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submitted 1 year ago by Hdcase@beehaw.org to c/gaming@beehaw.org
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[-] dsemy@lemm.ee 35 points 1 year ago

I don’t play Bethesda RPGs for the set pieces.

I don’t care that Cyberpunk’s NPCs are programmed to walk to a specific place, stand in a specific way and say a specific thing at a specific time.

Cyberpunk’s main quest claims you have a few weeks to live just when the game really opens up to you, so thematically you are discouraged from pursuing side content, but it doesn’t really matter since except for a few quests most are very generic and most of their “story” is delivered through a call anyway. Great storytelling right there.

The NPCs in Cyberpunk are braindead, and when the game came out the set pieces didn’t work half the time.

I really rather Bethesda spend their time improving the parts of the games people who like their games want them to improve, instead of focusing on stuff their competitors are doing.

[-] Ashtear@lemm.ee 18 points 1 year ago* (last edited 1 year ago)

It's too bad you didn't like the narrative structure with the calls in CP2077. That one ending uses them (or I guess you could call them voicemails, considering) to devastating effect. One of the most harrowing sequences I've seen in a game. It might have even saved a couple of lives.

[-] gothicdecadence@lemm.ee 1 points 1 year ago

I've played the game and looked up all the endings but I only personally did the >!Nomad/Panam!< ending. What calls are you referring to?

[-] Ashtear@lemm.ee 4 points 1 year ago* (last edited 1 year ago)

It's the

ending spoilersuicide ending.

All of them have calls during the credits, this one just hits very different.

[-] gothicdecadence@lemm.ee 1 points 1 year ago

Ahh gotcha! I've never played or watched that ending so I didn't know that happened. Makes sense though

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this post was submitted on 06 Oct 2023
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