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This, and everything else I've mentioned, makes Night City feel artificial, unconvincing, and bizarrely limited in scope. Walking out of V's apartment into the Watson district, I've heard a conversation between two cops at a noodle stand probably fifty times. In the red light district, Jig Jig Street, I hear the same few lines of dialogue every time I walk through the gate leading into it. Scripted moments between NPCs exist in the game to break up the endless flow of silent pedestrians, but these are often repeated-in some cases, every time you visit certain locations. Hell, even the people in Shenmue's Yokosuka feel more real to me than anyone in Night City, and that game's over 20 years old now. It's all smoke and mirrors, of course, but the illusion is masterfully crafted and maintained. They interact with each other, follow routines, and react to you in dynamic, interesting ways. They move through the world in a natural, organic manner. I've been replaying Red Dead Redemption 2, and while it's perhaps unfair to compare a game with a relatively small number of NPCs to a teeming metropolis like Night City, the denizens of Rockstar's Wild West feel like people. They're like animatronic puppets, there not to exist in the world, but to make it look more alive than it actually is.
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They walk back and forth, occasionally transitioning clumsily into an animation where they lean on a wall or light up a cigarette.
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And while the people on the streets are exciting to look at visually, they don't do anything. Seeing the same handful of models repeated constantly on the road as I drive around the city really takes me out of it. I love the chunky, retro-futuristic car designs in Cyberpunk 2077, but there aren't enough of them. As it stands, V's apartment is filled with the same generic junk as everyone else, which is kinda disappointing. This probably isn't a big deal in the grand scheme of things, but wouldn't it be cool if V's apartment said something about them? Even a few objects related to the life path you chose decorating the place would add so much. A bunch of jackets hanging on a rack that, again, I've seen in other people's apartments. A neon Kiroshi Optics sign that is absolutely everywhere including on the sides of buildings. There are some reused assets in this space, but many bespoke ones too.Īnd what about V's place? There are those same books you find in every other apartment you visit.
#Cyberpunk city skyline free
The clock parts strewn across his desk give an insight into how he spends his free time, while also hinting at some of the game's larger themes. It's not exactly subtle, but when you see the smashed mirror in the bathroom, you immediately know that Jensen is not entirely comfortable with the augmented body he's been given against his will.
#Cyberpunk city skyline full
In Deus Ex: Human Revolution, we visit the apartment of protagonist Adam Jensen, and it's full of stories. The developer wants you to look at the details in its world, which makes it baffling that there's rarely anything interesting to look at-just the same assets you've seen a hundred times already, repeated ad nauseum.Ī good example of Cyberpunk's shortcomings when it comes to world-building is V's apartment. Who cares what's on a piece of paper lying on someone's desk? But the reason CD Projekt Red opted for a first-person view in Cyberpunk 2077, according to several interviews, was so players could get a closer, more intimate perspective on Night City. This will undoubtedly sound like tedious nitpicking to some readers.