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Sam's avatar

Some of the bits about cyberpunk that I found noteworthy were the cinematography, just vastly more budget on conversation animation, those scenes felt like the true star. Also, how well it 'feels' like an rpg besides almost every quest having zero choice - often they'll be clever about choice by explaining "consequences" in a followup conclusion text message to avoid branching animations.

As you say the gameplay is trite and the difficulty is reliably trivial. I think of it more like an immersive visual novel, that's where the value is.

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Richard Parry's avatar

I'm no game dev (barely competent at tying my shoelaces), which means a part of Cyberpunk confused me. You call it out in your piece - how Johnny Silverhand is a douche in the game. BUT WAIT, there's more! I played it at launch, bugs and all, then fired up a new toon when Phantom Liberty dropped, and played both the full campaign and DLC together.

During this exciting time (and it was great both times!), I found during the second playthrough that Johnny had aged better for me. He sounded nicer; the nuance in his tone and how his lines land meant something different after my first playthrough. And it made me wonder if a) I have a brain parasite, or b) if they wrote him to be a certain way but he only comes across more favourably after you've marinated in him for longer.

Dunno, but it was a super-weird realisation to have the second time; resistance to replaying it was, "Not this asshat again," but it wasn't like that at all.

That aside, your core premise that the people you spend time with should be charming is 100% the recipe. I've lost count of the number of TV shows I've stopped watching (latest being Prime Target) because the characters are all hyper-hostile assholes.

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