Cyberpunk 2077 Critique: Freedom From Consequences



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Cyberpunk’s promise of bringing immersive sim gameplay into a continuous open world is an exciting one, but it’s not long before those two design principles start to clash. When a game takes place in an infinitely explorable world with no limits, how can the usual immersive sim rules of choice and consequence apply? The answer is: they can’t. There, now you don’t need to watch the video. (Please watch the video.)

Timestamps:
0:00 – Intro
7:13 – The Setting & The Story
18:48 – The Immersive Sim
38:59 – The Open World And Its Consequences
1:02:30 – Conclusion

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14 thoughts on “Cyberpunk 2077 Critique: Freedom From Consequences”

  1. Indeed Cyberpunk had a lot of boring grind. It's exactly what I thought when I played it: what a wasted potential. The city and whole world is so well done. But the linear story ruined it for me. And I love Keanu Reeves or Idris Elba but… ahh whatever.

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  2. Haven't watched this yet, but you've got great content and I appreciate that you're unafraid to criticize well loved games (not so applicable with Cyberpunk, but Tears of the Kingdom or Shadow of the Erdtree, for instance).

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  3. I dislike the fact that they had to insert Keanu reeves and this chip story. Initially it was supposed to be a gritty city where we are just suppose to survive and struggle, not some hero thing. I hope cyberpunk 2 will have factions and their quests and intimate relatable quests with side characters. 2077 best quests were some of the side stories, way more original than the main plot. I think larian studio could do a better cyberpunk rpg than cdpr

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  4. I agree with most of the video but I do have a huge question. If you dont like open world games, due to repetition, boredom or anything else, why play them? You have made like 10 videos on different open world games, and you have the same points on every single one. The world is big, the side content drags etc. If you know that the game is open world, and you know you dont like open worlds, why play the game?

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  5. I often wonder if the arms race over graphical fidelity in AAA open world games is a culprit for how poorly they’re designed. Emergent systems and a slew of interactable objects can’t co-exist with computation hungry visuals, and market research dictates that fidelity is more marketable than the actual game.

    Open world simulations are already possible. Outer Wilds simulates a miniature solar system in real time, and Rain World simulates an alien ecosystem with interactions that can take place off screen. These are SMALL developers, I can scarcely imagine what a 200+ person team is capable of. However, these grand open world games end up being thousands and thousands of man-hours put into copying someone else’s homework. We end up killing the same goons with the same weapons except this time there’s different cover art on the box. I want to imagine a future where open world games are dynamic simulations that exist outside of the player, instead of romanticized planes of geometry between each collectible and setpiece.

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  6. I find it funny you talk about walking into a shady chop shop, and use footage of Vik's shop, the one guy it seems clearly stated to use anesthesia.

    I wouldn't say it's "mostly working," I mean, I guess compared to the start, but it has many bugs and some still present since day one to some capacity. I played the game through three times when I got it this year, and it felt like each week was some kind of "bug of the week." Bugs that happened last week, wouldn't happen this week, but different bugs would, and then next week, same thing. Only some bugs were consistent, such as the obvious feeling on the PC version, that the game has an impending crash if you don't reload it soon, and that was on a Windows and Linux system. My recent 5th play through ended on the last ending was working on, when I got sick of the final boss on very hard, and the screen perma flashed ultra white. On my third play through only, I randomly had a sound bug kill off the music permanently, with no 100% known fix for years, excepting reloading to a previous save the bug had not happened yet. Periodically dialogue lines won't happen, and repeatedly at least one particular phone call coming in would always get cut off for no reason, the immediately come back with the intended first line missing. If you have a weak system that has trouble keeping up with the rendering, like my laptop, you can easily still find T-posing NPCs gliding around, which was especially obvious in the moving in with Jackie montage.

    I even feel that if it wasn't for the bugs, the things I love about this game, I love them so much, that I might never stop replaying it if it wasn't for the bugs. That's the only thing that kept getting in the way of me continuing to do each play through to its fullest.

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