Only if you have never played a DX game before. It is a much lesser experience than any DX game, so that is a real sour point for players expecting, or at least familiar with, that.
And the bugs are not a sideshow. I played 2 hours on PC and returned it. When I had mission markers coming and going completely unrelated to any quests I had started I said "enough". If the game is made playable, then I'll buy it again and likely enjoy it as a cut-down DX Fable-like in a pretty setting.
Edit: the trip point for me will be when the game actually provides a non-lethal path through the game. Currently there is no polish or thought given to this aspect of UX. There are quickhacks and non-letha weapons, yet the game throws you into mandatory shootouts (namely the first scripted car chase) before you have access to non-lethal methods of neutralizing enemies. Maybe there is one small path of points dispersal that could lead to non-lethal options, but if there is it is obfuscated. They never signal to the player how to perform non-lethal combat. It feels like the options are placeholders and the game is meant to be murderous. This is a far cry from a DX game that gives a fair option to go non-lethal, full stealth as a challenge. The DX games were actually playtested.
Fallout 4 is a great comparison point. It had the bones of something great but the soul was gone. No factions, no interesting NPCs or side quests, no lore. Just a big empty sandbox to shoot stuff in.
This seems better than that at least in that the soul is a lot better. And it has cool lore and factions and NPCs. But where Fallout 4 had fun shooting and RPG mechanics this seems to have pretty poor shooting. Poor driving. Unbalanced RPG mechanics.
And it will be an absolutely fantastic game. No Man’s Sky turned the ship around. Can CDPR do it? I’m hopeful. Maybe if they get rid of the people who pushed for this premature release they’ll have a shot...
This was the exact line I used to describe it to a friend.
I think Deus Ex signals the same thing, we were expecting a deep story driven game, instead it's a pretty shallow RPG and not a very well done action game, so what's left?
I mean the original Deus Ex is two decades old, so it's definitely undergone some of the "Seinfeld effect", but I feel generally even a game that old managed to achieve better depth.
Dialog and augmentations actually changed how missions played out in meaningful ways, meanwhile 2077 seemingly has dialog choices to give the illusion of choice (and it's a shoddy illusion since your character always ends up talking their way to the "titular" choice if you didn't make it yourself).
New Vegas has an actually deep story and interplay between several factions. You have great freedom and influence in world events. The characters have strong personality and motivations of their own.
Fallout 4 to my understanding is more or less devoid of such.
New Vegas was a standalone game with expansions of its own. Fallout 4 came after it. A lot of people consider New Vegas to be the only good one to come after the first 2, but I can't commentate on that, as I stopped playing the fallout series after New Vegas and attempting to play Fallout 3.
Absolutely. I was always a huge fan of the originals and other old-school RPGs like Baldurs Gate, and this is one of the few that actually scratches that itch. The game is highly interconnected and every choice has a realized impact.
I wouldn't say New Vegas was the only good one, I thought FO 3 and 4 were fun in their own way. But New Vegas was the only great one, and a benchmark when it comes to 3D CRPGs.
The endless mission markers and incoming phone calls you CAN'T ignore (seriously, the fixers will just blab at you forever even if you don't press T) is what really put me off. I got ten hours in and said forget it
I loved the original Deus Ex and think Cyberpunk does a good job of carrying the torch. While it is clear both games have different priorities in terms of writing and activities but they both have a similar heart. I think Cyberpunk puts a lot more points into atmosphere and worldbuilding than DX ever did, personally.
And nonlethal options are presented to you as part of the tutorial. I agree that lethal/nonlethal doesn't seem to make much of a difference, but if you do stealth and melee combat from the start you have a path for nonlethal that will get you all the way through the first major mission. From there it's relatively easy to acquire PAX mods that turn any gun nonlethal.
Only if you have never played a DX game before. It is a much lesser experience than any DX game, so that is a real sour point for players expecting, or at least familiar with, that.
And the bugs are not a sideshow. I played 2 hours on PC and returned it. When I had mission markers coming and going completely unrelated to any quests I had started I said "enough". If the game is made playable, then I'll buy it again and likely enjoy it as a cut-down DX Fable-like in a pretty setting.
Edit: the trip point for me will be when the game actually provides a non-lethal path through the game. Currently there is no polish or thought given to this aspect of UX. There are quickhacks and non-letha weapons, yet the game throws you into mandatory shootouts (namely the first scripted car chase) before you have access to non-lethal methods of neutralizing enemies. Maybe there is one small path of points dispersal that could lead to non-lethal options, but if there is it is obfuscated. They never signal to the player how to perform non-lethal combat. It feels like the options are placeholders and the game is meant to be murderous. This is a far cry from a DX game that gives a fair option to go non-lethal, full stealth as a challenge. The DX games were actually playtested.