As it stands now, it's one of the most fun games I've played in a while. Currently setting my character up for a third playthrough
Cyberpunk 2077
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Just finished Phantom Liberty a couple of months ago, and that was my 3rd playthrough.
If CDPR comes out with another expansion, I'll just assume the second one is a banger as I prep my 4th playthrough.
Fighting the itch to replay again to replay Phantom Liberty? I am :(
Im the king of not finishing games so basically on third play through without even doing phantom yet or completing. I know. Its just the way I am. The first is actually a collection of starts while I evaluate options and decide how I want to play. The third is because I like the new skill system better so im abandoning the second.
I think they said they were done with major updates and dlc, but I'm too lazy to find an article
I was a day 1 player on PC. It simply never had the technical issues to the same extent on PC, and it's one of my fav games of the last.... 15 years? And a good example of the differences in PC and console gaming.
I never had performance issues but I had glitches like when I would fight a boss and they got stuck in one place I would kill them easily, it sort of ruined that boss fight. I had other glitches but nothing terrible. I do understand that people thought they were going to walk around night city open world style and missions and progress were going to seamlessly integrate with their open world experience. In a way it does when you walk around the map but I can see that people expected the impossible, and there were to many buildings you couldn't walk into, and npc player interactions that could only go as far as "hey! Watch out!" could be disappointing depending on expectations. One of the things I think they should have done better with was the driving, the cars were very difficult to control. Other things I'm sure were not possible but driving they screwed up a bit. I heard the QA testing group really screwed them up by not providing good feedback. On my second playthrough which I haven't finished I pretty much did every mission and ran around the city on foot completing ncpd alerts
Pretty much my experience with it, I should actually finish it someday. Ended up buying a 3070 just for ray tracing for this game and it looks gorgeous. I just love the cyberpunk setting and don't want to see it actually end heh. Though that's similar for a lot of my games.
completely without denuv🤮
wp.
Denuvo is an excuse for mediocre devs. And an attack vector.
Damn.
Isn't this a lot?
They reportedly spent about $450 million making it, so not bad. Even better if that's the gains after deducting the costs.
And I assume a good chunk of they cost is an investment on the ip itself which will be definitely seeing more in the future. Glad they stuck through the whole shit show and made it work.
I hope so. The fact that they're ditching their Red Engine in favor of UE5 gives me mixed feelings, as they'll be starting over from scratch again for CP2 (although, I won't be surprised if they create a custom asset import tool from RE4 to UE5). Using a mainstream engine also means trained devs aren't as valuable versus trained devs on an in-house engine, which for a publicly traded company isn't always a good thing. Anyway, hopefully I'm wrong to worry and using a much more mainstream engine means they'll be able to nail the sequel and then some since finding experienced devs will be easier.
I partly disagree on the train staff. You still need experienced/capable staff working on it as they can modify the engine quite a bit. If they bring someone in in the middle development that person may have a quicker bring up if they are already familiar with the engine than if they were using an in house engine.
The idea that before long you may only have a few game engines in new games is sad though.
Yeah, that's what I was trying to imply. It'll be easier to find talent and replace people as needed, but that can also be a bad thing when you have penny pinching upper management where talented senior devs are let go in favor of cheaper, inexperienced devs.
The idea that before long you may only have a few game engines in new games is sad though.
I completely agree and it's something I've been a bit disheartened with over the last decade as UE and Unity become more and more ubiquitous. At least many Japanese studios still persist in making their own engines.
Wow, is that common in the gaming industry?
No, not really. You're approaching "most expensive game ever" when it goes that high.
With all that money they could have had in the game everything they promised in the gameplay trailer.
You'd think.
But meeting deadlines and achieving what is planned isn't a matter of money.
That's on whoever is steering the ship not fucking it up. And they fucked it up.
the article is not good about differentiating between total and revenue but the chart has revenue so im assuming this is after expenses.
Wouldn't after expenses it's called profit?
The op probably means landed revenue after platform fees.
After what most people would call expenses (Payroll, rent, services costs) is called EBITDA (earnings before interest, taxes, depreciation, and amortization).
After removing all that also, is profit.