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Posts posted by Floshenbarnical

  1. 3 hours ago, RubberJohnny said:

    There was one I managed to get up that had a fully explorable penthouse on top with some notes about a Soviet diplomat, which I don’t remember being used in any quests I did.


    You do go to a penthouse where a Soviet diplomat is living in a late Regina gig, although there's no guarantee it's the same building. The fact that the real Bryce Mosley's (please stand up) corpse is tucked away in a part of the city where you have no reason to go to, ever, is enough for me never to be surprised by the random easter eggs in this game. That in itself is a fun game - Easter Egg or Cut Content?

  2. On 18/11/2022 at 06:10, dataDave said:

    I’m here to up that Real Time mod again. The one that syncs Night City to your system clock.


    When an NPC tells you to “come back tomorrow” they literally mean the next day, in real time. Even though I’m not playing right now I feel like there’s a living and breathing city inside my computer. I’m also looking forward to my time off at Christmas so I can maybe play during daylight hours for a change.


    I'll live without that mod, because I'd only ever be able to do anything that needed doing between the hours of 10pm-1am. I'm desperate for a 1:1 time/clock/day-night cycle however. Gets frustrating to set out at 9pm to throw knives at Scavs for several hours, only for day to break before you get really stuck in.

  3. 19 hours ago, MK-1601 said:

    Oh man I had not explored Watson thoroughly enough. Chunks of it are barren industrial wasteland, but there is still a ton of stuff to find on foot.


    (Boring urban exploration mild spoilers)

      Hide contents

    - Fought some Maelstrom in a random alley, noticed a weird glint at eye level. On closer inspection, they were pirating water from a crack in one of the factory pipes, and using some jerry-rigged guttering to siphon it into barrels. Who goes to the lengths of building details like this?


    - Found a rooftop market that I'd largely missed, and on top of one of those chemical silo things a fried netrunner who had been snooping on a drug farm in Megabuilding 12. His antenna dish was still there, pointing at the building. His motorbike (a cyan Arch, a nice visual tipoff to check the area) was still at the foot of the stairs too. RIP 'Vessel', you had a cool bike.


    - Lots of other little areas I'd missed. An open air meth lab. A hobo city / rave in an underpass. A ton of roofs in Watson seem to be accessible purely for the sake of giving you nice views of the city, from which you can spot more points of interest.


    - On the ring road at the very North of the map (again, an area I've largely ignored as it's mostly just the oil fields) found the aftermath of a political assassination where I snagged a (rubbish) black limo and a very nice heavy machinegun of a model I'd not seen before.


    I'm still blown away by the amount of stuff there is to find on the map. It's the game the expression "This. Game." was made for.


    I'd honestly not be surprised if there were still a few things nobody has found yet. (Particularly underwater.) I'm sure the PC version has been thoroughly datamined but even if the convos are there, there's not necessarily an indication of how things are unlocked or if they're implemented ... IIRC Witcher 3 had some very long-lived secrets.


    Hell yeah brother. The other day I was going to the gun store in Heywood that's hidden among all the storage lockers and I overheard this long conversation between two guys that worked there, talking about a scam they had going auctioning off the contents of abandoned storage lockers after they've already taken the good shit out, but how they have to make sure to leave something good in now and then so people are still inspired to participate.

  4. 20 hours ago, Broker said:

    I’ve lost count of the number of games I’ve stopped playing because the characters blather on inanely all the time. Critical darlings like God of War, games which on paper have a bunch of things I enjoy like Red Dead 2, even games I was actually enjoying like Horizon: Terrible Name. I was having fun in that game, wandering about, fighting robots and shit, but Aloy never shuts the fuck up and they didn’t even have the decency to give her someone to wander about with to justify it. She’s a character that I felt quite invested in, until her tedious habit of describing what’s happening on the fucking screen I’m looking at like she’s a 5 year old made me hate her. 

    I think a major issue is pacing. Pacing is an incredibly important tool in all narrative forms and in games the writer essentially has no control over it. You can feel them kind of trying to wrestle it back with cutscenes and endless walking sections where people talk, but the overall pacing of the game is out of the writers hands. Rockstar games have (as I’m pretty sure I read someone on here say) a very bizarre structure where they have a basic three act structure but the first act lasts about an hour, the third act lasts about an hour and the second act lasts about forty hours. You’re in this weird limbo where often the parts you have least control over are the ones where the most interesting stuff is happening, and the majority of your actual play time lives in a kind of meandering filler part in between.


    This also impacts events in game. Lots of movies rely too heavily on a character happening to turn up when something important is happening, but I think in games it’s more noticeable. When you’re in control of how long it takes to get somewhere, and it could be ten seconds or two minutes or you could put your controller down and go answer the door then pick it up five minutes later and still happen to arrive at the exact moment you need to the artifice is just slightly more palpable. Games are filled with a million little moments like this, which you might not notice in isolation but add up to make gaming’s reliance on movie cliches feel emptier than they did in their inspiration.


    Then as @Scribblor says you seem to have numerous studios hiring great writers and then ignoring them, or cutting the stuff that makes their writing work because it’s not exciting enough, or saddling them with a terminally boring overarching plot that they’re fighting against to tell a good story. So many games commit the cardinal sins of bad writing, where they’re presenting us with characters that we’ve never been given a reason to care about and their next bit of narrative hinges on exactly that. Or they’re having people show up out of nowhere to Deus ex machina the plot along without laying the groundwork of who that character is or why they can do what they do.


    I don’t think the writers are generally to blame, but what we end up with is a world where even the sacred cows are pretty average when compared to almost any other form of authored storytelling. The two last of us games are the only story based games I can think of that could stand up against good movies and tv, and even though they’re doing more than most games they’re still containing the majority of that narrative in non interactive cutscenes. 

    Ultimately, my favourite game stories are the ones that couldn’t be told in any other way, like the aforementioned Portal games, or the games where the stories are mine and they’re created by my actions and told by me. I’ve thought in the past that maybe games aren’t a great storytelling medium, but I’ve come around to thinking that they’re really just hamstrung by a slavish desperation to imitate movies and a profound lack of respect for the art of writing. 


    Some really great posts in this thread. I got GoW (2018) for free and was excited because everyone raves about it. Then I spent a hundred years being depressed with my son in the woods and I just gave up. Would be nice if the opening hour of an action game contained some action, rather than arduous bathetic world-building. For what it's worth, I don't mind it when it's done well. The opening hour of TLOU is kind of similar, but for some reason I was utterly gripped throughout.


    @Lochenvar's post there really resonates with me also. I frequently get the impression while playing a game that the set-piece I'm playing was conceptualized first and then the story, motivation, and dialog were confected later to justify it, which given what you said, seems likely to be the case.


    It does seem obvious that a non-interactive medium would use a different type of storytelling than an interactive one and that perhaps fiction/ screenwriting skills/ experience don't translate very well to an interactive medium like videogames.

  5. 20 minutes ago, CrichStand said:

    Yeah, big difference imo. On PS5 and everything looks a lot cleaner and has more clarity to it. Looks even more stunning than it did before. Really need to get back into this at some point. Not sure why I stopped playing it?!? Quality game!

    100%, on both the graphics point and the needing to get back into it point


    Most console players should notice a huge buff to pedestrian and traffic density, to the extent that I almost exclusively use bikes now.

  6. 4 minutes ago, K said:

    I decided to switch to a Sandevistan build halfway through my next-gen replay - inspired by Edgerunners, obviously - and I'm really enjoying it. It makes the game a LOT harder when you can't just switch off cameras from across the room, or kill people just by looking at them - I love that I have to think a lot more about the layout of an area, and that I have to do action movie-type things, like pull my car up a hundred yards away from a petrol station a load of Wraiths have set up shop in, spend a minute or so checking them out and prioritising targets, and then taking them all down systematically with a scoped rifle while using the bonnet of my car for cover. Sounds easy, but they can close the distance surprisingly quickly, and the sniper on the roof is pretty damned scary when you can't just make his rifle malfunction, without getting out of your car.


    The same goes for urban stuff - active camouflage is still a bit overpowered, but I love having to actually think about the layout of an area, and where everyone and everything is. The only downside is that it's much harder to come across money without a cyberdeck, as you can't hack access points for free money. That feels like a bit of a balancing issue - there really are no downsides to going with a quickhack build - but more on the side of decks being massively overpowered, as the economy and difficulty seem to work a bit better if you don't have access to the invisible death-ray and the infinite money taps.


    I used a Sandevistan to get the sharpshooting achievements but found it a bit dull otherwise. It removes a lot of fun gameplay elements, like hacking a toaster to distract someone. I understand that with Sandevistan you can simply run around and kill a building full of people with the monowire before your first victim's head hits the floor, but still.


    I'm not really worried about money on this run. I tried out the junk item dupe glitch and had over 2 million eddies before the heist. I sort of regret it because a lot of the gameplay loops focus on making money in order to improve your build, but I am going for a minimal-cyberware build this time around for RP purposes so I'm just spending the money on cars. I also have over 10,000 epic MaxDocs as a result ...

  7. 1 hour ago, Hewson said:

    This year I've played a variety of games that involve hours and hours of dialogue, from Horizon Forbidden West to Plague Tale: Requiem to Death Stranding to Cyberpunk and in almost every case I've ended up adding subtitles and skipping through it all like a maniac.


    The quality of voice acting and performance in games has radically improved in the last decade, but on the whole I feel like the quality of writing remains pretty low bar a few exceptions. Crucially, the sheer volume of writing just seems to be growing exponentially. That leaves me, especially with ever more limited time, being less and less invested in a game's story when the whole point of the exercise is supposedly to make the experience more immersive and the stakes higher.


    Personally I'd love to see developers focus on reducing cut scenes, thinking about what really matters to the story and the player's motivation and trusting in a show-don't-tell approach that films tend to be much more comfortable with. Especially for things like side quests in an open world I'd be completely happy with them being delivered in concise text rather than trawling through tedious exposition from a character I'm never going to care about.


    So how do you feel about it? I know loads of people who love the richness it brings, so what are the best examples and what can other games learn from them?


    I'm with you and I think it's a time thing. Used to be I was delighted to ingest lengthy, self-indulgent cutscenes and world-building. I used to exhaust every dialog option in every conversation with every character etc. More recently I tried getting back into Ghost of Tsushima and by the time I had started "the game" part it was time to go to bed. There are some quests in Cyberpunk that I dread doing because they're great but they're also 30-60 mins of walking around talking about stuff. I'm usually jumping on for 45 min to shoot something in the face, not listen to someone waffle on about his missing nephew or some bullshit.


    That's why I loved Returnal so much. The game says, "here you go, try not to die" and sporadically throws in bites of exposition to give you a break from all the carnage (often, when you psychologically need it most).

  8. 2 hours ago, danbot said:

    @K Yeah that's my regular crafting station.😁 

    I actually bought one of each of those records on my current run.

    Every time I break down junk I need to avoid my treasured vinyl collection that I carry around in my big yellow coat while chopping up gangoons. 

    The desert junk guy is a better crafting station because you don’t have to leave or walk away to skip time


    @Thor I will cry and deal with it. Oh no! More Cyberpunk!

  9. 11 minutes ago, Alan Stock said:

    I might have missed it, but why are you playing an unpatched version @Floshenbarnical? Morbid curiosity or no good net connection or something?


    Explanation is literally on the previous page lol. They patched my favorite jacket out in 1.6 so I'm playing the unpatched version to see if I can find it. You can only get it in Act 2 however so other than making enough money to pay Vik up front I'm just steaming through the campaign for the time being because it is rough as hell although the terrible filters they used to hide the ropey graphics give the game an 80s noir edge that the glossier versions lack.

  10. 1 hour ago, danbot said:

    Like everyone that watched Edgerunners, (Even those of us with a hundred plus hours of play) I'm currently running my first dedicated Sandevistan build. As with my previous run I'm following the local kid slowly but surely going district by district.

    My god it's amazing and so easy that it's tantamount to cheating. Helps that I got legendary optical camo very early on which acts as a nice breather if I need it for Sandy cooldown or stealth sans hacks.

    Very satisfying when some Sandy using enemy comes for me, I turn mine on and ruin their day.

    Very close to getting the last elements of cyberware (second heart etc) I need now to make my V just about unkillable.


    That's so funny - I'm doing a zero cyberware run other than what you are obligated to get from Vik. I'll upgrade my deck and eyes, obviously, but other than maybe jumpy legs that'll be it.


    Inventory system in the unpatched version is fucked up - half the clothing items don't have "names" or thumbnails and are listed in your inventory as the file name, half of them don't equip visually, some of them make body parts disappear. I found a hat with good stats so I put it on - it didn't visually in inventory but when I got on my bike my head had disappeared :lol: This game is a night-and-day improvement in late 2022.

  11. I hated ME3 back in the day but having rinsed the LE 3x in a row this year ME3 is my favorite so far, in terms of a game that you play. In terms of ambience and feelings I like the first one the most, but Mass Effect the 3rd is the best game in the series for me. Shame there's no "holster your gun" button but what are you gonna do.

  12. Having put a solid 10-hours into the base version of the game it is fair to say that the immense criticism of the console version was almost entirely well-founded. Should never have been released in this state obviously. Crashes every 30 mins, more frequently during missions, constant bugs that require reloading such as doors not opening when they should, dialog options not loading during conversations, randomly dying from fall damage when walking off a curb. Also forgot how bad the inventory and crafting system was.

  13. So I uninstalled and reinstalled without updates. I’m playing the day 1 PS4 unpatched version on a PS5 and it’s rough as hell. No real bugs to speak of other than lighting glitches, plot NPCs eg jackie talking with their mouths firmly closed, road disappearing, torso disappearing on motorcycle.


    Theres a lot about it to like. Sure the game systems and balancing are shoddy, the crafting system is terrible, some clothing items don’t appear on your body, the vehicles are almost undriveable.


    But there is a charm about it. Whatever graphical trickery they used to make a fairly rough-looking low resolution game look moody and artistic is somewhat lacking in the higher fidelity versions and I honestly think the atmosphere benefits from it. It looks like an 80s action VHS played on a CRT


    Cant wait to find this jacket they patched out so I can update though

  14. 1 minute ago, Vorgot said:


    With you on this, it was Nintendo giving in to the fans and giving us a brown dull Zelda game. Always hyped for a Zelda, this one was like a gut punch when I played it

    is that what people wanted? Following the bright and sparkling world of Windwaker? WW cured my seasonal depression when I played it I swear 

  15. Just realized I’ve been playing in RT mode for probably 40 hours. Switched it back to Performance and hated it. I think I changed it to RT for Photo Mode ages ago and forgot to change it back, guess I’m used to it now.


    So for all my talk about the blurrovision being unplayable it turns out you can indeed get used to it, grow to prefer it, and complete the game with it being turned on :lol:

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