The crunch was prolonged by several delays, and happened in spite of earlier pledges by the developer that they did not require "mandatory" crunch. Fuck the corposĬyberpunk 2077 was developed under crunch conditions for at least several months before release. Night City, the game tells us again and again, is a deafening, overpopulated, suffocating place, and V's life of crime is pitched as an attempt to rise above the din and make a name for themselves. This gave me unique dialogue options throughout the game, in which I could flex my knowledge of the city, and as a backstory it fits with my perception of the character. You also choose from one of three life paths - I went for Street Kid, a person raised by the dealers and vagrants of Night City. If you were hoping for better trans representation from the year 2077, you are going to be disappointed - this is no more advanced than 2011's Saints Row 3. Based on your character creator choices, you can be either male or female - though your in-game pronouns are determined by which voice you choose, and your choice of voice is separate from any choices you make about your body, including your genitals. You play as V, a mercenary for hire within Night City. A first-person game that can theoretically claim to offer as many angles of approaches as an immersive sim like Dishonored or Deus Ex, but with RPG progression systems that make many of those available approaches dull or broken or both. A game with multiple choices which dramatically alter the story, but just as many story-stopping bugs.
I appreciate Cyberpunk 2077, then, which has the best looking hair I've ever seen in a game, but which is populated by NPCs who can't pathfind around a parked car. While we now live in an era when open world games are commonplace, they're mostly too sensibly scoped and carefully produced to swing for the fences. It was an ambition far beyond their means and I'd not recommend most of these games to anyone, but the messy results were always exciting. Manage cookie settingsĮurojank games like Boiling Point, The Precursors, or even arguably the Stalker series, aimed for vast open worlds and absurd systemic complexity.
To see this content please enable targeting cookies. If it's a choice between a less polished Grand Theft Auto or a high budget Boiling Point, I'd choose the latter every time. The thought: Cyberpunk 2077 has as much in common with early '00s Eurojank as it does with the Rockstar games it aspires to. We plowed into one of the cars as if it wasn't there, sending it twirling into the air like it was stuffed with helium.
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On the drive, two cars spawned out of thin air in front of us, blocking the road, but my driver didn't react. We were driving at night to perform a risky stealth mission, which required me to break into a compound filled with military security so we could, to put it briefly, hack the planet. I was in an NPC's car as she drove us across Night City when a thought occurred to me. An open world action game set in a dazzling future city, burdened by bugs and baggy RPG systems.