Just a few days ago, CD Projekt Red apologized for how poorly the PS4 and Xbox One versions of Cyberpunk 2077 was performing and also for the lack of transparency. The development studio noted that they would be offering refunds if players would like to return their purchase. Some players were met with hesitation first, stating that players will not get a refund and should wait for a patch. But then Sony released a statement yesterday that it would accept all refunds as well as delist the game from the PlayStation store. It looks like Microsoft is following up with refunds as well.
The Xbox Support Twitter account tweeted that it would be expanding its normal refund policy to those who digitally purchased Cyberpunk 2077 from the Microsoft Store. Unlike Sony, Microsoft did not mention if it would be taking the game of the digital storefront. As of this writing, it appears to still be available.
Cyberpunk 2077: To ensure that every player can get the experience they expect on Xbox, we will be expanding our existing refund policy to offer full refunds to anyone who purchased Cyberpunk 2077 digitally from the Microsoft Store, until further notice. https://t.co/04TcniwVzy
— Xbox Support (@XboxSupport) December 18, 2020
The link will direct users to the Xbox support page. Under the notifications bar, there is another window titled "Cyberpunk 2077 refund policy." This brings up a pop-up window that states: "We know the developers at CD Projekt Red have worked hard to ship Cyberpunk in challenging circumstances. However, we also realize that some players have been unhappy with the experience on older consoles. To ensure that every player is able to get the experience they expect on Xbox, we're expanding our existing refund policy to offer full refunds to anyone who purchased Cyberpunk 2077 digitally from the Microsoft Store, until further notice. To request an Xbox refund, follow the steps on our Xbox refund page."
The launch of Cyberpunk 2077 has been a dumpster fire, to say the least. The shady rollout of review access by only offering PC codes and the blatant lying from CD Projekt Red is going to leave a sour taste in the mouths of many fans out there for quite some time.
The post Microsoft is Offering Refunds for Digital Purchases of Cyberpunk 2077 by Grant Huff appeared first on DualShockers.
FUT Freeze is in with a bang for FIFA 21 today. After a few days of player SBCs that just didn't hit the mark, EA dropped an absolutely massive card in Serge Gnabry. Not only is he now a central attacking player, but his card is downright filthy. Of course, given the repeatable Icon SBC that pushing fodder through the roof, it'll be expensive to complete. That said, I think it's worth it. Check out some solutions below.
Look, dropping Gnabry into your team is going to run you just shy of 230,000 coins. That is not cheap. However, the closest tradeable option to him in the Bundesliga is probably Rulebreakers Marco Reus. That card currently runs for just over 400,000 coins, and I think Gnabry is the better player.
Of course, part of that depends on your playstyle, but if you run a German league side you need to consider grabbing Gnabry. He's a top-tier player in my eyes. If you need some help with solutions, give a look below for some inspiration.
If you don't plan to run either a Bundesliga or German side, you probably shouldn't complete this. However, you should definitely do his loan card for use in Friendlies. Personally, I use a Serie A squad, so this is a pass for me. That said, I can't deny that, for my Bundesliga bros, this is an awesome player. I'll have a ton of fun using him to complete those Bundesliga Icon Swaps over the weekend.
FIFA 21 is available now on PC, PS4, PS5, Xbox One, and Xbox Series X. FUT also has a new batch of Road to the Final cards in packs, making this weekend extra fun. Check back tomorrow for the next player SBC.
The post FIFA 21 — How to Complete the Serge Gnabry Player SBC by Ricky Frech appeared first on DualShockers.
FIFA 21 is dropping quite a bit of new content into FUT today. Not only have we gotten yet another new player SBC, but there's also a new objective player to earn in Kevin Volland. Plus, all the Prime Icons are now in packs. Not that you'll pack one, but at least it's a possibility. However, the biggest news is that EA has put a third set of Road to the Final cards into packs. As a reminder, these are live, so they can get boosted down the line if their team does well in Champions League or Europa League competition. Check out the squad.
The business end of the biggest competitions in Europe are almost here.
A third #RTTF side is now available in #FUT21. By reaching specific team milestones, items can receive additional stat upgrades all the way through the #UCL and #UEL finals: https://t.co/sCuzRfRD6A pic.twitter.com/PkvYgQBsiS
— EA SPORTS FIFA (@EASPORTSFIFA) December 18, 2020
I don't think I'll surprise anyone when I tell you that Raphael Varane's live card is going to cost an arm and a leg. Maybe even a kidney to boot. He's the most popular defender in the game, and Real Madrid will probably advance past Atalanta in the Champions League. Other players in that competition that should probably advance are David Alaba, Joao Cancelo, and Julian Brandt. It's not a sure thing, but their teams seem poised to advance.
Elsewhere in the Champions League competition, you have players like Gini Wijnaldum and Mauro Icardi. If I were betting, Gini should get the boost, but Wijnaldum's Liverpool squad is missing some key defenders. And look, PSG is a good team, but they're up against Barcelona. That's essentially a toss-up.
What is incredibly odd is that there aren't any Chelsea players included. That team is killing it in domestic play and didn't have a player in either of previous teams outside of an SBC. It seems weird to not include such a big club.
The central defender you never even knew you needed
— EA SPORTS FIFA (@EASPORTSFIFA) December 18, 2020
On the Europa League side, most of these seem more like a sure thing. Lorenzo Insigne's Napoli side has a tough test with Granada but should have the horsepower to advance. The same goes for Ante Rebic and his Milan team against Red Star Belgrade. Ajax and Dusan Tadic have Lille, which seems winnable as well.
The other two seem like a bit more of a toss-up. Paul Pogba's Manchester United team should deal with Real Sociedad, but it feels like we never know which United team is going to show up. And then there's Takefusa Kubo and Villareal. They'll have to go up against Red Bull Salzburg. It's winnable, but, much like PSG vs. Barcelona, I don't think I'd bet on this one.
All told, I don't mind this selection of players. Obviously, guys like Varane, Wijnaldum, and Pogba are going to cost a fortune. However, some of the lower-tier players are both affordable and fun. For instance, that Insigne would sit nicely in my Serie A squad. The same goes for Rebic. And, as someone who always uses Kubo in my career mode saves, he will be a super sub for me almost immediately. It'll be interesting to see if we get a few more RTTF players over the course of the next week.
FIFA 21 is available now on PC, PS4, PS5, Xbox One, and Xbox Series X. The third RTTF team is in packs for the next 10 days. Plus, FUT Freeze is still happening, giving you plenty to do. Make sure to check back tomorrow to see who the next player is.
The post FIFA 21 Drops a Third Batch of Road to the Final Cards Into FUT by Ricky Frech appeared first on DualShockers.
On December 18, Cygames revealed several new screenshots and gameplay for Granblue Fantasy Relink (PS4, PS5). The gameplay most notably showcases protagonist Djeeta and her party members challenging an enemy fleet.
Granblue Fantasy Relink is an action RPG based on Granblue Fantasy, the popular gacha RPG by Cygames. While the game was first announced in 2016, it has yet to be released and the development is currently in its Alpha version. The game's staff explained the development so far in detail at the Granblue Fes 2020 event earlier this December. Most notably, Cygames apologized for announcing the game so early. Director Tetsuya Fukuhara mentioned that in a normal situation, it should have been announced in Summer 2021.
The screenshots and gameplay feature a handful of the charismatic female characters of Granblue Fantasy Relink, voiced by talented seiyuu: The female protagonist Djeeta, voiced by Hisako Kanemoto. The female knight Katalina, voiced by Miyuki Sawashiro. The mysterious rose donned beauty Rosetta (Rie Tanaka, who recently voiced Lisa in the Japanese dub of Genshin Impact). And the young mage Io (Yukari Tamura).
The gameplay video is the same live gameplay revealed at Granblue Fes 2020. The comments from the staff and seiyuu have been translated. Be sure to active the closed captions by clicking the CC button at the bottom right of the YouTube window.
A collaboration event with Demon Slayer Kimetsu no Yaiba is also ongoing in the Granblue original game. Granblue Fantasy Versus also recently added Yuel as a new playable character. Through DLC.
Granblue Fantasy Relink is now coming in 2022 on PS4 and PS5. Following the latest announcement at Granblue Fes 2020 this December. Back in April 2020, Yuito Kimura and Tetsuya Fukuhara shared ideas on possible new Granblue games once Cygames is done with Granblue Fantasy Relink.
Granblue Fantasy Relink In-Development Gameplay and Screenshots – Mega Fleet Battle
Back 4 Blood went into a limited-time closed alpha on December 17, 2020, and is planned to continue until December 21. Players are invited to see roughly what to expect when the game from Turtle Rock Studios launches next year. You can see exactly what we thought of the closed alpha by reading our first impressions, but if you're curious about the in-game cards, then keep reading.
To nutshell it, cards in Back 4 Blood essentially give players an advantage of some kind. Some offer nothing but a positive buff, while others may give a substantial buff at the cost of a debuff elsewhere. For example, having a 10% increase in movement speed will disable the ability to sprint, 30% extra health will come with -10% stamina, and so on.
These cards are assigned to "Decks", of which you can have a total of 15 cards per deck. You can assign 1 loadout card which will be instantly available at the start of each campaign. The other cards are "Drawn Cards" and I'll get into explaining those shortly. Before we continue, let me just clarify that each campaign is broken up into stages.
Cards are categorized into 4 categories, each offering different benefits in their focus area. Reflex cards mostly focus on stamina and speed while Discipline cards go into ammo, and damage received or given. Brawn is about health and melee, and Fortune is about loot and how ammo is used. Or at least something along those lines anyway.
Each category has certain cards that grant specific starting weapons for example or add an extra inventory slot. Some cards apply to just your character, others apply to the entire team. It's worth noting that the cards you choose are not all going to be used, in fact, you'll probably only use at least 6 or 8 cards in total so it's worth choosing which ones you think will be beneficial should you have to use them. Here's why.
When you start a Back 4 Blood campaign and you've chosen your character, you can select one of your saved decks. The loadout card becomes active instantly, so if you assign a card that grants you an AK47 starting weapon as your loadout, you'll start with an AK47 rather than your character's default weapon. You are then dealt with random cards from your drawn cards list, of which you can select 1 card from 3 different draws.
Basically, you'll start the campaign with 1 loadout card and 3 other cards.
Each time you get to a safehouse and start the next stage, you'll be allowed to choose 1 additional card before you leave. That's not all though, as when you wander across the levels you have a chance at stumbling across a random basic card, picking this up will throw a totally random card into your active cards inventory. To keep track of what cards are active you can open a screen and see what cards do what.
It's not all positive as Back 4 Blood will have the Game Director choose its own Corruption cards at the start of the match and also at the start of each stage. These cards can have more ridden enemies added, or special enemies such as a Recth or Hockers, etc. These cards are said to offer the player replayability as the way levels play out can change based on the corruption cards.
It's an interesting system that also finds you having to tactically decide on what cards to bring into play. When offered, do you take up the opportunity to have unlimited secondary ammo, or do you grant the entire team a small health buff? Do you start with an extra slot for explosives, or do you start with an M1 Garand? As the game draws closer to launch I imagine there may be a bunch more cards to choose from, but the selection currently is already fantastic.
The post Back 4 Blood Closed Alpha Guide — Here's How Those Cards Work by Ben Bayliss appeared first on DualShockers.
When I first picked up my controller to play Left 4 Dead 12 years ago on my trusty Xbox 360, I thought that it would be the kind of game that would just tie me over in between playing GTA 4 and Fable 2. Little did I know that it would become one of the best games I've played and how much time I lovingly poured into it. Weekends sat with a giant pizza and friends screaming "Watch out for the witch!" while popping zombie's heads have been some of my best gaming memories. When I found out that Turtle Rock Studios, the developers behind the original Left 4 Dead, were developing a new "co-op zombie genre", I couldn't tell you how excited I was and now, here I am, playing that very project in Back 4 Blood closed alpha. To say it met all my expectations so far is probably an understatement.
Jumping into the closed alpha, I was greeted with the usual array of menu options where you can tweak things like your gameplay difficulty, accessibility options, and game controls. Thankfully for me, Back 4 Blood does offer players controller support and even though, initially, I was somewhat concerned if it would be fluid enough in a high-action game like this, I shouldn't have worried as I found out later when getting stuck into a match. Regarding modes, the game plates up either a 'Campaign' where four-players run-and-gun their way throughout different post-apocalyptic environments or 'Quickplay' if you fancy jumping straight into a random match.
The most notable change for Left 4 Dead fans coming in is a brand new rogue-lite element of a card system that it dishes you out at the start of each match and then incorporates throughout your playthrough. Replacing a skill tree, these cards give players an opportunity to design their very own perks and boosts. You can construct your deck how you choose and pick certain cards at the start of each game to give your character a bit of a buff-up to help maintain your survival. The cards are broken up into four categories: Reflex, Discipline, Brawn, and Fortune. Not only are you designated 15 card slots that are then shuffled up, allowing you to then pick three cards at the start of each match and then one card at a time after completing a round, but you can also find randomly placed cards in-game so looking around each room can be a big bonus.
Just like in Left 4 Dead, Back 4 Blood has a Game Director, and instead of an AI, this mechanic is now placed right into the hands of the player who presents Corruption Cards at the start of each match. This adds in elements such as fog, making it harder to see oncoming dangers around you or making ammo more scarce. It also changes the world around you so not every match will be the same. Zombies and other creatures don't spawn in the same spots, and can actually pop up in surprise locations. This helped keep away that dreaded repetitiveness; at least so far in the alpha.
The closed alpha test allotted me four Cleaners that I got to choose from. Each character follows a certain archetype which is familiar in the Left 4 Dead series. Walker, Holly, Evangelo, and Hoffman have each their very own personality akin to Coach, Ellis, Nick, and Rochelle, as well as their own weapons and perks. Heading into a match and finding myself in that all too familiar safe house, those nostalgic feelings came rushing back instantly. It was apparent from the very first moment I entered into the gameplay that Turtle Rock Studios have passionately poured out what they have been wanting to do for so long, and that is to create a Left 4 Dead fit for today. The familiarity to it all had me feeling like I had never left, like putting on my old, comfortable jeans. And as soon as the door opened up, I was back to what I loved most and that's popping zombie's heads.
As I mentioned earlier, I had doubts about whether using a controller would make me feel at home in Back 4 Blood but, surprisingly, it worked perfectly. I was more than capable of fast responses and aim control whilst keeping up with my keyboard and mouse using companions, although from what I could tell, not many inputs can be reassigned on a controller. What I noticed within the first hour was how dense the hordes were. Don't even think about taking a little break as there just isn't time. Zombies gush in from every opening you can think of from doors to windows but thankfully, and if you're lucky, you'll have supportive teammates that have your back so things don't get too overwhelming. For me, this is the true meaning of Back 4 Blood, gathering together a solid group of teammates and working methodically to survive so we can all safely get to the next safe house.
Of course, zombies aren't your only enemy in Back 4 Blood. As you run and gun your way whilst coated in copious amounts of blood and guts from one place to the next, you'll come across special infected like The Stinger. Just like The Hunter from Left 4 Dead, The Stringer hides and then jumps around but this time it sprays globs of phlegm at cleaners that glues them to the spot. You'll also come across Retch, like Boomers, they vomit acid over players. The Tall Boy or Bruiser is an extremely horrifying sight to see as it towers over players with its huge arm but probably the most dangerous infected that I could see from playing the alpha is The Ogre. This 20-foot beast eats bullets for breakfast, and while I couldn't bring one down in my playthrough, my guess is that you need to arm yourself with some serious equipment like bombs and molotov's.
The level designs throughout the Back 4 Blood alpha are similar to that of Left 4 Dead in structure and what your main objectives are. Weaponry felt impactful and a pleasure to hold, especially the squishy sound when driving a bullet through a near-by zombie. One of the main differences I could tell in this area in regards to similarities with Left 4 Dead is that you now can have weapon add-ones like iron sights which you can purchase by collecting cooper coins, found within the missions, before each match or finding some scattered around between fighting hordes.
All in all, I'm extremely impressed with what I've played so far. Back 4 Blood exceeded my expectations and then some. But, if I had to nit-pick at any doubt I have, then it would be that the developers keep a keen focus on the all-around player experience and that they will continue to add new and interesting features to keep this game alive and kicking for as long as possible so that it doesn't fall into a pit of monotony.
The post Back 4 Blood First Impressions – A Bloody Good Time by Rachael Fiddis appeared first on DualShockers.
Ghost of Tsushima was a big success for Sony earlier this year. One of the last big PS4 exclusives, it received solid critical reviews and had sold over 5 million copies as of November. And the team at Sucker Punch has consistently provided post-launch content. Most notably, of course, is the multiplayer mode Legends that launched back in October. Today, Sony announced some more fun goodies. You can now hop in and unlock some new outfits for Jin that are inspired by different Sony Icons. Check them out.
Outfits inspired by iconic PlayStation characters come to Ghost of Tsushima.
Unlock wearable homages to God of War, Horizon Zero Dawn, Shadow of the Colossus, and Bloodborne by completing a Story or Survival mission with each class before January 15. pic.twitter.com/VCbBc7Virh
— PlayStation (@PlayStation) December 18, 2020
As you can see, the new Ghost of Tsushima outfits are excellent. Personally, I think I like the Bloodborne-inspired one the most, though the Shadow of the Colossus one is great too. If you want to dress your Jin up in one of them, you have until January 15. If you complete a Story or Survival mission with each class by then, you'll unlock the costumes.
It is a bit odd that they're limited-time items considering I would mostly view this as a single-player title. Hopefully, they bring these outfits back at a later date for anyone that happens to miss them. After all, this seems like a game that many will pick up on a sale sometime in 2021. It would stink to not have these available if you decide to wait for a lower price point.
Ghost of Tsushima is available now on PS4 and PS5 via backward compatibility. Now feel like a great time to pick it up and test out your skills as a samurai warrior.
The post Ghost of Tsushima Adds Unlockable Outfits Inspired by PlayStation Icons by Ricky Frech appeared first on DualShockers.
On December 18, A3 developer Liber Entertainment published a statement following the domestic abuse perpetrated by Ren Ozawa. Multiple companies related to the abuser have already acted. The personal agency of the popular actor has already spoke to him, confirming the reports from his ex-girlfriend, and terminated his contract and fan club. TV Tokyo also canceled airing the final episode of a drama series where Ren Ozawa appeared.
As for Liber Entertainment, it explained Ren Ozawa will not be voicing Kazunari Miyoshi anymore in its media mix franchise A3!. Ren Ozawa was voicing Kazunari Miyoshi in the game and anime adaptation. Moreover, Kazunari Miyoshi will be muted in the game until further notice. Liber Entertainment will tell us more regarding additional measures at a later date.
A3, Act! Addict! Actors!, features four teams of male actors making their way up in the showbiz industry. Kazunari Miyoshi is part of the Summer Troupe and as such also sings in all of the group's songs. It's very likely a new actor will be picked soon. And all Summer Troupe songs in the franchise featuring Kazunari Miyoshi will be re-recorded with a new actor. This seems like the most plausible path Liber Entertainment will take. Moreover, it's very likely all sales and VOD of the A3! Season Spring & Summer anime will be stopped in Japan. And that a newly recorded version will then be released in the next few months.
Ren Ozawa appeared in numerous stage plays adaptations, including Hakuoki, Ace of Diamond, Osomatsu san, and Fire Force. A3, Act! Addict! Actors!, is among the biggest ongoing 2.5D projects featuring male characters, together with Ensemble Stars, Twisted Wonderland or Hypnosis Mic.
The statement regarding the removal of Ren Ozawa from A3 was also shared by the Mankai Company official Twitter:
— 【公式】A3!（エースリー） (@mankai_company) December 18, 2020
The post Ren Ozawa Kicked Out of A3! By Liber Entertainment After Domestic Violence Case Surfaces by Iyane Agossah appeared first on DualShockers.
It hasn't been that long since the release of Cyberpunk 2077, and I've already put a day, a full 24 hours of my life into it. I feel like I've barely scratched the surface. However, what I've uncovered from that scratch is something that doesn't match the game's shiny coat. Underneath all the glitz and glam, under all the chrome and synth-leopard fur, is a deeply flawed game. Cyberpunk 2077 is extremes within extremes. Its world is on a magnitude I've never seen, its quests are all varied and fun, its bugs are numerous and ever-present. There is nothing that Cyberpunk 2077 does in a half-measure, even when it comes to its worst parts.
I started my run in Cyberpunk 2077 on the Corpo life path, one of three available to players at the start. While this beginning wasn't as action-packed as I thought it would be, it aligned more with and prepared me for the rest of my time in the game. The offices of Arasaka are where I read my first shard, was an asshole to my first NPC, and saw my first T-pose. The game also never lets you forget where V's adventure started. Picking any lifepath leaves experiences and a wealth of knowledge with V, which manifest in unique dialogue choices throughout the remainder of Cyberpunk 2077. This decision to having V's life path affect the rest of the game should give you a hint of what to expect in its remainder — every choice matters, even if you think it won't.
Once players are finished with the game's prologue, a whopping 6-hour affair that ends with a title-screen and the introduction of one Johnny Silverhand, the world of Cyberpunk 2077 finally opens up. Until this point, players are led by hand to the next story mission or objective. Sure, there are some side jobs to do, but getting through the prologue as fast as possible should be a goal for anyone playing the game. Not necessarily because it's an unpleasant experience, but because everything that comes after is so much better, so much worse, and so very much worth it.
Eaten By The City
Actually playing Cyberpunk 2077 is like a tug-of-war. The game will never stop trying to pull you into its mysterious alleys, towering skyscrapers, and massive crowds. As someone that enjoyed exploring the desert of Fallout: New Vegas' Mojave Wasteland, you could only imagine how I felt when presented with the labyrinthian design of Night City. Of the time I've spent playing the game, a good chunk of it has been me walking around, taking in the sights and sounds.
Around every corner though, there's something ready to rip you out of the city. A busker playing an invisible guitar or an NPC sitting in mid-air. There are no perfect moments that happen while you're exploring Night City, the game does away with that. Which is kind of ironic, considering the parasitic relationship so many characters in the game actually seem to have with the city. It sucks them dry, bleeds their wallets, and eventually kills them, building taller buildings on their corpses. The city does the same to players, enticing them with its bright lights and promises of an experience unlike any other. Once you fall for it, the trap is sprung, and you're experiencing something completely different.
When you're just driving around Night City though, not looking too closely at it, it is simply awe-inspiring. I've never played a game set in a world on such a massive scale. Night City is bustling full of life, from its homeless camps to the skyscrapers and beyond. No matter where you look, there's something interesting to catch your eye. Some of my favorite moments in the city are when I'm just driving around in it, crossing a massive bridge that grants a perfect vantage on the next borough. From there, you can see massive towers, ads for some low brow sex-filled product plastered on the side. It's amazing to see, and even more, fun to be in the middle of.
Once you move out of the city proper, that feeling still continues. In Pacifica, an area abandoned by corps that was once going to be a tourist destination, the hustle and bustle aren't there. In the distance, I heard a siren ring out before slowly fading away. After, all I could hear was the creaking of rusty metal. Then, once you get into the badlands, the world of Cyberpunk 2077 takes on a new life. You hear, for once, the quiet. No blaring music, no cars or flying vehicles. It's a unique moment, one that makes the world, as long as you're not facing the city itself, actually seem normal. Night City has that kind of duality, and it adds to its overall presence.
Like any other living thing, Night City has a sound. Thankfully, that sound is constantly brilliant. Cyberpunk 2077's soundtrack is enthralling, building onto the world's already wonderful immersion. As I passed by food stands in Kabuki town I could hear high-pitched Japanese pop blasting. Pacifica is practically drowned in hip-hop club beats. Every area has its own sound profile and songs to match. When you're in combat, the game's music only works harder, keeping the pressure on with deep, pulsating electronic tones.
I have to give CD Projekt Red serious praise here. Night City is one of the most deeply flawed open-world areas I've ever played in, but it's not its fault. If this game itself were technologically perfect, no bugs, no weird visual glitches, I would be constantly lost in Night City. I understand its attraction — it's somewhere that's so much bigger than you are. But it's also full of venom, waiting for one falter in its people before it pounces. The city has its own traits, all owed to CD Projekt Red's designers and artists. They managed to take the twisted cityscapes of classic Cyberpunk works like Bladerunner and turn them into a reality. Except, this city isn't a set piece, it's a player. When you first step out of V's apartment and see its bustling streets, that's its beauty. When you look in dark alleys and see the people that society turns away from, you see its desperation. Night City is beautiful, it is full of life, and it constantly wants to kill you. It's the best area I've played in during any open-world game.
Trans-Humanism Stays Human
Cyberpunk 2077 is still a CD Projekt Red title, and the famed Witcher developer's main traits are more than visible. The game's main story quests are brilliant works of writing, and when you're doing more than talking to other characters, the action itself is unique and adrenaline pumping. Of course, these quests are also varied. CD Projekt Red isn't new to making a slew of different quests and that continues here. There are serious missions that can change the fate of characters you meet, then there are ones analogous to that one frying pan quest in The Witcher 3. Regardless of what you're doing though, it's always fresh and interesting.
However, there's an issue when those main quests are presented next to the game's side quests. A number of these side jobs and gigs, although fun distractions, detract somewhat from the main story. I won't spoil anything, but there's a clock ticking somewhere for those following the game's main path. If you were to only follow those, Cyberpunk 2077 becomes a game of urgency. Instead, I played how I play any open-world RPG— one main mission sprinkled in between side missions and exploration. I took my time as V only to then be reminded of the massive clock that had, for some reason, paused and suddenly resumed. It's slightly jarring storytelling, but it didn't take away from my overall appreciation of what was being offered.
Thankfully, Cyberpunk 2077's characters are more consistent in their quality and writing. Judy Alvarez, a woman that edits braindances, which you can think of as essentially futuristic high-end skin flicks, is just one of the deeply complex characters you'll run across. On the outside, she's just a woman that does her job well, but once you start her questline that changes. Players get to see her shell slowly crumble away, and eventually, her vulnerabilities, insecurities, and inner beauties are laid bare. The same applies to Panam, a hot-tempered Nomad that finds herself fearing her own impulses for the first time in her life. Even characters like the always cool Dexter DeShawn are broken down, and players soon see another side of them.
It's hard to talk about characters in Cyberpunk 2077 without acknowledging Johnny Silverhand, the renowned asshole voiced and modeled after Keanu Reeves. Suffice to say, from the beginning Johnny Silverhand isn't that impressive, and parts of him remain that way throughout the game. At times, the intensity of Reeves' voice and Silverhand's face don't match up, or vice versa. There are multiple points where Reeves' voice acting is just below the game's stellar par, something I hate to say as a big fan of his work in movies. But when he's talking immediately after V, there's a notable difference in quality. Still, the character of Johnny Silverhand is amazingly written. He's a disaster of a man, furious at the world and himself for living in it. His writing doesn't make up for his voice, but it comes very close.
Finally, there's V, who ended up being one of my favorite characters in the game, and not just because I played as them. I won't get into the details or spoil anything, but the further along I got in the game, the more I realized that V is, well, human. They have their own thoughts, ideals, and desires. Sure, we as players are telling him what to do, who to shoot at, but we're always working inside the constraints of V's psyche. They are a flawed, scared human in a city where those are chewed up and spit out. There's something to say here about V's mental state, their anxieties, and desires, but this isn't the time nor place for that. I'll simply say that while you're running around as V, remember to actually listen to them, understand them as more than an extension of yourself into this game world. They have a lot more personality than Geralt, and it'd simply be a waste for that to go undiscovered.
Making A V
While there are parts of V that can't be changed, players mostly do have free reign for the character. The game has an extensive character creator that I made an absolute clown in, but left in the right hands, can create something amazing. I do have to point out though how disappointing it is that there aren't more gender options available. Even being able to pick pronouns for V would be an improvement on what's offered. Non-binary gamers have to look towards this year's Call of Duty entry for representation instead of one of the largest RPGs of the past decade, and that's just silly.
But once you've sculpted your V and decided what they'll sound like, it's up to you to decide how they'll actually play and dress. The game has an abundance of armor and weapons, not to mention perks. And thankfully, because of weird RPG mechanics, a pair of booty shorts can protect V just as well as a highly-advanced polymer bulletproof vest. The options to dress how you want are there if you're willing to look for them. Of course, if keeping stats high is the goal, your V will look… unique.
One thing that you shouldn't be too creative with is picking perks. At first, the perk tree in Cyberpunk 2077 is, much like the game's map, overwhelming to look at. There's a lot going on at once; lots of perks, lots of text, it's just a lot. But, that scale allows for a lot of flexibility in builds, you can really play however you want. If you want V to be a netrunner, you can pump all of your ability points into intelligence and technical ability. If you want to be a fierce solo, dump points into body and reflexes. So on and so forth, the game lets you meld V to your preferred playstyle and makes ample room for any variations.
That being said, the game's main story will throw straightforward boss fights at you, things that you can't hack your way out of. In these cases, it clearly favors a V built towards brute force. At all other times though, Cyberpunk 2077 encourages a diversity of playstyles. The game is meant to be played through multiple times, not just so you can experience different choices and options, but so you can play through the game in a radically different manner.
The City's Ghosts
Being such a huge project, it's not surprising that many of Cyberpunk 2077's features fall flat. The worst offender of this is the game's stealth systems. For a title that is so decidedly "next-gen," being sneaky in Cyberpunk 2077 feels like an experience from an Xbox 360 game. Enemies have cones of vision you can see on the minimap and small indicators above their heads that slowly fill if they spot you. They can be distracted by using quick-hacks on electronics, but let's be real, that's just a high-tech version of throwing rocks as a distraction a la the Far Cry series. Stealth gameplay in Cyberpunk is slow, monotonous, and dreadfully boring instead of tense and thrilling.
Even the game's driving mechanics feel dated. Although every vehicle has a different feel, they're all in the god-awful section of the driving spectrum. None of the cars I've driven have been easy or fun to control, and in a game where getting around is so important, it's a bummer. Cyberpunk 2077 loves to flaunt its gorgeous vehicles, from their sleek exteriors to their lush, high-end interiors. But no matter what ride V plants himself in, they're all mostly the same. All those buttons on the dashboard are a facade, they don't actually do anything. At least in Grand Theft Auto V players could lower or raise the roof on convertible cars. All I can do is accidentally fuse my motorcycle with a taco stand thanks to the game's weird collision detection.
Cyberpunk 2077's crafting system also leaves something to be desired. It's uninventive, the menus for crafting are a mess, and at least as far as I can remember, it's never properly explained. At some point, I just noticed that there was a crafting tab in menus and went over to it. That being said, my experience in the game would largely be the same if I totally ignored crafting. It's not necessary considering how many guns, consumables, and bullets are vomited out from the game's containers and straight into V's hands.
You'd also be remiss heading into Cyberpunk 2077 expecting a combat-oriented experience. I know I mentioned adrenaline-pumping missions and sequences, and those are all there, but they aren't the focus of this game. Cyberpunk 2077 is an RPG through and through, the focus is on talking and bonding with characters. It makes sense then that combat leaves something to be desired at times. Just aiming with guns feels slightly off, jittery even. Melee combat is entirely unsatisfying, registering hits when you punch the air a foot to the left of your opponent's head. That being said, if you want to do a run with the game's mantis blades, go for it. Just be prepared for the visual of V chopping a person to bits wearing off after the first couple of hours.
Quick hacks also play a massive part in combat and are one of its more interesting features. In the midst of battle, V can launch a hostile program at an enemy, messing with their cybernetics or straight up setting them on fire by kicking their electronic bits into overdrive. So, while combat on its own isn't much to write home about, pairing it with quick hacks gives Cyberpunk 2077 a unique take that leaves you feeling completely in control of the battlefield. It doesn't make up for some of its janky-ness, but it certainly redeems combat sequences.
To Live And Die In Night City
Cyberpunk 2077 is a game unlike any other I've played, ever. Period. It's wholly unique in terms of its content, its scale, and the story it tells. It throws you into a strange world glistening with chrome and neon and offers a plethora of options. Every decision you make has an effect, either small or huge, and you'll only know when it happens. That extends to both the game's quests and characters, every action has a consequence. When you get into the belly of Night City, you'll either be thrilled and ready to explore or overwhelmed and ready to quit. Like I said before, it's a game full of extremes within extremes.
However, past all the bugs and overlooked or underdeveloped gameplay features is something that won't be done again for a very long time. Part of that can be chalked up to the harsh development process at CD Projekt Red, but I feel another is simply because the studio truly is capable of crafting incredible experiences. It's a shame then that Cyberpunk 2077 isn't as good as it should be. It's a great game, as my score for it reflects, but I can't help but play the game and wish that some things were fixed before release, that I didn't have to wait an extra two months for this game to be what it should have been. But them's the breaks, and this is the game we're left with. I'm still going to play it for much, much longer than I should, and I'll enjoy it for all that time. But there will be moments where I wish that things were just a little different.
The post Cyberpunk 2077 Review — The City Is Alive And It Hates You by Otto Kratky appeared first on DualShockers.
The latest developer update from Blizzard brings some new info on Overwatch 2 and its predecessor.
Since its launch in 2016, Overwatch has been one of the popular hero-based multiplayer shooters in the market. The game is still being supported by Blizzard and according to Jeff Kaplan, a new map will be added to it next year. Kanezaka will join the PT servers this month with the full version of it coming to the main servers sometime in 2021.
Along with the new details around Overwatch, Kaplan also provided some information around Overwatch 2, indicating that the game still has "a long ways to go."
During the upcoming BlizzCon event in 2021, we will hear and see more about Overwatch 2, but the game doesn't seem to be launched anytime soon. Overwatch 2 will feature a story-driven PvE mode, which is the game's most notable advantage over the original title so far. The next showcase is expected to reveal more new features from the game, and confirm it for PS5 and Xbox Series X|S.
Earlier this week, Blizzard launched Winter Wonderland 2020 for Overwatch, bringing tons of new winter-themed skins for most of the characters. Aside from buying loot boxes, you can also complete weekly challenges in the game to earn some of the notable skins, including the ones announced for Junkrat, Ana, and Roadhog.
Aside from Overwatch 2, Diablo IV is the other big title under development at the studios of Blizzard. The game was announced along with the new Overwatch at last year's BlizzCon, but it, also, seems to have a long way until its release.
Blizzard recently launched the Shadowlands expansion for World of Warcraft after and it received mostly positive reviews from the media, though the fans' reaction wasn't so friendly to the new content.
Overwatch is currently available on PS4, Xbox One, and PC. You can get the Legendary edition of Overwatch with 67% discount for $19.79. The game has a free trial from December 21st until January 4th, 2021.
The post Overwatch 2 Apparently Won't Release Anytime Soon, Kanezaka Map Detailed in the New Developer Update by Mehrdad Khayyat appeared first on DualShockers.