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Arcane and Edgerunners

While on my vacation a few weeks ago, away from my PC, I finally found the time to watch both Arcane (e.g. the League of Legends-based show) and Cyberpunk: Edgerunners. Here are my thoughts:

Arcane: Season 1

An amazingly compelling and nuanced show that is better than it really has any right to be. Arcane is at a quality level that it makes you start thinking that Riot created League of Legends as a means to fund the development of Arcane, the thing that they wanted to make all along.

The overall show follows the life of Vi and Powder, two sisters growing up in the undercity slums, and how they try to survive amidst gang wars and oppression from enforcers from the city proper. A series of unfortunate events breaks them apart, and their differing paths through the developing tension between the upper and lower cities forms the backbone of the plot.

I really don’t know what else to say about Arcane. I have never played League of Legends nor have delved into any character lore to see if anything in the show is “accurate.” None it really matters, as the show stands on its own. In fact, outside of a few moments late in the series where there is clearly some “ultimate ability fan service,” you probably wouldn’t ever know it was based on a game.

In any case, whether or not you choose to invest the time in watching Arcane for yourself, I highly recommend at least listening to What Could Have Been and Goodbye. The overall soundtrack is next-level, with a wide range of genres and tempo, but those two in particular elevate the experience.

I am eagerly awaiting the release of Season 2, which is coming out soon.

Cyberpunk: Edgerunners

Cyberpunk: Edgerunners is a Japanese anime based within the Cyberpunk 2077 game world. It follows the life of David Martinez, a teenager who is thrust onto the merciless streets of Night City after a senseless tragedy. Mirroring the base game themes, we see how David tries to make a life for himself despite being surrounded by violence and corruption and cyberpsychosis at every turn.

I watched Edgerunners with the English dub, and that is something I recommend too – the quality is excellent, but the real treat was hearing the same sort of Cyberpunk slang (choom, gonk, flatlined, etc) that you do in-game. Indeed, seeing as how I watched the anime after having played the game in which they added Edgerunner gear as bonus items, it felt as if I were literally watching an in-game show.

Overall, I enjoyed the kinetic, violent affair, but recognize that it might not be for everyone (especially the squeamish). If you liked playing Cyberpunk 2077, you owe it to yourself to watch the show. If you didn’t, but enjoy the cyberpunk genre and are okay with over-the-top gore, then go for it. There is a ton of drama, tragedy, and an impeccable soundtrack (some of which come direct from the game radio).

Cyberpunk 2077, Completed

Finally finished Cyberpunk 2077 over the weekend. Total playtime was a combined 148 hours.

Years ago, my initial playthrough was as a female V, romancing Judy. Progressed up to the Parade mission, realized that things were probably going to go down, so I took an off-ramp into… literally everything else. Completed every single side-quest, and sucked the very marrow from the progression system. After that, I lost interest in going the final mile, never completing the game.

The second playthrough came as a result of the Phantom Liberty DLC release. Actually, a second playthrough would never have happened without the corresponding 2.0 overhaul of the Talent/Perk system. That overhaul really did turn everything around, making it a more cohesive, interesting experience. It didn’t hurt that Phantom Liberty was actually an extremely well-built DLC. In any case, I decided to start a fresh character using the “skip to Act 2” option to check out things as a male V, romancing Panam. And yeah, it was a “I studied the blade” playthrough (until I realized that sucked).

Ironically, I almost bailed at the exact same place as last time. Technically, in fact, I did: stopped playing in November after about 68 hours, right in front of the parade quest, having completely consumed all of Dogtown and thinking of what I had to do to unlock the various ending options. Already surpassed the old level cap, maximized gear, no progression of any kind to look forward to. Why bother slogging through to the end of this Civilization Conquest victory? I put the game away for a few months.

The main impetus of getting me over the finish line? My 2TB gaming SSD was getting too full. Yep.

Now, my reticence over finishing may sound as an indictment of the game overall, but that is not the case. Cyberpunk 2077 is an amazing achievement, featuring one of the most cohesive, believable gaming cities ever designed. The streets feel lived-in, puked on, bled over, and cyberpunked.

The commitment to immersive first-person perspective is bone-deep, but what sells it the most is the level of humanity present in the movement of NPCs. A decade ago, characters winking in Mass Effect elevated the entire medium for me. And while I am fortunate enough to have experienced the vicarious joy of the devs when it came to Final Fantasy 7 Remake, Cyberpunk 2077’s contributions are on the next tier higher. Being able to walk around characters as they are talking, seeing them casually step over chairs, or light a cigarette, or any of the general actions that, while scripted, never feel overally scripted sets a bar unlikely to be topped for years. Granted, most of this comes from extensive (and expensive) mo-capping, putting it firmly out of reach for the majority of developers out there. But once you leave Cyberpunk and try any other supposedly AAA game (cough Starfield), you feel the difference.

Having said all that, I’m still not entirely sure how I feel about finishing the game.

Actually, hold up. Let me find that… here it is.

I’m not going to go into the nitty-gritty details of the ending(s), but you’ll be able to infer some things.

…buffering…

I found the overall narrative unsatisfying. To a degree, this is likely by design. Night City is a corpo-dystopia, poverty is rampant, gang violence is routine, and attempts to do the right thing usually end in worse outcomes for everyone involved. The primary motivation of the main character, established early on, is to become a famous mercenary and get rich. And while you do have the option to be a bit more, ahem, mercenary in a few quests, the language of action throughout is always centered on killing and/or stealing and/or sabotaging for cash, regardless of whether your heart is gold or lead.

From a gameplay perspective, that is perfectly fine – I relished every opportunity to cyber-ninja around Night City. But at some point there came a severe narrative dissonance in how much time I was spending killing random gang members as opposed to the corporations that were responsible for the dystopia itself. Maybe that is “too big” of a goal to accomplish, assuming I could even work towards that end with a ticking time bomb in my head. Maybe the point of the story is to demonstrate the corporations always win and the best you can do is disconnect and drive away into the desert.

You know, the ole’ Wargames “the only winning move is not to play” end. Which is second only to “it was all a dream” in terms of dissatisfying plot.

For most of the game, I also actively hated the Johnny Silverhand character. While there were some later quests that softened the rougher edges, for the most part, Silverhand just reminded me of one of those overly-dramatic friends whom the world is always out to get – defensively cantankerous, never realizing that if everything smells like shit, maybe you should check the bottom of your shoe. However, that thought led me to imagine a Cyberpunk where Silverhand wasn’t in your head. And… I don’t think it works. Not so much because Silverhand’s relentless cynicism enhances the narrative, but rather that it is structural crutch to an otherwise unsupported plot.

Like, imagine that you still have the Relic malfunctions and blackouts, and thus still have motivation to seek a cure. What else changes? Well, a shit-ton of dialog goes missing. And that was when I realized: Silverhand is the embodiment of a failure to “Show, Don’t Tell.” He’s the player’s digital conscience, ever critical of actions that contribute towards the preservation of the Corpo status quo… which is all of them. But the insufferable needling is necessary because the game otherwise doesn’t Show any of it. Arasaka and the other corps are right bastards in the lore, but aside from a few assassination attempts, they may as well not exist. The game should have been called The Gangs of Night City for how much gameplay ultimately revolves around Maelstrom and Tyger Claws.

Again, I get it, having players just fight corps is probably a hard game to make. Plus, part of the “point” of the setting is that these corps are all but unassailable outside of a few acts of targeted sabotage. Even ultimately bringing down Arasaka doesn’t do shit within Night City – Militec immediately fills in the vacuum and the status is quo’d once more. This is the cyberpunk genre 101.

But… I dunno. I’ve played grimdark games before, I’ve played Far Cry 2 where by the end I as a player wanted my character to sacrifice themselves. I actually have a high regard to games that embody the Starfish Parable in the face of inevitability elsewhere. And yet, Cyberpunk 2077 somehow feels bleaker than even that. If that is the vibe the devs were going for, well… congratulations. You won, I lost.

Perhaps it is thus in a moment of supreme irony that I still recommend you play the game.

Not because of the “friends you made along the way,” or any sort of deep philosophical insight, or because of a game-inducing sensation of nihilism. Rather, you should play Cyberpunk 2077 because it’s a technological marvel. You can mod it into virtual photorealism rather easily, but even without mods the fidelity is on a level beyond all peer. Crysis was a gaming benchmark for decades, and I can see Cyberpunk 2077 occupying a similar niche for years to come.

But what really ties it together is the Immersion impact. Some Call of Duty sequel or whatever may end up being prettier, but what can you actually do in the game? Skyrim might technically be more immersive in terms of interacting with the environment, and Grand Theft Auto 5 also has a lot of activity. But I cannot stress enough: Night City feels real. You are in an environment. From now on, if I cannot jostle NPCs out of the way while moving through a crowd, that game is crap.

So, yeah. Cyberpunk 2077.

Buy it, play it, live it, and then end the game on your terms. Preferably before the parade mission.

Cyberpunk Appreciation

Absence (and a shit-load of updates) really have made me fonder of Cyberpunk 2077.

Just some chooms being bros.

My second attempt at the game started from remembering how fun the movement was – specifically, being able to just push aside NPCs while running. It seems like such a tiny little detail in the scheme of things, but not only is it an insanely good quality-of-life measure whose lack immediately gets felt in other games, pushing NPCs around also makes them more real. It is the difference between walking through tall grass in a game and seeing the blades bend, rather than a 2D texture awkwardly rotate.

Coming from Starfield, the dialog and general interaction is also miles beyond. I’m not going to say Cyberpunk has ruined other RPGs for me, but even the other best examples in Baldur’s Gate 3 and the Mass Effect series seem… almost immobile in comparison. To say nothing about the stiff talking heads of Starfield and other Bethesda games. Come 2024, if your RPG doesn’t have Idris Elba casually stepping over a chair for no reason while relaying quest details, what the fuck are you even doing?

Kid is already a Tier 1 netrunner.

I also appreciate the ability to exit conversations by just walking away. I occasionally employ that IRL.

So, yeah, overall I am having a blast. We’ll have to see if I maintain the momentum to reach the endgame, as currently I am just doing all the new expansion stuff. The whole Johnny angle never really appealed to me and I burned myself out doing side-quests as a result. Will history repeat itself? Does it even matter if it does? Stay tuned.

All Roads Lead to Stealth Archer

It’s a well-established meme how players gravitate to the “stealth archer” build in games.

I was thinking about this as I passed the 25-hour mark in my new playthrough of Cyberpunk 2077 and its Phantom Liberty expansion. The original game’s Perk trees were a disaster of bad design, but even then there was a skeleton of optimization one could take towards different playstyles. In my original playthrough, I was… a stealth archer, basically. My build ended up being horribly inefficient though, as my Perks boosted damage using sniper rifles and also Netrunner hacks. As it turns out, there isn’t much of a point dealing with weapon sway while aiming and bullet drop when you can digitally one-shot enemies from an equal distance away via Quickhacks.

I vowed that my next playthrough of Cyberpunk would be different. I’d focus on a bullet-time abusing katana wielder that kicks down the front door and decapitates everyone!

As it turns out, pushing less buttons and having fewer decisions isn’t all that fun.

I really did give it the old college try. Funneled all my Attribute points into Reflexes so I could Dash and double-jump my way across the map. That bit? Super fun. In fact, I don’t even bother with cars unless my destination is more than 2 km away. When you equip the Sandevistan (aka bullet-time) cyberdeck though, it is mutually exclusive to more “normal” cyberdecks that allow you to do simple things like disable a security camera or upload Ping on an enemy to see where his friends might be hiding. Losing those options significantly reduced the fun I was having.

Also? Bullet-time + melee weapon just isn’t all that engaging. Using a combination of Dash + Leap Attack to sail through the air is cool. Once you land next to your target though, you just hold down left-click as you cut them to ribbons. There’s no finesse, there’s no real engagement – Metal Gear Rising: Revengeance this ain’t. Indeed, the sort of penultimate Perks of the Reflex tree unlocks Finisher moves intended to, well, finish off wounded enemies. The problem is that enemies kept dying to left-click before I could even see the F-key prompt.

So, I’m back to my more familiar stealth archer ways. Mostly. One tweak that I’m making is to focus on Throwing Knives and Pistols to make things a bit more interesting than just outright sniping. More ninja than archer, basically. I may have to use my one Respec opportunity to shift Attributes around to make this more viable, but its working well-enough for now.

But what I’ve come to understand is that the stealth archer archetype may have less to do with its inherit power (Sneak Attack bonuses, little risk) and more with, well, the satisfaction of pushing buttons. Quickhacking foes to death requires like two buttons; slowing time and killing with a katana requires maybe two more buttons; Sniping is one trigger pull, but requires some decisions on where to set up and the skill of aiming the headshot; infiltrating an enemy base and dispatching foes while distracting their buddies requires dozens of micro-decisions and improvisations.

That last one is preferable to me – the Tenchu series is one of my all-time favorites from the PS1 era – but it’s not always possible with the way some devs set up (or disregard) stealth gameplay. Luckily, Cyberpunk 2077 does support stealth gameplay and actually neatly avoids the stealth trivialization problem by making all endgame approaches overpowered. Which is certainly a way to solve things.

Night (City) and Day

Sometimes it ends up being the little things.

I was playing Starfield last week and wanted to rest in my bed (10% XP boost) before exiting my ship. Except one of my companions was standing inside the cockpit hatch. I literally couldn’t move past them. It wasn’t quite as bad as this, but it was close. “Why can’t I just sort of shove past them like in Cyberpunk 2077? That always felt satisfying.”

About an hour later, I was patching Cyberpunk and bought the Phantom Liberty DLC.

Granted, I was always planning to go back to Cyberpunk eventually, especially after the Skill revamp in 2.0. But let me tell you: being able to walk through a crowd of NPCs and not constantly be collisioned is exactly as satisfying as I remembered. And also reading random notes left on tables. And being able to have ammo. And having interesting dialog, set pieces, weapons, item modifiers, plot. You know, the “little things.”

I’ll probably be back to Starfield eventually. Bethesda also says Starfield will be supported for “years to come.” Cool. So… I guess I’ll see you in a few years then. Meanwhile, there are better games to play.

Cyberpunk Expansion

Cyberpunk 2077 is receiving an expansion called Phantom Liberty in September 2023. And even though I never finished the base game a single time… I’m excited. In fact, it’s hard for me to remember how excited I have ever been for any DLC for a game.

Why? Because the designers are actually addressing my deepest disappointments in the main game: the Skill/Perk tree and cybermods more generally.

The devil, as always, will be in the details. But we have some clues that they realize that hundreds of nodes of +3% Headshot damage is goddamn stupid. This screenshot shows how the current “Skill bush” will resemble a proper Skill Tree, with more consolidated abilities.

Then there is this hands-on Kotaku post:

CD Projekt Red has completely overhauled growth progression in a way that feels in-line with what the game always promised. If there was an alternate version of Cyberpunk 2077 where you can actually craft playstyles that don’t inevitably end with a shootout, this is it. The expansion brings new character builds and revamps old ones, and is geared toward build-defining abilities and augmentations, rather than the base game’s tedious numbers-go-up grind of incremental but meaningless stat boosts.

[…] For the hour I spent in Phantom Liberty, I played a build centered around agility, doing things I couldn’t have pulled off in the main game. I was able to dash on the ground and in the air, deflect bullets with my sword, and execute devastating finishers when I got in close. I was practically Genji from Overwatch, slashing my way through the militant forces of Dogtown. This was only one of the builds the demo offered, but a cursory glance at Phantom Liberty’s updated skill trees was enough to send my mind racing to the new possibilities.

Thank. Christ.

I’m a systems kind of guy. I enjoy thinking about possibilities, synergies, optimizations. And while it is very easy to reduce things too far and otherwise be overly prescriptive… the true danger is building your system to be boring. And Cyberpunk’s current system is extremely boring. It is full of “perks” like “Reduce draw time for pistols by 50%” and “Reduce time to aim down sights with Rifles and Sub-machine guns by 10%.” Even if the design argument is that there needs to be speed-bump perks to soak up excess points, would it kill them to make it more interesting? Why not make those perks affect all guns? Or have pistols get a 5% chance to cause bleeding, and then allow that to synergize with a different perk in another tree that increases critical strike chance by 10% on bleeding targets, and combine with a third perk that increases bleeding duration?

I wasn’t a fan of The Secret World generally – having to tab out to a Wiki to get through “basic” quests was not much fun – but its synergies between talents and such were top-shelf.

Now, is “Genji from Overwatch” potentially a bit too far? Maybe. That said, right around when I abandoned my playthrough I stopped using sniper rifles because I could already instantly kill people from similar ranges with Quickhacks without having to worry about bullet drop. So perhaps having a little Genji up in here is precisely what Cyberpunk needs more of.

In any case, the new system sure as shit can’t possibly be worse than what Cyberpunk already has. And yeah, I dare the Monkey Paw to try and jinx that one.

[Cyberpunk 2077] The Other 40 Hours

I have a very dim view of the designers behind Cyberpunk, but as Nogamara pointed out, I do have 40 hours and counting in the game thus far. So, what gives?

As it turns out, Cyberpunk 2077 is a lot of fun in the moment-to-moment gameplay.

My prebuilt beast of a PC is running Cyberpunk pretty much on max settings (1440p) with 60-80 fps, and… damn. Night City looks incredible. Aside from the absurd number of loading screens when booting up the game, I notice nary a slowdown or hiccup as I speed around the streets looking for trouble to get into. In this regard, it is pretty much like GTA 5 mixed with Skyrim: a pleasure to just get around and get into trouble.

In the beginning, I was playing the game like I always default to with first-person games: sneaky archer. Cyberpunk does support this to a point, but only just so – Dishonored this is not. To clarify, you can indeed stealth through pretty much all the missions, taking special care to perform silent takedowns, pick up Quickhacks that will blind or distract enemies, hide bodies from patrols, add silencers to your weapons, and so on. There’s just… no particular reason to. Stealth is not extrinsically rewarded, locations are huge with dozens and dozens of mooks to plow through, and pretty much every other aspect of the game leads you towards more direct confrontations. Indeed, if you end up picking fights with higher-level “skull” enemies, you are no longer able to perform takedowns on them.

Having said that, the game gets a bit weird once you stop pulling punches and start pulling grenades. As it turns out, grenades are rather good at solving a lot of problems, like gang assaults in progress, enemies hiding behind cover, and basically anything you toss them at. While these have been my preferred method problem-solving, bullets work just as well. By the midgame, there aren’t a lot of things that are especially difficult. Granted, I am playing on Normal difficulty, but I’m not certain whether increasing the number of headshots necessary to defeat foes would do much to make things more engaging.

From a story perspective, Cyberpunk has been serviceable to good. There are a lot of weird side gigs and cross-references that sort of make the setting feel more Outer Worlds goofy than Deus Ex. For example, there are direct Office references, Portal cake jokes, and so on. The main story segments are more reserved and philosophical… ish. While I’m not done with the game yet, the whole Keanu Reeves rock star terrorist angle feels bizarre. Is he supposed to seem cool? Was he a rock star turned partisan, or was he always a commando and did concerts as a front? I’m not sure the answer even matters.

Indeed, I was presented with a few “choices” between unlikeable major factions and I just chose to destroy the one that insulted/betrayed me more recently. I’m fine with games introducing decision-points that have no bearing on anything other than roleplaying, but guys, would it kill you to offer a bit more context? What’s my motivation here? Hard to hate The Man if none of your interactions up to this point have dealt with The Man in a meaningful way. For all the implied Corpo oppression, it doesn’t affect the player in any way. Yeah, there’s poverty and gangs everywhere, but that’s window dressing and content, respectively. I would have liked to have seen a variation of the Wanted meter where instead of cops, you start getting hunted by Corpo mercs depending on the side jobs you take.

In any case, those are my positive impressions. It’s fun to run around and shoot people in the face. The commitment to first-person perspective – including little things like being able to see your feet, seeing when you get cyberware installed on your hands, etc. – is refreshing and welcome. I seek out opportunities to fight and infiltrate buildings and cause mayhem. I love cyberpunk as a genre.

However. I am currently sitting on 1 unspent Attribute and 7 unspent Skill points. Nothing in the talent trees get my juices flowing, and I have nothing to look forward to, nothing to build towards. Shit, I just found out one of the capstone Technical Ability Skills I had within reach – the one that makes Tech weapons ignore all enemy armor – doesn’t actually work. As in, enemies don’t have armor to ignore. What kind of literal fucking clown show is this? Apparently I was also supposed to be getting free Quickhacks for my hacking efforts (and spent Attribute points) but some bug that’s been around since 1.0 prevents it. Neat. This game would arguably be better off with zero Attributes or Skills systems at all. Not even “everyone has everything all the time,” but literally no one having any enhancements.

After all, there are always grenades.

Having said all that… there is a greater than zero chance I segue right into a second playthrough with a male V focused on “studying the blade” at max difficulty. Quickhacks have been cute, but I’ve been eyeing time dilation katana shenanigans ever since I saw the requisite cyberware on vendors. Viable? Probably not. But it is just crazy enough to possibly be fun.

[Cyberpunk 2077] Terrible Design

Cyberpunk 2077 has undergone a ton of changes since its disastrous launch. I was not keeping track of everything they fixed and tweaked, but suffice it to say, there was a lot. Some of which was immediately indicative of… well, idiot designers. That may sound harsh but let me give you an example: there is an early talent (Dagger Dealer) that allows you to throw your equipped knives. What was missing from the launch of the game until literally February of this year was any way to retrieve your thrown knives. Some designer thought this talent up and some programmer put it into a game where there are legendary knives, and no one thought that maybe losing them forever was a bad idea? Again, this was fixed in version 1.5 which I am currently playing. But the fact that it was even a thing outside of alpha is mind-boggling.

What I am coming to understand is that Dagger Dealer is a symptom of deeper issues.

Historical screenshot for the lols. In 1.5 they magically come back after a few seconds.

The overall leveling system is just a mess. You gain XP and gain character levels, which grant you Perk points and occasionally Attribute points. The latter are very important because they determine the maximum level of perk you can select within that Attribute. Additionally, each Attribute has multiple Skill Trees associated with it. So for example, the Reflexes Attribute contains the Assault, Blades, and Handguns trees, each of which contain 17-20 Perks that can have multiple tiers.

BUT WAIT, THERE’S MORE! Each Skill tree has its own XP meter that increases by utilizing that specific Skill in various ways. The more you use Handguns, the more Handgun XP you generate, and eventually you work your way down the reward track up to the limit of the Attribute. The rewards are usually little enhancements (Recoil reduction on Handguns, etc) but sometimes they are Perk points which you can actually assign anywhere. While that could lead to some interesting decisions wherein you start farming Blade XP to generate extra Perk points to put into Handguns or whatever, the emphasis should not deviate from the word “farm.” Because that is what it takes.

All of that may sound complicated, but none of it is particularly interesting.

I could live with all the overcomplicated shenanigans, but what I cannot stand is a Talent/Perk/Skill system with so few synergies. It is like the designers didn’t even try. I scoured the various trees and the closest thing to interesting that popped up was a Reflexes 8 Perk in the Blades tree called Stuck Pig that increases Bleed duration by 3/6/9 seconds. That is notable not because it’s actually any good, but because there is no “inflicted by a Blade” qualifier to it. Some things other than Blades inflict Bleed, so that would be an interesting choice and/or build to work towards if Bleeds were your thing. If instead you put any Perk points into Handguns, well, all of them turn off the moment you equip anything else.

And, Jesus Christ, don’t get me started on the crafting system. Because I’m going to anyway.

Crafting is governed by the Technical Ability Attribute and subsequent perks in the Crafting Skill tree. The most important ones are those Perks that unlock the crafting of Rare (5), Epic (12), and Legendary (18) items. In many games, there is always a tension between player crafting and found loot: A) if crafting is better, why search for loot, vs B) if loot is better, why engage with crafting at all. Cyberpunk kicks this up a notch with Iconic gear – these are weapons/armor with unique effects that you can continually upgrade… provided you dump a bunch of Attribute points into Technical Ability. If you don’t, those Iconic items might be good for a mission or two before trash drops start dealing more damage.

A bargain at no price.

Aside from that, crafting largely sucks. You need to purchase weapon/armor “specs” from vendors to unlock the ability to craft that item in that specific tier. Just because you can craft a Rare sniper rifle does not mean you can craft the Epic version of the same sniper rifle, even if you unlocked Epic crafting via Perks. Also, the spec for that Sniper Rifle costs 75,000 credits which is just about what it costs to just purchase the Legendary version of that Sniper Rifle from the same vendor. At a certain point you can farm practically infinite amounts of credits via crafting anyway (purchase components, craft X gun, sell to vendor, cycle vendors), but the point is that the system as a whole makes no fucking sense. What was the harm with a more reasonable weapon spec cost? Woohoo, I get a “cheap” Epic Sniper Rifle by dumping Attribute and Perk Points into a tree that does not otherwise enhance my ability to deal damage with said Sniper Rifle. Christ, I bet that I would deal more damage with a trash-tier Sniper Rifle and those points spent in Reflexes instead.

By the way, Cyberpunk does feature a Respec button. The hilarious thing – in a comedy of errors sort of way – is that it only refunds Perk points, not Attribute points. Thus even though I am 40 hours deep into the game and realize how terrible Crafting has been for me, none of it matters because I can’t shuffle many of those points elsewhere because I’m limited based on Attributes, not Perks. I guess there is an argument that people would game the system by switching to a full Crafting build, upgrade all their shit, get infinite money, and then swap back to a weapon-specific build, but come on.

Know what else is disappointing? The cyberware parts of Cyberpunk. The game is predicated on body enhancements and everyone certainly looks the part. But the thing you find out after browsing a few Ripperdocs is that all the enhancements are… just random buffs locked behind Attribute gates. Sometimes you will find a common-tier upgrade not locked behind such a gate, but the vast majority are tied to your character’s Body or Reflexes Attribute, which means a Technical Ability/Intelligence character (cough) doesn’t have much to gain by cyberware. Which is really fucking bizarre, right? Compare that to how Deus Ex handles things – augments grant gameplay-changing abilities and are otherwise a big deal. In Cyberpunk, they are non-choices.

One of the few “interesting” cyberwares, and it disables your ability to use grenades. Because reasons.

Ultimately, that is the biggest disappointment of all: everything in Cyberpunk (outside of dialog) feels like a non-choice. Can you “choose” to build your character around using Shotguns and Katanas for roleplaying purposes? Sure. Place your Attribute and Perk points in the corresponding slots. But none of that is interesting. And to me, there is no such thing as an uninteresting choice – there are choices and mere decisions. You decide to use Shotguns, and everything else follows. Notwithstanding the banality of having to decide on a specific weapon to use in the first place, there is no room for synergy choices within Skill trees or trying different strategies once Attribute points have been committed.

I am not certain this part of Cyberpunk 2077 is fixable. Being able to Respec Attribute points would help, or perhaps granting more Attribute points overall. Perks would have be radically reworked to introduce synergies though, and I’m not certain designers who had to wait a year and half to noodle on how to fix throwing knives is up to the task.

Winter Epic Sale

When we last left our intrepid Steam competitor, Epic was having one of those crazy sales with the $10 coupon added on top. And they had finally added Wishlists! In a gaming storefront! In 2021!

Well, buckle up, buttercup, because Epic is having another seasonal sale with the $10 coupon and now they have… shopping carts! In 2021! Will wonders never cease?

Facetiousness aside, I was actually looking forward to Epic’s sale, for basically the pictured reasons. Let’s go ahead and put it in some bullet points though:

  • Cyberpunk 2077 – $19.99
  • Red Dead Redemption 2 – $19.99
  • Disco Elysium – $7.99
  • Roguebook – $6.24
  • Inscryption – $5.99

I think the bottom three are a lock this time around. Well, Inscryption and Roguebook are both the sort of games I would expect to randomly pop up on Game Pass, so maybe not. Meanwhile, Disco Elysium is a full $12 cheaper during this sale compared to the summer one. As long as I commit to playing it right away, I think I could live with “losing” $8 in that specific scenario with that specific game.

Cyberpunk and Red Dead Redemption 2 are another story. On the one hand, $20 is very reasonable for a AAA title that is unlikely to get bundled/become free. In the case of Cyberpunk, they specifically said “there are no plans” but also hedged their bets for some indeterminable time in the future. RDR2 actually was on the service for consoles specifically, then left after a few months last year. So, unlikely to hit Game Pass again anytime soon.

At the same time… I just don’t know. Both are very large, graphically intensive games. While I am not one of those people scouring eBay for scalped video cards, I am running on some fairly old hardware. I’m currently running a GTX 1060 from four years ago, which isn’t that bad. But the rest of the guts are from 2011. Which… wow, I hadn’t bothered to look that up until just now. I haven’t felt (graphically) deprived in any particular game up to this point, so this isn’t something I should be concerned about. It’s just one of those scenarios where I know these games would be better experiences with better hardware. And I have been keeping an eye on /r/buildapcsales/ whenever a prebuilt comes up – it’s a strange world we live in when prebuilds end up being cheaper than the video cards they contain.

So, basically, I’d like to play those two games, but I’m not in a hurry. Maybe next sale then?

In any case, there you go. It’s probably a bit silly talking about buying new games when I just committed to playing things I already own, but nobody said life made sense. Least of all me.