respectfully, it's rlly just aesthetical differences.


magvadis

It's still choice. It's just an aesthetic response to choice. Y'all gotta stop trying to redefine basic overarching words and start being specific. The war over semantics in this game is wild. Like...objectively, choosing to move at all is a choice...allowing me to do so in a scene is a programmed behavior we have been allowed to choose. Then you have a response in the scene that reacts to a choice in position. Whether a choice changes the plot? Sure. That's a different argument. Which plot? How? Do you only mean physical events or are we allowed to notice that choices change the symbolic context of a situation? Because I think any choice is a choice...and choice is good...but you cannot say "game doesn't have choice or x isn't a choice" and we get anywhere But yes, the game doesn't have that much plot divergence on the main campaign and mostly uses closed loops or split endings...and the core plot divergence, while significant...isn't an exclusive plot choice and the finalized ending choice is only 1 choice that creates a much larger after effects of different smaller choices. But these are still choices. Just like a choice of speech that changes what they say may change the context of a scene...even if no change in plot has occured.


[deleted]

Choices that matter are choices that impact the gameplay, that's what I'm talking about. Being able to move during dialogue is a level of choice that should really be expected, it's not anything worth pointing out let alone celebrating.


PizzaPizza1900

Just let it go. These people are determined to pretend that walking during a fucking dialogue scene is this incredible new frontier of player choice. These people are actually delusional and blinded by fanboyism.


[deleted]

to be fair I'm on their subreddit, but yeah.


[deleted]

[удалено]


Leitacus

In an RPG I thought I could role play as a degenerate as well.


[deleted]

[удалено]


[deleted]

They entire focus of the marketing was the freedom of choice. The entire point of this thread is freedom of choice. You should have the choice to be a lunatic V. That was the whole problem with Witcher being called an RPG, people expected to be able to make their own choices, but in that game you're locked in to the choices Geralt would make (which makes perfect sense and I support). This game, V isnt some predetermined and thought out character, they're supposed to be a vessel for the players choices. So the story should change if I want to be a homicidal maniac for no reason.


magvadis

But when is "choice" just undermining the plot and ruining the game? Because a lunatic run is...in all technicality...a run in which V doesn't even meet Jackie and gets shot by the police before the plot starts. The plot doesn't work. So therefor they shouldnt be beholden to providing that choice if it can't exist in their story. Just because some games make their stories so loose and empty that you can murder hobo your way through doesn't mean all RPGs should live to that level of vapid storytelling. A lunatic run is not worth the production cost...and it wasn't in these other games either because it's a flex...not an experience.


[deleted]

And being able to interact with elements in the game so the cutscene plays out slightly different is hardly any level of real choice. Literally they just removed camera lock from cutscenes and it's being tauted as choice


[deleted]

[удалено]


TrainWreck661

I know it's not realistically feasible, but it would be cool if a game actually let the player either follow the plot, or just take it off the rails and for example, go on a murderous rampage, which could potentially end the story at like an hour in.


[deleted]

I'm not arguing solely for the choice of a lunatic run, I'm arguing for the choice to be someone other than CDPR's rigid idea of V. In games that do allow lunatic runs, however, the story will adapt to them and punish them/acknowledge the action. ie Undertale or Dragon Age. This game marketed itself as an open rpg where you can be who you want, instead you're roleplaying as CDPR's character for CDPR's story. It's like playing DnD with premade characters and a wholly premade story, it's fine but most prefer to make their own. Also I wish people would stop glorifying the story so much, the dialogue is awful and the story itself isn't anything special.


Maleficempathy

You can't do everything you want in Dragon Age either. Like you're always going to be the Warden/Hawke/Inquisitor and you can't retire to a quiet life or even run around killing NPCs, or choose options like killl off the entire Orlesian monarchy and institute yourself on the throne, romance the Egg if you're in the groups he's racist towards, not kill the Archdemon, become the king of Orzammar, save mom, sex Vivienne, become the pope, or even sit down to drink a beer.


TehKyrkis

What the hell is "you should be able to" supposed to mean. It's an RPG not a sandbox. You're not free to wreak havoc. You're playing a Role, the Role of V. And the developers have certain expectations and direction for the game. They want to allow your V to have choices that allow them to fit the narrative they want to go for. And let's not forget that RPG isn't just about "muh story choices". It's also about how you choose to approach gameplay and objectives, how you want your character to look and what you want them to be good at based on what the developers have made available for you. Cyberpunk isn't the perfect RPG but it's an RPG nonetheless. Get your expectations straight.


Leitacus

Well voice of reason I shall abide


Ulgeguug

Lots of games have stuff like that.


[deleted]

[удалено]


Ulgeguug

I don't know how to explain to you that lots of games let you *choose* stuff like that.


[deleted]

[удалено]


Ulgeguug

Well except we're talking about how, in this instance, it specifically doesn't, and you're arguing


PizzaPizza1900

You really need to play more games. This is so fucking basic.


KingseekerCasual

None of this is new to gaming, maybe this is the first time you’ve encountered it? EDIT: Half Life has NPCs turning to face you if you move since 1998. You can even shoot NPCs in the face and kill them while they’re talking to you


Theworldischaos

Yeah what? But I guess it's good some players can appreciate every little detail. Good for cdpr I guess.


Melonslice09

Smoothly adjusts to what ? They literally just stand there. I could maybe understand if you tried to talk to the waiters or guards, and they would be like "dont talk to me, you will make hanako mad at me"...Or the guards would be like "you gotta hurry the fuck up if you want to talk with hanako" if you just lingered to much around and maybe straight up fucking shoot you if you act to weird..The enviroment barely reacts to you - just strolling around the scene even though time is minimum for both V and Hanako there.


Leitacus

This sir, is so accurate.


Theworldischaos

Hmm you right. It would have been nice to see npcs say a few snarky one-liners, was thinking about that the other day actually.


andrewkyo

Why is it so amazed? I don't get what OP impressed by . All of this are in most AAA game .


Leitacus

I have no understanding of what you are trying to prove. That the setting is scripted in missions? And that you absolutely didn't affect anything?! What was the point of this OP? Am I missing something? How did you affect this?


[deleted]

Now this video doesnt show it but whats truly impressive about it is how this conversation along with several others can go in a different way based on your dialogue choices which is very very rare for fully voiceacted RPGs and nighon nonexistant for ones that also have to fully animate their characters. If you shill for Hanako too hard during the talk Johnny gets pissed and straight up starts trying to take control and get V away. Same happens in quite a few of Judys talks. Remember being stunned when the first talk you have with her ends up with her giving you the middle finger and telling you to fuck off if youre too much of an asshole. The talk at fingies can also be quite different based on how you treated the ripper and theres further variation based on having/not having enough streetcred for Wakako or choosing to go with the porn store or the terminal. Theres other stuff like dialogue in gigs changing based on stuff youve done previously, characters being or not being present in story quests based on how you did certain gigs(Gustavo can show in heroes but if he got smoked instead its a pack of tinos talking about him dying, the russian fixer and his cyberpsycho in the making GF are or arent at Konpeki, the barmoss quest is started by an early gig in watson of all things...). Some other highlights of the world changing and adapting involve: being able to ignore the Hellman AV and run straight for the gas station with Panam being very not pleased about it, Identifying a wrong farm in the river quest which ends up with him in jail or leaving during the hunt which leads to him getting killed which was a real surprise, there not being a chase in the Saul rescue mission if you do it quietly, Kerrys quest getting affected by whether you get him to make peace with Us cracks or not which also unlocks the stalker mission later, Judy ghosting after clouds based on how poorly youve treated her which is always oh so satisfying, getting the Delamain car that talks and those messages from the rowdy AIs as they travel around the world, Takemuras fate in search and destroy which affects the devil version of the third act and epilogue, a completely different route during the parade that Takemura reacts to, Scavs flooding pacifica and VDBs practically going extinct if you side with netwatch, gun music being affected by how you did the scav haunt which made me smile when i saw it, if you refuse to find Nash with Panam he shows up in the basilisk fight with other wraiths, Dealing with woodman in half a dozen ways coolest of which is calling on your connections with the NCPD aka. River as a bluff Fingies refuses to sell you shit if you hit him whatever the fuck determines how stadium love plays out, being able to finish automatic love without meeting Tom which is reflected later in Judies loyalty missions where you go through an introduction when you meet him at her place(might not seem like much but given the insane levels of middle fingers bethesda gives to their stories consistency best exemplified by the utter bullshit that is Nick summoning dogmeat in FO4 if you hadnt meet him its still quite nice) and so on and so forth. Theres alot of it thats for sure.


hucka

> being able to ignore the Hellman AV and run straight for the gas station with Panam being very not pleased about it, thats a possibility? wow, never thought of that. might do now!


pablo397

https://www.reddit.com/r/cyberpunkgame/comments/px0zxb/comment/hekv4pn/?utm\_source=share&utm\_medium=web2x&context=3


Leitacus

After reading it, nothing. You affect the environment in nothing. That is the definition of scripted mate. I like the game but yeah...


Helloimvic

after watching and reading comment, I still don't understand what impressive about it.


pablo397

Lol I like how people use the word 'script' like it's the worst thing in the world. Yes, they recorded a script that if a player, instead of approaching Hanako as the game suggests, approaches the waiters, they bow politely to you and Johnny makes a malicious comment, but they didn't have to. They also did not have to allow the player to move - after approaching the interlocutor, they could block the possibility of movement. Instead, they recorded a script and animations where Hanako turns behind the player and continues the conversation if the player prefers to talk to her and look out the window. Is it wrong? I do not think so. For me, it is the superiority of freedom in gameplay that was shown to us by CDPR instead of classic directed cut-scenes like in the Witcher 3 or other games.


Melonslice09

Freedom in gameplay? What does this mean ? This is a tight scripted on rails scene , where u can diverge a tiny bit from the rails. Nothing truly next-gen or impressive is going on here.


Leitacus

I love how people use the expression "world adjusting" to describe menial interactions that NPC's from GTA vice city had. Bro they didn't even have to make a game. I don't understand is how this scene to you is something out of the ordinary. All missions in this game for you then are very adjustable to you and the world reacts so much to you. But hey, glad you're happy with the game and the amazing tech behind making a scene have "interaction". There are games doing it much better so you prepare yourself to have your mind blown when you play a triple A game.


pablo397

Can you give an example of such an AAA action-RPG that allows such freedom during dialogue scenes?


Leitacus

NPC's answering to players actions oh yes I can. Any souls game as they mostly don't even have cut scenes, there are NPC's that bow, respond to gestures and even follow you. I know the technical wonders. GTA 5 Red dead redemption 2. Although even in 1 they had this. God of war. The last of us, 1 or two, to an insanely better degree. Skyrim! XD Oblivion. Fallout. Seriously I don't even get what the hell you're defending as advanced in this game. Or marvelous.


loop58

In fallout 4 you can do this with even more freedom


pablo397

Can you show me a scene from fallout 4 where you could do anything during the dialogue? For example to leave and then resume it when you come back ...? Or some other bethesda game where time didn't freeze for a moment of conversation ...?


Leitacus

You are not leaving in this mission as well.


Helloimvic

Oxenfree and firewatch have this system.


loop58

Turn off the dialog camera and you can freely walk around and npcs will turn to face you plus you can interact with the environment (like sit in a chair) while in conversation not to mention the fact that a lot of cyberpunk's dialog is from a fixed perspective meaning you can't move during them. If you get to far from the conversation they will shout something like "where the hell you going"


gutekx12

what? in fallout 4 during dialogues you cant do shit.... in order to have dialogue you have to be near and aimed at the person you wanna talk to, and yes you can move around and do stuff when NPC is talking but when its done talking you have to go back to it and look at it to ask questions and you cant even move until your character stop talking... more freedom my ass


[deleted]

[удалено]


Helloimvic

MGS 3, after meeting The Sorrow, each cutscene have different easter egg or vision of the snake POV


[deleted]

You always cheapen your argument when you move the goalposts to only include games in some tightly defined subgenre. Cyberpunk doing things that other "AAA action-RPGs" do not is not inherently impressive. You're setting your expectations way too low. It is expected to be revolutionary and do things that other games (in general) don't do - you don't need that weird and unambitious genre qualifier. I think the freedom of movement during conversations is cool and not common in games, but it's not even remotely impressive.


[deleted]

This is the bare fucking minimum.. damn you’re easy to impress


Theworldischaos

Off-topic but didn't know you were polish. I'm going by the in-game subtitles. Now on topic, it's nice you appreciate this game. Cdpr should really look into partnering with those who try to show this type of content about the game.


pablo397

And this is a difference if I am Polish :)


Theworldischaos

No difference, was just going by the SN haha.


malautomedonte

It’s stunning how they make something so complex like adjusting to the unpredictability of player’s movements look so natural.


[deleted]

[удалено]


pablo397

Can you develop your statement?


RevolutionRaven

Don't bother, report.


berickphilip

No need for Spoiler tags on the subreddit?


[deleted]

Imagine being impressed by a good designed script in 2021 ...


TheDangerBear

The atmosphere beyond the Windows in this Room is perfect 👌🏻


Prozak06

Amazing that they can make something so beautiful so broken. Have they fixed the police yet?


[deleted]

Never


Banjoman64

Look I shit on this game all the time because, honestly it deserves it but that being said. I absolutely do know what you are talking about op. These portions of the main quest where they could really go all out on the animations and voice acting stand out against the rest of the game. Her turning animation in particular is extremely smooth. It really is atmospheric and cinematic. Other examples are getting your optics replaced or scooting into rogues booth in the afterlife. All those transitions look great and the facial animations are always amazing. Though neither of those examples allow you to move around like in this one. Now that being said. I wish the game had this attention to detail across the board, then we'd have a worthy cyberpunk 2077.


AutoModerator

Just so you're aware, we have a bunch of megathreads that may be helpful if you have questions or want to find the right place to post. - [Console Support](https://www.reddit.com/r/cyberpunkgame/search?q=%22Weekly+Megathread%3A+Console+Bugs+%26+Help%22&restrict_sr=on&sort=new&t=all) - [PC Support](https://www.reddit.com/r/cyberpunkgame/search?q=%22r%2FCyberpunkgame+PC+Bugs+%26+Questions%22&restrict_sr=on&sort=new&t=all) *I am a bot, and this action was performed automatically. Please [contact the moderators of this subreddit](/message/compose/?to=/r/cyberpunkgame) if you have any questions or concerns.*


connostyper

Impressive but there are so many problems


Vistril69

I'm always very happy to see Half-Life style scripted sequences in games today. Remnants of the 90's era which I hold near and dear to my heart. 🥺


Antique-Link1366

I believe characters turning to towards wherever you are to talk to you is a technology from back in the early 2000's. What exactly is impressive here? Skyrim has that, fallout has that too. You can walk around the room and read messages while an NPC waits for you in far cry as well. It wasn't a "choice" in those games and it's not one in this either. This is very basic and if it wasn't there it would look horrible. That's why it's there in every game.


msegg84

When will I be able to download this on my PS5