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Cyberpunk 2077: Phantom Liberty – „… to become free ourselves“

We review the final version of the Cyberpunk 2077 and its large -scale expansion.

I do not intend to select expressions regarding Cyberpunk 2077 and. The game is a pillar. One of the best in the industry and the strongest in the genre in general. She proudly leads my personal top both purely by personal tastes and in a number of objective factors. It is still difficult to imagine a game with such a strong artistic part and wide, contributing to the self -expression of the player by gameplay.

You can read more about the game in the last review. Its theses are no longer relevant, because updating 2.0 completely changes the progression of the player and his skills, but the overall picture remains the same. In this material, I will only briefly go on the features of the game for retrospective purposes, and then take up the plot expansion and new pumping.

Blah blah blah, to wet “arasaku”, blah blah, blow mycoshi

Despite the fact that in the game industry my favorite genre is generally represented richly, in practice you do not feel it. Developers more often exploit popular paths for commercial purposes, superficially, although cyberpunk is fertile soil for copyright survey, and iconic works have never been about technology, artificial intelligence, cyborgs and a neone. We all love films such as “Ghost in armor” and “Running blade”, but their visual style intersects about nowhere, but the motives are still like. Even a cursory glance is enough to catch the desire of the authors to answer eternal, fundamental questions for philosophy: what is life and what is “I”.

Developers from CD Projekt Red do not forget about traditions and deftly mask their work under the action -packed militant, with the only exception that shootings and explosions are proportionally less. The authors paid special attention to bright characters and dialogues, for which the player will certainly catch. He will also like an insurmountable obstacle in the person of impending death, the intelligible motivation of the protagonist to defeat her, the phenomenal production of the first person, making his way of music and other obvious mechanisms that can cause interest among the observer.

However, for those who can read between the lines, Cyberpunk 2077 opens from a completely different side. Repeating from time to time the words of Dexter Deschon, „Quiet life or death in the rays of glory“, lend themselves to different interpretations, not only literal. In an unexpected way, they find parallels with Tyrell’s replica: „Fire that burns twice as brighter is twice as fast, and you will burn very brightly, swarm“.

Vi not just notes the unusual silence and the starry sky behind the city’s line in the plot branch of nomads. The amulet donated to mysty and symbolizing the circle of Sansara will foresee the continuation of the struggle for life at some endings, and in others it will be lost. The motivation of characters is not always transparent. Johnny Silly Super, of course, tells about the goal of overthrowing the monument to corporate colonialism, not allow Arasak to encroach on people’s souls and so on, but some scenes give a reason to doubt his aspirations. At least in ways when the end justifies the means. There is a place to be self -deception.

The game is replete with narrative details, inconsistencies and images, conducts invisible threads between the scenes and opens up wide space for interpretation. This is exactly what I expect from the genre and, in principle, from art, but, unfortunately, today’s industry cannot fully satisfy the need. Somewhere there is not enough sale, talent, some authors do not set the task of surprising the player with a complex narrative-it is better than empty pretentiousness-somewhere they do not cope with tone and accents, but the infusion of weak endings as a litmus. I am already tired of writing about the importance of the final act and appreciate when the developers can not sit in a puddle and adequately complete the story. The ends of the Cyberpunk 2077 I worry with goosebumps and moisture in my eyes every time the first. Powerful chord of a beautiful composition. For that and love.

– the size does not matter. – We both know that this is not true

What can a gameplay offer us? In fact – a lot. If I had made click -based previews, I would certainly write: “Here you can do everything!“ Globally, the game is an explosive mixture of ideas from GTA, Watch Dogs and The Witcher 3: Wild Hunt. From our first opportunity to explore a full -fledged city with automobile traffic and darkness of passers -by, call up and take place with characters, buy housing, cars, clothes, play miniiygra and dance in clubs. More recently, full -fledged police chases have appeared. From Watch Dogs, the game adopted the hucking environment and contactless stealth explosion, and from the witcher a common structure, role-playing features, partial nonlinearity and playing in dialogs.

And this is not an exhaustive list. When passing orders for mind, Deus Ex comes up, because the player here is not limited by the methods of passage, and system mechanics – scripts. Look for alternative ways to go to enemy territory, climb the ventilation, break the windows, try to eliminate enemies secretly or go from the front door with the machine gun at the ready. If you want, stand with a machine gun in fire, you don’t want to – take a katana and be worn in the arena like stung in the ass.

Even within the framework of one role model, Cyberpunk 2077 offers several ways to play it. For lovers of firearms, there is a broadest arsenal of weapons. Moreover, you can play not only with pistols, clauses and shotgun, but also with its non -standard varieties: electromagnetic, capable of punching obstacles, and smart, which can automatically be at the target. There is an option to use a muffler for silent elimination, hacking for support, a new mulm for dynamic zarubs or skills and implants for ingenuous tank.

The principle of diversity is maintained for non -ranking, and for stealth, and for close combat, and the game itself pushes to combine the described archetypes, while creating a gameplay self -expression site. Play the way you want it yourself.

It is difficult to find such complex games. For example, GTA does not give full role -playing mechanic and systemic gameplay, if the matter does not concern the police, but the same Deus ex general, with primitive action and superficial non -ranking. Which of the similar games I do not bring in comparison – Xenus: white gold or s.T.A.L.TO.E.P.,- In the overall standings, she will certainly lose Cyberpunk 2077. The thesis of the Witnesses to think „The game is obliged to perform revolutions in the industry“.

I find the most in common with Cyberpunk in the The Elder Scrolls series and other Bethesda works. Because there and there it is nice to be there. Both there and there is freedom of expression through gameplay. As a result, these games are popular with models – how can you not equip your nest?

But this uniqueness Cyberpunk 2077 is not limited. The CD Projekt Red was no less than the first person’s games: to accompany the narrative of high -quality directing, fill the dialog scenes with action, give the player the opportunity to drink whiskey, lean on transport, sit next to the character and everything is in this spirit. This connects you with the main character more than any eminent immoVet of Sim, and role -playing mechanics, unique replicas that refer to the hero’s background, and tests of characteristics are perceived differently, more personally, more personally.

I do not have the https://blackmagiccasino.uk/ need to associate myself with the characters of art works, but when the impudent guard pokes a gun and dares my vi, I can not ignore it. To reset the army of bargestes becomes a fundamental purpose. Yes, the subsequent action is meaningless and does not condemn the narrative consequences, but “who are you at all to talk to me?“

Stunning interconnected narrative, strong drama, pretty characters, beautiful presentation, deep, variable and rich gameplay, philosophical motifs, piercing music, but, bitch, tires are not shot – failure!

V.1.03 – Final

With update 2.0 Car Tires learned to shoot, but I think you understand what I really click – Cyberpunk 2077 experienced a difficult release. The developers had little active production time, and they could not rewrite their own engine, focused on the open worlds of fields and miles of a third-party combat system for GTA-like project. How do I see this: crutches were used, a lot of crutches! Hence, we have a police spavn behind the player’s back, and the darkness of the bugs of conflicts, and the broken plot scripts and the devil-there what else. Version 1.03 was not even beta, and subsequent updates often decided only the most critical bugs, and then not all.

The new non -equanner skill „Acceleration“, which allows you to use health instead of memory, simply did not work for me. I just found out that the worship of the crooked bandages of the buttons. For „e“, both the switching of the scripts and the dispersal of the acceleration are assigned

With the release of DLC, the breakthrough of new errors turned out, the first hotfix broke the perks working before him, and in the meantime, I can’t guarantee you game experience without a bitch and a bitch. Over the past time I read many complaints about bugs. I won’t be surprised if at some point Taemura refuses to call again and Judy falls through the ground.

But, nevertheless, the work done is simply colossal. To evaluate the new balance and how the game feels at all, I began to pass it for a new character. I played about forty hours and summarize: Panama does not fly in the air in the segment with motorcycles, VI will not be spent in its body when rebooting, cars in racing quests are not teleported – this is generally shock! – The animation of the blades of the mantis is played correctly, and the car traffic in front of the player regularly appears. And this is only what came to mind right away.

The plot scripts did not break, there were no critical bugs – I’m sure that they are actually, just a question of probability – but small, sometimes unpleasant ones slipped through. Most critical, those that the community knew, corrected the first hotfix, and personally my game experience turned out to be even. I would like to note the work done as a whole. Each game aspect literally was improved or changed, starting from physics of cars and water, ending with activities in the open world and pumping. Such support from the developers, especially among a single -user project, is admirable.

You can play? The main front of work to correct the game is completed, but she still needs final hotfixes. It is desirable to do not break already working elements and not in 3 years.

The only thing we can get here is Tumakov

Update 2.0 significantly changed the game, but I would not say that such radical changes have gone to it exclusively. Although, in combination, of course, Cyberpunk 2077 became more harmonious.

Yes, there used to be felt dizbalance in progression. Vi, even at the maximum level of complexity, quickly became extremely powerful due to cosmic indicators of critical damage. Being a non-ranger, it was possible to vanchit groups of opponents without any effort, but why is it bad? Overtake enemies in level-actually the base of role-playing games, which allows you to show the progression of the character and give the player a choice: stay and overpower the obstacle, or return to it later. In addition, the balance in single projects has never been and will not be an important factor, because the main thing is that the player is fun. The same Larian in Divinity: Original Sin did not fix high prices when selling paintings, but made an additional gameplay option from this. And nothing, no one died, no one complained, everyone is happy.

CD Projekt Red decided to tightly tighten the nuts. The current auto -overwhelming, which had not been before, will immediately perform high -level quests, but will not let the player relax even in the later stages. Thus, the Cyberpunk 2077 began to resemble the action of the game with the elements of the role -playing, for the increase in the damage is now relatively weak, the combat classes received noticeable mobility, and the enemies were unified. To perform beautiful scenes, you must correctly build a build from skills and implants. Nepranner and can now pump out the army of enemies by the power of thought, but you have to look for loopholes by gathering a sequence of synergizing scripts.

With the advent 2.0 from the game some interesting chips disappeared. Previously, Nepranner could make a hacking protocol to weaken the positions of entire groups. This fit perfectly into the setting, because before the attack directly the hacker should perform some preparatory actions, send a couple of demons to the system, for example. Some of them migrated to the levels of cyberdeki pumping, but I never found the ultimatum „mass vulnerability“ there. Other bonuses to the damage from combat scripts came to her place, and the hacking of the protocol as a phenomenon – now only a means of farm, no more.

Another example. It used to punch obstacles not only electromagnetic weapons, but also a firearm. The scenes from the past Johnny Silly Sylved after the Revorus were lost in charisma because he no longer knows how to see the opponents through the walls, which was perfectly combined with the opportunity to shoot some surroundings of the environment. And the most powerful anti -tank sniper rifle no longer seems so deadly, because the penalty is no longer its prerogative.

There is no more last pumping, and its place was taken by a completely different. It is more interconnected, and the perks often open the player new gameplay options, let it and passive. The principle applies to implants. Lines as a stick of bonuses are smaller. If you want to reduce the strip of detection, be good to silently eliminate the enemy. You play for the killer, then worn on the courts even in battle, because a secretive regime is likely to compensate for damage. That is, it is not enough just to take bonuses and become cooler – you need to realize the potential of your class, taking numerous conditions.

Along with this, all active items, starting from non -equanner scripts and ending with the medical offices, received a clear gradation of levels from a unit to five with transition values, and their opening is tied to a character’s growth. In other words, you will not find legendary weapons at the start. Taking into account the auto -overwhelming and the orientation of the new pumping on the action, not the numbers, I see such a decision competent, because the smaller scatter of characteristics significantly reduces the risks of lining the game incorrectly.

But these are all subtleties, much more important how the new system is played. Yes, excellent, actually. On the highest complexity (played for a secretive non -equanner) you have to think over the perks and especially implants, because each of them is focused on their game style and gives appropriate bonuses. You need to understand what advantage you can take out of one or another combination of scripts, how to lower the strip of detection or not to start it at all – the use of combat programs reveals your location – and what tactics to adhere to not to leave in the midst of the battle.

Three years after the release of the game CD Projekt Red, they finally built the economy so that the player had free funds for the purchase of apartments, clothes and cars-this is one of the most pleasant changes. The implants, however, also grew up in price, because it is they who give the main boost according to the characteristics, but the sale of loot more than compensates for the costs. The game was still very missing procedural activities to take yourself something after stripping the entire card. New events for the seizure of Aerrodov and the theft of cars just serve this goal, but in addition, they give useful experience chips for pumping passive skills – those that grow depending on the style of passage, as in Skyrim – and discounts on the fleet.

People of birds out of cells released

Someone generally doubted that the plot addition of Phantom Liberty would be a dump? I am not. “Phantom Freedom” will put the player in a ball of spy intrigues and put a difficult choice for the player, where a purely correct solution – all according to the covenants of the original game – not. Much depends on the interpretation of scenes and the moral compass of the playing.

In the main game, the directing of dialogs stood out, when the gameplay segments surprised less often. Phantom Liberty is much more saturated – you are immediately instructed to repel the presidential shuttle from the Bargest Army and defeat the fighting Tatik from the Ghost in Pro -Opsykh. Somewhere further a peaceful episode-the player will take part in the festive event of a local dictator, on the reception to which all the significant persons of Knit City swept. And after you will need to take someone else’s appearance and try to deceive the opponent, while not giving your cover. Some missions generally flow into a horror in the Resident Evil style with their tyrant as a pursuer. The variety of the campaign is favorably different from the main game.

The emphasis on espionage intrigues is excellent, because you understand that all the personalities around you – President Mayers, Solomon Reed, Alex and Jike Somi – either lie or do not agree. But this is already on the surface. As I already noted above, in the narrative of the Cyberpankovsky stories I am interested in a little different – and what is hidden behind the screen of a colorful, explosive and outwardly attractive attraction?

If you are afraid of spoilers, I advise you to skip the further section of the text before the imprisonment. You can return when you personally pass the addition.

Phantom Liberty carries the same motives as the main campaign, but reveals them from a slightly different prospect. Jike – Nepranner in the service of the President of the NSCH – is largely similar to Vi. She wants to recover from a mortal illness (analogue of biochip), do not lose one’s identity (transformation into Silly Super) and looking in the person of the protagonist of the ally (Arasaka, nomads), to make a final breakthrough to your goal. But what VIs will do is another question, because the well -being of Somi, which in any case will be in question, is going against our interests. The game, in fact, again checks us for commitment to principles, if any, but clearly demonstrates concomitant damage. You will lose the end of the main campaign, and with it a hundred percent way to get rid of biochip, live like an ordinary person. But get a compliment from Johnny – he will call a real legend – and do not lose friends.

And this is right „wow“! If you take into account all of the above, then Solomon Reed, a secretary service agent under the president, also looks more interesting. The authors have repeatedly talk about how important he is, creating the image of a knight in white armor. However, its principality does not contradict personal comfort. Reed – an obedient dog without a rod, will do everything that he is ordered even after frank betrayal by President Mayers. However, it is also impossible to blame him, the conditions are such, NSHSHA is the same Arasaka. And Reed himself is mired in self -deception. Joya really means something for him, but it is not capable of understanding her motives to the end.

The same, this is only my interpretation. After all, even Somomi is ready to follow the head for the sake of her salvation, which is not a fact that it will burn out. And to return her Mayers is generally a good idea, given the accompanying risks of creating cyberpsi with the power of the black barrier. All the subtleties of history will open only when you pass the Cyberpunk 2077 and its addition to all ends. Stay before the key choice.

The plot campaign is not the only thing that is in addition to Phantom Liberty. A dozen of the most worked out orders in the game awaits you, the quality of which is comparable to large side missions. They suggest a unique plot circumstance, interaction with characters, and not only with the text from SMS, beautiful locations and many ambiguous elections. True, because of the latter, the new orders look somewhat stereotyped, as if for the hundredth time you reconcile fractions in the game from Obsidian’. Therefore, the old tasks of the fixers have not lost their relevance: they still reveal the main antagonist of the game-Night City-and encourage a creative approach to passing.

I will separately mention the ending of Soyki. It causes natural catharsis due to the strong dramatic part, excellent presentation and interconnectedness of narrative elements. The main game stood out this, and the addition only fixed the creative success of CD Projekt Red.

– You behave like crazy. -Someone should!

My early disappointing forecasts against Cyberpunk 2077, that due to a toxic release, her future may suffer, fortunately, did not materialize. She withstood the test of time, sold with a space circulation, retained the interest of the audience and formed a big community around her. Once upon a time, a full-fledged sequel awaits us, and now we can enjoy the cool Anime Edgerunners and other creativity on the topic. The media even write about a full -fledged feature movie.

The addition of Phantom Liberty is difficult to review, because it does not need this. After all, I am already ready to endlessly sing praises to developers, praise talented screenwriters, artists and musicians. Thanks to the team for amazing characters, the plot, for the opportunities that the game gives. I am grateful for the strong ends, and for each of them – they reveal the laid topics from different sides and naturally complement each other.

„Ghostly Freedom“ gives an occasion to visit Night City and plunge into the attractive world of corporate intrigue. For those who have missed Arasaki and the unprecedented level of study of artistic elements of the original game, no reviews are needed.

Many gratitude to the Boosty subscribers for financial support: get_name, Obi-Van Kenobi, Jean-Luke Picar, Dermak, Andrey Apanasik, Black Death, Stikk, Gil4rt, Sorry Man, Clown, Machentochen, Lolka, Positron, Dvil Jin and Mr.Cringe.

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