Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Here is an article from the horse's mouth, so to speak:
https://press.cdprojektred.com/en/news/1531/cyberpunk-2077-follow-up-codenamed-project-orion-grows-in-strength-at-cd-projekt-red-north-america
IGN pages always trigger my AVG antivirus ("Threat secured"-message). Anyone else?
As things are right now I won't be touching Cyberpunk 2 if it ever happens. After the mess that the 2.0 game mechanics overhaul made of this game I don't trust CD Projekt Red anymore.
The game is better than ever now, what are you talking about??
I guess it might be the whole "exploring a new gameplay experience in familiar territory" thing. I can dig it.
Because it's still so new to me, it feels complicated, but I might be able to get a handle on it. Due to that, pre2.0 seems basic to me, and it makes the memory of pre2.0 seem boring by comparison. That opinion may change once I know how to use the new system.
For now, I'm liking it despite a slight "I'm lost" feeling with the gameplay.
As for what's next for CDPR, I worry because of UE. Not because UE is bad. It's awesome, but migrating to UE has so many pitfalls. I feel confident that the Witcher remake in UE is to help navigate the migration, but I still worry.
UE can do everything REDengine did (and more), but it has its own way of getting the same things done. Most people trying to migrate to UE most often keep trying to develop like the old ways. UE doesn't try to stop them. It's a tool and nothing more, but people end up with a mess (and people will blame UE for it, not the development).
CDPR developers shouldn't try to REDengineer in UE, but UE won't stop them from trying. It will be a disaster if they try to develop like they're used to doing, though.
Another problem is that very pretty "City Demo" (which was part of that Matrix promo game-like thingy).
Executives see such demos and tell their developers, "Just do that." City Demo was extremely narrow in scope with a very specific purpose. There's no "Just do that" if you want something as varied as CyberPunk 2077 was. You have to toss out the whole City Demo and start over.
Executives tend to fail to understand that the wheel they saw only turns a specific way and that a new wheel has to be invented. They'll make unreasonable demands because they think someone else has already done a lot of the work.
This will lead to shortcuts. Those shortcuts for people trying to migrate will be trying to do things the way they used to do it as that's what they know how to do. That leads to disaster.
Some aspects of it have improved like the police system and being able to shoot from vehicles, and it's not as buggy as it once was, but the core game mechanics are nothing but generic over simplified trash compared to what they were before update 2.0. Some people like dumbed down systems and some don't. I don't.
Here are some of the issues in 2.0+:
Enemy levels scaling to match my character's level making the level system pointless.
Clothing becoming cosmetic only made it 100% pointless as an in game item. It also makes no sense that we can't put on armoured clothing or body armour because in the table top game that this is based on you can absolutely do that. This change completely ruined my character concept and build, I was going for a character with minimal cyberware and now I can't do that at all because you ONLY get armour from cyberware now. Too much of the game's upgrade system is now focused on upgradable cyberware instead of being spread over various systems and items. This over simplification is boring and takes away a huge amount of player choice, and removes the need to try to find different items.
Grenades and healing becoming cooldown based skills instead of finite items that we had to use only when necessary, This is a horrible change, probably one of the worst. Now players simply need to take cover and wait for their healing to recharge instead of being more careful and only using these items when they absolutely need to. Now you can just top up your health constantly, toss grenades every few seconds, and face tank just about everything you run into because each one recharges so fast.
An over simplified perk and attribute system with a bad skill tree.
Completely ruining the crafting and mod system, making weapons too generic and removing armour/clothing mods entirely.
I could go on but I think you get the point. It feels like a completely different game now and I don't like what they've done with it.
I've seen so many people new to UE and see all these plugins with features they want to use. UE wants developers to do all that later. It wants developers to start with (figuratively) stick figures and basic frameworks—the fewer plugins, the better; the uglier, the better.
Yet still, people new to UE often start grabbing all kinds of "neat" plugins and bloating a project that doesn't even have someone properly running in the correct direction, yet.
My advice to anyone new to UE: Keep those plugins uninstalled and what's installed turned off. Then, add features one at a time, making sure they don't interfere with existing stuff. Stay away from the Library except to start and open projects.
When you go "shopping" for plugins (many, many free and royalty-free ones that only ask for attribution), know exactly what you want. If you can't find it already out there, don't settle for "close enough" or things that do more than you want. Instead, develop. It'll be better in the long-run to have your own proprietary plugin for the task you need. You'll know it from the inside and out.
The useful ones are for things that handle file formats and rendering, but things like realistic ocean travel should be developed in-house instead of trying to combine ocean waves with boat physics plugins.
It's slow, but you end up with something solid.