So Cyberpunk 2077

MarkB

Legend
It totally changes the way the game is played.

I dont use 'scan vision' now for anything else other than loot detection.
That's still taking some getting used to, and I do use it to identify which faction the foes are (usually doesn't matter, but in my first playthrough one of the Assault in Progress locations had some Aldecaldos there and I was heavily allied with them, so I let them be). But yes, I tend to rely on the minimap to point me towards unseen foes rather than highlighting them in advance.

The nice thing is that I actually get a good look at them now. In my first playthrough, most enemies I was actively fighting were human-shaped red swirls thanks to the slightly over-enthusiastic highlighting system.
 

log in or register to remove this ad


Parmandur

Book-Friend
This has been standard practice in the industry for decades. And it's crap. They set a release date, get the buzz going in their pre-orders, and then rarely shift the release date - particularly as Xmas gets closer. Getting the product through the physical product generation and packing takes enough time that they have to have the base release ready well ahead of ship and release dates - knowing full well that it's still ferociously buggy. They count on that time lag between their official base release packing and the street date to generate downloadable patches to save the playability of the game when people actually install it on their consoles/PC hard drives.

This is one significant reason why there are people who never buy the .0 version of any software and why I usually wait to buy computer games for either my X-Box or iMac until many months after release (and when the prices go down).

It's common practice, but it's not universal. Nintendo, for first party releases at least, will delay games for years if needed, and they are always good to go day one.
 

Corpo Streetkid Nomad
os4tgablq0a61.jpg
 

MarkB

Legend
I've criticised the poor route guidance provided in the game when driving a couple of times in this thread, but I was willing to cut the developers some slack on the grounds that they just didn't have time to prioritise a decent HUD system for it.

Until today I finally got round to starting the street-racing missions (I'd skipped them in my first playthrough) and found that these come with a comprehensive visual interface that guides you along a chosen course in your main view, rather than just in the minimap. So it's not that they didn't have a system in place, it's just that they decided it wasn't worth implementing for regular day-to-day driving.
 


MarkB

Legend
Well, they've issued an official statement.


Their explanation of how things looked from their side is rather damning, and not entirely convincing. They basically admit that they were optimising for PC and next-gen consoles first, and effectively just hoping they might optimise things enough for the older-gen consoles by the time they hit the release date.
 


chuckdee

Explorer
Their explanation of how things looked from their side is rather damning, and not entirely convincing. They basically admit that they were optimising for PC and next-gen consoles first, and effectively just hoping they might optimise things enough for the older-gen consoles by the time they hit the release date.

Not sure why damning or not convincing, but then I've seen how it works on the inside. I've seen where something is working on one platform, so they use it for reviews and media, with the assumption that the other platform will 'get there'. And it can seem quite plausible, though it's never as certain as they think it is in my experience.
 


Remove ads

Top