RDR2 is a true masterpiece of the open world. (*Not my pic--credit to the NY Times) |
Saturday, August 28, 2021
My Favorite Open World--RDR2
Saturday, August 21, 2021
Loving the Thing Everyone Hates--My Parting Cyberpunk Thoughts
It's easy to find beauty in Night City. |
Tuesday, August 17, 2021
Holy Patch Notes! 1.3 is Nigh-ish (Cyberpunk 2077)
The full 1.3 patch notes for Cyberpunk 2077 have been revealed...and woo boy are they lengthy. (View them here) I saw somewhere that the patch size was 38 gigs (*this is from a forum post, so not anything official)...it's a biggun. So, what are the highs and lows of this crazy list?
The good news is that some of that sweet, sweet free DLC is happening--mostly in the form of new items.
Johnny is getting a new look! |
1.) Johnny Silverhand will be getting an alternative outfit that can be toggled on/off. Cool, I guess?
2.) V will get access to two new jacket types in his/her stash after progressing through a specific mission. It appears that these items are rare/iconic and can be upgraded. I love the jackets and have been hoping for more rare/iconic items, so I'm excited for this.
3.) A new vehicle type that is tied to a mission in the Badlands (Archer Quartz "Bandit"--I'm going to assume that it's a nomad version of a Quartz). According to the notes, players will either receive the vehicle as a reward or can purchase it (it's dependent on choices made during a certain mission). I'm always down for more vehicles (*this, despite the fact that I usually find one that I really like and then only use it).
The rest of the very sizeable list is dedicated to improvements and fixes. Here are a few that I found notable and some thoughts:
- Fixers will now message V less with offers to purchase a vehicle. (Poor V's phone needs a break from all those messages. No Wako, V doesn't want to buy your weird, little clown car!)
- It's now possible to upgrade crafting components in bulk. (Now I don't have to click 5483758 times to create legendary components. Praise baby Jesus.)
- Detection time of enemies now depends on game difficulty. Enemies on Easy and Normal difficulties will now detect the player slower. Enemies on Very Hard difficulty will now detect the player faster. (Sneaky, sneaky times are going to be harder on higher difficulties--I'm curious about how much harder it will be...)
- Enemies on Very Hard difficulty (and only that difficulty alone) will now be more aggressive when searching around when they are in the "Alerted" state. (I'm not sure what this means--more running around? Maybe some aggressive, random shooting?)
- Added more crafting specs for cyberware mods. (I didn't realize that ripperdocs sold cyberware mods until my third playthrough--it's very poorly explained. Being able to craft your own is awesome)
- Optical Camo cyberware will now be available for purchase from Ripperdocs. (Sneaky, sneaky times just got sneaky-sneakier--I'm sure this will offer a brief window of total invisibility)
- Fixed an issue where crafting specs from clothing stores were available only during the first visit to a vendor. (Pretty sure I had this problem because I rarely encountered new plans. Crafting clothing is a bit of a mixed bag, but I love cosmetic items, so bring on more plans.)
- Fixed various unlootable items. (There's nothing more irritating that not being able to loot every useless piece of junk in the game. I will loot all the ashtrays and stress balls. I hope this also includes issues where dropped weapons would sometimes be unlootable in the Badlands)
- Fixed appearance of a junk item. (I'm guessing this is a sex item because this description if very vague)
- Traffic vehicles will now honk after hitting V. (Yep, getting honked at AFTER being hit is important. I would much rather have better pathing for NPC vehicles, but honking is a step in...a direction)
- Fixed an issue where V could be launched into the air when attempting to jump through or climb various terrains throughout Night City. (I encountered this several times and it's one bug that I'm very glad is being smashed. It was annoying finding yourself suddenly flung a sizeable distance from your location)
- Improved framerate consistency, resulting in fewer hitches and spikes, especially during combat. (Optimization is always welcome)
- Fixed an issue where interrupted holocall would resume along with another call, which could make the NPC appear in other calls and break the next holocall from that NPC. (I also encountered this bug and it completely messed up a sequence of missions in Watson--glad it's being fixed)
- A gift from Judy can now be found in V's apartment after player receives a text about it after completing her romance side quests. (Finally! Ya'll know how I feel about Judy--there's not enough Judy--and I was bummed that her "gift" never appears in V's apartment. Now, what about the promised "stills" from her text messages, huh?)
Monday, August 16, 2021
Some Cyber-News Drops!
In my continuing Cyberpunk 2077 coverage, there has been a piece of exciting news dropped today! Players have been anxiously (or aggressively...depending on where you look) awaiting any news from CD Projekt about the future path of the game. Many have pointed out the fact that the timeline on the published "roadmap" of development is definitely behind. Sadly, if you were expecting some of that sweet, sweet, free DLC...well, you're going to be disappointed (although sources I had seen had pointed out that any new content was likely to be more hotfixes/patches).
Those gorgeous neons! |
According to the "What's New in Night City?" post from CD Projekt on the official Cyberpunk 2077 page, patch 1.3 will be happening...at some point in the future (noticeably, there is no date, although I have seen speculation that it would land by the end of August from other sources). The post is meant to give an overview of the major changes in the upcoming patch (but not full patch notes). If you don't feel like wading through the creatively written post, here's what I gleaned from it:
1.) The GPS/navigation system and minimap are going to be improved. I never had any problems with navigation and my only minimap gripe would be the fact that I wished it showed a slighly larger area--mostly because I drive like a maniac and it's easy to miss turns when you're buzzing along at breakneck speeds.
2.) During the main story mission in Clouds, player options between Angel and Skye will be made more clear. Basically, people were miffed that they were accidentally choosing the wrong doll because the order they appear in is different from the video to the player UI. This seems like a very, minor random thing to add, but apparently was the source of many salty internet tears because people inadvertently chose the "gay" option (*spoilers here, but V doesn't actually have sex with anyone at Clouds, so the gayness is pretty non-existant).
3.) The system for resetting/re-aligning perks is changing. Rather than using the Tabula E-Rasa shards which completely resets V's talents, players can seek out "coaches" who can help players change perks without a complete reset. This part is very unclear, but the intent seems to be to better allow players to experiment with different builds without needing to purchase the expensive shards (they are 25,000 Eurodollars a pop...which is cheaper than the 100,000 that I think they were in the beginning).
So, while it's not the DLC news that players were hoping for, it's still news (something that has been frustratingly scarce). Undoubtedly there will be some salty peeps because: 1.) it's not DLC, 2.) they are behind on their development roadmap, 3.) these changes/improvements seem fairly minor. The full patch notes are supposed to be released "soon." Hopefully there are more bug/glitch fixes (I'm sure there will be) included in the patch.
If you're more curious about patch 1.3, there will be a stream on August 17th on the CD Projekt Red Twitch channel (the time is 18:00 CEST...you might want to Google what that means for your timezone). There is promise of more juicy patch details (because the three detailed above apparently aren't the major changes and just an appetizer).
Saturday, August 14, 2021
Hot V is Hot--Damn I'm Good
Even though the character creation tool in Cyberpunk 2077 doesn't include sliders, I've found a strange amount of success in creating V's that, quite frankly, have turned out smokin' hot. Something nerdy that I find enjoyable is having photomode funtimes with all my various versions of V. Initially I was a bit frustrated by the photomode, but after spending a bit of time playing with it, I've discovered that it's quite fun--there are stickers, backgrounds, frames, and filters to help create some memorable moments of your V (who, you don't get to directly "see" much due to the game being in first person). I would highly recommend being a shameless hoarder of any clothing articles that you find to be remotely interesting--as far as I know, there are no limits on the number of items you can put in the stash, so stash away! I've got a few future challenges for photomode funtimes running through my head (#1: hot bro V needs to happen--maybe for a future playthrough, #2 find good background locations).
Obligatory Samurai/Johnny gear shot. Just look at my V! |
Let me introduce V #4--AKA my hottest V yet (maybe my true masterpiece is still out there, just waiting for some character creation clicks....). I've made up a bunch of dumb character creation rules in my head for each lifepath (such as no crazy hair/tattoos for corpo V piercings/tattoos are fine for the other paths). One of the frustrations I found with V #4 is hair length and hats. Notice how V #4 has nice, short-ish hair--if I throw on a baseball style hat all of a sudden V has bangs, and hair that is shoulder length; a bandana results in a long, high braid; a trilby results in short, curly hair--dammit, I just want V's hair to stay the same length! The only hat I found that would keep V's hair the same was the military style side cap. The result--no hats in photomode (the hat selection is pretty blech anyway).
V stole these clothes from Yorinobu Arasaka. |
One of my ultimate goals for V #4 was to completely fill up the stash slots in V's apartment. In each of my previous playthroughs I was somehow missing a single katana. The katana in question is extremely easy to miss as it makes its appearance in the beginning of the game and involves taking a path that seems totally counterintuitive (rather than taking the indicated exit during the portion of the heist mission in Yorinobu's penthouse, instead, head to the roof and you'll find Saburo's AV and the katana--and some guards, so be careful). During V's jaunt onto the roof you'll come across a rolling suitcase that contains the above outfit (sans shoes--gotta provide your own). Snazzy! (**Also, I failed in my goal to complete the stash. A single plan didn't drop due to a bug--so, it's a goal for the future)
Panam's rifle (Overwatch) is an absolute beast. |
Trying out different abilities and weapons is another of my goals for each playthrough. I decided that V #4 would take talents geared toward sniping--I maxed out reflex with the majority of points going into assault/rifles and was sure to pay close attention to the few talents geared toward sniping. The beginning of the game was a little bit rough (I'm playing on hard), but I have greatly enjoyed the pleasure of headshots in the latter part. Boss fights can be a little sketchy, but that's when V can pop out the assault rifle. Panam rewards you with a rare/iconic sniper rifle for completing part of her storyline and it's truly a head-popping wonder. 10/10, would recommend--can shoot through cover, one-shot kills...it's magical. (**Do be aware that there is a bug with Overwatch that means it will disappear from your inventory during the Arasaka assault if you choose the nomad ending--it's there if you reload prior to the turning point after you finish...kind of annoying and hopefully gets patched...whenever a patch happens)
Neon style. |
Action shot with gold accents. |
You can't go wrong with V on a motorcyle. |
Did I make different story choices for V #4? Nope, not really. I have future plans of trying out the River romance (even though I find him a bland option when you can choose Judy...). I'm already cooking up my next, even hotter V in my head (male, body/melee/shotguns build...that's what I've got so far).
Wednesday, August 11, 2021
My Big Fat Cyberpunk Wishlist v2.0
Welp, I'm still firmly ensconced in Cyberpunk 2077 and my brain still wants to ponder ideas about improvements or additions that (in my addled head) I think would make it better. Will these things ever happen? Nope, but I can indulge myself in even more wishful thinking about an imperfect world.
1.) More Jackie & T-Bug
We need more Jackie! |
I think the beginning of the game would be much more interesting if rather than seeing a montage of Jackie and V's early exploits in Night City (which look like a damn good time) there were playable missions. Jackie is such a fun character and players only get a very brief time to get to know him. Rather than the brief datashard tutorial, why couldn't it have been tutorial-style story missions to establish the Jackie & V relationship?
I also wish that T-Bug got more attention. She's an interesting character who gets very little screen time and doesn't even get a proper goodbye. The "squad" vibes with Jackie and T-Bug are also a fun route that I wish was explored some more. Your best bro backing you up and a badass netrunner for support? Yes, please!
2.) Consequences for choosing the lethal/non-lethal route
It's still a bit puzzling to me why the lethal/non-lethal option is in the game. I'm certain it's largely there for Regina's cyberpsycho hunting mission, but it feels pretty pointless outside of that context. It would be cool if the missions you received differed based on your playstyle--if V is a killer, they receive more hit-style missions or, alternately, if V chooses not to kill, more missions about capturing a target alive.
3.) More corporate intrigue/more moral decision making around the concept of the corps.
The corps run everything in Night City, but I would love more storylines built around the concept of playing along with the corps or actively working against them. I felt like it was a part of the game and world that was lacking. Johnny hates the corps, so there's some automatic internal conflict. There are a few gigs that hint at a deeper story and the potential for an impending corp war between Arasaka and Militech. There's an entirely untapped moral conflict around this concept--do you sell out to the corps or stay independent?
4.) A few storylines get fleshed out--namely Rogue and Evelyn Parker.
In the case of Evelyn, it's hinted at that there might be more to her story. This could simply be nudging you toward the story mission to figure out who was behind the plot to steal the Relic, or it could be more. When V first meets Evelyn in Lizzie's Bar, he/she remarks on the fact that it's not the type of place where they would expect to meet someone like Evelyn. Takemura also pointedly asks V if he/she thinks Evelyn works for a corp (at that point in the story V has no idea or way of actually knowing). Evelyn's storyline does have closure (completely depressing closure), but I can't help but wonder if her character was meant to have a deeper plot.
Hints are also dropped in Rogue's story and then left unclear. During the mission to track down Grayson (and potentially, but disappointingly NOT Smasher) there seems to be some sort of shared past between Grayson and Rogue. He mentions "not playing for the same team" any more and also brings up Rogue's rise to the top of the fixer pile in Night City. It's very suspicious that she avoided the violent fate of most of the others who participated in the 2023 Arasaka raid. Unfortunately, Rogue ain't havin' any part of this conversation and knocks Grayson unconscious before V can probe any more details from him. It seems like Rogue isn't exactly the anti-corp rebel that Johnny thinks she is... I get the impression that Rogue knows how to play the game in Night City...and that game involves working with corps. It would be fun to learn more about her story and to know more about her journey to becoming the top fixer.
5.) Dialogue options that make it clear--V's just not into you.
These options do eventually happen, but I wish that they 1.) happened earlier and 2.) included an option if V has already entered into a relationship. It feels weird when you're in the middle of a storyline and the person (who might not even be a romantic option for your V) is still angling toward the romantic (i.e. playing as femV and having Panam question why V is helping her). River in particular drops some awkward bombs that I wish V could have the option to gently, but definitively make it clear that it ain't happening.
6.) Day/Night Cycle
I wish there was a discernible course of daytime vs. nighttime activities for NPC's. It would be cool to see streets filled with people heading to work in the morning or busy clubs at night. I like to go visit Judy in her apartment (post-relationship sealing) and she's always just standing by the window. She needs some variety--(also gotta admit that I wish she had more dialogue since her romance takes place so early in the game).
Saturday, August 7, 2021
The Sinnerman Dilemma
Rachel and Joshua--An uncomfortable last meal. |