I don't think soHave we ever seen this running or even a screenshot of what this looks like on current gen?
VG247: This probably applies more to guns than melee, but what are really the benefits of targeting different areas of an enemy’s body? Like, if you are shooting for the kneecaps, or for the feet, to try and slow them down, does that sort of thing work?
Kapala:
Absolutely. We have different hit reactions per body part of the NPCs. So, if somebody’s charging at you with a baseball bat, for example, if you shoot them in the kneecap, they will actually fall over. If you want to disarm somebody, quite literally, you can shoot them in the arm, and part of their arm will actually fly off. If you injure somebody in an arm, they might drop their two-handed weapon in favour of using a one-handed pistol. It’s not necessarily that we expect the players to use this at every opportunity, however, it’s useful to know about this, that sometimes, actually engaging the enemies in certain limbs will give you an edge in combat.
(...) what about character deaths? Is that canned animations, or is that physics? What goes on there?
Kapala: It would be a mixture of the two. It depends on the strength of your weapon. So, if you headshot somebody with a small calibre pistol, you would not expect him to go into ragdoll, necessarily, or just to fly away. Like, we’re not doing a Quentin Tarantino movie. However, if you have a grenade explosion, you will see that the bodies actually get dismembered, they go into ragdoll, they get flung away from the centre of the explosion. And this extends to weapons as well. So, depending on the strength of your weapon, the overall power of your weapon, you will see different results there, on NPC death.
VG247: Obviously, in an RPG, at a point, you need to have enemies that can take a lot of punishment. But how do you avoid these bullet-spongey enemies, where encounters seem to drag on, and you’re shooting someone over and over again? I’m thinking about the big fella you see in the Braindance, who’s heavily augmented…
Kapala:
Adam Smasher.
VG247: Right. He’s clearly not going to be somebody that goes down in a few hits, no matter what weapon you’re using. Even if you’re using a rocket launcher, I would assume. So, how do you balance that, to make sure it doesn’t cross from challenging to frustrating?
Kapala: So, in the core of the game, if we’re talking about the normal NPCs that you meet on the street, they can have different rarities to them, I would say. Most of the NPCs that you will meet are normal, just goons. And if you’re continuing to level up, and if you’re on the level of the enemy, you should never experience bullet sponginess. They will feel quite fast to kill, quite fast to engage. However, they’re quite deadly as well, so you need to basically use cover, and move around a lot.
Some of the NPCs will be more armoured, or more, how do I say? Some of the NPCs would be, like at officer level, so they’re more elite enemies that deal even more damage, and they take a little bit more punishment. However, what we opted to do there is that, we basically ensure that hit reactions on our NPCs are always played. This is a big problem in most of the games that I played that have bullet sponges – that basically you don’t see any type of reaction on the NPC as you’re hitting him. It feels like you’re literally shooting a sponge, like there’s nothing there. And we never want to have that. So, we will still play hit reactions on those NPCs. You will still see that they’re getting hurt. They will stumble, they will fall from your gunfire. So, that’s still in place. And as far as boss fights are concerned, well, I think it would be best if players see it for themselves. However, I can assure you that we took the necessary steps not to have them feel like bullet sponges as well.
Have we ever seen this running or even a screenshot of what this looks like on current gen?
it actually looked quite ok, right? It was just a glimpse obviously, but... Corporate samurai with katana. anyone?All I was waiting for was just a glimpse of the melee combat. I’m all in now! Hype train?
I wasn’t a fan of The Witcher games, but I’m looking forward to Cyberpunk. I do believe though that a lot of The Witcher fans are going to be disappointed by this game. Expectations are too high for some people. This is what happens when games stay in development too long.
Who is Geoff and why does he decide these things?Last year the cutoff date was November 15, this is supposed to be released November 19... if Geoff doesn't move the cutoff date a week later, then CP77 will not be eligible for GOTY 2020.
Anyone else not particularly impressed yet?
Don't get me wrong, the presentation looks slick but we don't play presentation. We play with mechanics. I haven't seen any particularly exciting gameplay mechanics yet.
Ass creed unity was so gorgeous. The crowd tech, the lighting, the interiors. It’s hard for me to judge the game since the Overwhelming graphics distract me so much.I wish this game had AC unity level npc count. I know current tech is limited my console cpus so we won’t see that kind of density for a long time (ac unity was broken in many parts because of it).
This is a CDPR game. Give it a year and it will be 100% better.I wish this game had AC unity level npc count. I know current tech is limited my console cpus so we won’t see that kind of density for a long time (ac unity was broken in many parts because of it).
This is a CDPR game. Give it a year and it will be 100% better.
My base PS4 is going to catch on fire, I'm ready.I can't imagine running this on ps4 pro and X1X, and lol at base ps4 and especially xbox one.
The interview they just put out helps explain what the decision really means in better detail. Other than the intro 2 hours being different, you mostly would play the same game after that point.prolly corpo first here, instinct is none of the above but that doesn't exactly play
oh, should probably go nomadThe interview they just put out helps explain what the decision really means in better detail. Other than the intro 2 hours being different, you mostly would play the same game after that point.
However, your choice of starting point will give you additional dialogue options throughout the game. So it's basically like choosing a skillset. Street Kid obviously will have much more knowledge of gangs, crime, and will be able to make deals and get additional options in situations like that. Corpo will have a greater understanding of business, and will understand hidden motives around high level, powerful people. Nomads will have a ton of experience in the badlands outside the city which is a dangerous area, and will be very experienced in fighting and survival skill.
oh, should probably go nomad
thank you kindly for the information
The interview they just put out helps explain what the decision really means in better detail. Other than the intro 2 hours being different, you mostly would play the same game after that point.
However, your choice of starting point will give you additional dialogue options throughout the game. So it's basically like choosing a skillset. Street Kid obviously will have much more knowledge of gangs, crime, and will be able to make deals and get additional options in situations like that. Corpo will have a greater understanding of business, and will understand hidden motives around high level, powerful people. Nomads will have a ton of experience in the badlands outside the city which is a dangerous area, and will be very experienced in fighting and survival skill.
I thought they were talking about the main quest, since they are expanding the side quests.My only real worry is the game length, and size of the map, in paticular the city itself. That screen shot froma while ago, which showed the whole map size, it made the city look tiny. And with CDPR already saying the game is shorter than Witcher 3, well if the devs themselves are the ones saying it, expect the game to be considerably shorter.