#CYBERPUNK 2077 šŸ’»

Daddy Timbo, has dropped his bombo

13 posts were split to a new topic: YOUTUBE TUTORIALS SUCK… or do they???

A post was merged into an existing topic: YOUTUBE TUTORIALS SUCK… or do they???

I’ve done my first ā€œplaythroughā€ of the tim vid. Don’t know how to proceed with the other ones, I don’t really believe he means anything significant when he said something like all these sections are different ways of writing the same thing.

i just got to the bit where he talks about the bit where you literally help crucify a guy for the likes and subscribes and wow that is… a level of something i did not expect existed in this vidcon, but oh yeah this was made by the polish

can you shoot the producer immediately? i’d have shot the producer immediately

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You can’t shoot the producer at all, and its literally the only memorable sidequest in the game

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fuck’s sake

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I like that I inadvertently speedran the bad ending of Action Button Reviews Cyberpunk 2077

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which is the bad ending, I got the true ending for watching the shortest of the videos

given that that video was a ā€œyou shouldn’t have come hereā€ I am taking that as the bad ending

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In watching this video I have developed a grudging interest in this game due to the orbital laboratory bad end and looked into modding out the two in-game advertisements with personal infohazards.

I should not be surprised but I am disappointed to find that the most popular mods are to make the ads either more modest, more pornographic, or literally from Blade Runner.

I think an adblocker mod is nothing if not lore friendly and want to make it happen.

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Don’t play the game for an ending cutscene that lasts all of five minutes

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It’s a good cutscene and the most fitting ending, to be fair - leading a sickeningly incomplete existence in a suffocating corporate controlled environment, being repeatedly (and unsuccessfully) told to make sense of unconnected signifiers that seem to hint at something beyond your reach, feeling a phantom pain over greatness that was promised to you but will never be, reflects the entire game’s form perfectly

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and the stagnant world the game is constructing, in a beautiful synecdoche

I don’t think I’m capable of having readings on this game that are so generous

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It’s that soft spot I’ve got for the rare open world games that know how to use the space for the world instead of spreading it without a care, and it just happens to line up with all the biggest, lumpiest, and most mismanaged ones: GTA V, Red Dead 2, Cyberpunk. All critically flawed but they also contain what I want out of these projects: spaces built with care and observation that further a world-story perspective.

It’s that native language of games, communication through space and action, and I sure love to hear it, even if the monomythic character of these games don’t communicate through action well at all.

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I feel like we played different games. One of the worst parts of cyberpunk was that every part of the world was fundamentally identical to every other: there’s no difference in tone, in style of quests, in encounters, or anything between any of the neighbourhoods except for a glossy might-as-well-be-a-cutscene story mission introducing you to a given neighbourhood.

Quests and encounters, absolutely – they really, really dropped the ball and the phone & handler structure was an unmitigated disaster. I was subsiding almost entirely on the environment and character art and prop work.

Ah, I’m not capable of being impressed at ā€œwow they burned through so much money even given that they were underpaying all their artistsā€

Like, its the same as all the praise James Cameron’s Avatar got at release

aimless, meaningless asset generation does nothing for me

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I see a sharp distinction between the regular undirected asset creation typified by Assassin’s Creed, with undifferentiated terrain and unstamped buildings, and the intensely directed worlds in these other games. It only matters to me as long as it’s building towards meaning.

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