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I don't really disagree, but my problem with the quest is that it does feel incredibly railroaded, and that, if you do decide to get off at any of the stops before the ending, the whole thing just feels like a damp squib. Like you failed and that the whole thing was just a waste of your time.
So since i don't like the ending destination, and i don't like any of the stops along the way, i really wish i could just avoid getting on this blasted train to begin with.
Wakako doesn't mind, she will give you more gigs anyway.
There are several opportunities to turn the quest down during it. The media girl confronts you (at the diner iirc), giving you money if you walk away. But thats not the only opportunity iirc.
This is bull. I found it just exploring.
In fact, your simply losing the mission is considered the "best outcome" for that mission because of how badly designed and written it is as it saves both parties.
Imo, the chase was super easy but once you get past that point Bill dies 100% time no matter what. Before he could be saved if you did certain things right but they fixed this by making him die no matter what and making the officer so tanky he can't be killed before Bill dies, nor will the officer ragdolling work (he can hit Bill in 1 bullet even if thrown airborne doing a flip facing the opposite direction I'm 100% serious). They even removed the ability to hack him as most hacks don't work (we're not even talking the usual red locked out but they just don't work properly like disable weapon). Further, they removed the ability to quickly assassinate the other guy as he is now made immortal as is the vehicle he is in.
In short, this mission has a single outcome of Bill dying and then you picking to continue the mission chain, or not, unless you abandon the mission by failing the chase thus allowing the target to have his redemption and Bill to live.
The mission doesn't really have much of a tale in the way of morality in truth, and the prior opportunity of choice and consequence (kill the guy who tried to redeem himself, the impact of killing someone who actually did turn out to no longer be a bad guy necessarily and the grey area of trying to change and redeem oneself, don't kill him and fail Bill's revenge, save or fail to save Bill, etc.) are tossed out the window.
Oh, and while the chase is easy it is kind of a gotcha trash and expects you to likely do it at least 2x or more until you get it.
Ultimately, the core problem is the writing is just very low quality. They want to make the story dark and the city out to be so vile and screwed up anyone and everyone, without exception, will get burned but this isn't the reality and it often fails to portray this properly.
Instead, it tries to make your outlook as a player pessimistic. Ah, lets throw some ultra dark stuff in like that one boy who went missing and those virtues. Oh, you think you saved that one guy in the Cyberpunk 2077 version of Romeo and Juliet while his lover is in a coma because you spared him and advised him to get out before it is too late? Nah, he gonna suicide after you leave and does your good will dirty, abandons his lover, and doesn't deal with her sick father choosing the worst possible option. The fascinating but screwed up Mayor campaign spying mission series involving mind control? Yeah, no matter what you're screwed and you can't do right.
It just keeps going and going and it reaches a point of being so pessimistic and dark that it becomes completely uncanny and unrealistic. Don't even get me started on the much hated endings which range from bad (this is the best ending, no joke) to worse, even worse, and way worse. Ah you like Pam? Sorry, you gonna randomly die on her leaving her behind. Ah you got saved in PL? Well she committed suicide feeling abandoned by you not knowing you were in a coma by the time you woke up and were fixed finally. And so on...
This quest can make anyone die from cringe lmao.
The OP's issue is clearly about how the game and developers parade "choice" and often fail to follow through and how the game offers various mechanics be it choice or ways to complete a mission and then, again, hard scripts events to play in only an extremely specific way. This mission is so on rails it isn't even funny. It is quite clear the story and moral aspects weren't the issue for them.
Really??? Because both the cop and the convict have been unkillable for a while now. I believe since the update prior to Phantom liberty.
You used to be able to shoot Joshua after he get's out of the car, have they changed this?
It's a quest i try to avoid, so i haven't actually played it for a while.
Vasquez takes a few shots to go down, but Joshua and Rach can definitely be nuked into oblivion before even exiting the car, and the mission is marked as complete.
As for Vasquez he is too tanky to kill fast enough to save Bill unless you've modded the game. "A few shots" is a bit of an understatement. One of, if not the tankiest non-boss (perhaps even tankier than most bosses) in the game.