A while ago, I posted a post where I wrote, Where CD Projekt RED’s Cyberpunk 2077 turns out to be better than The Witcher 3: Wild Hunt From the same studio. And while there were comments that were correct as well as comments that simply didn’t agree with my view (which is normal), there was also a slightly different type of response. Some people are starting to point out that they are trying to distort reality.
This is not something I would like to do at the moment. Of course, the success of our home studio last year cannot be compared to the adventures of Geralt. And while I was very fortunate to find a very small number of bugs during my many hours of adventure in Night City, I’m still aware of what wasn’t played there.
This is what I want to do today. I decided to point out the elements that need to be improved so that Cyberpunk 2077 can get as close as possible to The Witcher 3. However, I will not focus on improvement, because it is a very logical aspect. Let me just give my point, including the game and story elements in the text. So let’s get to the point.
mini map
Let’s start with something very small but very important. I think that special attention should be paid to how the mini-map is priced during the game. It is completely counter-intuitive, and in fact, not much can be inferred from it. Moreover, when she is moving fast, she cannot keep up. They became famous for crossing marked turns and slopes, because they appeared too late – Either your eyes are on the road or on the map.
vehicles
And if we are already driving, then it is also worth noting the vehicles. Here, of course, I very much regret that it was available There are only motorcycles and cars. A lack of flight equipment or motorboats (although we won’t see many tanks) the steering itself could also be improved – braking was very tedious, and I often had the impression that instead of driving, I just slipped.
live city
This is one aspect that kills so much the immersion we have been promised in the cosmic dimension. Unfortunately Even on PlayStation 5, the city is not very lively And crowded with people, as you would expect from a busy night city. People are a little short, cars drive little (and traffic jams still exist). The Projekt RED CD should work on it – unfortunately, the last update of the last generation worked in reverse.
walking on walls
One of the items that was promised before the premiere was the ability to run up walls (possibly with some implants). Unfortunately, after the first show, this option was not available and was actually a poor procedure. Personally, I was expecting freedom of movement straight from Saints Row 4 (when we got super powers), but I had to beat the flair. Maybe plugins will provide this status?
More implants
And sticking to the dynasties, it should be written that there will be a lot of them! I think the creators have some other ideas up their sleeve, Which they will add in the form of DLC. And let it be true, because the current figure is not impressive, and even if there were a lot of them, over time it turned out that they hardly differ from each other. Well, this is not what we expected.
perspective selection
When I wrote in the script I mentioned in the introduction that the first person perspective added realism and allowed them to better empathize with the world, many people objected that the person behind the hero’s back was the one that worked best for them. And I can already understand it. Maybe CD Projekt RED should try to give you a choice (as in Skyrim)? It would definitely be an interesting thing, and very useful at the same time.
buy an apartment
Another item I missed a lot. I love being able to move around in gamesBecause it adds another dimension to openness to specific worlds. Unfortunately, we didn’t regret it here, which is a pity. In fact, all the time – regardless of money and status – we live in a small apartment (with a slight exception at one end). And there was, after all, the possibility of developing the whole.
Contradiction of the story
I think CD Projekt RED should do a little more driving each of the three life paths. after the start, Being nomads, we develop in the same way as in the case of working in the company. The action, which was advertised as something that would be of enormous interest, eventually turned out to be a little flavor that does nothing special – which is a pity.
The power of choice
The previous point relates, in a way, to the possibilities of choice and this too is worthy of analysis. Sure, the end result of the game is kind of the fruit of our actions throughout the journey, but other than that…well, we have little influence on it during the game itself. In fact, I often had the impression that even though I had been chosen, I was still drawn to me. And The same decisions sounded as ‘yes’ or ‘very yes’. Oh boy, I wanted more.
Modify the appearance of the character
The last thing I remember often and probably the most annoying of all. I know we don’t watch me all the time and the only option is to usually look in the mirror. but the man How can you make a game in a world full of transplants and modified body worship, instead of giving them the option to influence them? We couldn’t even go to the hairdresser! It was a huge step back and a bit of an insult to the entire genre.