The spaciousness for playing the role in the past RPG from CD Projekt Red was not as wide as, say, in Fallout, – affected the binding to one main character and the emphasis on the cinematic production. IN Cyberpunk 2077 there will be more opportunities, but without restrictions it will not do.
Reddit user under the nickname MasonCool4566 published a screenshot of correspondence with an official account CP2077 on Twitter. The player asked the developers to talk about “cruel ways of interaction with the city” (as correctly noticed in the comments, the message was formulated as terribly as possible!).
“Hi, you cannot attack children or NPCs related to the plot, but otherwise it will be possible to show aggression in relation to most people you will meet;)” ”, – wrote the representative CDPR.
The answer, in general, expected-such conventions are in most similar RPG. Yes, and we do not seem to complain about the lack of variability – so it is already known that Cyberpunk 2077 It will offer a choice of three playable prologues and will allow you to complete the plot without a single murder. And for especially ardent haters of children, the appropriate mods will probably be built.
Cyberpunk 2077 starts on PC, PlayStation 4 and Xbox One on April 16, 2020. You will find a lot of other information about the role -playing adventure in our news feed.
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Cyberpunk 2077
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Well, it will be, as in Mordovond: Congratulations, you have gone through the plot, enjoy! Still, this restriction, in my opinion, is appropriate and the adjustment under the incidents is not.
Expected, but because of the children is still a shame. I recall how in the first Fallout (apparently it was not for nothing that they were mentioned in the news) it was possible to break any jerk so that the head would fly away, at the cost of karma. And so from immortal children, the impudent son of Jarl from Skyrim is most remembered most of all (not without reason in the picture to the restriction of the restriction, it is he who is planted on a sword)).
like it is unlikely that children https://jettbetcasino.org/ will climb into the combat zone Although there is a baby Tina, who was only 13 years old at the time of the plot of Borderlands 2
New Vegas had more simpler: a noticeable part of the game is the chatter of speaking heads, which are not particularly painfully eliminated from the plot. In the case of CP2077 both in rollers and on the past operations of the CDPR, it is clear that they want to make such an action with cinematic scenes and other similar. In this format, it is more difficult to agree on such things.
Here, like any developers, CDPR had to prioritize, which is more important for them to make a deep role -playing wagging with the ability to do everything everywhere or partially sacrifice freedom and launch resources for all sorts of heaps attractive for a mass player of different types of transport and a cool production. Here are the paths of "cyberpan" with "New Vegas" and diverge. That, in general, is not a problem.
For me, on the contrary, it was not necessary to make children immortal, and rather this is followed by “fashion”, and the impossibility of killing the story characters is more likely a pragmatic solution, try otherwise the plot to build everything, providing for everything and that you can get through the game to pass. Well, for example, someone will kill someone at the beginning of the game, and he had to give the quest only at the end, then you can imagine the reviews of such a player?))
And casuality has nothing to do with it. Think for yourself – if the game allows you to kill one story character, it means that you have to kill everyone, because “you can kill this and this, but not that!" – this is an even larger crutch than" we just do not touch the plot ". Now figure out how much you need to take into account the options for the development of events and how many scenes to voice/animation so that the player can soak any hero at any stage of passage.
On prodes and so for a year now, knives sharpen SJ-bobs, clinging to any little things (I still remember those raids for the absence of non-European and “too beautiful” women in the “witcher”). So you can understand them.
Although there will be people who will say that their gaming experience limits)
There probably a different structure of the posting of plots and scripts used, not? We do not know how the plot will be served in the cyberpunk how the plot line should go and taking into account the volume of the game, the murder of story characters can lead to big problems, plus give one game with another approach at least correctly not correctly.
This is a defense protection. Imagine you played a hundred hours, and then decided to start passing the plot and discovered that he accidentally filled up the story character, now it is now to go through all a hundred hours? This is not casuality, but a quite sound and logical solution.
Just in the dying world, children play a key role in the survival of the species, despite the fall of morality. But the comparison here is not semantic, but gameplay, and it is unlikely that the consequences of the murder of the child in the game would differ from the consequences of the murder of an adult – there is nothing to invent here.
Obsidians in Vegas somehow managed. It seems that in Outer Worlds you can at least kill everyone. But this is not a stone in the garden of sidiprojacks, they had reasons to do so.
There is nothing critical about it. On variability, it somehow will affect? I think the plot NPC can be killed, but only some and only for certain quests. Moreover, such liberty is more likely to interfere with the depth. As an element of entertainment, it works, but what is the point of cutting everyone and everything was never clear to me, if this is not due to the rules of the game.
Well, what right away in Morovinda? It is possible like in New Vegas: the plot non-signed that could give a quest, but the quest can still be launched-finding a note, etc.
In 3 folle, having a “sand man” perk could be cut … children. True, they were resurrected immediately after death, but the experience for murder was given. Izi expli, by the way … if you understand what I mean.
In Andele (the village of Lyudoyeov) I tested this.
And the notes in the pocket do not look strange?
Well, he thought so, “what if they kill me, how then is my quest, you need to write a note just in case”.
Calling the soul is as an option, but it is suitable in principle only for fantasy games.
In New Vegas, with all its advantages, there were no kuts at all, so the price of non-linearity there is an extra dialogue, or generally just a text entry. In games where emphasis on cinematography is a waste of resources, making videos for all occasions. The developer resources are in any case limited.
You generally understand what Morra was about? Not about the plot (although it is registered there better than in the field and much better than in Sky), not about dialogs (which are also normal in the field or in Sky), but about the study of the world and this was done perfectly.
And what is the decision in Morra is not a solution? quite a solution ..
Want to kill? kill, but then be ready to accept the consequences of your actions in the form of the impossibility of completing certain quests. The player was treated as a reasonable, thinking person, and not as an idiot of which should be driven by the handle and constantly explain obvious things
I recall how in the first Fallout (apparently it was not for nothing that they were mentioned in the news) it was possible to break any jerk so that the head would fly away, at the cost of karma.
Well, they knew how to cause this desire there, so often in games small spinogryza rummage in your pockets?), they run back and forth like obsessed, here you will inadvertently and sew the child of the sotons, and indeed they loved children there, then they would be thrown into the well, then you can give one small pistol to “scare” one small part, they were a full-fledged part of society, ehh is not the times, they are also people, they also have blood in the veins!