Cyberpunk 2077 - Got this one for free out in the East Badlands |
- Got this one for free out in the East Badlands
- Bobblehead I 3D printed and painted.
- It still amazes me how so many people are ready to defend this game regardless of it's unplayable state.
- Fight against the police has its own unique synthwave-style soundtrack. Presentation of the prevention system - automatic turrets, hidden all over the city, join the fight.
- [self] me as V, AlexWolf as Johnny, ph Akunohaku
- Dropping Right in
- 8ug8ear is literally a Bug
- When you head east of north oak you get this massage, dont know if it has been posted here before
- Type-66 Javelina appreciation post
- The Mackinaw "Beast" is a perfect stunt car
- A nice, little detail I've noticed a few days ago: Apparently Judy smiles and actually changes expression (meaning she isn't wearing a smile all the time to trick the player, like some random NPC would) when she sees you passing on a street.
- Definitely my fave car in the game
- What happened to quest design in Cyberpunk 2077?
- WASTED in translation -- OR: how to spoil the perception of brilliant narrative design, relegating it to mediocrity in just 1 line.
- 2077
- No matter how rich you are, you can only get a used car
- Real life Flathead
- My friend is making a localization comparison (ENG/RUS) and decided to count all curses he met during 2 playthroughs. It's curious how the same mere "fuck" sounds so different in various situations in Russian localization. Сука блять.
- I screwed up a happy together -spoilers-
- 500+ hours and still finding little easter eggs. Anyone else feel like the city is more full after 1.23? Seems like enemy spawn rates have been bumped up a bit.
- So the duplicate NPC's were bug fixed? Yeah, right :P
- Clipping terrain bug
- The ripper.
- Who, who are you?!
- Mhhhhhh...mouth
Got this one for free out in the East Badlands Posted: 01 Jul 2021 12:05 PM PDT
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Bobblehead I 3D printed and painted. Posted: 01 Jul 2021 07:20 AM PDT
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Posted: 01 Jul 2021 02:53 AM PDT Like come on, I loved The Witcher 3, I love CD Projekt Red but that doesn't mean I will keep on defending them. Cyberpunk 2077 has been their mistake and it will remain such. All my love and hopes for CD Projekt Red has gone down the drain as soon as I completed my first gameplay. I have encountered so many bugs and so many game crashes at many major points of missions and so many glitches that I was happy to complete this game after such hard work. We cannot even talk about the missing features and fake promises because the bugs and glitches this game has is still the talk of the town and it really is in an unplayable state. CD Projekt Red, you have lost all my respect (and many others') and I hope in the future, your next game may earn that respect back. P.S. English is not my first language so apologies for any mistakes [link] [comments] | ||
Posted: 01 Jul 2021 03:03 AM PDT
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[self] me as V, AlexWolf as Johnny, ph Akunohaku Posted: 01 Jul 2021 10:42 AM PDT
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Posted: 01 Jul 2021 10:25 AM PDT
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Posted: 01 Jul 2021 02:13 PM PDT
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When you head east of north oak you get this massage, dont know if it has been posted here before Posted: 01 Jul 2021 11:36 AM PDT
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Type-66 Javelina appreciation post Posted: 01 Jul 2021 02:18 PM PDT
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The Mackinaw "Beast" is a perfect stunt car Posted: 01 Jul 2021 12:15 PM PDT
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Posted: 01 Jul 2021 02:39 PM PDT
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Definitely my fave car in the game Posted: 30 Jun 2021 02:21 PM PDT
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What happened to quest design in Cyberpunk 2077? Posted: 30 Jun 2021 02:23 PM PDT The Witcher 3 had great quest design. Almost all of the quests were logically connected and the developers constantly rewarded the player for improvisation with unique scenes and dialogues. If you find the son of Crach an Craite on Skellige before he asks for it, all dialogue with Hjalmar will change, because Geralt will have a different motivation to save him. If you visit the Baron's daughter after Novigrad, Geralt will be aware of the witch hunters and the dialogues will change. If you don't come to meet Gunther O Dim, later there will be a different scene and unique dialogue with him. Almost every mission has interesting scenes after the end of the quest. If you spared a husband and wife in the village where a friend of the herbalist went missing, then coming back later you can see the scene where the man tells Geralt that his wife died of starvation. During one of the quests in the White Garden, Geralt discovers that the merchant is actually a soldier of Temeria. After the quest you can follow this character and he will go to his secret camp in the forest. If you completed the quest about the werewolf in the village and then return to it, there will be 5 different scenes with dialogues depending on your actions during the quest. If during a witcher order to clear the basement of a golem, you hit the wooden pillars in combat and return to the mission site afterwards, you get a unique dialogue about how the ceiling of the house collapsed and the owner of the house died under the rubble. If you fought carefully the house will eventually be intact and the customer will stay alive. I could go on and on listing examples like that in The Witcher 3. And there's nothing like that in Cyberpunk 2077. Fixer Regina asks player to bring her friend over? Okay, let's follow his car after the quest. Surely this will lead to some unique scene and dialogue! After all, that's how the quests in The Witcher 3 were structured. No. The result is Regina's friend driving around town in circles. Takemura ask you to hack the computer? What happens if you hack it beforehand? Nothing, hacking is impossible until the quest says "go hack that computer." Panam ask to save Saul? What happens if I try to save Saul myself? Nothing, there is no way to save him before I go through the main gate of the building and the game tells me to "Go save Saul". Or take for example the quest with the club where Evelyn worked. Why doesn't killing Woodman lead to a new quest where the player would have to find another way to find out about Evelyn's location? Why is this choice located at the end of the quest and not at the beginning? Have Woodman meet us at the entrance and the dialogue with him determine how events in the quest will unfold. Or, for example, the player MUST connect to the computer to enter the club. Why can't I just crack the door? Why can't I pull out a gun and shoot the administrator at the entrance? Moreover, I tried to do the quest without talking to the other dolls in the booths, went straight to the VIP area. I wonder how the dialogues in the story will change since I didn't talk to them and V doesn't know the details of what happened to Evelyn? They won't change at all. And so it is with every quest. Don't think, follow the quest instructions on the screen. There aren't even any additional dialogue scenes if you go back to the mission zone after completing the quest. I have no problem with Cyberpunk not having the best open world in the gaming industry, I just expected non-linear quests that encourage the players to think with their head and reward that approach with unique scenes and dialogue. Something that was already perfectly implemented in The Witcher 3. And I'm not even talking about the fact that in most dialogues there is only 1 answer choice. I haven't seen that in any rpg before and I certainly didn't expect it from CDPR. So what happened to quest design in Cyberpunk 2077? PS: I hope I was able to express my thoughts clearly. English is not my first language. [link] [comments] | ||
Posted: 01 Jul 2021 01:17 PM PDT Do you remember of such a thing as «butterfly effect», chooms? You know, when "one tiny little change in the past can have enormous consequences in the future". Today we'll analyze how such of an effect literally materialized into Cyberpunk 2077's localizations and, unobviously but dramatically spoiled perception of the game for, possibly, thousands of gamers. Also, I hope we can figure out some useful lessons for all sides of the drama. * * * Long story short: for the last month I had a great pleasure watching Pawel Sasko's streams (who is a lead quest designer of Cyberpunk 2077), where he goes through the game, sharing his experiences and commenting on non-obvious subtleties of development. By the way, I highly recommend it! Developing a game, working for a company like CDPR is a fondest dream of mine, so I was thrilled to find the opportunity to learn almost directly from such an experienced narrative designer. I really liked Cyberpunk 2077, even despite technical issues on the release and... one specific complaint about narrative presentation that I never could truly accept, no matter how many times I scrolled it through my mind over those six months. For mnemonics, let's call that complaint a "Butterfly Problem" for now. Got it? Moving on! AND WHATS AN IRONIC OCCASION! Sometimes Universe just bursts in your door by itself and answers the question you didn't dare ask out loud. In episode 6, Pawel and Philipp Weber (guest of Pawel's stream, but also one of the lead quest designers) were going through the beginning of Act 2, when Takemura saves V and brings us to Vik for treatment. After V wakes up, Vik tries to tell protagonist a harsh truth about his current condition. This is a difficult conversation for everyone involved. Things like that are extremely rare in video games, and even rarer being presented at quality level it deserves. But what do we see in Cyberpunk 2077? Staging and acting are actually brilliant here! In terms of narrative, it is also designed to bring to player an extremely important piece of exposition, which largely determines entire further perception of the game. And, specifically, that particular phrase: Initially, at this point I didn't pay much attention to the text, due to being focused on Pawel and Philipp's discussion on subject of the scene. But in a fateful moment, Philipp utters the following sentence literally (timecode is accurate):
A couple of moments after realizing what I had just heard, I shouted toward my display like: "WHAT? WTF!?" This is literally the "butterfly problem" I mentioned earlier! «The place where you, CDPR, went wrong and make a mistake I still couldn't explain for myself anyhow. You threw it into my face, in my very playthrough, that V had "2 weeks as a max" left, literally! » - I thought. At this point you, the reader, are probably asking yourself: "what the hell is this guy talking about - 2 minutes ago he dropped the screenshot himself": where, in black and white (okay, blue and black, I guess), it says exactly what Philipp said, not some fantasy about "2 weeks as a max"... But you know what, dear reader? I'm not gone crazy, although I thought I was for a moment or two. I immediately rewound the video to the moment when Vik was uttering that very phrase and I become speechless. There's indeed no «2 weeks» nonsense in it! So, am I making this up? Is this some kind of cognitive distortion that I'm supposedly justifying my hatred of the game? No, I love this game on the contrary! And it was extremely frustrating for me to notice the "Butterfly Problem" in it, during my first playthrough on the release. So, what happened exactly? It happens that both: the original quote is right and I am right in my subjective experience. How the damn that happen to be, you might ask? It turns out that in Russian version of the game, which I played initially on my first playthrough, instead of the indefinite, accurate wording of original "a few weeks tops" -- was that: Which most literally translates into language of Shakespeare as:
And then the picture of what happened to my initial Cyberpunk 2077 experience began to clear up, finally! Imagine if instead of Vik's deliberately vague and very tidy
you'd be told quite specifically:
So, instead of Philipp's take about developers intentional «not being exact here» -- localization does exactly the opposite. There is no room for interpretation or nuanced textual adaptation into another language, I can assure you! In Russian, «пара» quite specifically equal to "a couple" in English, which quite specifically means «two» in near of 99.999% cases. In order to save original meaning of "a few weeks tops" (as long as Vik's character consistency and dramatic context of the dialogue) there should have been something like:
or
Not so hard, right? The thing is -- IT IS'NT: even google translator (yes, oh my gosh) can better handle adaptation of original "a few weeks tops" into ooga-booga so-called-difficult Russian language, than game's localization did: The real problem about all of it is that the localized version didn't just mistranslated - it launched a real "Butterfly Problem". How? The way it distorted the very FRAME that player was supposed to get in this scene. The exact frame so important for perception of the whole subsequent plot! "So, they mistranslated a phrase into some godforsaken language in some non-original localization, so what?" - you probably ask. Here's what: The same thing could have happened to your playing experience and that's definitely not a pleasant one, believe me. In a way, it still could have happened to you, due to Russian localization was not alone in making such a «thing», as our little investigation will further show. What in originals «a few weeks tops» is an extremely subtle point, a truly psychological and important message for player's perception:
in the localization has turned into a sibilance that screams at you literally:
Why does this create a fatal problem for further perception of the game's narrative? Philipp didn't say for nothing that they used the indefinite construct "a few weeks tops", implying different possible interpretations of time frame beneath it. Do you know why? Because with indefiniteness (in opposite to «definiteness» of 2-4-whatever weeks being literally spelled as a number):
And, most importantly: the brilliant ambiguity of original conveyed by the authors in JUST 1 line -- does not break perception of further narrative. This line actually directs player's perception of the protagonist's motivation in the MOST appropriate direction of all possible! I mean, what do we see in the story at this point? It's been a, hmmm, rough day for V, to put it mildly: we've been caught in a robbery, lost our best friend Jackie, been treacherously murdered by a shot straight to the head, resurrected and found ourselves in a junkyard after being forced to watch an anarchist memories from distant past. You think that wasn't enough? V also learns from Vik that her identity is now being displaced from her body by engram of that very Silverhand. V is dying, but she doesn't know exactly how long she has left. Truth to be told: it's simply too much to handle for one soul, especially in such a short amount of time. And what does game's narrative do about it all? It does an absolutely incredible thing, especially from point of narrative design and psychological credibility! On the one hand, we are shown that V is trying, in a sense, to keep working. To go on living. As if trying to insulate herself from this unpleasant thought of her imminent demise, which she has been promised, but without giving a precise timeframe. V shuts herself off from it on a psychological level, but doesn't fall into apathy(!) because, hey, Silverhand doesn't let you just lie on couch and eat ice cream for the next ~2 billion years, snacking on grief. This resonates with player, who in turn wants to keep playing despite all the drama happened recently, because he came to this much-anticipated game and want to engage in activities and explore. He is being intrigued by V's fate as well. On the other hand, we allowed as a player and also V as a character to sooner or later find ourselves EXPERIENCED to face the reality of "V is dying". Not only do the bouts of relic malfunction not go away… they get worse over time, actually. This is a very natural presentation of ongoing deterioration of V's health through the context, not dialogue! "Show, don't tell", right? And the most frustrating thing is that it doesn't even have anything to do with Silverhand's attitude towards us. Even if we could befriend with him -- he won't be able to turn off these relic malfunction attacks. It is not in his power and it also causes him mental anguish, from some point. It is a truly tragic situation. But... the game's content is being passed and sooner or later - it ends. V's character, as well as the player, are left alone with the fatalism of an inevitable finale. A last chance in fight for Life. Combinations of both "hands" from above give us maybe the most outstanding realization of ludo-narrative RESONANCE effect I've experienced in a video game at all. And all of that astonishing work was almost destroyed in Russian localization of the game, with distorting of just 1 small, but important line of text! And I'm not being «too dramatic» on my own - I've seen many claims of "ludo-narrative dissonance over a dying hero" from my region player reviews. I've repeatedly seen people clinging to smallest of details, only to rationalize their aversion to this game. Wrong perspective that players got due to a mistake in localization could play an important role in this parade of negativity, I guess. And here's the most ironic thing: I actually have no problem playing Cyberpunk 2077 in English original. Hey, I managed to get by with Witcher 3 and many other games, but still preferred to make the first run in localized version of the game, because... Open-world, immerse-oriented games are a special case. CDPR's games ARE a special case. For my first playthrough of the game -- I just wanted to focus on content and notice as much details as possible! I didn't want to break my own sense of flow every time I came across some slang word that I never had a chance to see before. I didn't want to miss a phrase or two that I might not have understood, wandering through the noisy metropolis of Night City, because someone nearby started shooting and that made me miss something. Or because some NPC-speaker in the world had an accent that I, as a non-native, was not used to understand. I wanted to make it as cognitively easy as possible, playing the game in my native language, so that I could catch all possible shades of beauty! And, you know, it had all good prerequisites! The Witcher 3 was beautifully translated and adapted into Russian. I played the game twice, in my native language and in English, and I can confirm it.
A little investigation showed that Russian localization of Cyberpunk 2077 is not alone in being so damaging in the way described above. The English original, Polish original and Spanish versions are fine: everywhere is "a few weeks" in a manner. But German version's adaptation is highly questionable too, take a look: I am not an ancient magister of German language (pretty obvious, huh?), but why using «ein paar» which is so close to «Ein Paar» meaning literally «two». Why not «einige» / «wenige»? If you are a native German speaker, please, share your understanding of the question in comments and tell us, if it also affect your perception of the game. So, why you are trying to make it so definite-like, my dear localization-buddies? Why I wasn't able to personally check all of the rest locals due to lack of level 80 in polyglotism, but, hey, now you can do it yourself. What if your initial Cyberpunk 2077 experience was also unfairly distorted by strange localization decisions? Worth to know, at least! Fellow players, hear my word. I understand that it is obvious as hell, but: try to play games in language in which they were originally written. If you can't -- at least double-check the translation into your language of important story sections, you know, if they suddenly seemed idiotic to you or smth like that. Most importantly, don't repeat my mistake: don't blame CDPR for what they did not commit and what their counterparties set them up for, as it turns out to be. Believe me, developers are not stupid. Original is most likely expressing exactly what and exactly HOW is needed, without any ridiculous sHeNaNiGaNs of meaning. As for me, I have definitely learned the lesson "not to rush into maelstrom of simple answers" until I double-check everything myself. Developers, perhaps it is worth allocating additional people for localization QA/QC, especially in case of such important main plot scenes. Damn, you even can hire me, lol, you know, AT LEAST I will die, but never allow such a distortion of meaning to happen in localization to my native language. Such an occasional maybe, but yet a kind of a "crime" against culture and player experience. Against great work of original artists. I am not trying to say that Russian and, possibly, other localizations are awful overall, no. They are ok, mostly. But, you know, sometimes being "ok" or "mostly ok" simply isn't enough. Especially in the case of such subtle and important plot dialogues, like the ones in the scene at Vic's clinic at the beginning of Act 2. Please, check it out and fix those localizations. Right now, they are destroying the perception of your great narrative design intentions, that you put so much mind, grind and also... "a splash of love", as Jackie used to say, into. [link] [comments] | ||
Posted: 01 Jul 2021 04:56 PM PDT | ||
No matter how rich you are, you can only get a used car Posted: 01 Jul 2021 03:45 PM PDT I kind of wish it was an option to buy a new car, especially choose your color, even just from a roleplaying perspective. [link] [comments] | ||
Posted: 30 Jun 2021 03:53 AM PDT
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Posted: 01 Jul 2021 08:49 AM PDT | ||
I screwed up a happy together -spoilers- Posted: 01 Jul 2021 05:56 PM PDT I failed happy together, I failed Barry , I could load the game, but it was a strong image, I just went to sleep to jump those hours I had to wait. Wouldn't loose any progress. I could try the other route, but I feel I would be cheating. the impact the image had would be gone...Any advice? any thoughts? [link] [comments] | ||
Posted: 30 Jun 2021 08:25 AM PDT
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So the duplicate NPC's were bug fixed? Yeah, right :P Posted: 30 Jun 2021 03:57 PM PDT
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Posted: 30 Jun 2021 08:01 PM PDT
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Posted: 01 Jul 2021 06:06 PM PDT | ||
Posted: 30 Jun 2021 07:38 AM PDT
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Posted: 30 Jun 2021 03:23 PM PDT
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