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My final complaints about the pacing (and the ending) in my play through (let’s play) of Cyberpunk 2077 on PC (Difficulty: Very Hard / Background: Nomad).
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I thought the ending mission was a "dream" created by Alt. I assumed Johnny took over the body, because he was a .. well, not a nice person actually. I didn't believe he changed. Couldn't figure out how a DLC would pickup 'n go forward. Sorta glad that was wrong, but it was definitely confusing. I did enjoy the LP and look forward to another one.
Where I think CDPR really missed was Vs friends. Love the characters BUT after V helps and befriends them. It would have been REALLY cool that they became part of Vs team. Like in the first mission saving the girl. Their was a tech on comms. and you have Jackie.
So let's say after you help Judy she is now your hacker on comms. And after you help Panma she is your side kick and so on.
This way at the end you have Vs crew going into the tower.
Now that story I would play again and again mixing up crews.
As much as I love Keanu Reeves, I think him being in this game as Silverhand was a weak point and kinda brought the game down a tad.
you might think that horned image you have in your video looks cool, far from my thoughts, wish you would lose it, we all do, your old style was lovely. Hate this cartooned horned guy in your videos. Its not even pretty
Same problem with most open world games, take Fallout 3 or 4, must find father/son yet that's the last thing we do. If my baby was kidnapped I probably wouldn't hang about to rebuild a town or 10, more pressing matters you know….Skyrim makes you the hero in an hour, with a defined role, stop that big black dragon destroying the world, but first some cookery I think followed by hours of house building and a spot of iron mongery. A difficult balance in these type of games, but not impossible.
I think the urgency issue could have been somewhat fixed, if V's death/being overtaken wasn't "soon", but "in a few months".
It is still quite urgent, but realistically you should be able to finish all the things the game has to offer in a few in-game weeks, meaning you'll never have to hurry to finish the main story, but you'll still be urged to get to it at some point.
Then at the point of no return, instead of the message popping up, it could be Johnny stopping V, asking them if they really wanted to talk to Hanako instead of searching for other options. You can then either reply with "I don't see any other way of solving this right now." or "Right. Let's see if we can't find another way."
Then, at the meeting, something would happen that accelerates condition from "in a few months" to "right fucking now.". Maybe V somehow gets shot in the head again and the relic has to accelerate its processes in order to keep V from dying. Something like that.
There would definitely be more elegant ways of doing it, but this would be an easy way of fixing it without rewriting large parts of the story.
I agree about your ending in this series. It was confusing as a third party watching even; I do thing the devs got some wiring crossed there. Personally, I've done about five playthroughs, and I always end up with the same ending, even when I played a female V (which had an excellent way of putting in a nice surprise). I could never get myself (my V self) to go along with Johnny in any way because he was such an asshole and changed very little. I did not trust Hanako at all because she is an Arasaka and I had zero reason to go along with her. The only path that ever made sense to me was Panam and her "family", who by that point was also your "family", so every playthrough I ever did ended the same because of my own feelings.
V's should not have been threatened with death but with his personality getting overridden by Johnny's but only if V acts like him.
Especially sad that they didn't do this because the main boody theme of the game is about this personality/identity stuff (everyone in this game having identity crisis).
Gopher I agree with you 100% about the forced narrative, and the point of no return. There could have been an IN CHARACTER way of notifying you about the point of no returm with an NPC saying "are you sure you want to do this? if you do there is no returning from this, and no going back?" to which you could have then had a choice of "yeah lets do it, im sure." OR "on second thought, I have a few things to get done first before I go down that road". That would have made more sense.
One of the things that made SKyrim so replayable, is the fact that the main story line is YOUR CHOICE when and how fast you wish to go through it. Its NOT an open world if your forced into certain pathway, you have NO control of, and no free will as to which direction you can go. Thats a set, linear storyline, NOT an OPEN WORLD. A true open world is like Skyrim, or Oblivion, or Morrowind, or Fallout. There is a main story line. But its your choice when and if you decide to walk down that path.
It completely makes NO sense to have so much content, that you cant do, because the main story forces you to go down a direction at a certain time period, and then the game ends, and you cant go back.
Gopher your 100% right. I totally agree with you whole heartedly. Cyberpunk is a GREAT GAME and a lot of fun. But there are elements that kind of ruin it for some.
Thank you sir. Most illuminating. I do look forward to a new playthrough.
Currently loving your RDR2 and as expected, the most entertaining and informative of the RDR2s thanks to your style and personality.
I bet you'd make a brilliant Games/Dungeon Master.
I badly need a better GPU…
I had that ending on I think the second playthrough as Female V where V just argues like they misheard you.
You are able to leave with Panam but you would have to attack Mikoshi with the Nomads but that changes basically nothing since the overall story still gives you 6 months to live even if you take up Hanako's offer
Did you do the same video with witchers1,2,3, Skyrim, fallout 3,4 and other games?
I'm glad i'm not the only one that felt corralled into the main quest. Honestly, this game is written to be extremely linear and the open world betrays it. If it were a 10 hour linear narrative that at the end popped up and said "Thanks for playing our game, we're now going to give you free reign of Night City starting from before you meet Dex, have a 10 more hours of side quests", that would have better served the story they told here. That's my opinion, at least. Just make all the side content effectively the "Marvel post credits scene". Especially because then i'm rewarded as a player for going through the entire story, whereas the canon end to the game sets it up for either a vague send off to your character, a setup to a small DLC i doubt we'll get due to the immense launch backlash, or a setup to a sequel i doubt we'll get due to the immense launch backlash
The ending was confusing as hell. I didn't really understand it at the time either. Basically v is objecting because he'll only have the body for a few more months while Johnny can live a whole life in it. I think it's supposed to show that these two have come really far from hating each other. Your ending wasn't bugged V just didn't want Johnny committing suicide so he could live a few more months.
Edit: when I first played this ending I had to go back and look up what I was doing. I thought that I had accidentally let Johnny keep the body.
I gave up on cyber crap 2077 after they patched the painting and vender glitch breaking down can's clothes and gun's for hour's to make cash and them so called side mission's the city is dead 1000,s of doors none of them open life's too short. so I just upload things to my dead YouTube channel instead. keeps me from jumping out my window.
At a certain point in the VR part of the ending, V was red, the background was mostly flashy white and Silverhand's convo prompt was blue…
Please record the Corpo-Gopher playthrough, I'd really enjoy that 😀
I confirm i did the main quest as urgency and experienced basically none of the side quests because stopping to do the side quests didnt make any sense given the circumstances.
If a player handles the missions in this game as a set of tasks and all lore, voice acting and great characters as fluff, then yeah you can very easily take your time with the game and experience everything at your leisure. But therein the problem. It loses all of its well-crafted world building and identity in the process. If that is their approach to the game they might as well just play BL3!
And yeah the point of no return is lame… at least when its just a pop up.
One of the very first reviewers I watched essentially complained about the same thing: the whole plot is that your life is a ticking time bomb and you’re doing everything you can to survive. Because of that, all the other wonderful content CDPR put in the game essentially has no worth playing, if you’re taking the game’s main campaign seriously. CP2077 was probably the most immersive game I’ve played (when playing the campaign).
14:28 why not apply this logic to YOUR looting? In your role play playthroughs
Please tell me that you are going to post the other playthrough aswell.
I think everybody would love to see a second playthrough of your Corpo character. However, we also understand that a game like this probably needs some time between series, as the story is a little bit rigid; you have a goal, a lot of the choices are pretty much the same, there's very little in the way of possible deviation.
Thank you for this LP Gopher. Even though Cyberpunk isn't the sort of game I'd play myself, I've thoroughly enjoyed watching you play, you roleplayed it brilliantly as usual. I agree with all your points here – your ending video had me really confused and dissatisfied. I'd love to see another LP with a different sort of V once there's a DLC and some updates.
I got the secret ending and completed it, overall it worked for me but now on my second playthrough, I'm not even on the heist and it limits you to two islands which I didn't realise and it feels great to interact with side stuff earlier. Leveling up and getting a bit of street cred, making a name for yourself, knowing what happens you can guide your experience more which I'd be super interested to see in one of your modded playthroughs, see if you enjoy it more that way. Also your modded playthrough are top tier. 😁👌
The point of that last mission wasn't to save your life, it was to go out in a blaze of glory.
Every time the phone rang in game the Chaz and Dave song "Rabbit" would start in my head. I have literally been in the middle of doing whatever it is they want me to do when they call to tell me to do it.
I'm pretty much in agreement with Gopher, particularly concerning the pacing. I had a similar issue with The Witcher 3 (although it was handled better) where your priority should be finding and saving Ciri, ie the main quest and everything else, as interesting as it is, should be secondary, tertiary or not important at all to Geralt. Only the idea of gaining allies for the fight against the Wild Hunt saved it in that regard and even then, a huge amount of content could and should be ignored if you're role-playing.
In true hind-sighted fashion, this is what I would have done with Cyberpunk to make the role-playing experience more "immersive".
When you arrive in Night City, whichever path you choose, you are a nobody. You can still meet Jackie in the same way and form a partnership. You then start to build your reputation. You start to do the jobs as they exist in the game, working for the fixers, meeting the other characters and helping them, building your contacts and crew.
It would also have been awesome to be able to have a companion depending on the job and your character choices, for example, if you're playing a combat heavy character, you could have T-Bug or Nix helping you with net-running and hacking. If you're playing a net-runner you might have Jackie or River or another combat heavy character to help.
As you progress, you open up more opportunities/areas, access to better equipment/cyberware, etc. I seem to recall The Witcher had a recommended level for quests. The same thing could have been done with Cyberpunk to actually encourage you to do side quests to build your level.
To the main thrust of my idea. Only once you have built up enough reputation (and/or levels) are you offered the heist job that leads you to gaining Silverhand's construct. This would be the point of no return and you are somehow told as such in the briefing (it could be said that this is the mission of a lifetime and you should settle any outstanding business before you start it). The mission goes ahead as in the game.
How much more impactful would Jackie's death have been if you'd had him as a companion for the bulk of your playing time up until that point.
From then on, the game would run on rails a little as you race against time to find the information you need before the final assault on Arasaka (depending on which ending you steer towards).
You could even find out that "helping" Johnny to settle his own affairs somehow delays the decay of your own mind (which would, at least, give you a reason to do his side quests once you are "infected").
Whichever ending you go for, that would also be the end of the game. No going back to just before the point of no return (hate that). Any DLC should also be set before the point of no return.
I'm aware that a lot of Johnny's dialogue and observations would have to go or be spoken by another character as well as quite a few of the mission stories being adjusted to fit but that would be a small price to pay. In fact, I think it would make the "building up" part of the game even more fun as you would have more agency over your choices without second guessing how Johnny is going to react.
Just a thought.