Maybe it’s because I associate roleplaying with the idea of player choice but I really don’t think it added a ton to the RPG aspect. World depth? Sure but not by much.
On the surface, yes. But I think it actually has a lot more in common with Bethesda RPGs, specifically the Fallout series since it’s predominantly an FPS with RPG elements, although you can also play entirely as a melee fighter or sneak/hack your way through the game. The world itself as a simulation is mostly window dressing and a lot shallower than Rockstar RPGs. The game really shines in the stories themselves, the interesting characters and especially the character and facial animations, which are incredibly well done and make dialogue feel really engaging.
I don’t think it’s entirely right to compare it to Bethesda RPGs as those are predominantly about wandering around the handcrafted open world and stumbling onto interesting things, be it enemies or side quests or dungeons. CP2077 delivers a weaker experience in that particular regard, that kind of experience wasn’t really what they wanted to do. The open world is more kind of there as a backdrop.
However, I also the think the character building is better in CP2077 than a Bethesda game in terms of skills and customization (post 2.0 at least), and most of all the actual mechanics of combat is much more fun. The action combat part plays a bigger role in the overall enjoyment, at least for me.
The game really shines in the stories themselves, the interesting characters and especially the character and facial animations, which are incredibly well done and make dialogue feel really engaging.
This though, is definitely the main thrust of the game, and it is indeed excellent.
How so? To mean it felt like Grand Theft Auto IV. You go around doing jobs for individuals and get thrown a handful of choices and possible romance options along the way but it still feels very linear.
Grand Theft Auto IV gave players choice with actions instead of dialogue but I feel like the end result was similar to Cyberpunk.
Characters you decide not to kill will often help you for a bit but it doesn’t drastically effect the story. You still hit a notable point of no return that only really comes into play at the very end.
Personally that feels more like an adventure game. I don’t think Cyberpunk is very unique in what it did.
I feel like you could say that about most games though. I wouldn’t say Cities Skylines is an RPG but you are fulfilling the role of a mayor. Chirper adds to the immersion aspect but I don’t think that’s enough to shift the genre.
Maybe it’s a hot take though. Kind of similarly I wouldn’t call F.E.A.R. a horror game. I’d say it’s an FPS with horror elements.
I guess it’s different for most people. When I’m huddling next to a group of S.T.A.L.K.E.Rs under a bridge in the exclusion zone, listening to their guitar playing as I maintain my crappy rifle and watch the animation of my character slowly eating a can of beans to stave off the hunger I feel like I’m doing way more roleplaying than I ever feel from picking option A, B or C in a multiple-choice dialogue tree.
Not by itself I agree. I think there’s value in adding functionality that isn’t needed but would still be something you could do in the real world. Half life didn’t need functioning vending machines, but it adds a little layer that feels nice.
Maybe it’s because I associate roleplaying with the idea of player choice but I really don’t think it added a ton to the RPG aspect. World depth? Sure but not by much.
Immersion features are also important for roleplaying, it’s just a different kind of roleplaying really.
I haven’t played this yet, is it more like a Deus Ex style of RPG?
On the surface, yes. But I think it actually has a lot more in common with Bethesda RPGs, specifically the Fallout series since it’s predominantly an FPS with RPG elements, although you can also play entirely as a melee fighter or sneak/hack your way through the game. The world itself as a simulation is mostly window dressing and a lot shallower than Rockstar RPGs. The game really shines in the stories themselves, the interesting characters and especially the character and facial animations, which are incredibly well done and make dialogue feel really engaging.
I don’t think it’s entirely right to compare it to Bethesda RPGs as those are predominantly about wandering around the handcrafted open world and stumbling onto interesting things, be it enemies or side quests or dungeons. CP2077 delivers a weaker experience in that particular regard, that kind of experience wasn’t really what they wanted to do. The open world is more kind of there as a backdrop.
However, I also the think the character building is better in CP2077 than a Bethesda game in terms of skills and customization (post 2.0 at least), and most of all the actual mechanics of combat is much more fun. The action combat part plays a bigger role in the overall enjoyment, at least for me.
This though, is definitely the main thrust of the game, and it is indeed excellent.
Yes very much.
I think Cyberpunk 2077 created its own style.
How so? To mean it felt like Grand Theft Auto IV. You go around doing jobs for individuals and get thrown a handful of choices and possible romance options along the way but it still feels very linear.
The way they directed main story quests and dialogs was much different than GTA.
Grand Theft Auto IV gave players choice with actions instead of dialogue but I feel like the end result was similar to Cyberpunk.
Characters you decide not to kill will often help you for a bit but it doesn’t drastically effect the story. You still hit a notable point of no return that only really comes into play at the very end.
Personally that feels more like an adventure game. I don’t think Cyberpunk is very unique in what it did.
I feel like you could say that about most games though. I wouldn’t say Cities Skylines is an RPG but you are fulfilling the role of a mayor. Chirper adds to the immersion aspect but I don’t think that’s enough to shift the genre.
Maybe it’s a hot take though. Kind of similarly I wouldn’t call F.E.A.R. a horror game. I’d say it’s an FPS with horror elements.
I guess it’s different for most people. When I’m huddling next to a group of S.T.A.L.K.E.Rs under a bridge in the exclusion zone, listening to their guitar playing as I maintain my crappy rifle and watch the animation of my character slowly eating a can of beans to stave off the hunger I feel like I’m doing way more roleplaying than I ever feel from picking option A, B or C in a multiple-choice dialogue tree.
Not by itself I agree. I think there’s value in adding functionality that isn’t needed but would still be something you could do in the real world. Half life didn’t need functioning vending machines, but it adds a little layer that feels nice.