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I finished my first playthrough of Cyberpunk 2077. I absolutely love the setting for the game and hopefully they'll make a sequel. Cyberpunk is going to join the very small selection of games I

I finished my first playthrough of Cyberpunk 2077. I absolutely love the setting for the game and hopefully they'll make a sequel. Cyberpunk is going to join the very small selection of games I immediately replay. I just need to figure out how to do mods on Bazzite first.

games #gaming #linuxgaming #bazzite #cyberpunk2077 @games

35 comments
  • There are so many amazing mods that it's easy to sink probably the equivalent of an entire playthroughs worth of hours into setting up a modlist. I have like 250 mods going or something like that.

    Highly recommend it.

    • Are there any mods that rebalance difficulty to make it more challenging?

      • Yes, plenty. This mod is what you want, but make sure to go into the comments and check the pinned posts. A user there has made an incredible compilation of essentially all the mods out there that makes the game harder and gritter. Just pick the ones that sound appealing from that list.

  • I have a lot of thoughts on this game.

    First, the production and release of the game itself was like a living metaphor about how corpo assholes ruin everything good. It was obviously rushed for the Christmas release when they clearly weren't anywhere near finishing the game. I think they could've used another solid year, but no, the suits upstairs needed you to hand over those holiday eddies ASAP. Everyone knows about the bugs, so I don't need to go into that. My biggest complaint about the gameplay is that 90% of the dialog choices really don't feel like they have any substantial impact on the story overall.

    Complaints aside, it is one of the most beautiful games I've ever played, and probably the best designed open world in any game, in my opinion. Night City really feels lived-in. The city itself is a character in the game, not just a backdrop. The different neighborhoods and districts all feel very unique without feeling like that uniqueness is forced. It just makes sense, and works really well. One improvement I think Night City could use would be more substantial random events happening independently of the player, instead of people just milling around. Like rock concerts, protests/riots, car meetups, parades, stuff like that. Not a big deal without them, but would be a big improvement, in my opinion.

    The characters are also great. Judy and Misty are my favorites, and I wish there was a lot more story (or even side quests) with Misty. They are well written and have depth and their own motivations, and their stories were emotionally impactful. But all the characters are well done, and they provide a great experience, even when the main story itself feels thin at times.

    Overall, I love the game. It's been a while since I played through it, so I might go check out the mods and see if anything catches my eye for my next play through.

  • I hated it, barely pulled through. Great looking game with a wonderfully designed open world and it falls apart if you engage it with any planning. It should have been a linear game, it would waste less time, the only missions worth playing are in the main quest, all of the rest is flimsiest filler, a few dudes standing around waiting for something to happen that you can hack from a distance without them realizing what's happening. It's more padding than pudding and it's way too easy once you level up a few times. Even the story is very uneven in quality across the game, there's missions that deserve to be a novel, but many are just ridiculously cheap saturday morning cartoon-level trope deployments.

    • I think there is some memorable side content, and I don't think there are too many main story sequences that are that bad. However, I agree with you that a fundamental problem no patch could fix is that the story CDPR wanted to tell marries really poorly with an open-world RPG. It's often immersion breaking and it frequently messes up the pacing.

      It almost feels like they felt pressured into including an open world from outside expectations when what they really wanted to make was a linear, cinematic action game.

35 comments