I just did a replay recently and it was a lot of fun. They really nailed environments, sound, really the whole look and feel of the thing. Gameplay too; I did a monowire netrunner build this time and it was wild. Unlike anything I’ve played before, really. But I did have to cheat a bit to get there.
There used to be a monowire you could go grab out of a box right from the start, but they took it out and locked access to any monowire behind street smarts. It added a console to give myself one and added some cyberware while I’m at it, because why not chrome up?
This was, in fact, totally fine. The locking out doesn’t seem to have anything at all to do with balance.
I did have to spawn myself a bunch of these new shards to increase my cyberware limit, though, because they decided to cap them out and add an item to unlock them. Again, my going crazy with it really didn’t disrupt balance at all.
So why? Because someone in some department somewhere sees game mechanics as a commodity, and they’re treating them like dlc. I get an infinite sea of generic weapons, but try to do the cyberpunk things and the game wags its finger.
taanegl@beehaw.org 11 months ago
I’m on my 3rd play through. It’s still janky and buggy in some regards, but my god the theme, the characterisation, the stories, the plot. It’s how you put together an open world game, where immersion relies on the art of story telling.
Someone tell Todd Howard. Maybe the next Bethesda game won’t be so incredibly bland.
interolivary@beehaw.org 11 months ago
The v2.0 changes were actually pretty good, made me want to start another playthrough. I really like the new metro system even though it’s such a small thing considering everything else they changed, but it’s fun to be able to hop onto a metro to get somewhere. The game is already pretty immersive and that small detail just adds to it