What's up guys welcome back to the Neon Arcade for another Cyberpunk 2077 video.
Today we are going to be talking about 5 things That Cyberpunk can improve upon from CD Projekt
Red's last major project The Witcher 3.
Just to be clear, the 5 things mentioned in this video aren't highlighted because TW3
did them poorly or to a mediocre standard.
Infact The Witcher 3 is a masterful game, and I absolutely adore the design, immersion
and world of the witcher and the witcher 3 as a whole.
Ignoring blind nostalgia The Witcher 3 is one of my favorite, if not my favorite game
of all time.
With that being said these are the points I think Cyberpunk 2077 can take to the next
level and can improve on going forward.
Putting even the very best games under the microscope is how we help developers up the
ante with every new release, and discussions like this help in always looking for ways
to define and refine new and old mechanics, engaging gameplay, and meaningful story-telling.
Starting off the list as something Cyberpunk 2077 can improve upon from The Witcher is
the Main story.
The Witcher 3's biggest strength is arguably it's secondary quests, contracts and world
development through exploration.
Whilst this makes the world of the Witcher feel immensely diverse, and each side story
has varying degrees of impact, the Main quest didn't feel up to par.
The story suffered from some pacing issues with the rushed acts after the skirmish with
the Wild Hunt at Kaer Morhen, and overall didn't incite much of an emotional response.
The quests regarding Dandelion also took a much larger chunk than what it should have
relative to rest of the main quest, and the search for Ciri could arguably be chalked
up to a glorified Super Mario plotline with princess peach being in the other castle.
This could have been time aptly devoted to developing the Wild Hunt to a degree where
we understand their motives, and their backstory.
Now the main story was good, but wasn't as exceptional as the other things in the
game that developed branching narratives as well as the world including the DLC, and afore
mentioned sidequests and activities.
In this sense Cyberpunk 2077 can convey a more gripping, emotional and brutal main story
arc.
There can be heavier decisions, more punch to the gut like moments, and better developed
relationships with comrades and aquaintances throughout the world of Night City regardless
of how fragmented it is.
It helps that V is largely learning a lot about the business and isn't as established
in her mercenary role as Geralt was in his Witcher role, and this gives more breathing
room for potential mistakes v makes to have consequences that ripple through the story
as a whole.
I'd like to see how Corporations and the most powerful yet fucked up people got to
be the way they are.
What did the world take from them?
What are their triggers?
Even if they have no cybernetics fused to their bodies, to what degree are they still
human?
What is there left to latch onto other than greed, power, blood-lust and savagery.
Next is the combat and controls.
Now initially when I played the witcher 3 I thought the Combat was terriblly flawed.
In actuality you just need to properly acclimatize to its mechanics and it's most likely not
going to happen even approaching the 10 or even 20 hour mark, especially for people who
aren't used to third person games.
Now the combat isn't perfect with Quen being vastly superior to other abilities in 90%
of encounters and similar rinse and repeat methods of having to use telegraphed approaches
to fights, but it still feels powerful, satisfiying and athletic.
Whilst the combat does take some getting used to and I can see why people assume it's
a weak spot.
I think it's true weakness lies in the fluidity and responsiveness of the controls.
There will be times where Geralt is more reminiscent of the white swan than the white wolf as he
twirls around in a bloody gust of guts and silver, and other times where you get stun
locked, caught on environments and unable to do multiple actions like que up Quen and
side-step at the same time through no fault of your own.
The responsiveness and optimization of the controls make movement feel a little too lethargic.
Even Roach seems to takes turns at inopportune moments, and take a few clicks of the spurs
to get to running.
Now this is playing on the PC, so this might actually be a non-issue for controller users
There also isn't a terrible amount of diversity in the weaponry in the Witcher.
Yes you have your steel and silver swords, but you also don't have a sidearm that's
worth using half the time let alone any other meaningful choices in your arsenal.
I understand this is bound by the lore and world of the witcher, but combat never grows
and adds anything substantiall past upping your skill trees and learning new moves, and
you start to experience diminishing returns with gameplay.
This is where Cyberpunk 2077 can offer varying methods of combat and a fluidity of gameplay
with proper optimization as well as integration of reflex boosters, cyberware, and the myriad
of weapons to increase replayability
Another sore spot is the animations.
There were times in the Witcher 3 where I sprouted a slight grin on my face at the absurdrly
awkward looking animations there were present in the game.
Now most actually were conveyed in cutscenes with punches looking like characters were
playing with sock em boppers, and running animations like CD Projet Red had teletubbies
as their motion capture actors.
Facial animations were hit or miss with some being very expressive and emotive and others
looking like they'd have just been hit on the head with a mallet and didn't know what
eon they were in.
Improvements to this can absolutely happen.
Mirror shades and other cyberoptics can disguise the eyes and thus emotion and you may not
understand the intentions of someone hiding behind them.
Other facial augmentations can cover areas used for deciphering body language, while
fashionware can be used to excentuate body language.
There is a ton of possibility here.
Mouth movements are more cut and clean with red engine 4, the characters seem more fluid
in their movements, and there seems to be weight to everything they do.
There are unique animations for every cyberware install and Dr Viktor coasts around and scuttles
about on his rolling chair just as a dentist or doctor would do if he needed to traverse
the operating room for some tools.
It all looks very grounded and realistic.
The next thing that Cyberpunk 2077 can improve on from The Witcher 3 is the loot.
Looting and obtaining new weapons, and armors. only to learn you couldn't use them because
they were 20 levels higher than you, or picking up a new sword, but it being useless because
they were 10 levels under you was something that bothered a lot of people.
Loot level adjustments would bring more diversity in this department.
This combined with the fact that the menu system was a tad clunky, makes for looting
to take a back seat within the game.
Now with Cyberpunk 2077 not only will we have the potential to have loot that scales and
thus we can use all the cool things we encounter, but people are going to gravitate towards
certain types of weapons.
Some will enjoy smart-weapons, whilst others will enjoy a more visceral experience and
will lean towards more standard weapons.
Some will enjoy SMGs, while others will use Shotguns or katanas.
Some will rely heavily on reflex boosters and being a cyber-ninja and some will rely
on becoming a tankier character with big corporate rifles and linear frames.
All of these choices originate from Loot diversity and having the loot scale with your character
so you can use it as soon as possible.
Finally we have no Loading screens and releasing a product with less bugs.
Loading screens in the witcher 3 weren't a monumentally big deal, but they were long
enough and frequent enough to strip you of immersion whilst traversing from region to
region.
No loading screens in Cyberpunk 2077 combined with a First person perspective, will really
ground the experience in reality and put more emphasis on developing and fleshing out a
world that seems real.
The Witcher 3 does this excellently with loading screens, so imagine how much more immersion
and depth we can achieve with the seamlessly interconnected world of Night City.
Bugs were also something that put a slight damper on the experience that was The Witcher
3.
Lots were involving your trusty steed Roach, but there were also times where you were stuck
in screens, or tangled on some environmental texture and unable to move.
Now a big open world experience is bound to have bugs, but I hope it's a significant
focus on release day.
They can be frustrating and while we know it will happen, I'm hoping the frequency
of bugs and glitches is eleviated through either developer focus or proper infrastructure
and assets implemented in correcting them.
That's it for me guys thank you so much for the support so far on the videos, we've
gained a lot of community memners over the span of the last couple weeks and that's
reslly awesome.
Remember we have the 2077 subscriber giveway where I will be giving away a copy of the
game at 2077 subcribers so make sure you are commenting and sharing to your social medias
if you like the content and want to grow the community here.
See you guys in the next video!
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