Cyberpunk 2077's Most Underrated Feature



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16 thoughts on “Cyberpunk 2077's Most Underrated Feature”

  1. This is actually a really good point that I never even thought about until you pointed it out, but you’re absolutely right, the characters feel like more than just props on a screen, they feel like they’re alive in their world

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  2. The gameplay should be much more better in third person shooter
    When we , player , control V outside monitor, can see how our V feel , how V wear , move , shooting
    We have clothes to wear, character customize , skin color , hair style v..v.., yet it's not important after all , because till the end of day , we still need big screen for better aim
    And i thinking about it … For a shooting game , all that actually not a big deal anymore
    Maybe Watch Dogs doing good in 3rd per' view game , but Cp2077 gave me the best food in the menu for a shooting – hacking – clashing game
    We can see more detail on how game world work , how NPC act around you
    10/10 best game on my menu

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  3. To add to this, they add so much random animations that flow so well when you interact with objects and other things in the open world. Like removing the machine gun from the turret, they show you pulling it out instead of it spawning into your hands. Or even just taking fall damage, you fall to the ground and your character gets up. I have not seen any other game’s doing this besides maybe COD. It just breaks the immersion in the open world when other rpgs lack this feature

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  4. I was saying its immersive with the lil eye movements, lip movements, facial animations etc. But the way johnny pops in and and STRAIGHT CHILLIN SMOKIN DARTS and how everyone are LIVING in this world. CDPR <3

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  5. there's another thing I noticed immediately on launch that I've never seen in another game, it's how comfortable they let characters be in their ability to not fill up the entire dialogue time with words, but rather the emphasis on pregnant pauses. The characters don't feel pressured to reply to you immediately, or will sprinkle in these pauses in the dialogue (and body language) that just makes it feel more like a real conversation that I've had in any game perhaps.

    The more I've played the game since launch, sometimes it feels a little bit artificial (and perhaps unintentional) but mostly it goes a long way into realizing the simulation that you are in this scene having this conversation, not just being talked at after choosing your dialogue text on a screen.

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  6. The game was probably too large to implement this, but a complimentary technique is the information conveyed in Arkane's Prey 2017. The logs we find around the station are recorded conversations between two NPCs rather than text or one sided audio being fed to the player. It is definitely a technique used in Cyberpunk with Johnny, the fixers, and the companions, but I feel like it was more focal in Prey. Maybe it's just an illusion caused by the scope of the two games.

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  7. the witcher 3 does something similar

    npcs there mostly are static like in another rpgs but most conversations have these cinematic angles that are great, like the npc can be staying still but the camera are always trying to make a scene feels unique

    cdpr really knows how to make a immersive game

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  8. Cyberpunk does an amazing job of blending acting with gameplay, moreso than any other game I've ever played. The Witcher kinda does it too, but to a much lesser extent since you're in third person and get "dialog cuts" a-la Mass Effect (but far less static). Someone at CDPR clearly has some background or experience in film direction and it absolutely elevates the game's immersion factor with how it's implemented. I really hope they carry this same quality of interaction into Orion.

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