
They're completely inconsequential to the game's world, no one cares that they die if you kill them. Scripted sure, but NPCs are constantly interacting with one another, with the player. Skyrim simulates a handful of people, ~1000, while the entire point of Cyberpunk is it takes place in a densely populated city. Might as well point to Shadow Empire.īut consider the comparison. KC:D and Fable yes, but Starsector and Space Rangers aren't quite the same league as Skyrim or CP2077 as far as RPGs go, so it seems pointless to compare to them. But it wasn't hollow like the Ubisoft formula, and saying it's on rails seems disingenuous. The world actively changes as you complete quests and make decisions.ĭon't get me wrong, the world could have absolutely had a more robust sandbox. You have the capacity to find your own solutions to problems. It's just pure scenery, no different from a movie. From different builds, to the environment, to story elements. You have plenty of opportunity to approach situations in different ways, implicitly designed and otherwise. You have dialogue trees that change based on how you completed prior quests, which can offer new solutions. I don't think you can claim it's railroaded relatively. Are you saying that the capacity to engage in minigames, in "press button do thing", is a necessity to make a believable world? What game doesn't use its world that way? Scripted and unscripted interaction absolutely exists. There's no reason (or way for that matter) to get involved with anything around you that isn't the main or side quest which are very railroaded. (TW3)Ĭyberpunk's open world is just a background for main and side missions. What game to the scale of cyberpunk does the world simulation any more deeply? It honestly seemed like standard affair on that front to me, and while I was admittedly never plugged into its hype revolutionary intricate world simulation wasn't something I thought it billed. Hell even Pepe the Bartender is more fleshed out than Lydia. The result is individual characters are more robust. You also have plenty of NPCs that have individual, fleshed out stories that can have different outcomes based on interaction. Even Fable if you go down that road.īut consider the comparison. I mean, you have Kenshi or Kingdom Come: Deliverance, or even games like starsector and space rangers, all doing world simulation better. They're not just zombie walking around the city.īethesda games feature actual world simulation, which is admittedly simplistic compared to real life, but still very complex as far as games go Those random generated NPCs do also carry out basic tasks, follow any individual around and they'll have basic interaction with the world.

That doesn't mean there are no stable, interactable NPCs. The game generates random NPCs to populate the world.

NPCs aren't actually inhabitants of the world, they're no names who disappear when they leave your view. The only one I can think of is that it could avoid attacks in the charge up portion, but you get what I'm saying. Essentially, there is no difference to a stomp that starts from the ground to any other grounded AoE attack with a little charge up. Perfect example is the stomp move You rarely if ever see a stomp move that can be executed from the ground in more proven action franchises, because the most fun part about such a move is that you yourself chose to be aerial to execute it in the first place. The moves look relatively rigid, as in having somewhat lengthy animations that do not care for player positioning. Looking at this image makes me think of a map editorĪlso, a style grade during combat is not what I expected for this. The city especially suffers from having no thought spend on it whatsoever huge, empty plazas that would not exist in a real place, populated by standing, talking, samey NPCs. As a game that touts itself about getting immersed in another world, all the places look boring.
