I Take on Night City in Cyberpunk 2077



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25 thoughts on “I Take on Night City in Cyberpunk 2077”

  1. 1:56 if he moved froward without spending points, you don't lose those points, you can immediately spend them. I recommended not using this screen or setting all to at least 4. You can look at what's available in game rather than use this since nothing is lost

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  2. Analyzing the most disappointing games of the last two decades through a dialectical materialist and anti-capitalist lens offers a unique perspective. While the video game industry has grown exponentially in this period, it's essential to examine how capitalism can influence game development, sometimes leading to disappointment among players. Here are 20 of the most disappointing games from the past 20 years, considering the impact of capitalism and the pursuit of profit:

    No Man's Sky (2016): This game's pre-release hype was fueled by capitalist marketing strategies, resulting in players feeling deceived by overpromised features.

    Fallout 76 (2018): A rushed release driven by profit margins led to numerous bugs and a lackluster experience for fans of the Fallout franchise.

    Anthem (2019): Anthem's development was marred by capitalist pressures, causing the game to lack depth and substance.

    Star Wars Battlefront II (2017): Loot boxes and microtransactions reflected the capitalist drive for profits, alienating the player base.

    Aliens: Colonial Marines (2013): A prime example of profit-driven game development, resulting in a subpar experience for fans of the Alien franchise.

    Mass Effect: Andromeda (2017): Development pressures and corporate influence led to a game that didn't live up to the standards set by its predecessors.

    Cyberpunk 2077 (2020): Rushed release due to financial pressures resulted in a game filled with game-breaking bugs and performance issues.

    Duke Nukem Forever (2011): This game's prolonged development, driven by profit motives, ended in disappointment for fans who waited over a decade.

    SimCity (2013): Capitalist pressures to always-online and microtransactions led to a rocky launch and a loss of the series' beloved features.

    Warcraft III: Reforged (2020): Capitalist motives overshadowed the remake's potential, leading to a botched release.

    Final Fantasy XIV (2010): Rushed development due to financial struggles resulted in a disastrous launch that required a complete overhaul.

    Mighty No. 9 (2016): Capitalist-driven Kickstarter campaign and poor communication with backers contributed to the game's disappointment.

    Ride to Hell: Retribution (2013): A prime example of rushing a game to capitalize on trends, leading to a broken and unenjoyable experience.

    Brink (2011): Hyped up as the next big thing, the game suffered from rushed development and failed to deliver on its promises.

    Battleborn (2016): Released to compete with other games-as-a-service, it struggled due to aggressive monetization practices.

    Command & Conquer 4: Tiberian Twilight (2010): Deviating from the franchise's core for profit motives alienated longtime fans.

    Spore (2008): Capitalism-driven hype and expansion packs disappointed fans expecting a more expansive experience.

    Evolve (2015): Capitalist pressures for DLC and microtransactions caused the player base to dwindle rapidly.

    Brütal Legend (2009): Marketed as an action game, it unexpectedly shifted into a real-time strategy, leading to confusion among players.

    The Order: 1886 (2015): Short game length and a focus on graphical prowess for marketing purposes resulted in disappointment.

    These examples illustrate how the capitalist pursuit of profit can negatively impact game development, leading to disappointment among players. A Marxist analysis would emphasize the need for worker ownership and creative freedom in the gaming industry to prioritize artistry and player satisfaction over profit margins.

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