Posted June 25, 2020
Now we've watched Night City Wire Episode 1 and watched and read our fav creators and sites weigh in with their hands on's...what do we think?
Personally, the admission of bugs by Parris and some IGN reviewers confirmed what i initially suspected: this game is fucking huge and those bugs are wild and they're trying to squash them well before release. Also this is the first time CDPR is making a game with gunplay and driving. So tweaking those to be more in line with what mainstream games feel like is taking a lot of refining.
For example, Sleeping Dogs driving mechanics are in my top 3 rpg-driving-mechanics of all time. Why? Because Sleeping Dogs driving was designed by Criterion--which among driving game devs is paramount to cheating :p But CDPR doesn't have that pedigree, so they're driving by the seat of their pants, so to speak.
They're not Treyarch/343/Bungie/etc, so the gunplay isn't gonna be COD/Halo/Destiny/etc level quality. It'll be it's own CDPR thing but they're still trying to organically determine how to make it not suck. That's not a lack of confidence in themselves. That's a developer doing a new thing and knowing "it's not there yet." They got this though. Parris' review was super helpful and honest. Gonna watch read some more in the meantime.
I read a review that talked about how the "cutscenes" really created a kind of seamless immersion where you don't realise you're just talking to a quest giver because there isn't an obvious cut to a scene and then cut back to gameplay. You as a player always seem to be involved with the narrative even as you're just being ushered through a questline or playing a tutorial of a particular mechanic, which i thought was pretty dope. i know the first person perspective isn't for everyone, but reading how the fpp relates to narrative immersion was cool to me.
All the different descriptions of how reviewers spent their 4 hours reminded me how dedicated they were to making different choice threads feel consequential. Apparently the Maelstrom gang/spiderbot mission can play out in truly WILD ways depending how you spec your character, not just how you behave narratively, which breaks my brain in beautiful ways. I don't want to include those ways in case people don't want to be "spoiled," but seriously, bruh.
Given the complexity of the game in those reviews, whatever ships in November will be at minimum forgivable if what is in it is truly memorable. And that's what important to me: that it works and that it is memorable.
Personally, the admission of bugs by Parris and some IGN reviewers confirmed what i initially suspected: this game is fucking huge and those bugs are wild and they're trying to squash them well before release. Also this is the first time CDPR is making a game with gunplay and driving. So tweaking those to be more in line with what mainstream games feel like is taking a lot of refining.
For example, Sleeping Dogs driving mechanics are in my top 3 rpg-driving-mechanics of all time. Why? Because Sleeping Dogs driving was designed by Criterion--which among driving game devs is paramount to cheating :p But CDPR doesn't have that pedigree, so they're driving by the seat of their pants, so to speak.
They're not Treyarch/343/Bungie/etc, so the gunplay isn't gonna be COD/Halo/Destiny/etc level quality. It'll be it's own CDPR thing but they're still trying to organically determine how to make it not suck. That's not a lack of confidence in themselves. That's a developer doing a new thing and knowing "it's not there yet." They got this though. Parris' review was super helpful and honest. Gonna watch read some more in the meantime.
I read a review that talked about how the "cutscenes" really created a kind of seamless immersion where you don't realise you're just talking to a quest giver because there isn't an obvious cut to a scene and then cut back to gameplay. You as a player always seem to be involved with the narrative even as you're just being ushered through a questline or playing a tutorial of a particular mechanic, which i thought was pretty dope. i know the first person perspective isn't for everyone, but reading how the fpp relates to narrative immersion was cool to me.
All the different descriptions of how reviewers spent their 4 hours reminded me how dedicated they were to making different choice threads feel consequential. Apparently the Maelstrom gang/spiderbot mission can play out in truly WILD ways depending how you spec your character, not just how you behave narratively, which breaks my brain in beautiful ways. I don't want to include those ways in case people don't want to be "spoiled," but seriously, bruh.
Given the complexity of the game in those reviews, whatever ships in November will be at minimum forgivable if what is in it is truly memorable. And that's what important to me: that it works and that it is memorable.