A Thorough Analysis of Cyberpunk 2077



Read more about Cyberpunk 2077➜ https://cyberpunk2077.mgn.tv

Made it to the ten minute mark.

Too bad this video isn’t monitized…

Contents:

Introduction – 00:00
What is Cyberpunk? – 1:10
Lifepath Intros – 18:19
Welcome to Night City – 27:23
Side Jobs 1 – 43:25
The Client – 49:53
Progression – 53:58
The Pickup – 1:10:18
Gameplay – 1:17:44
The Heist – 1:33:38
The Aftermath – 1:45:28
Some Explanation – 1:50:00
Welcome to Cyberpunk – 2:02:42
Side Jobs 2 – 2:15:55
Finding Evelyn – 2:24:18
Outposts – 2:40:21
Get Hellmen – 2:56:11
Side Jobs 3 – 3:19:05
Parade Prep – 3:29:31
Side Jobs 4 – 3:46:51
My Boi Saul – 3:54:44
The Parade – 3:59:50
Side Jobs 5 – 4:08:21
Finishing up the Avocados – 4:22:33
Side Jobs 6 – 4:34:41
The Voodoo Boys – 4:57:28
Rogue – 5:11:16
Side Jobs 7 – 5:17:10
Reflection – 5:39:06
Endings 1 – 5:41:56
Endings 2 – 5:52:24
Endings 3 – 6:09:10
Epilogues – 6:26:09
Conclusion – 6:43:15

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9 thoughts on “A Thorough Analysis of Cyberpunk 2077”

  1. Witcher 3 is THE static world you are describing.
    Get into NPC-s home and loot everything? They won’t even react. NPC’s don’t act lively like in the R* games, nor do they have elaborate daily lives like in Kingdom Come Deliverance.
    Outside of vendors that you don’t even need after you got your Witcher gear you can’t interract with NPC-s outside of quests.
    It’s world is a lifeless cardboard cutout. Only way to get immersed is to unironically think the main storyline is well written, which it’s not

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  2. A few additional thoughts:

    The purpose in separating the types of open world mechanics from the various sorts of open worlds themselves is because I believe that there is room for flexibility and interpretation when it comes to categorizing different types of open world using the three types of mechanics.

    Are any of these three types of open world better than one another? Not exactly, but there are certainly limitations for each. Dynamic mechanics are likely the hardest for developers to implement due to the extensive playtesting required to ensure that all the moving parts are working correctly. Static mechanics are probably the least interesting yet most reliable and easy to implement. Authentic mechanics don't require much playtesting, but they do take much more thought and effort to implement in an effective manner.

    Some people might think that I wasn't fair to RDR2 in the detail comparison. If I make a video on RDR2, I might go into more detail about the failings of that game's graphical presentation.

    I heavily imply this in the video, but I feel it nessesary to state directly that the entirety of the second act would have been unnecessary if Braindance technology made sense.

    Locations like the Afterlife come close to being well realized locations, but there are still too few interactions that that place there in my view. Lizzy's bar is an example of an open world location that is pitifully underutilized. Same could be said about many other locations in the open world that I didn't get the chance to mention in the video.

    Additional thoughts might be added to this comment as time passes.

    Reply
  3. dude dont need to try you're ratioed since you did some anti left political stuff and you wont get recomended.
    Just start over in a new channel or something

    Reply

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