• Quetzalcutlass@lemmy.world
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    4 days ago

    Could you remind me what features people were upset about? I stayed away from most of the drama since CDPR has a long history of releasing a free major upgrade a year or two after release that fixes everything people complained about.

    I remember the dev diaries being pretty open about dropping features during development, like the RC drone turning from a staple of your kit into something shown off once in a mission and immediately forgotten.

    • LandedGentry@lemmy.zip
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      4 days ago

      As the other two mentioned, brain dances and NPC behavior both were unbelievably exaggerated. It wasn’t just being a little too ambitious, they never dialed it back appropriately to set expectations and it didn’t resemble at all what they promised.

      Famously they didn’t have any of the parkour/traversal mechanics they promised and the skills tree was so bad they had to completely rebuild it.

      And let’s not even get into all the T posing and police popping in randomly in your blind spots. Yeah that’s not dropped features, but man the bugs were fucking terrible in the beginning. There’s a reason I was able to get it for $20 before Phantom liberty came out. The game was in a pitiful state for the first six months, a mediocre one after that. It took them a full year and change to get it into a state where it was actually fun to play for more than 30 minutes. Now it is an undeniably strong game. It has some issues that people glossed over because of the improvements, but overall it’s still very impressive Night city feels very alive. The way I build my character feels actually consequential. But it was a really fucking bumpy road to get here

      How many AAA games have been delisted from the store of the big 3?

    • 474D@lemmy.world
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      4 days ago

      Well for one, they had the whole thing about how every NPC would have a full dynamic daily routine to make the city feel alive, and the actual result was, for example, them just walking to and from the metro for 24 hours straight lol

      • SupraMario@lemmy.world
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        4 days ago

        It’s still like that though, the city just feels like it’s just a bunch of npcs standing around. 3am? Same people just wandering around or sitting/leaning somewhere. I really don’t know of a game that has any dynamic npc systems. It’s all just scripted a to b and that’s it.

        • nogooduser@lemmy.world
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          4 days ago

          I don’t think that the NPC behaviour was the problem but the fact that they promised more. The NPCs didn’t feel significantly different to those in other games for me.

          • SupraMario@lemmy.world
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            3 days ago

            That’s true, I think those who didn’t follow the dev cycle and ate into the hype probably enjoyed the game a ton more than those of us who did and then got the absolute trash day one launch.

            • nogooduser@lemmy.world
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              3 days ago

              I don’t follow games before release so I wasn’t disappointed by missed promises and really enjoyed it.

              The first that I heard of it was how buggy it was so I left it until people were saying the bugs were mostly fixed before getting it on sale.

          • SupraMario@lemmy.world
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            3 days ago

            Agreed, even then though, it’s still got the npc feel. Gta6 is supposed to fix this, but I’m not holding my breath.

    • Ushmel@lemmy.world
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      4 days ago

      braindances being shoehorned into a weird detective bit was a big one. they were supposed to be their own things

    • vivendi@programming.dev
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      4 days ago

      There is a HUGE compilation on the subreddit for cyberpunk2077, but basically we got promised a vast, in depth RPG and instead got something mechanically on part with GTA Vice City and Call of Duty