Game Discussions Cyberpunk 2077 - official gameplay

Isn't it there as an area you visit in one of the endings? It was just cut off from the explorable world and didn't show up on the map prior to this update.
You could watch over to an island with launch pads, see the rockets and sometimes you'd see them launched in the old version. There was a raised highway leading there iirc. One of the endings happens in space but it's mostly cinematic. You don't get to explore any space port.
 
Now it's a fully fleshed out area with a lot of stuff going on, after I return to 2.0 the game is really like a new game and the city is much more alive now, the new police system is great and also all the places are much more immersive, also the NPC's are really fun to just watch, they clearly put a lot of effort into this, all the spontaneous stuff that goes on is clearly not scripted, and Night City is nuts sometimes LOL.

cp2077 LOL.jpg
 
You could watch over to an island with launch pads, see the rockets and sometimes you'd see them launched in the old version. There was a raised highway leading there iirc. One of the endings happens in space but it's mostly cinematic. You don't get to explore any space port.
Ah, I'd never done the path of glory ending (Never trusted Johnny to do Chippin' in), but had assumed from word of mouth that since it involves you heading in a spaceship to the crystal palace they'd at least have scripted a sequence boarding a ship at the spaceport in a small indoor instance representing it, probably hidden somewhere under the map.

I have since way back when I first played CP77 spent time relaxing down in Pacifica watching the launches in the distance every evening. I know it's also scripted that one always happens during the rollercoaster side gig right as you crest the big drop, no matter the time of day. Spent ages trying to find a map break around the barriers at the entrance to the highway leading there from the city centre, similar to the one used to get to the nomad starting area, but with no luck. Too many invisible walls no matter how high a building I jumped from. always wanted to find out how far out collision on that geometry would last and how soon the rendering would collapse into a hall of mirrors the way it does if you go too far south beyond the border wall. I figured it'd allow for some pretty sweet screenshots of the city from that angle though.
 
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You could watch over to an island with launch pads, see the rockets and sometimes you'd see them launched in the old version. There was a raised highway leading there iirc. One of the endings happens in space but it's mostly cinematic. You don't get to explore any space port.
Technically that's 2 endings in space ;) (the hidden one and the bad/arasaka one) with indeed one of them where V goes out for an EVA in a scripted sequence.
But yeah you dont get to visit the space port in vanilla game.
 
Ah, I'd never done the path of glory ending (Never trusted Johnny to do Chippin' in),(...)
You are missing what's probably the best (in terms of gameplay) mission of the game as it's also the most challenging. Worth the effort pleasing Johnny and also you get the benefit of a very cool side quest line involving Kerry.
 
I don't even remember what I did, I only know that I played the Normad storyline, but due to bugs and very poor performance I stopped playing, now I'm very much enjoying the game and playing the street kid storyline.

BTW I understand why CP2077 is rated M, LOL very little is left for the imagination, but SF is also rated M? that I don't understand, if I watch at the adds in CP I mean some of them I can't even show here, but everything in SF is safe to be shared in everywhere. I found some pretty hardcore adds in CP.
 
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It was a very nice touch when Edgerunners had them watching the launches, since it was something I liked seeing in the game.
Sadly so far I haven't been able to map break in the new patch to get onto that highway either, so I expect my only experience of taking in the views from there will be when the PL storyline eventually takes me there.
 
I still have some absolutely wild CP77 saves with me on top of all sorts of ridiculous buildings all over night city that I got to via some crazy jumping. You can tell all the spots they never intended for anyone to get to as the texture quality breaks down and collision gets really janky.
 
I still have some absolutely wild CP77 saves with me on top of all sorts of ridiculous buildings all over night city that I got to via some crazy jumping. You can tell all the spots they never intended for anyone to get to as the texture quality breaks down and collision gets really janky.
Did you try to go there after 2.0??
 
Did you try to go there after 2.0??
Still the same. Loads of the rooftops on the giant buildings around Watson for example, apart from the one penthouse apartment built for one of the endings, are still janky AF once you get on top of them with air con units and antennae you can just walk through. I think a bunch of the visible detail up there which does have higher res detail close up (but no clipping) only exists for the purpose of the flythrough in the Corpo opening mission.

I'm sure of course that a lot of these meshes will have been given collision by the makers of various flying car mods and the like.
 

Viajero

Volunteer Moderator
I am also enjoying all the secondary mission gigs I can. Many of them develop into full mini stories on themselves. Just about finished the last one for Mr Hands in DogTown, in this one you get to act as a pure mafia "godfather" from a Colombian cartel :LOL:
 
Still the same. Loads of the rooftops on the giant buildings around Watson for example, apart from the one penthouse apartment built for one of the endings, are still janky AF once you get on top of them with air con units and antennae you can just walk through. I think a bunch of the visible detail up there which does have higher res stuff (but no clipping) only exists for the purpose of the flythrough in the Corpo opening mission.
Yeah, the miltech building is also closed but there is working elevators and fully working top floors including landing bays in the building, I guess like the casino they cut the contend due to reasons, but it's interesting to see it, maybe that's one of the reasons they are moving to Unreal Engine RE just wasn't up to everything they wanted to do, they then went into development hell and had to cut stuff.
 
I am also enjoying all the secondary mission gigs I can. Many of them develop into full mini stories on themselves. Just about finished the last one for Mr Hands in DogTown, in this one you get to act as a pure mafia "godfather" from a Colombian cartel :LOL:
Yeah, when we was invited to that party, I was so busy watching the show I forgot all about the mission, it was astonishing, even replaying some of the old missions I still get very immersed into the game, it's that good now, in 2020 I just speed dialed through it, but now, I'm inhaling everything :D
 
Yeah, the miltech building is also closed but there is working elevators and fully working top floors including landing bays in the building, I guess like the casino they cut the contend due to reasons, but it's interesting to see it, maybe that's one of the reasons they are moving to Unreal Engine RE just wasn't up to everything they wanted to do, they then went into development hell and had to cut stuff.
Odds are some of these things were intended for the cancelled second expansion.It's sad because technically and performance-wise, RE just utterly stomps UE. Its limitations are mostly visible in the odd quirks here and there which it shares with TW3 and in how it's easier to hire folks with existing UE experience (Though unfortunately, that experience can have a lot of gaps, so I expect there's a asimilar amount of training necessary if you want someone who knows how to optimise their UE output)
 
Odds are some of these things were intended for the cancelled second expansion.It's sad because technically and performance-wise, RE just utterly stomps UE. Its limitations are mostly visible in the odd quirks here and there which it shares with TW3 and in how it's easier to hire folks with existing UE experience (Though unfortunately, that experience can have a lot of gaps, so I expect there's a asimilar amount of training necessary if you want someone who knows how to optimise their UE output)
but if RE is better than UE why change it?
 
Yeah, when we was invited to that party, I was so busy watching the show I forgot all about the mission, it was astonishing, even replaying some of the old missions I still get very immersed into the game, it's that good now, in 2020 I just speed dialed through it, but now, I'm inhaling everything :D
I took my time on the game for my first run and really immersed myself in the world, I think a bunch of the negativity on launch was down to so many overeager players grabbing it and speedrunning the main story without taking time to really enjoy all the worldbuilding on display around it and the sheer volume of storytelling it had on offer outside of that. I wonder if that was the same effect we saw in Baldur's Gate 3 where a lot of folks missed a bunch of act 1 content due to refusing to long rest for as long as they could practically postpone it. When that's something you need to do in order to realise the ceremorphosis is not progressing and you aren't in fact on a hard timer, unless you happen to try and leave the map and get the cutscene where it becomes apparent the artifact is protecting you.

Any game where there's a ticking time bomb established early on in the storyline, and it's not made explicitly clear that it isn't a Fallout style timer, folks will feel more of a sense of urgency to rush it.
 
I took my time on the game for my first run and really immersed myself in the world, I think a bunch of the negativity on launch was down to so many overeager players grabbing it and speedrunning the main story without taking time to really enjoy all the worldbuilding on display around it and the sheer volume of storytelling it had on offer outside of that. I wonder if that was the same effect we saw in Baldur's Gate 3 where a lot of folks missed a bunch of act 1 content due to refusing to long rest for as long as they could practically postpone it. When that's something you need to do in order to realise the ceremorphosis is not progressing and you aren't in fact on a hard timer, unless you happen to try and leave the map and get the cutscene where it becomes apparent the artifact is protecting you.

Any game where there's a ticking time bomb established early on in the storyline, and it's not made explicitly clear that it isn't a Fallout style timer, folks will feel more of a sense of urgency to rush it.
The reason i did the speed run was because of bugs, there were many missions i could not complete so I only did one of the story arc "nomads" there was just too many bugs at launch, now 3 years later it's awesome and I'm really enjoying it.
 
but if RE is better than UE why change it?
Well, we don't know the full details of their "Strategic partnership" with Epic but we do know that they've stated that part of the deal is Epic incorporating a bunch of the technlogies where RE has outpaced UE into UE5 over the coming years.My guess is Epic offered a LOT of money for that technical expertise to be applied to UE5's continued development and the areas in which it is lacking.

I'm at least somewhat confident that with CDPR's games it'll be harder, though not impossible, to tell at a glance from screenshots that they are made in Unreal the way you can with most UE games.
 
Well, we don't know the full details of their "Strategic partnership" with Epic but we do know that they've stated that part of the deal is Epic incorporating a bunch of the technlogies where RE has outpaced UE into UE5 over the coming years.My guess is Epic offered a LOT of money for that technical expertise to be applied to UE5's continued development and the areas in which it is lacking.

I'm at least somewhat confident that with CDPR's games it'll be harder, though not impossible, to tell at a glance from screenshots that they are made in Unreal the way you can with most UE games.
Yeah, I guess you're correct, I just wondered why they wanted to change at all, if RE was a better engine, I guess that visually RE is miles ahead and in other departments UE is ahead?
 
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