In the second part of my “How to Improve Cyberpunk 2077” series, I’ll delve into Life Paths. Please be warned that the article may contain spoilers. You can find the full list of articles in the above link as well.
Here is what I said in summary about Life Paths in the original article:
The starting experience is too brief and while there are a lot of dialogue options, see (1)* and once our life in the streets start, our old life is never relevant.
*(1) was Mission Choices not being as existing or as impactful as previously promised by…
As the first part of my “How to Improve Cyberpunk 2077” quest, I’ll talk about Mission choices. Please be warned that the article will contain spoilers.
Let me start with my summary on the initial article:
While there are different ways to solve a “zone”, the quests themselves rarely change despite having dialogue options that suggest they would.
The problem here is that while the game provides you with so many talking options, impactful results rarely come out of them.
The possible kinds of change I’m talking about are as follows, from easiest to hardest.
After spending a considerable time on the controversial Cyberpunk 2077, I decided to write some improvement ideas. But before talking about improvements, I need to talk about the problems, right? So let’s start there.
For those who want to get right into it, here are the articles that delve into particular topics (updated as I write them)
If you want to read more about the problems I see, the original article continues from here:
All of these articles may have spoilers. …
It was a lovely, warm night. Most denizens of the Jade Forest were fast asleep. The two moons of Azeroth and the stars above cast their pleasant lights on the tranquil rainforest. Well, almost tranquil. Somewhere on the north-east of the island, south of Sri-La Village, bypassers could hear a blast, followed by a sizzling sound and the smell of burnt flesh.
With a loud thump, a forest huntress fell on the ground. Green hands touched the tiger’s corpse and immediately pushed back. The hands belonged to a silhouette much smaller than the tiger, blowing on the feline’s head in…
“I hate creating a player character,” I wrote to a friend today, “Because I love doing it.” You see, I’m starting a new campaign as a player and I thought I had something simple in mind: A bard with probably a charismatic race. I thought either Neutral-ish with CG tendencies or Neutral-ish that has evil gardens of greed and selfishness. We will be a two-person party so I also wanted to be flexible (the other one is a ranger) without worrying too much about powerplay. Result? I went through so many ideas! I can’t play all of them so I…
After the initial release in BlizzCon (I still can’t believe I was there), I’ve been avoiding ANY information like the plague. Not reading on what happened, not reading on covenants, not reading on the lore of shadowlands… Nothing at all. Well, okay, except glancing a couple of articles from Lorekeeper.net, but nothing significant story-wise.
I watched the SL cinematic of course (several times), I read Shadows Rising [my review] and I watched the animated shorts. It’s been hard, I have to say. Both in terms of effort but also because I WANT TO KNOW! But the pre-patch has come so…
Welcome to my third and final suggestion brainstorm article for Phasmophobia. Well, at least final for now. In my first two articles, I respectively talked about changing the predictability of the game and improving some difficulty and general gameplay elements. This time, we’ll talk about game modes. Grab your coffee! I’ve already have a cold one in front of me and I’m ready to go!
(No, not a beer and not a cold brew. Just regular coffee that’s cold since I prepared when I started editing the second article…)
Phasmophobia currently offers a single way of playing. You go into…
In my first brainstorm article for Phasmophobia, I talked about handling the predictability. I listed points such as more event and attack types, different reactions to actions and more actions they react. In this second part, I will first talk about some changes we can make to the difficulty, then add some general thoughts and points. If this article is interesting to you, I’d kindly suggest that you read the Predictability article as my ideas are interconnected at some points.
Less sanity is surely a good way to keep the player on toes, but what if there was more in…
I’ve been playing and watching Phasmophobia obsessively since I bought it two weeks ago. Literally every single day I’ve played at least a few games or watched something on a busy day. 50 hours and I still get chills, I still get scared and I haven’t completed an asylum run yet. That has to do with me usually playing with a single friend and being a coward but still.
So you’ve read the review, played the game a bit, checked the basics guide and now it’s time to move on to higher difficulties and bigger maps? Say no more! I have tips that will help your transition into a fearless* paranormal investigator.
Before you read, I want to repeat the advice I gave on the first two articles: Don’t just read about the game. Experience it yourself, most ideally with a single partner. …
Gamer, gaming industry wanderer, development and design enthusiast. Current WIP: TBD