Been playing this game for weeks. I completed it and then started a new game. The game’s story is excellent, but it absolutely does not justify the tedium it makes you endure to experience it. In a 40 minute sitting, I’d spend the entire thing simply having characters dialogue at me. What’s the point of the open world then? Car chases are scripted so that you don’t even have to fire a single shot. The enemies will just eventually blow up. 70% of dialogue choices are just for roleplay and don’t change a thing or make extremely minor changes. The combat and shootouts are mid.

Act 1 is a chore to get through on replay. There are so many touches they could have added to make it interactive. The Flathead robot mission… why not let us pilot the bot in first-person to do all the tasks, like a stealth minigame? I can think of a few games that let you do something similar. Instead, it is 20 or more steps that are essentially “look at this object and wait.”

The best part of the game for me was the middle, where the plot becomes more elaborate, evocative and the relationships with Judy, Panam, Johnny etc develop. But even there the game was navigating me through a seedy open world in order to show me glorified cutscene after cutscene. Then shootouts that were really nothing special.

Witcher 3 was dialogue heavy, nuanced and compelling. It had tedium, but I never felt like the open world was superficial or that the tedium overshadowed the rest of the game. Side tasks like Gwent or contracts were fun and absorbing. The most boring expositional bit was using Witcher sense to explore, but even then at least you were interacting with your surroundings more, not just sitting there being talked at.

Did anyone else feel this way?

  • mox@lemmy.sdf.org
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    30 minutes ago

    I mostly had fun, and felt the work they did to make Night City feel like a proper city, as opposed to the tiny village-sized “city” typical of open world games, really showed. (For example, the fact that people walking down the street had different ages, body types, and walking styles made it easy for me to forgive the occasional pair of NPC clones spawning next to each other.)

    But yes, many of the activities/events offered by the game ended up seeming a bit pointless because their outcome was more or less predetermined.

    Moreover, the RPG aspect of the game lacked depth, which seemed like a lot of wasted potential given that there were plenty of characters that could have been really interesting to get to know. Instead, the character development was nearly all Silverhand, nearly all the time, and I didn’t even have much influence over how that relationship developed.

    Spoilers ahead:

    What about Jackie? He was supposed to be my best friend, but I never had experiences with him to make me feel that way, and then he was gone in just a few scenes. What about Panam? She was so determined to make a difference in the lives of the people who mattered to her, yet she all but vanished once we bonded, after just a couple of missions. What about Judy?? Her personal mission-like encounter was really promising. We supposedly fell in love and were planning to leave the city together, yet for the rest of the game, we had no interaction but “dates” consisting of the same half-dozen lines of dialogue and two or three brief animations, repeated over and over again. I’m sure there are more examples, but I think I’ve made my point.

    I think the biggest disappointment for me was the ending, though. And the other ending that I got by reloading and picking different options, and then the third ending, and the fourth. They all felt like such empty let-downs that I went online to read about the rest. [Edit: These might have been Phantom Liberty endings; I don’t remember for sure.] Surely there must be some good ones, right? Right?

    The only vaguely satisfying ending that I found was a secret one that (IIRC) requires specific choices early in the game, and a very strong bond with Silverhand, and letting the game sit at a particular dialogue screen for several minutes without picking any option. The endings that players are actually meant to experience left me feeling empty, like all the time I had sunk into the game was for nothing after all. I guess that could be considered appropriate for a cyberpunk dystopia, but as an experience and a story, it left me feeling cheated. I wished I had my time back.

    So, as I said, I mostly had fun playing it, and it had its share of highlights, but I don’t expect to ever play it again. I hope CD Projekt Red keep much of the technical progress they made with this game (I was so happy that my character’s movement was responsive for a change!) and work more on character development and player agency in the next one.