Yearly Archives: 2022

Do you feel lucky, Cyberpunk?

Cyberpunk: 2077 is going strong; nudging up to the 100 hour mark and it feels like there’s a fair bit more to do, with at least a couple of strong side missions chains in progress alongside the main story. I haven’t been rushing; some evenings I don’t feel like delving too deeply so I’ll noodle around clearing up a bit of crime or doing some clothes shopping, others I’ll settle down and push on with the plot. Noodling feels a little wrong considering there are somewhat pressing matters to deal with, but it’s a very RPG matter of life and death that allows for plenty of chasing after rogue taxis in between preserving your own existence.

It took me a while to find a decent sniper rifle, but a crafting template and sufficient perk points got that sorted, so that’s my weapon of choice for starting most encounters. An array of hacking skills to confuse, blind and generally irritate foes can generally keep me stealthy, and if all else fails a shotgun makes for a pretty sound Plan B. With gear pretty well sorted the old RPG Rainbow of Excitement has reached its inevitable conclusion; a splash of green used to be cause for celebration, then only blue was enough to quicken the pulse, eventually purple barely raised an eyebrow and orange is worth a quick glance, though usually no more than that. Another old RPG standby, Getting Captured and Losing Your Stuff, made an interesting change for a bit; I was a little surprised that my captors had fitted an entire arsenal of weaponry and fourteen spare outfits into a single locker when I recovered my gear, but probably not as surprised as they were that I’d somehow carried it all in the first place.

It feels like a long time since I’ve been pulled into the story of a game, and I’ve been having a browse to see if there might be something else once I’ve wrapped up Cyberpunk. The remastered Mass Effect trilogy, perhaps, with Baldur’s Gate 3 still in Early Access. Then again I might have had enough of story for a while, so waiting for its full release might work out after all.

Buddy Holly Never Wrote a Song Called We’re Too Cyberpunk

It’s been a while since I really sunk myself into a new game, but Cyberpunk 2077 has properly hooked me. Melmoth gave it an enthusiastic thumbs up so I picked it up in the Steam sale; about 30 hours in I’ve just hit the title card having spent plenty of time pottering about Night City tackling random criminals and side quests before cracking on with the main story.

It feels very Deus Ex, more so than the actual sequels in many ways (which were fine in themselves, but didn’t really capture the sprawling openness of the original). It’s comfortingly familiar in its systems; stealth, tech/hacking and a variety of firearms presenting different ways of tackling problems from tiptoeing around piling up unconscious bodies in wheelie bins to silenced sniping to the more straightforward shotgun to the face. It’s comfortingly familiar in setting as well. I never played the pencil and paper RPG but have enjoyed plenty of similar media like Blade Runner, Neuromancer, and Altered Carbon; having been around for the first two editions of the RPG, set in the wildly futuristic years of 2013 and 2020, the cyberpunk genre seems oddly retro in many ways now, even with the subsequent updates.

It seems to have absolutely hit my Goldilocks spot. The city has the open world elements so there’s always something to do, but with distinctive enough side missions so it doesn’t always feel like you’re just doing yet another instance of the same activity. Combat is challenging enough that I can’t just wander around blazing away with impunity, but not head-smashingly frustrating (mostly; the level based nature of it meant I inadvertently got into a couple of scrapes with nigh-invulnerable opposition, but the good old RPG standby of coming back a few levels later sorted things out). The main story is strong enough to pull me along, but loose enough to allow for meandering diversion. It feels like there are choices to be made in that best RPG way, where you know you’re going to end up in the same places but with subtle enough differences that it feels like your own version of the story. There’s plenty of loot to be had, and crafting and upgrading if the things you find aren’t quite right, but it’s not the be-all and end-all, it’s not like you’re repeating activities solely for the chance of an almost-identical-but-very-slightly-better gun. As many have pointed out the armour system does force a bit of a choice between selecting the item with the best stats in each slot versus not looking like you’ve clothed yourself from a charity shop reject dumpster, but I haven’t found that too much of a hindrance (there’s usually something decent looking that’s not too far off, stat-wise, or you can just avoid mirrors if it really comes to it). The stats and perks system seems intuitive enough with a plethora of interesting-looking options, I’m not sure how many I’ll be able to ultimately acquire but I’m looking forward to trying out a few different options.

I’m also greatly appreciating the single player offline nature of it, particularly after Fallout 76. I’m not missing a cash shop or season pass goals or daily login rewards at all, they have their place, but not everywhere. Being able to pause at any point is quite the blessing; I was playing a PvP match of KARDS, which only allows communication via a limited series of emotes. That’s a thoroughly sensible system, cutting through language barriers and removing the possibility for the usual online unpleasantness (you can even shut them off if someone starts spamming them in a desperate attempt to be mildly irritating). The downside is the absence of a “My dog’s been sick on the carpet!” emote (understandably, it’s a bit specific), so I could only use the more generic “Sorry!” after I’d inadvertently let the timer run down on a couple my turns.

Of course this all comes with the caveat that I’m still early on in the story and entirely reserve the right to fundamentally change my mind as things go, but so far it’s looking good. I’m sure things will get a bit stale after a while, but I’m hoping the combination of narrative and gameplay will at least see me through to the end of the main story; plenty of previous games with similar open world/RPG elements (Red Dead Redemption 2, Far Cry 5, Assassin’s Creed Origins etc.) have fallen at that hurdle, maybe there’s something about an SF setting I need (the (offline) Fallout and Mass Effect series being cases where I did actually finish the story).