Whoever did the scoring for Cyberpunk deserves an award. The game uses its music masterfully to set the tone for whatever scene is happening. It just adds so much atmosphere to the game.
I know they at least got nominations left and right, a lot of them are also the same folks who did the Witcher 3 soundtrack, which won like a TON of awards
the real crime here is that they lost out to Nier Replicant for the Game Soundtrack of the Year award... despite Replicant's OST being released way back when the original game dropped.
Royce and the majority of Maelstrom are already cyberpsychos. Most of them including Royce are just "high-functioning" cyberpsychos similar to Adam Smasher. Though of course there are some exceptions like the two full-blown cyberpsycho Maelstromers we encounter in Regina's questline.
This scene in cyberpunk was dumb honestly the maelstrom are literally d-tier mooks who are so far outside of their depth in this scene that it is pitiful they are barely above the scavvers that we kill en masse
I'd rather have a good game with bugs than a game that has... nothing. And one more thing. CDPR apologized to players. Bethesda claims that the top computer is too weak and you need to buy a better one....
The great thing about cyberpunk is there are no cuts in the 'cutscenes.' Its part of the reason as to why the story flows so smoothly. No loading screens to take you out of it as well as detailed animation that sets it apart.
Sadly not untrue. There are moments much more tense in cp, like dealing with the VDBs. Most negotiations go like this too, all timed responses where the wrong option leads to an outcome you won't like. People in night city are rough as.
The last half story cutscenes genuinely hit me in the stomach with the audio design, the music truly makes you feel helpless and hopeful and just fits the moments so perfectly.
One of the best story tellings ive ever seen (and i wasnt even sci-fi fan) , no amount of bugs could ruin the experience for me and i didnt have that many
Ikr, I don't even remember of Starfield HAD a soundtrack, let alone any actual tracks from it, or even some recognizable melodies. And the alleged soundtrack was made by Inon Zur, who made bangers like Fallout Tactics (heavily inspired by Mark Morgan's Fallout 1 and 2, but still noticeably distinct) and Dragon's Dogma's (which was an absolute banger even without the wind pushing me) OSTs.
No one had a problem with cyberpunk storytelling or visuals in that section they are superior to MOST games today what we had a issue with was all the things promised and never received along with bugs but with the 2.0 update still not everything promised but definitely enough to bring back fans
Bethesda games never have actual cutscenes. The next Elder Scrolls won't have cutscenes either, you'll see. Bethesda games USED to be loved because they were basically crude sandbox games with untethered NPCS. Nowadays I don't understand what it is people expect or want of their games anymore.
@@GoatBoat22 yea they definitely pg-13 the shit out of starfield..but it don’t change that these two games are barely even comparable. I mean how many spaceships can you build in cyberpunk??? And how many cars can you buy in starfield? Idk even know why ppl are comparing a new game to a game that has been updated over 10 times over the last 2 years. Why compare?
Wow you could REALLY feel the tension in that STARFIELD cutscene, it's almost like I was there in person being bored. Cyberpunk could learn a thing or two.
@@ewjimlYou'd think Bethesda would recognize the most known flaws of their games and fix it in the span of a decade, but they never learn. They deserve to go bankrupt.
Starfield fans are just Bethesda baby fans. I loved Skyrim, Fallouts (except 76) and with blind faith I went for Starfield. This game is devoid of any soul, character, story. Soulless NPCs, wooden animations and not to mention everyone in the game is gay or trans and of course corporations are the evil while the only good people are eco-friendly anarchists. Aaaaaah smh. I don't care about gender, look at Cyberpunk its treated as a normal thing if ur gay or trans (as it should be) but it is so forced in Starfield. Like this one encounter where a guy says 'I lost my partner'. It has no implications or relevance because he wants to sell something, but yet he says it.
@@filipkotowski9186 while I do think Cyberpunk is a vastly superior game to starfield, there are some genuine reasons to enjoy Bethesda games. Their characters, narratives and writing might be shallow as a river, but their games offer some genuinely amazing exploration and gameplay sandboxes that make it fun to experiment. Maybe those things aren't enough to make their games amazing, but certainly fun to play
When I restarted a play through of Cyberpunk with the 2.0 after not touching the game for more than a year I still remembered Jackie, Mysty, T-Bug, Viktor, Dexter De Shawn, Johnny, Rogue, Judy, Panam, River, Goro, Hanako, Delamain, even Brick, Royce and Dum-Dum and many more and what happened with them. I stopped playing Starfield after 80h, less than three weeks ago and I can't remember the name of one NPC, not even the name of the group my character was in.
Yeah, that because Cyberpunk has a better main story and characters than starfield. Starfield's main story is lacking, and the main characters aren't that special compared to other RPG games. The faction quests are more interesting than the main story in starfield.
Another thing that’s interesting is that you can tell just by observing Dum-Dum’s body language that when Royce pulls his gun, Dum-Dum is surprised and doesn’t pull his own piece out right when he’s supposed to. He sees Royce’s gun come out, then seems to pull his gun towards Jackie as an afterthought. To me, that little detail of Dum-Dum’s delay implies that Dum-Dum actually had fun geeking out over the Flathead to V and Jackie, and seeing them as a threat is something he does only because he knows he’s supposed to be loyal to Royce, not out of any personal animosity towards the two. It goes to show that Dum-Dum cares a lot more about messing with snazzy, top-of-the-line tech than actually fighting for Royce. All of that I could tell just from the fact that CDPR decided to be really detailed about his body language for a few seconds of mocap. Bethesda doesn’t hold a CANDLE to CDPR.
Cyberpunk is full of these little animation details and i love to spot them. For example, in some cutscenes, some characters shake their leg when sitting, you can see it on Jackie and Judy sometimes, those little details add a lot of immersion and makes them very human
If you side with Royce by paying him for the drone and then fighting off Militech, you meet him again later and he's having an amicable conversation about music with a journo lady you were looking for. This suggests that he's a rational person at his core and the volatile gangster attitude was an act to keep his gang afraid of him; he had just taken over and wasn't standing on firm ground.
@@howlingdin9332 Yeah, I also really liked that detail where if you keep him alive and meet him again, they reveal that he’s actually got interests outside of being a big bad dude. It was interesting to see this guy who was such a massive threat to you a few weeks back now just… sitting down, calmly talking to a journalist about what he and his band are cooking up in the recording booth. It’s pleasantly humanizing. Though I don’t think it means he’s actually calm and rational. I just think that on some level, he doesn’t need to be wild and violent when he talks about things he loves. Which is funny, because that’s the case for Dum-Dum as well. Interesting.
@@alamcho I loved seeing that in Judy when she talks about Ev being abused and she just looks out into the city, arms crossed, and her uplifted leg twitching with frustration. I loved it so much because I’VE done that before, and it was so cool to see such simple body language so heavily incorporated instead of talking. Makes you feel like you’re talking to a real human being, it’s refreshing.
There's so much visual storytelling going on in Cyberpunks cutscenes that are really easy to miss. When Dum-Dum is demoing the Flathead, the garage doors open up behind him and you can see Royce (the guy you were expecting to meet) jacking out from a net-running chair and looks over to realize what's going on, and he quietly watches to wait for his moment to intervene. It's something I didn't notice on my first playthrough.
And Jackie also gives a very small nod to V when the player selects "draw weapon", and then you can see his eyes follow V's movement right before he turns to draw his own weapon. You probably wouldn't even notice it while playing, but just watching it I can see it.
Yeah, they like to do this. When you start off as a Corpo, you can see the Abernathy's guys entering Lizzie's right while you and Jackie talk about something different. When you go in later to talk to Evelyn, you can see her and Judy sitting at the bar right next to the place you sit on. Brilliant staging by CDPR.
I think its the way they recorded each line that makes it feel disconnected. Like one of the guys that did something, had a line in the middle of his dialogue, that made it seem like he was about to break down and cry, but then that cleared up, they made too many lines of dialogue for each scenario, and included several hidden dialogue options. There is more "choice" but that choice changes the narative feel. Cyberpunk is less sandbox in it's conversations. the game isn't as good because they had to account for so much player decisions, it even lets you break the story and cause holes, because of your actions. One part everyone knows what you're doing, but doesn't seem to even care that you're about to ruin their event. Super fun that mission, but super offputing the things the game lets you get away with. If bethesda made cyberpunk we'd probably even have a path to have kept jackie alive. They are able to do things like that because they didn't go overboard with the motion capture. (if they even used motion capture) so a character being there and not being there is not as impactful on game dev time. yet they decided to make certain story characters unable to be killed, in one mission where they wanted to harm someone, in their own faction, they didn't allow the player to kill him. Because they wanted the character to later threaten him and his life
@@TheGoreforce it's basically known that if you want to have a very well written story you have to get less choices, if you want both you have to do a game like heavy rain or detroit become human, lots of choices and awesome story, but the gameplay is the equivalent in fun to a powerpoint. And then you have anomalies like bg3 where the story is awesome, choice are awesome and the gameplay is awesome too
@@TheGoreforce lol no, you have no idea what you are talking about There virtually are no choices in this conversation in starfield, go ahead and try the other options and the game forces you down a very rigid pre-determined outcome, you can't attack anyone, you can't steal the item, you can't even be a jerk. You get scolded by the NPC and forced back onto the boy/girlscout behavioral path with no allowance for any deviation. In 2077 you can kill them as soon as jackie is threatened before he sits, you can kill them during the convo with the boss guy, you can kill the boss guy after, you can get in and out without killing anyone, there's a multitude more choices to be made Starfield has no choices in this conversation, it's just extremely poorly made and lazy Don't take my word for it, go try the other options for yourself, you cannot change any outcomes like you can in 2077, it isn't even close Everything you just said is totally laughable and 100% objectively false, innacurate, and not a thing at all Actually starfield in general is like this, actually play the game and you'll see that nearly all of the branching dialogue options actually are fake, they just force you down the same path anyway, you can't meaningfully change anything
@@TheGoreforce Are you trying to act like any of the choices in starfield matter? The only choice that matters is picking which starborn you side with and even then the only difference it makes is who you fight at the end. Then it resets and it never mattered anyway. Game is super mediocre.
I swear that scene with the Maelstrom was and is still so iconic and memorable to me. The music, the setting, dialogue, and characters add so much tension. Also helps that the voice acting in 2077 is seriously good in a majority of the cutscenes
The music and voice direction in Cyberpunk alone make it superior. Also how it handles the first person camera work during the cutscene. The characters in Cyberpunk all have detailed animations and reactions to everything going on. It’s a cinematic experience, whereas Starfield is just three bozos in a room barely moving or showing any semblance of emotion in their faces or voice work.
@@kikosawa Bethesda is trapped in the olden days of game design. It’s like they think that cinematic storytelling and techniques used in other games aren’t necessary. Starfield could’ve probably been bumped up one or two score levels if they handled all the “cutscenes” and dialogue like the scene in Cyberpunk. Music, atmosphere, camera work, and proper animations can all do a lot to elevate an experience for the player. This video is a very good example of that.
@@AesirUnlimited it's extremely hard to do though. Bethesda was developing this game for - how long exactly? - and imagine if they had to also hire a professional director to choreograph all the stuff Cyberpunk is doing
@@kikosawa I’m sure they could afford it. We’re not talking about an indie studio. We’re talking about a multibillion dollar company owned by Microsoft, and with over 400 employees. They don’t need you defending their outdated design philosophy.
@@kikosawa Underrated comment about FO4. That made me chuckle. But yes, they are an AAA studio. Remember FO76, and how they LITERALLY took less than a year to fix it to have NPCs? Sure, some of it may have just been benched, but if they wanted to, they HAVE the resources. They are not some indie studio that can't afford something like this. And they took a long time to develop this because of their choice to spend as little resources as possible and maximize profits by selling it for 70 USD. And it shows. We shouldn't be defending AAA companies like Bethesda, Blizzard, EA, Ubisoft, etc. saying things like "it's not easy to do, develop your own game if you wanted to", or "it's very expensive", because they HAVE the manpower, they HAVE the cashflow and BUDGET, the MARKETING capabilites, and they even have their own local publishing department. They CAN do it. Larian, which is a AA studio, managed to release something called Baldur's Gate 3. It's by no means perfect, and the AA roughness shows with how bad the performance is and some bugs are in it, but it still has far more love, attention, detail, and agency in it than all BGS games combined.
Hey don't insult chatGPT like that. It did a great job in Skyrim: ruclips.net/video/PFuD5sdWAtY/видео.html Starfield's voice acting is even WORSE than an actual machine.
@@DavidHosey1 Yes, but I mean writing script and directing in the game itself. For example, in The Witcher 3, every time I had to meet Emhyr var Emreis, I felt slight shivers. In the Netflix series, Emhyr is a flat character, even a bit funny, I don't feel anything.
I swear every line of dialogue I have heard and experienced in starfield feels like it was written by a shitty AI. Cyberpunk however......just amazing.
True about CP. I just started playing recently and i listen to every optional dialogue in the game, checking messages on computers etc. One of the best gaming experiences overall if not the best.
@@almo9060 Make sure to memorize some names you only read in the texts, a lot of the small, filler type stuff actually tells a story through archived dialogue and messages to people, many of which are interconnected.
A lot of that feeling in Starfield comes from the tremendously awful voice direction. The Cyberpunk characters leave a much bigger impact because of the presentation, emotion, and weight that is put into the performance. I can't even tell those two Starfield NPC's apart without subtitles telling me who is delivering which line.
Main story yeah I agree, side quests that are like npcs talking (npcs that are not mr hands and stuff) say the exact same lines it’s a little annoying. When I got a star and the NCPD guy on the police scanner asks dispatch out on a date and she doesn’t say anything, I have heard that thing too many times. In GTA it doesn’t get old, and the npcs in starfield don’t repeat the same thing.
Unfortunately there’s still people who will consider Cyberpunk (with all its fixes and DLC) still a disappointment and not worth it….but still consider Starfield with all its foundational failings as “the masterpiece of masterpieces” 🫤
@@kaydee66781 But there's also way more people who think Cyberpunk is a masterpiece of masterpieces too. Not sure what started the whole comparison wars between these two games. I typically hate such scenarios because why not enjoy everything for what they are in the end. Sorta reminds me of the silliness of the 90s when Nintendo and Sega were constantly being measured up against one another. I owned both so I got to enjoy both. lol ¯\_(ツ)_/¯
Cyberpunk: "YOU SEE A 'BRICK' AROUND HERE?!" -Royce took down brick and took over, which we learn of prior to this mission. Thus this scene actually makes sense. Starfield: "the terms have changed, I want double" -no actual reasoning to this other than the guy wanting more money. Bethesda probably wet their pants when watching CP2077's scene and thought "we should make him charge double as well!!!"
It doesn't even make sense. So this guy is one against two, he has no gun, and yet he thinks he can just get away with being aggressive and making demands?
Especially when you are encouraged to make plans with security in case something goes "south". What a joke of a game. I really thought sh*t was about to go down. So disappointing
no reasoning at all except, the guy is a recently fired employee of a company, which is in fact a competitor of the company that your guy no.2 (walter stroud) is ceo of. a wealthy businessman. it kind of makes sense for the guy to ask for money when he recognizes the buyer. and of course, few moments leading to this meeting, your guy no.2 - the ceo - tells you exactly that this money issue might happen. just clarifying the context here. haven't played CP but my elder son enjoys it very much.
What strikes me the most is the fundamental issue of Bethesda dialogue here. A lack of conflict in dialogue. Conflict is what drives narrative aspect of any media, an exchange between characters almost always NEEDS conflict to be engaging. Even simple things such as choosing between two dishes to order in a cafe instead of immediately agreeing on one.
Exactly, especially between the main characters. Like the entirety of Cyberpunk is full of relationships founded on the primary conflict in the game. Starfield just has random people show up to tell their own stories and theres no lead connection between everyone that keeps it going. Starfield's dialogue feels like putting on an episode of a TV show youve seen a million times so that you can half listen to it while getting chores done. You already know whats going to happen and it has no excitement or conflict; its just something to distract.
okay in this clip there is conflict. It’s the same conflict in two different scenes that’s the point of the video. However the difference is it barely feels like a conflict in starfield because the writing is so ass. But yeah in the end I agree with you
There’s conflict dude this guy clearly chose a boring scene from 1 game and a way more intense scene from another. So biased you guys are eating it right up
I remember just driving in cyberpunk and I arrived at a gig and sat in the car to finish a song on the radio and just looked around. everywhere you look theirs another little detail and the setting just immerses you
Yup, it's one of the most well realized and immersive settings I've ever seen in a game. And I've been playing since SMB on the NES way back when. It's fantastic.
And funny how both scenes are suppose to be super tense but due to Beth's design it holds no tension at all. With Cyberpunk, your choice will matter on how the meeting will go making it far more tense since the wrong choice might lead to a outcome that you did not want. In Starfield, plenty of choices to pick from but none of them matter at all.
And how you handle Royce and Dum Dum here affects who's available for and thus what specific actions are available to resolve the situation (whether it can be done peacefully or not, for instance) in a later sidequest.
Granted, I would say that in Cyberpunk most of your choices don't fully matter the way that they marketed it. It's cooling seeing stuff you did get brought up but with how BG3 kinda showed me how it looks like, Cyberpunk really just falls flat. I still like the game but choices more matter on a mission by mission basis than on an entire game world scale.
I don’t think this bit in starfield is supposed to be tense at all lmao. You get prepared and you navigate the situation. Core thing here is you can use persuasion to effect this scene in starfield which is not the case with the other game.
@@tecnoguy1136 This video is really perfect comparison since they are both the same scene really but the video focus on the graphics, animation, music and the dialogue but ignore the rest, the choices. It must certainly is suppose to be tense. He hypes you up before you start that getting that artifact is very important and that is doesn't matter what you do as long as you get the artifact. This indicates that is very important and that there is a chance the deal might go bad if you do the wrong thing. Cyberpunk scene is exactly the same premise, you need that robot, it is very important and doesn't matter what you do as long as you get that robot. However in Cyberpunk it can go bad since your choices matter. It might go fairly easy or hard depending on your choices and those choices will come back later in the game. This creates tension since a wrong move will produce a undesirable result that will make it difficult for you. In Starfield there is no choice, there is no tension since you can't go bad with the deal. Doesn't matter what choice you pick, it will play out the same. Might offer him double the money, your companion will say no and the deal will go on as planned. You might go aggressive and pull a gun on him only for your companion to say no and the deal goes on as planned. There is only 1 path and if you try to stray from it, the game immediately cancels your choice so you get back on that 1 path. Bethesda might as well remove the dialogue options since they don't matter since they are too lazy to program additional paths.
I know I'm late to the party for this one, but there's something I want to bring up that I see so few people mentioning that makes the Cyberpunk scene so much better. To give some context, when I started watching this, I hadn't even touched Cyberpunk or Starfield. The scenes taking place and the context behind them was completely unknown to me. I've since played Cyberpunk (still not touching Starfield) and found out what the context was, but there's a reason I mention this. Even without knowing the context behind the Cyberpunk scene, I could understand what was being traded and why it was important. A highly advanced bot that could do some crazy stuff, climb around on walls, cloak itself to become invisible, maybe even have some super silent laser. Those were my thoughts back then and when I saw it, it looked like it was definitely a sought after item within the world. The tension around the conversation only strengthened that. The music played a good part in adding to that tension. I had a good idea why it was so important to both sides and why Maelstrom would be so against handing it over to you and would try to kill you for it. Even without playing the game, even without knowing the greater context that it's something needed for the heist on the biochip. In the Starfield scene, I genuinely didn't know what's being traded. Everyone's so calm and only mildly annoyed when they don't get what they want. It feels more like two kids talking about trading a pokemon card than anything else. I later found out the context behind this scene by watching another video. What's in that box is an advanced meta-material(?) that holds great deals of power and the two of them are talking about it like they're out on an ice-breaker lunch that was mandated by HR. The fact that even without knowing that even when shown an incomplete piece of the story, the Cyberpunk scene still made me excited and had me on the edge of my seat while watching it, is a testament to the quality of Cyberpunk's writing. That trade quest in Cyberpunk alone could easily have been made into a 30 minute short movie and would be lauded with praise. If you did the same thing with Starfield's quest, it'd put you to sleep faster than if you got tranquilized.
"Show, don't tell." Bethesda made a perfect example what happens when this writing guideline is ignored, while CDPR has shown a textbook example how it's done properly. In Starfield, the NPCs have to simply WORD everything - "Now I'm angry!", "This city is dangerous!", "This is a very important object!". Because otherwise the "reader" would have no way of knowing due to the poor quality "writing". In Cyberpunk, everything is instead shown, making the "reader" come to the desired conclusions on their own, through writer's scene manipulation: "This guy is angry and dangerous because he's shouting and holding a gun aimed at my face.", "This thing is valuable because of how enthusiastically this guy describes it, how carefully they handle it (despite treating everything else rough) and holy shit did I just watch it turn invisible?"
When DumDum told me "now couch, plant it" I did. Took a lot of digging to make a hole big enough, and a hell of a lot of watering in...but now I have a beautiful couch tree that blossoms every spring.
Nice! I take it that you used a strength build for that, right? I'm a tech build - no gardening experience. Can't even go out into the sunlight without taking damage.
I’m glad that Cyberpunk is getting the renaissance it deserves. It was a Diamond in the rough when it released, and it’s amazing to see the progress that’s been made on it with phantom liberty.
everything in act 1 was always incredibly impressive. it's a shame bad management kept the rest from meeting it's standard. not all, but more and more quests play out like starfield the further in you get. everything in pl matches or even goes above act 1, tho i still cant help wonder what could have been
@@Elytra_krokiecyk sure man xD it wasnt horrible yeah...but great? dude why the hell do you think they overhauled and patched and fixed the shit out of the game now? cause it was so great yeah
Modders will remove the bugs from Starfield, like all the previous games from Bethesda. Then people will praise how good Bethesda games are because of modders ;)
@@RmX. When do the modders begin? A lot of the big modders have already said they don't wanna work on Starfield, cus they don't like the base game enough.
@@RmX. Not in this case. No mods can fix this mess. Mods cannot fix the empty planets and lack of exploration. Mods cannot fix that ships are useless. Unless the mod is very specific and the modders put a lot of time and effort into it and the focus isn't on space or exploration but quests but who wants to do that?
To be fair, Cyberpunk 2077's writing and cutscenes have always been one of its most stellar points, and they use the first-person perspective to great effect in storytelling. The game's issues have always been on the technical level with how it ran, the bugs, etc., and even then I still feel like its problems were way overstated by people, leading to many missing out on the good that the game had since day 1.
First fps game made by cdpr blows everything bugthesda has done in the last 20 years think about it. Bugthesda has been doing same robotic cutscenes for the last 20 years.
Eh, I love CP77 for what it is, but let's not act like there aren't issues with the story and writing that 2.0 and Phantom Liberty couldn't fix. In regards to the overall game, the flow is completely messed up. You have this life-threatening issue which you are informed is HUGELY time sensitive, and then they throw all this other cool side stuff to do that, if the world were real, no one would be taking time to do because they want to get that life-threatening issue addressed ASAP. Maybe the Heist needed to be come at a later point in the game, maybe....maybe a lot of things, but let's not act like CDRP is perfect... ...especially when you look at the endings of Phantom Liberty. I won't give spoilers, but there is one ending that, should you pursue it, has all of the people you know acting significantly out of character just to insure the overused trope of "there are no happy endings" continues to rule the day. Aside from that ending, I honestly felt the endings for PL were lackluster overall. Now, where I'll agree is that CDPR has "stellar" writing is for set pieces and contained quest-lines, like the ones used in this video to highlight the utter blandness that is Starfield. CDPR is great at that, and that really showed in the Witcher series of games as well. However, unlike the Witcher series, in CP77 CDPR has to come up with an overarching narrative into which to fit all the cool shit, and I still contend they fell flat on their face on that point. Like I said, don't get me wrong, I love the game, flaws and all, but I just want to make sure we remain grounded when we are heaping out praise as well as criticism.
@@BLRodgersIt's interesting that the witcher 3 story pacing had the exact same issue as well, which makes me wonder if they take the same approach for the main storyline (find someone/something as fast as possible) in their upcoming games.
the only real issues with cyberpunk's writing are "high-level", ideological views that taint some of the more esoteric parts of the story and are directly as a result of being based off of the tabletop rpg, so not even cdpr's fault. They did a great job in spite of that one flaw
For all the issues Cyberpunk had at launch, one thing is really telling of how good the story and cutscenes are. I still remember this mission even 3 years after playing it.
The difference between the quality of the voice acting, scene composition, and character choreography is night and day. It's like watching a movie vs watching a tv show on like....the CW.
well duh, obviously. because cyberpunk has such a limited amount of cutscenes, they can afford to motion capture all of them and spend resources on optimizing every tiny detail. Starfield has 100 times more dialogues and cutscenes. the game wouldn't be out for another 10 years if they implemented the detail that cyberpunk has. the two games are fundamentally different. Cyberpunk is a scripted RPG, in which almost all players will experience the same stuff. Starfield is a massive sandbox RPG, in which players can experience entirely different things aside from the main quest.
@@89gauna Maybe Starfield should have less dialogue and less cutscenes then, if they're all gonna suck. "Sandbox" games typically have LESS dialogue and scripted stuff than linear single player RPGs, so that's not even an excuse. You're right that they're fundamentally different - one is a good game and one isn't.
@@89gauna Which makes Starfield and extremely wide and shallow sandbox, and somehow they still missed doing really basic things that cost nothing like making the lighting contrast decent.
@@89gauna Almost every conversation you have with any npc in Cyberpunk is somehow memorable. And there are several hundreds and maybe thousands. Your girlfriend/boyfriend sends you drunk texts while on a mission and they feel real. You're weird ninja boomer buddy sends you accidental selfies ffs. You can call your dead friend at random moments in the game and leave him meaningful voice messages....There's literal spam in your mailbox, that you can check when you get to your place.
I'd like to think Starfield's writing was done entirely by AI. But we all know that's not true. The writing was likely done by people who think a social life is hanging out on reddit all day, arguing with strangers.
I have several friends who started playing Starfield and jokingly ridiculed me for holding off because I wanted to save for Phantom Liberty instead. Who's laughing now! Damn, they got ripped off.
@@papay100 Do you have a problem with reading comprehension? Do you know what "jokingly" means? Do you not ever make fun of your friends in a joking way? Oh wait, you probably have none.
@@randomstuff403you missed my point, I don't believe any of your friends ridiculed you for ordering Phantom Liberty instead of Starfield, whether jokingly or not
honestly quite an apt comparison, they way you seamlessly transtion from gameplay to cutscene and back while the story happens all AROUND you is very evocative of half-life, portal, etc. I wouldn't be surprised if they took direct inspiration from valve's narrative formula and evolved it further from there
You always feel like such a badass when you shoot Royce. The way V just casually says "Bang" and then pulls the trigger, followed by taking cover behind the couch before the Maelstrom can react... Meanwhile starfield is just "Alright. Fine. Take it." with no strings or feeling of pressure. There's no fucking it up in starfeild, but the music in Cyberpunk brings it to, and dare I even say past, Detroit: Become Human's "The Hostage"
And this scene was just cringe. Honestly another example could have been the one where you are part of the crimson fleet asking to get the earth savior award keycard from the one woman. You litterally tell her that you will keep at it till she relents and she goes "oh allright. take it"
The tension ambient music in Cyberpunk just makes the scene way better. Like you feel you're on a totally hostile place considering how the Maelstrom is.
There's something hard to explain about this scene. I've been to several big (HUGE, 1000+ players) LARPS and the tension of walking into Maelstorms feels very similarly to me being in a hostile territory, a place where I can get immediately killed if I say or look at something wrong. Fucking incredible.
I think environment design, sound design and music design can be credited for this. The area is clearly hostile, both due to the warm and bright colours combined with strong shadows, as well as the design of maelstrom members. The tension of the music also applies an extra layer of immersion. Basically as I see it, it has this tense feeling because you are surrounded by things that barely pass as human, the music is metallic and uncanny, the area is unfamiliar and due to the changes in leadership, you have no leverage in negotiation other than your iron
that whole sequence in cyberpunk was really well done. very tense. whoever wrote that sequence seems like they had first hand experience with sketchy situations, the dynamics of it. it all felt very true to life.
I've been saying since the beginning that despite the bugs cyberpunk has been criminally underrated. Reviewers never seemed to be giving credit to the unbelievable amount of state of the art quality writing, animating, sound design, and voice acting that went into the NPC interactions in Cyberpunk. Sure the combat was funky and the driving was funky and the crafting was useless, but just play through the game like you're enjoying a movie and even the smallest side quest brings entertainment at a level no other games match.
Witcher 3 does match that level of entertainment and (i still havent finished cyberpunk,but have 70 hours in it compared to 400 in witcher 3) but think Witcher 3's writting, depth and enterntainment is still unparaleled, but Cybes is pretty close CDPR is just that great
To be fair, at launch the technical and gameplay issues did suck. But what's different is how much the game's improved. I still remember Dunkey's review shortly after it released, and in spite of all the glitches and gameplay decisions he gave it a recommendation on the story and voice-acting alone, because it's so refreshing to see a game develop just take a fucking risk instead of pumping out this safe, lukewarm porridge
The key focus is the animation, you can tell cyberpunk went all out on all its animations, whereas starfield really did not. Also the entire scene is just much more immersive in Cyberpunk.
No, literally everything, no matter how small is done better in Cyberpunk. Visuals, animation, writing, Voice Acting, story boarding, build up, tensity, music, immersion, gameplay, better engine, not scared to have some edge (where every character in Starfield hates you doing anything remotely bad), there's actually vehicles, map is filled with stuff to do and see, better AI, literally everything. I expected more over a decade ago than what we got with Starfield. It's just feels so phoned in.
Writing and voice acting (which ALSO heavily benefits from good writing) is a MAJOR factor if not the biggest one. Close your eyes and just listen. You can hear the difference. Body language and Animation help the immersion provided good writing is already present. But no matter how hard you try, you cant polish a turd.
Even insignificant sidequests in Cyberpunk with little going on in them will still have the NPCs do subtle hand motions, head turns, and physical movement with their excellent voice acting to create the athmosphere of a living world. They'll grab other characters, give them a shove, a high five, their eyes will glow to indicate data transfer or a call, so many things...
I still think one of Cyberpunks best tools for making cutscenes intresting is the lack of locking you into place, V is a human being so regularly you can have V walk around in conversations, you can actually Role-play is a Role-playing game, have V walk around like their nervous, have V draw first, hell some missions will let you shoot first and ask questions later, oddly enough V being their own person actually adds to the ability to role-play in a Role-playing game, it means you can get to know and understand how V would act in situations, you'll still be making the choices but how V actually is rather independent, V is a character you both get to make and is already fleshed out My most recent V was a talk first corpo past woman who was great with tech, net running and rifles, having a character be a person while also giving players free roam to make that character act a certain way is INCREDIBLY impressive Like the clip shown in this video was from a street kid character, Corpo or Nomad V wont do some mysterious drug, but Streetkid would because they've probably done that drug before! Also theres just the fact V by default is actually rather smart, they're quick on their feet, a good planer, know weapons inside and out, depending on the life path they're even smarter in specific areas, Corpo V was part of Arasaka's counter intelligence in the Americas, Nomad V has all the knowledge to survive out in the badlands and did it alone for awhile and Street Kid is Street smart, understands the more intimate parts of night city and its gangs. Cyberpunk is a good Role-playing game because V is a good character to role-play as due to their flexibility Having a fully customized character in starfield kinda sucks because you're not going to hear their voice, their personality in gameplay, when V attends Jackies funeral it makes sense, V knew this person, Jackie was their one true friend and now hes gone and V is once again alone for a bit, its what makes V into a Solo, they can't handle loosing someone else, not again. I could literally never see my character in starfield attending a funeral or having a bond with someone before you actually played, I would never be able to have that conveyed to me through voice, through looking around a room nervously as I read a passage from a book and make a small speech about my dear dead friend. Starfield just isn't a good Role-playing game, most Bethesda games aren't because the characters aren't super strong, voice acting is wonky and your own character doesn't even have a voice and you're so rigidly stuck just looking at people in the eyes, who the hell just sits down and stares someone in the eyes while talking about anything, Cyberpunk knows thats bizarre so it lets you look around and walk, make a conversation feel like a conversation.
I'll even subconsciously move the camera around just cause I can in the cutscenes. First time in Padre's car I was looking out the window all the time and then snapping back to him when it felt like he talking about something important. By far the most immersive game ive ever played and I'm not even halfway done with my first playthrough
Cyberpunk also gives you the option to zoom in on peoples faces. The micro facial movements tells you a lot about a persons personality/intentions. Meanwhile, at Bethesda...
Choom. That was a word direct from Cyberpunk that i regularly see being tossed around now and then to refer to friends, hell, ive seen it amalgamated with current lingo like "oomfie", transformed into "choomfie". Aside from sounding extremely silly, you know what that tells me? That tells me that Mike Pondsmith CDPR made a setting, *not just a game but a setting*, that was so immersive that people walked out of it with lingo they can use in daily life. Because unlike Starfield, Cyberpunk was written by human beings who live lives to write games and not write games to live lives.
@@CareyEvans"scop" is also a good one. Not only it refreshingly sounds nothing like "shit" while being used in the same way, but also has a lore basis of associating cheap food (scop) with the embodiment of everything subpar
The good writing done by Cyberpunk is also heavily emphasized by the insane job the studio did with the anime adaptation, which was also extremely well done storytelling wise
As someone who's been playing Cyberpunk since launch, it's wild to see it being compared to other games as the example of what a game *should* be, when back in the day all the comparisons were *against* it.
its honestly strange how it got a bad wrap, and people immediately ignored its graphics, even though it blew every other game out of the water, even today, it still does, and a lot of games are still trying to upgrade their engines to compete
The music really make or break scenes like these. The music of Cyberpunk just implies that shit about to hit the fan. While Starfield is deader than a grave
As rough as cyberpunk was at the beginning, it was obvious to everyone that actually played it for more than 10 minutes that the game was made with heart. It suffered from a lack of focus, certainly, but the devs clearly cared about the story they were telling. Starfield suffered a similar lack of focus and from a lack heart, aside from a few characters and quests, and it really shows. I swear the writers either didn’t care or actively hated what they were making, everything in it is just so sloppy. Nailed the ship building though.
So did Cyberpunk, announced on 2013, released on 2020. Like Maxor said, they took that long filling the city with details, it feels extremely immersive, even if the NPCs behave sometimes like roombas, the details, the neon, everything, it makes it feel actually alive.
Cyberpunk already had a really intense start with Maelstrom. The music, the scenery, they really get across the feeling of the setting. And the acting is just WAY better.
I never thought I'd live to see the day where Cyberpunk is used as a positive example, just goes to show you how hard the team worked on fixing the game to make it realize its potential.
@@loydloydloydit wasn’t, played it on PC after release and it was a rollercoaster of great moments and barely working jank consecutively for the whole game. Now it’s genuinely a great experience.
@@cyberpope2137 People will usually always have a different experience than you. If we take steam reviews on launch the game was rated very positive, so it played well for a lot of people. Your experience isn't other peoples experience.
one thing I rarely find being mentioned is, how different Cyberpunk compared to CDPR's previous games. Completely new game with new assets, programming, animations, not to mention the themes and settings are polar opposites. Their first FPS game, their first take on guns, and arguably the first truly futuristic open world game. Meanwhile, Bethesda have been making the same Bethesda games for decades with minimal improvements.
The biggest difference here isn't just graphics, it's things like direction, blocking, and lighting design. Cyberpunk has great pacing and lighting to heighten the feeling of tension and the feeling that this deal could go very sour very quickly at anytime. It introduces new narrative and visual elements at a verb deliberate pace in order to slowly ratchet up the tension to a decisive boiling point and it really does make you feel on edge, especially first time through. The blocking of the scene is very cinematic as well, the establishment of Royce in the background, and the subtle, missable reveal that he's been actually listening to this deal while being unnoticed the entire time at 2:38 is very cinematic and effective, though it keeps the player still more of less in the perspective of the actual character, it doesn't force it into a movie like cutscene, it still FEELS like a game. Starfield by comparison is the exact opposite of all this. The characters are extremely flat and bland, as is their dialogue, there's no tension, no emotional stake in what's going on in the scene. The blocking is incredibly lazy and feels like the character placement in the scene is just an after thought (which it almost certainly was knowing how Bethesda does blocking in general). The lighting is increibly boring and predictable, using unnatural colors to go with the nightclub setting but making them purple-ish to remind you "this isn't your dad's nightclub, this is a SPACE NIGHT CLUB!!!1!". It's all so incredibly boring, trite and uninspired it almost hurts to actually look at. You can get away with subpar graphics as long as your visual language and art design are good and work for what your going for. Star field has the exact opposite though. It has impressive enough graphical fidelity, sure, but it's art design is so shockingly lazy and dull that it doesn't even matter. It's like, would you rather look at a not so realistic and but incredibly aesthetically realistic landscape or an incredibly photo-realistic rendering of a doctor's waiting room? Most people are going to pick the first option I'd imagine. How bethesda doesn't get this still baffles me.
In Cyberpunk I just played this scene for the first time, and of course my outcome to the end was significantly different but by God i could feel the addrenaline of the situation and felt the tension and unease. But watching the Starfield situation, a game i refunded just before release, im glad i refunded that garbage.
Cyberpunk is the best game I've ever played in my life. Never have I ever enjoyed a game as much as CP, everything from the game design, scenario, ambiances, cutscenes and the lore is an absolute banger
Base game Cyberpunk 2077 was already a beautiful game, but Phantom Liberty was just straight up stunning. There were many moments where I just had to stop and say “Wow”
I played over 100 hours of Starfield before I bought Cyberpunk and in literally about 10 minutes of playing Cyberpunk my entire opinion of Starfield tanked. Everything and I mean EVERYTHING is more fluid and dynamic for example not having to go through 10 load screens to get to one location. Yeah sure Cyberpunk was a lot buggier at launch than Starfield but thats just about the only thing I can think Starfield has over it at this point.
The most amazing thing about this particular maelstrom mission is there are so many ways it can pan out. Gotta be at least 6 endings to it from going on the rampage as soon as they let you in the front door, to killing royce to helping royce. Most missions even the smaller ones are designed with multiple styles of play in mind, from running in shooting to stealthing it.
Not to mention the lasting consequences. From Maelstrom hitsquads to the Totenkanz much later in the game, which can unfold into even more drama depending on if you killed Royce and/or saved Brick. Or Militech rolling in at the end of the mission to lock down the factory. Or the um... "funtimes" with Meredith Stout, giving you the funniest melee weapon in the game. Bethesda meanwhile continuing the Fallout 4 trend of "Yes, Say again, Yes (sarcastically), No (but yes later)" dialogue trees
Cyberpunk demolished my sleep schedule i go to bed at 5 barelly fall asleep and then when i wake up i want to learn more about the ingame world and universe and explore night city its just so damn fun especially with double jumping and dashing Havent been so invested in a game since like when i was 15 and Skyrim was just released@@keystrix3704
In Cyberpunk: You're actively making decisions which change the scene, the music matches the tone and tension, the NPCs are animated and respond to your presence - and most importantly, YOUR character is moving and talking which makes you FEEL like you're actually in the scene. It feels like a deal going wrong, and you'll have to make a decision in a split-second. In Starfield: You're contributing nothing to the scene, there's absolutely no music to give tension, the NPCs sit down the whole time and talk as if this mysterious artifact is something just randomly found on the street. You don't feel like apart of the world because there is no world to present. It's empty and shallow.
Did anyone ever notice the tiny details like Dum Dum literally looking in fear at Royce and waiting, upon seeing him pull out his gun black lace guy immediately does the same. You can see the confusion, fear and mere "trying to survive Royce" vibe Dum Dum has. That & how unsure he was about what was happening next, but immediately ready to blow some heads off at the same time.
Whoever did the scoring for Cyberpunk deserves an award. The game uses its music masterfully to set the tone for whatever scene is happening. It just adds so much atmosphere to the game.
Paul Leonard-Morgan was among the composers, he also composed soundtracks for DREDD
Marcin Przybyłowicz, P.T. Adamczyk and Paul Leonard-Morgan
I just noticed the new lords of the fallen has great music imo
I know they at least got nominations left and right, a lot of them are also the same folks who did the Witcher 3 soundtrack, which won like a TON of awards
the real crime here is that they lost out to Nier Replicant for the Game Soundtrack of the Year award... despite Replicant's OST being released way back when the original game dropped.
getting a gun shoved in your face by a borderline cyberpsycho surrounded by his underlings vs some guy with a librarian voice going “nuh uh”
Never really stopped to consider that this guy was like one bad drug hit from snapping. The man is CLOSE
And then there’s StarField
Oh my god lol
Royce and the majority of Maelstrom are already cyberpsychos. Most of them including Royce are just "high-functioning" cyberpsychos similar to Adam Smasher. Though of course there are some exceptions like the two full-blown cyberpsycho Maelstromers we encounter in Regina's questline.
This scene in cyberpunk was dumb honestly the maelstrom are literally d-tier mooks who are so far outside of their depth in this scene that it is pitiful they are barely above the scavvers that we kill en masse
@@wintertrooper7918 Dude, in this scene V is barely starting his career as a night city legend. He was just a basic gun for hire in this scene
Love that people are saying “well duh it took 3 years for this” starfield fans, this scene hasn’t changed since launch
Exactly. None of the actual scenes have changed, it was this good since launch.
Yeah it was mostly the bugs and glitches that held cyberpunk back
I'd rather have a good game with bugs than a game that has... nothing. And one more thing. CDPR apologized to players. Bethesda claims that the top computer is too weak and you need to buy a better one....
@@Durzy007 I used a fucking 1050ti at launch for Cyberpunk too and it works despite not 60 fps
e@@ArchieGamez exactly, i used ryzen 3 3200g without a GPU, 720 30-40ish fps on 1week release
The great thing about cyberpunk is there are no cuts in the 'cutscenes.' Its part of the reason as to why the story flows so smoothly. No loading screens to take you out of it as well as detailed animation that sets it apart.
no loading screens?
@@lavon9305 Only during fast travel. Other than that, none that I remember.
@@lavon9305that’s the most underrated part even when it came out janky that alone blew me away ambitious as hell 😂
@@lavon9305coming from a guy that likes starfield. i’m sure there’s no loading screens in that either..
@@JawadBhuiyanI think there is like one loading screen before going into the last section of the game (Hanako tower). But I could be wrong.
The less intimidating negotiation in Cyberpunk vs The most threatening moment in Starfield
yup lol
Cyberpunk vs starfield animation of cyberpunk good starfield animation glitch
Sadly not untrue. There are moments much more tense in cp, like dealing with the VDBs. Most negotiations go like this too, all timed responses where the wrong option leads to an outcome you won't like. People in night city are rough as.
@@Kburn1985 HANK DO NOT ABBREVIATE CYBERPUNK! HAAAANK!
@@Argemia What, you don't like CP?
Just listen to how the soundtrack raises the tension or sets the mood in most Cyberpunk cutscenes.
i get goosebumps when the cello kicks in during the scene with yorinobu and saburo
The last half story cutscenes genuinely hit me in the stomach with the audio design, the music truly makes you feel helpless and hopeful and just fits the moments so perfectly.
@@vincentvt6229 The whole Alt sequence. As strong, or even stronger, than the Velen swamp imho
One of the best story tellings ive ever seen (and i wasnt even sci-fi fan) , no amount of bugs could ruin the experience for me and i didnt have that many
Ikr, I don't even remember of Starfield HAD a soundtrack, let alone any actual tracks from it, or even some recognizable melodies.
And the alleged soundtrack was made by Inon Zur, who made bangers like Fallout Tactics (heavily inspired by Mark Morgan's Fallout 1 and 2, but still noticeably distinct) and Dragon's Dogma's (which was an absolute banger even without the wind pushing me) OSTs.
It's hilarious how these cutscenes are so similar and so different at the same time
They are same same ... but different!
No one had a problem with cyberpunk storytelling or visuals in that section they are superior to MOST games today what we had a issue with was all the things promised and never received along with bugs but with the 2.0 update still not everything promised but definitely enough to bring back fans
You also have the dlc
Bethesda games never have actual cutscenes. The next Elder Scrolls won't have cutscenes either, you'll see. Bethesda games USED to be loved because they were basically crude sandbox games with untethered NPCS. Nowadays I don't understand what it is people expect or want of their games anymore.
@@kenz2756 .
cyberpunk: YOULL PAY TWICE BECAUSE I SAID YOULL PAY TWICE 🤬😡
starfeld: nuh uh 🥹 things have changed 😅 i need double 😄
LOL
Cyberpunk is literally adults negotiating at gun point while starfield is where kids roleplay like they are adults negotiating at gun point.
@@danniton9831 LOL
Ah ah ah, you didn't say the magic word!
Ah ah ah
Ah ah ah
SF have AI generated dialogues?
You cant compare a 10 year old game to cyberpunk ! Oh wait ...
lol
Irony being when CP77 dropped everyone was calling it the 10 year old game.
Underrated comment!
Rofl
Yep, degraded space Skyrim…
Cyberpunk 2077 not only has better animation but is much cooler as a game than starfield.
Lol you sound like you were paid to say that
@@lavon9305 anybody that has played either game for just 2 hours will say the same thing
@@lavon9305the difference is cyberpunk contains Mature themes and Bethesda starfield is for man children on Reddit 😂😂
@@torphurus ummm you can’t get even get a fraction of an idea of what starfield has to offer in 20 hrs let alone 2 lmaooo
@@GoatBoat22 yea they definitely pg-13 the shit out of starfield..but it don’t change that these two games are barely even comparable. I mean how many spaceships can you build in cyberpunk??? And how many cars can you buy in starfield? Idk even know why ppl are comparing a new game to a game that has been updated over 10 times over the last 2 years. Why compare?
Wow you could REALLY feel the tension in that STARFIELD cutscene, it's almost like I was there in person being bored. Cyberpunk could learn a thing or two.
Lol
yup
FAaaaaat!!
developers were bored, voice actors were bored. players were bored, they nailed there epitome of boredom
@@dominusmaximus6925 those geniuses actually fecking did it. They made Sci-Fi fecking boring!
Cyberpunk: Immense acting and drama over a tiny robot
Starfield: silent bland discussion over mysterious super-material
Hahahahah. Starfield voice acting are two mannequins talking to each other.
@@ewjimlYou'd think Bethesda would recognize the most known flaws of their games and fix it in the span of a decade, but they never learn. They deserve to go bankrupt.
but don't you undersand? we need the tiny robot to get into the hotel to steal the USB drive! ^^
Starfield fans are just Bethesda baby fans. I loved Skyrim, Fallouts (except 76) and with blind faith I went for Starfield. This game is devoid of any soul, character, story. Soulless NPCs, wooden animations and not to mention everyone in the game is gay or trans and of course corporations are the evil while the only good people are eco-friendly anarchists. Aaaaaah smh. I don't care about gender, look at Cyberpunk its treated as a normal thing if ur gay or trans (as it should be) but it is so forced in Starfield. Like this one encounter where a guy says 'I lost my partner'. It has no implications or relevance because he wants to sell something, but yet he says it.
@@filipkotowski9186 while I do think Cyberpunk is a vastly superior game to starfield, there are some genuine reasons to enjoy Bethesda games. Their characters, narratives and writing might be shallow as a river, but their games offer some genuinely amazing exploration and gameplay sandboxes that make it fun to experiment.
Maybe those things aren't enough to make their games amazing, but certainly fun to play
When I restarted a play through of Cyberpunk with the 2.0 after not touching the game for more than a year I still remembered Jackie, Mysty, T-Bug, Viktor, Dexter De Shawn, Johnny, Rogue, Judy, Panam, River, Goro, Hanako, Delamain, even Brick, Royce and Dum-Dum and many more and what happened with them. I stopped playing Starfield after 80h, less than three weeks ago and I can't remember the name of one NPC, not even the name of the group my character was in.
Very forgettable
Replaying cyberpunk with the new update and DLC makes me realise how outdated starfield is
Haha I can't remember the group name either. Space friends?
@@imthedevilkys536 space best friends
Yeah, that because Cyberpunk has a better main story and characters than starfield. Starfield's main story is lacking, and the main characters aren't that special compared to other RPG games. The faction quests are more interesting than the main story in starfield.
Another thing that’s interesting is that you can tell just by observing Dum-Dum’s body language that when Royce pulls his gun, Dum-Dum is surprised and doesn’t pull his own piece out right when he’s supposed to. He sees Royce’s gun come out, then seems to pull his gun towards Jackie as an afterthought. To me, that little detail of Dum-Dum’s delay implies that Dum-Dum actually had fun geeking out over the Flathead to V and Jackie, and seeing them as a threat is something he does only because he knows he’s supposed to be loyal to Royce, not out of any personal animosity towards the two. It goes to show that Dum-Dum cares a lot more about messing with snazzy, top-of-the-line tech than actually fighting for Royce. All of that I could tell just from the fact that CDPR decided to be really detailed about his body language for a few seconds of mocap.
Bethesda doesn’t hold a CANDLE to CDPR.
Cyberpunk is full of these little animation details and i love to spot them. For example, in some cutscenes, some characters shake their leg when sitting, you can see it on Jackie and Judy sometimes, those little details add a lot of immersion and makes them very human
If you side with Royce by paying him for the drone and then fighting off Militech, you meet him again later and he's having an amicable conversation about music with a journo lady you were looking for.
This suggests that he's a rational person at his core and the volatile gangster attitude was an act to keep his gang afraid of him; he had just taken over and wasn't standing on firm ground.
@@howlingdin9332 Yeah, I also really liked that detail where if you keep him alive and meet him again, they reveal that he’s actually got interests outside of being a big bad dude. It was interesting to see this guy who was such a massive threat to you a few weeks back now just… sitting down, calmly talking to a journalist about what he and his band are cooking up in the recording booth. It’s pleasantly humanizing. Though I don’t think it means he’s actually calm and rational. I just think that on some level, he doesn’t need to be wild and violent when he talks about things he loves. Which is funny, because that’s the case for Dum-Dum as well. Interesting.
@@alamcho I loved seeing that in Judy when she talks about Ev being abused and she just looks out into the city, arms crossed, and her uplifted leg twitching with frustration. I loved it so much because I’VE done that before, and it was so cool to see such simple body language so heavily incorporated instead of talking. Makes you feel like you’re talking to a real human being, it’s refreshing.
@@thegrimcritic5494I… I think I won’t murder every bad guy in a future playthrough
Cyberpunk Weapons Dealer: Unhinged Cyborg Maniac
Starfield Weapons Dealer: mildly assertive HR representative
Oh my god lol
Excellent comment😂
dude in starfield is selling an artifact noy weapon
world accurate tbh. could've made the rep's deal just as involved and detailed ofc
@@Vession accurate based on what exactly?
There's so much visual storytelling going on in Cyberpunks cutscenes that are really easy to miss. When Dum-Dum is demoing the Flathead, the garage doors open up behind him and you can see Royce (the guy you were expecting to meet) jacking out from a net-running chair and looks over to realize what's going on, and he quietly watches to wait for his moment to intervene. It's something I didn't notice on my first playthrough.
that caught me off guard when i was playing cause i was so focused on dum dum’s amazing performance
SAME I JUST NOTICED THIS TOO
And Jackie also gives a very small nod to V when the player selects "draw weapon", and then you can see his eyes follow V's movement right before he turns to draw his own weapon. You probably wouldn't even notice it while playing, but just watching it I can see it.
Yah, but 10000 potatoes
Yeah, they like to do this. When you start off as a Corpo, you can see the Abernathy's guys entering Lizzie's right while you and Jackie talk about something different. When you go in later to talk to Evelyn, you can see her and Judy sitting at the bar right next to the place you sit on. Brilliant staging by CDPR.
Even the voice acting is miles ahead on cyberpunk
I think its the way they recorded each line that makes it feel disconnected. Like one of the guys that did something, had a line in the middle of his dialogue, that made it seem like he was about to break down and cry, but then that cleared up, they made too many lines of dialogue for each scenario, and included several hidden dialogue options. There is more "choice" but that choice changes the narative feel. Cyberpunk is less sandbox in it's conversations. the game isn't as good because they had to account for so much player decisions, it even lets you break the story and cause holes, because of your actions. One part everyone knows what you're doing, but doesn't seem to even care that you're about to ruin their event. Super fun that mission, but super offputing the things the game lets you get away with. If bethesda made cyberpunk we'd probably even have a path to have kept jackie alive. They are able to do things like that because they didn't go overboard with the motion capture. (if they even used motion capture) so a character being there and not being there is not as impactful on game dev time. yet they decided to make certain story characters unable to be killed, in one mission where they wanted to harm someone, in their own faction, they didn't allow the player to kill him. Because they wanted the character to later threaten him and his life
@@TheGoreforce it's basically known that if you want to have a very well written story you have to get less choices, if you want both you have to do a game like heavy rain or detroit become human, lots of choices and awesome story, but the gameplay is the equivalent in fun to a powerpoint. And then you have anomalies like bg3 where the story is awesome, choice are awesome and the gameplay is awesome too
They make it for EVERY leaguage 11 full voiceoers with the best actors in every country.
@@TheGoreforce lol no, you have no idea what you are talking about
There virtually are no choices in this conversation in starfield, go ahead and try the other options and the game forces you down a very rigid pre-determined outcome, you can't attack anyone, you can't steal the item, you can't even be a jerk. You get scolded by the NPC and forced back onto the boy/girlscout behavioral path with no allowance for any deviation.
In 2077 you can kill them as soon as jackie is threatened before he sits, you can kill them during the convo with the boss guy, you can kill the boss guy after, you can get in and out without killing anyone, there's a multitude more choices to be made
Starfield has no choices in this conversation, it's just extremely poorly made and lazy
Don't take my word for it, go try the other options for yourself, you cannot change any outcomes like you can in 2077, it isn't even close
Everything you just said is totally laughable and 100% objectively false, innacurate, and not a thing at all
Actually starfield in general is like this, actually play the game and you'll see that nearly all of the branching dialogue options actually are fake, they just force you down the same path anyway, you can't meaningfully change anything
@@TheGoreforce Are you trying to act like any of the choices in starfield matter? The only choice that matters is picking which starborn you side with and even then the only difference it makes is who you fight at the end. Then it resets and it never mattered anyway. Game is super mediocre.
I swear that scene with the Maelstrom was and is still so iconic and memorable to me. The music, the setting, dialogue, and characters add so much tension. Also helps that the voice acting in 2077 is seriously good in a majority of the cutscenes
Starfield is good to, it's just better because it didn't have a buggy launch and 2077 can't even keep up with gta5.
@@wolfgangbloodymeatsack1687Bruh
@@wolfgangbloodymeatsack1687 a pristine launch of shit is still shit. Compare the two scenes bro. They're not even close to the same level.
@@wolfgangbloodymeatsack1687 boi you don't know what you're talking about.
@@wolfgangbloodymeatsack1687 "can't keep up with gra5"? The hell have you been smoking?
Man, for someone called Dum Dum, he sure knew how to sell me that Flathead.
The music and voice direction in Cyberpunk alone make it superior. Also how it handles the first person camera work during the cutscene. The characters in Cyberpunk all have detailed animations and reactions to everything going on. It’s a cinematic experience, whereas Starfield is just three bozos in a room barely moving or showing any semblance of emotion in their faces or voice work.
I don't remember any instances of detailed staged animations in Bethesda games. Apart from picking up the Pipboy in Fallout 4
@@kikosawa Bethesda is trapped in the olden days of game design. It’s like they think that cinematic storytelling and techniques used in other games aren’t necessary. Starfield could’ve probably been bumped up one or two score levels if they handled all the “cutscenes” and dialogue like the scene in Cyberpunk. Music, atmosphere, camera work, and proper animations can all do a lot to elevate an experience for the player. This video is a very good example of that.
@@AesirUnlimited it's extremely hard to do though. Bethesda was developing this game for - how long exactly? - and imagine if they had to also hire a professional director to choreograph all the stuff Cyberpunk is doing
@@kikosawa I’m sure they could afford it. We’re not talking about an indie studio. We’re talking about a multibillion dollar company owned by Microsoft, and with over 400 employees. They don’t need you defending their outdated design philosophy.
@@kikosawa Underrated comment about FO4. That made me chuckle.
But yes, they are an AAA studio. Remember FO76, and how they LITERALLY took less than a year to fix it to have NPCs? Sure, some of it may have just been benched, but if they wanted to, they HAVE the resources. They are not some indie studio that can't afford something like this. And they took a long time to develop this because of their choice to spend as little resources as possible and maximize profits by selling it for 70 USD. And it shows.
We shouldn't be defending AAA companies like Bethesda, Blizzard, EA, Ubisoft, etc. saying things like "it's not easy to do, develop your own game if you wanted to", or "it's very expensive", because they HAVE the manpower, they HAVE the cashflow and BUDGET, the MARKETING capabilites, and they even have their own local publishing department. They CAN do it.
Larian, which is a AA studio, managed to release something called Baldur's Gate 3. It's by no means perfect, and the AA roughness shows with how bad the performance is and some bugs are in it, but it still has far more love, attention, detail, and agency in it than all BGS games combined.
Starfield’s voice acting sounds like it was done by chagpt
The voice acting is laughably bad, they really put no effort into it what so ever. It truly is a game with with no love or care.
Even Fallout 4 voice acting and dialogue writing is a little better, same studio but years ago
At least the VAs in FO4 sounded like they were trying...@@jongarzamx
Cyberpunk was badass
Hey don't insult chatGPT like that. It did a great job in Skyrim: ruclips.net/video/PFuD5sdWAtY/видео.html
Starfield's voice acting is even WORSE than an actual machine.
To be honest, I think CD Projekt RED has one of the best writing and directing departments in the world. Yes, also better than Netflix, Marvel, etc...
Facts, up there with other great cinematography in media in general
@@DavidHosey1 Yes, but I mean writing script and directing in the game itself.
For example, in The Witcher 3, every time I had to meet Emhyr var Emreis, I felt slight shivers. In the Netflix series, Emhyr is a flat character, even a bit funny, I don't feel anything.
I don't think topping Netflix is that hard lmao
I didn't know Netflix had a writing department.
Better than netflix and marvel is a low bar.
I swear every line of dialogue I have heard and experienced in starfield feels like it was written by a shitty AI. Cyberpunk however......just amazing.
True about CP. I just started playing recently and i listen to every optional dialogue in the game, checking messages on computers etc. One of the best gaming experiences overall if not the best.
@@almo9060 Make sure to memorize some names you only read in the texts, a lot of the small, filler type stuff actually tells a story through archived dialogue and messages to people, many of which are interconnected.
Pretty sure it is, even the models too. The parents apartment in New Atlantis has a lift that isn't even connected to the rest of the building.
A lot of that feeling in Starfield comes from the tremendously awful voice direction. The Cyberpunk characters leave a much bigger impact because of the presentation, emotion, and weight that is put into the performance.
I can't even tell those two Starfield NPC's apart without subtitles telling me who is delivering which line.
Main story yeah I agree, side quests that are like npcs talking (npcs that are not mr hands and stuff) say the exact same lines it’s a little annoying. When I got a star and the NCPD guy on the police scanner asks dispatch out on a date and she doesn’t say anything, I have heard that thing too many times. In GTA it doesn’t get old, and the npcs in starfield don’t repeat the same thing.
Ironic how in 2020 people were making fun of Cyberpunk and now Cyberpunk is being used to make fun of Starfield, it's come full circle.
Unfortunately there’s still people who will consider Cyberpunk (with all its fixes and DLC) still a disappointment and not worth it….but still consider Starfield with all its foundational failings as “the masterpiece of masterpieces” 🫤
@@kaydee66781 But there's also way more people who think Cyberpunk is a masterpiece of masterpieces too. Not sure what started the whole comparison wars between these two games. I typically hate such scenarios because why not enjoy everything for what they are in the end.
Sorta reminds me of the silliness of the 90s when Nintendo and Sega were constantly being measured up against one another. I owned both so I got to enjoy both. lol ¯\_(ツ)_/¯
@@kaydee66781 yeah, btw when are we getting multiplayer for Cyberpunk2077 CDPR promised?
@@amongusus47825 They cancelled it due to the launch.
@@mrkatking1 so they lied 💀
Cyberpunk: "YOU SEE A 'BRICK' AROUND HERE?!"
-Royce took down brick and took over, which we learn of prior to this mission. Thus this scene actually makes sense.
Starfield: "the terms have changed, I want double"
-no actual reasoning to this other than the guy wanting more money. Bethesda probably wet their pants when watching CP2077's scene and thought "we should make him charge double as well!!!"
It doesn't even make sense. So this guy is one against two, he has no gun, and yet he thinks he can just get away with being aggressive and making demands?
Exactly.
Especially when you are encouraged to make plans with security in case something goes "south". What a joke of a game.
I really thought sh*t was about to go down. So disappointing
no reasoning at all except, the guy is a recently fired employee of a company, which is in fact a competitor of the company that your guy no.2 (walter stroud) is ceo of. a wealthy businessman. it kind of makes sense for the guy to ask for money when he recognizes the buyer. and of course, few moments leading to this meeting, your guy no.2 - the ceo - tells you exactly that this money issue might happen. just clarifying the context here. haven't played CP but my elder son enjoys it very much.
@@wolfgang4534 the shit is about to down once you leave that meeting...just saying
What strikes me the most is the fundamental issue of Bethesda dialogue here. A lack of conflict in dialogue. Conflict is what drives narrative aspect of any media, an exchange between characters almost always NEEDS conflict to be engaging. Even simple things such as choosing between two dishes to order in a cafe instead of immediately agreeing on one.
The dialogue in Starfield is ridiculously bad. It's like the safest possible narrative you could concieve.
Exactly, especially between the main characters. Like the entirety of Cyberpunk is full of relationships founded on the primary conflict in the game. Starfield just has random people show up to tell their own stories and theres no lead connection between everyone that keeps it going. Starfield's dialogue feels like putting on an episode of a TV show youve seen a million times so that you can half listen to it while getting chores done. You already know whats going to happen and it has no excitement or conflict; its just something to distract.
okay in this clip there is conflict. It’s the same conflict in two different scenes that’s the point of the video. However the difference is it barely feels like a conflict in starfield because the writing is so ass. But yeah in the end I agree with you
@@EddieFreak The idea of conflict is there but the characters really don't show it.
There’s conflict dude this guy clearly chose a boring scene from 1 game and a way more intense scene from another. So biased you guys are eating it right up
I remember just driving in cyberpunk and I arrived at a gig and sat in the car to finish a song on the radio and just looked around. everywhere you look theirs another little detail and the setting just immerses you
Yup, it's one of the most well realized and immersive settings I've ever seen in a game. And I've been playing since SMB on the NES way back when. It's fantastic.
Every time "I Really Want to Stay At Your House" plays, I stop whatever I'm doing and just listen to the song.
@@machintosh3008 I literally drive an extra lap around the block when it starts playing while i'm on my way to a gig.
In starfield they don't even have driving.
@@Skelemonyo they do now. but the vehicle sucks majorly. I honestly stopped using it after a few times because it would never react right
And funny how both scenes are suppose to be super tense but due to Beth's design it holds no tension at all.
With Cyberpunk, your choice will matter on how the meeting will go making it far more tense since the wrong choice might lead to a outcome that you did not want.
In Starfield, plenty of choices to pick from but none of them matter at all.
And how you handle Royce and Dum Dum here affects who's available for and thus what specific actions are available to resolve the situation (whether it can be done peacefully or not, for instance) in a later sidequest.
Granted, I would say that in Cyberpunk most of your choices don't fully matter the way that they marketed it. It's cooling seeing stuff you did get brought up but with how BG3 kinda showed me how it looks like, Cyberpunk really just falls flat.
I still like the game but choices more matter on a mission by mission basis than on an entire game world scale.
I don’t think this bit in starfield is supposed to be tense at all lmao. You get prepared and you navigate the situation. Core thing here is you can use persuasion to effect this scene in starfield which is not the case with the other game.
@@tecnoguy1136
This video is really perfect comparison since they are both the same scene really but the video focus on the graphics, animation, music and the dialogue but ignore the rest, the choices.
It must certainly is suppose to be tense. He hypes you up before you start that getting that artifact is very important and that is doesn't matter what you do as long as you get the artifact. This indicates that is very important and that there is a chance the deal might go bad if you do the wrong thing. Cyberpunk scene is exactly the same premise, you need that robot, it is very important and doesn't matter what you do as long as you get that robot.
However in Cyberpunk it can go bad since your choices matter. It might go fairly easy or hard depending on your choices and those choices will come back later in the game. This creates tension since a wrong move will produce a undesirable result that will make it difficult for you.
In Starfield there is no choice, there is no tension since you can't go bad with the deal. Doesn't matter what choice you pick, it will play out the same.
Might offer him double the money, your companion will say no and the deal will go on as planned.
You might go aggressive and pull a gun on him only for your companion to say no and the deal goes on as planned.
There is only 1 path and if you try to stray from it, the game immediately cancels your choice so you get back on that 1 path.
Bethesda might as well remove the dialogue options since they don't matter since they are too lazy to program additional paths.
Well no. Cyberpunk's story is mostly linear, but that's fine because its writing is an entire league above Bethesda's.
I know I'm late to the party for this one, but there's something I want to bring up that I see so few people mentioning that makes the Cyberpunk scene so much better.
To give some context, when I started watching this, I hadn't even touched Cyberpunk or Starfield. The scenes taking place and the context behind them was completely unknown to me. I've since played Cyberpunk (still not touching Starfield) and found out what the context was, but there's a reason I mention this.
Even without knowing the context behind the Cyberpunk scene, I could understand what was being traded and why it was important. A highly advanced bot that could do some crazy stuff, climb around on walls, cloak itself to become invisible, maybe even have some super silent laser. Those were my thoughts back then and when I saw it, it looked like it was definitely a sought after item within the world. The tension around the conversation only strengthened that. The music played a good part in adding to that tension. I had a good idea why it was so important to both sides and why Maelstrom would be so against handing it over to you and would try to kill you for it. Even without playing the game, even without knowing the greater context that it's something needed for the heist on the biochip.
In the Starfield scene, I genuinely didn't know what's being traded. Everyone's so calm and only mildly annoyed when they don't get what they want. It feels more like two kids talking about trading a pokemon card than anything else. I later found out the context behind this scene by watching another video. What's in that box is an advanced meta-material(?) that holds great deals of power and the two of them are talking about it like they're out on an ice-breaker lunch that was mandated by HR.
The fact that even without knowing that even when shown an incomplete piece of the story, the Cyberpunk scene still made me excited and had me on the edge of my seat while watching it, is a testament to the quality of Cyberpunk's writing. That trade quest in Cyberpunk alone could easily have been made into a 30 minute short movie and would be lauded with praise. If you did the same thing with Starfield's quest, it'd put you to sleep faster than if you got tranquilized.
"Show, don't tell." Bethesda made a perfect example what happens when this writing guideline is ignored, while CDPR has shown a textbook example how it's done properly.
In Starfield, the NPCs have to simply WORD everything - "Now I'm angry!", "This city is dangerous!", "This is a very important object!". Because otherwise the "reader" would have no way of knowing due to the poor quality "writing".
In Cyberpunk, everything is instead shown, making the "reader" come to the desired conclusions on their own, through writer's scene manipulation: "This guy is angry and dangerous because he's shouting and holding a gun aimed at my face.", "This thing is valuable because of how enthusiastically this guy describes it, how carefully they handle it (despite treating everything else rough) and holy shit did I just watch it turn invisible?"
When DumDum told me "now couch, plant it" I did. Took a lot of digging to make a hole big enough, and a hell of a lot of watering in...but now I have a beautiful couch tree that blossoms every spring.
Nice! I take it that you used a strength build for that, right? I'm a tech build - no gardening experience. Can't even go out into the sunlight without taking damage.
I’m glad that Cyberpunk is getting the renaissance it deserves. It was a Diamond in the rough when it released, and it’s amazing to see the progress that’s been made on it with phantom liberty.
I agree, but important to note that this scene hasn't changed one bit since Cyberpunk 1.0. The cutscenes have always looked this good.
It's a coal, a coal sold as diamond . They never delivered on the promise of actual rpg and so many other things
everything in act 1 was always incredibly impressive. it's a shame bad management kept the rest from meeting it's standard. not all, but more and more quests play out like starfield the further in you get. everything in pl matches or even goes above act 1, tho i still cant help wonder what could have been
@@roozbeh6999
@@ManMansson where is the multiplayer ?
This isn't even the 2.0 version of Cyberpunk which makes it even crazier.
Cyberpunk is just dripping with personality with every character you speak to
Starfield feels like you’re talking to bots
lol
Cyberpunk is truly great now. Gorgeous, immersive and fun as hell.
cyberpunk has always been great, people went too far
@@soulrevolutionradio8011pc, ps4 pro, xbox one x, ps5 and series x/s xd
@@Elytra_krokiecyk sure man xD
it wasnt horrible yeah...but great?
dude why the hell do you think they overhauled and patched and fixed the shit out of the game now?
cause it was so great yeah
@@soulrevolutionradio8011when the next gen version came out for PS5, it was fine day 1 too. Kinda glad I waited to play it
this could easily be clip from 1.0 on a mid to high end PC. This was my experience day one.
Can't stress enough just how obsessed I am with the Cyberpunk genre in general now...
The thing is, Cyberpunk can get rid of its bugs tomorrow but Starfield will be shitty forever
Sounds a lot like AMD game drivers 😂😂
Exactly. Bugs can be fixed, bad storytelling is baked in forever.
Modders will remove the bugs from Starfield, like all the previous games from Bethesda. Then people will praise how good Bethesda games are because of modders ;)
@@RmX. When do the modders begin? A lot of the big modders have already said they don't wanna work on Starfield, cus they don't like the base game enough.
@@RmX. Not in this case. No mods can fix this mess. Mods cannot fix the empty planets and lack of exploration. Mods cannot fix that ships are useless.
Unless the mod is very specific and the modders put a lot of time and effort into it and the focus isn't on space or exploration but quests but who wants to do that?
To be fair, Cyberpunk 2077's writing and cutscenes have always been one of its most stellar points, and they use the first-person perspective to great effect in storytelling. The game's issues have always been on the technical level with how it ran, the bugs, etc., and even then I still feel like its problems were way overstated by people, leading to many missing out on the good that the game had since day 1.
First fps game made by cdpr blows everything bugthesda has done in the last 20 years think about it. Bugthesda has been doing same robotic cutscenes for the last 20 years.
@@Danickas0 Bethesda serving us the same shit on a platter with different assets
Eh, I love CP77 for what it is, but let's not act like there aren't issues with the story and writing that 2.0 and Phantom Liberty couldn't fix. In regards to the overall game, the flow is completely messed up. You have this life-threatening issue which you are informed is HUGELY time sensitive, and then they throw all this other cool side stuff to do that, if the world were real, no one would be taking time to do because they want to get that life-threatening issue addressed ASAP. Maybe the Heist needed to be come at a later point in the game, maybe....maybe a lot of things, but let's not act like CDRP is perfect...
...especially when you look at the endings of Phantom Liberty. I won't give spoilers, but there is one ending that, should you pursue it, has all of the people you know acting significantly out of character just to insure the overused trope of "there are no happy endings" continues to rule the day. Aside from that ending, I honestly felt the endings for PL were lackluster overall.
Now, where I'll agree is that CDPR has "stellar" writing is for set pieces and contained quest-lines, like the ones used in this video to highlight the utter blandness that is Starfield. CDPR is great at that, and that really showed in the Witcher series of games as well. However, unlike the Witcher series, in CP77 CDPR has to come up with an overarching narrative into which to fit all the cool shit, and I still contend they fell flat on their face on that point.
Like I said, don't get me wrong, I love the game, flaws and all, but I just want to make sure we remain grounded when we are heaping out praise as well as criticism.
@@BLRodgersIt's interesting that the witcher 3 story pacing had the exact same issue as well, which makes me wonder if they take the same approach for the main storyline (find someone/something as fast as possible) in their upcoming games.
the only real issues with cyberpunk's writing are "high-level", ideological views that taint some of the more esoteric parts of the story and are directly as a result of being based off of the tabletop rpg, so not even cdpr's fault. They did a great job in spite of that one flaw
Is amazing how Bethesda managed to make a a bad ass game about space guns and aventures boring
Don't forget space magic as well, and it's still bland..
Fun pushing poeple or knocking them
well they ruined the fallout franchise since fallout 4 so i don't know how people are surprised about Bethesda's crappy releases anymore
Fallout 4 is great
fallout 4 is ass@@chady51
For all the issues Cyberpunk had at launch, one thing is really telling of how good the story and cutscenes are. I still remember this mission even 3 years after playing it.
Starfield is better
@@wolfgangbloodymeatsack1687 I didn’t even mention Starfield. The game is so bad that you feel the need to tell everyone it’s better 🤣🤣
played both and can tell you cyberpunk is %100 better @@wolfgangbloodymeatsack1687
@@GrainMuncher 🤣🤣🤣🤣 This is an amazing exchange.
@@GrainMuncher got em hahahahaha
The difference between the quality of the voice acting, scene composition, and character choreography is night and day. It's like watching a movie vs watching a tv show on like....the CW.
well duh, obviously. because cyberpunk has such a limited amount of cutscenes, they can afford to motion capture all of them and spend resources on optimizing every tiny detail. Starfield has 100 times more dialogues and cutscenes. the game wouldn't be out for another 10 years if they implemented the detail that cyberpunk has.
the two games are fundamentally different. Cyberpunk is a scripted RPG, in which almost all players will experience the same stuff. Starfield is a massive sandbox RPG, in which players can experience entirely different things aside from the main quest.
@@89gauna Maybe Starfield should have less dialogue and less cutscenes then, if they're all gonna suck. "Sandbox" games typically have LESS dialogue and scripted stuff than linear single player RPGs, so that's not even an excuse.
You're right that they're fundamentally different - one is a good game and one isn't.
@@89gauna Which makes Starfield and extremely wide and shallow sandbox, and somehow they still missed doing really basic things that cost nothing like making the lighting contrast decent.
@@89gauna Starfield has waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay less cutscenes and dialogues than Cyberpunk 2077.
@@89gauna Almost every conversation you have with any npc in Cyberpunk is somehow memorable. And there are several hundreds and maybe thousands. Your girlfriend/boyfriend sends you drunk texts while on a mission and they feel real. You're weird ninja boomer buddy sends you accidental selfies ffs. You can call your dead friend at random moments in the game and leave him meaningful voice messages....There's literal spam in your mailbox, that you can check when you get to your place.
I'd like to think Starfield's writing was done entirely by AI. But we all know that's not true. The writing was likely done by people who think a social life is hanging out on reddit all day, arguing with strangers.
I just said something similar to someone earlier: It's like GPT 3.5 trained on Reddit posts.
Ai probably would have done better
I feel like AI or redditors might be a bit too much. It's more like a 12 year old's first writing assignment on school.
@__-gf3zn 12-year-olds have more imagination. Dont doem dirty like dat
Gpt 4 write better than this
I have several friends who started playing Starfield and jokingly ridiculed me for holding off because I wanted to save for Phantom Liberty instead. Who's laughing now! Damn, they got ripped off.
Todd Howard is laughing that's for sure
@@JC-kl3uc *"It. Just. Works."*
nice imagination bro with these ridiculing friends #thathappened
@@papay100 Do you have a problem with reading comprehension? Do you know what "jokingly" means? Do you not ever make fun of your friends in a joking way? Oh wait, you probably have none.
@@randomstuff403you missed my point, I don't believe any of your friends ridiculed you for ordering Phantom Liberty instead of Starfield, whether jokingly or not
Cyberpunk has amazing environmental story telling. It reminds me a lot of half life 2.
not even a hot take to me, i genuinely think this too
Funny this used to be Bethesda main selling point
@@user-zn5zr2ed3x It was back in the day, still aged terribly, yet they keep getting worse in that department. Amazing.
dystopian era controlled by massive corporations literally controlling governments? seems kinda familiar.....
honestly quite an apt comparison, they way you seamlessly transtion from gameplay to cutscene and back while the story happens all AROUND you is very evocative of half-life, portal, etc. I wouldn't be surprised if they took direct inspiration from valve's narrative formula and evolved it further from there
God , the starfield bits almost had me falling asleep ...
Maybe I'll give it a go in 2 years, when modders will fix the game. Untill then I'm not gonna touch it for more than $20
@@RmX. I think even the modders gave up
@@oldman6916 Yeah, I think so too. Bethesda though modders will fix their game like Skyrim and FO4, but they left modders nothing to work with
You always feel like such a badass when you shoot Royce. The way V just casually says "Bang" and then pulls the trigger, followed by taking cover behind the couch before the Maelstrom can react... Meanwhile starfield is just "Alright. Fine. Take it." with no strings or feeling of pressure. There's no fucking it up in starfeild, but the music in Cyberpunk brings it to, and dare I even say past, Detroit: Become Human's "The Hostage"
And this scene was just cringe. Honestly another example could have been the one where you are part of the crimson fleet asking to get the earth savior award keycard from the one woman. You litterally tell her that you will keep at it till she relents and she goes "oh allright. take it"
The tension ambient music in Cyberpunk just makes the scene way better. Like you feel you're on a totally hostile place considering how the Maelstrom is.
Nah don't worry, todd said it himself. Starfield is a "next generation" game!!!
Yeah, our children will be able to play Starfield the way it was intended to be.
Starfield: TNG.
Where is my Enterprise, Todd?
There's something hard to explain about this scene. I've been to several big (HUGE, 1000+ players) LARPS and the tension of walking into Maelstorms feels very similarly to me being in a hostile territory, a place where I can get immediately killed if I say or look at something wrong. Fucking incredible.
I think environment design, sound design and music design can be credited for this.
The area is clearly hostile, both due to the warm and bright colours combined with strong shadows, as well as the design of maelstrom members.
The tension of the music also applies an extra layer of immersion.
Basically as I see it, it has this tense feeling because you are surrounded by things that barely pass as human, the music is metallic and uncanny, the area is unfamiliar and due to the changes in leadership, you have no leverage in negotiation other than your iron
that whole sequence in cyberpunk was really well done. very tense. whoever wrote that sequence seems like they had first hand experience with sketchy situations, the dynamics of it. it all felt very true to life.
Basically, Office meeting vs High stakes high tension transaction.
I've been saying since the beginning that despite the bugs cyberpunk has been criminally underrated. Reviewers never seemed to be giving credit to the unbelievable amount of state of the art quality writing, animating, sound design, and voice acting that went into the NPC interactions in Cyberpunk. Sure the combat was funky and the driving was funky and the crafting was useless, but just play through the game like you're enjoying a movie and even the smallest side quest brings entertainment at a level no other games match.
Witcher 3 does match that level of entertainment and (i still havent finished cyberpunk,but have 70 hours in it compared to 400 in witcher 3) but think Witcher 3's writting, depth and enterntainment is still unparaleled, but Cybes is pretty close
CDPR is just that great
To be fair, at launch the technical and gameplay issues did suck. But what's different is how much the game's improved.
I still remember Dunkey's review shortly after it released, and in spite of all the glitches and gameplay decisions he gave it a recommendation on the story and voice-acting alone, because it's so refreshing to see a game develop just take a fucking risk instead of pumping out this safe, lukewarm porridge
The key focus is the animation, you can tell cyberpunk went all out on all its animations, whereas starfield really did not.
Also the entire scene is just much more immersive in Cyberpunk.
They went all out on THAT animation
No, literally everything, no matter how small is done better in Cyberpunk. Visuals, animation, writing, Voice Acting, story boarding, build up, tensity, music, immersion, gameplay, better engine, not scared to have some edge (where every character in Starfield hates you doing anything remotely bad), there's actually vehicles, map is filled with stuff to do and see, better AI, literally everything. I expected more over a decade ago than what we got with Starfield. It's just feels so phoned in.
Writing and voice acting (which ALSO heavily benefits from good writing) is a MAJOR factor if not the biggest one.
Close your eyes and just listen. You can hear the difference.
Body language and Animation help the immersion provided good writing is already present. But no matter how hard you try, you cant polish a turd.
This is all made in MOCAP. Where Bethesda still does puppet show.
Even insignificant sidequests in Cyberpunk with little going on in them will still have the NPCs do subtle hand motions, head turns, and physical movement with their excellent voice acting to create the athmosphere of a living world. They'll grab other characters, give them a shove, a high five, their eyes will glow to indicate data transfer or a call, so many things...
One word argument on why the cyberpunk scene is better: "Bang."
I still think one of Cyberpunks best tools for making cutscenes intresting is the lack of locking you into place, V is a human being so regularly you can have V walk around in conversations, you can actually Role-play is a Role-playing game, have V walk around like their nervous, have V draw first, hell some missions will let you shoot first and ask questions later, oddly enough V being their own person actually adds to the ability to role-play in a Role-playing game, it means you can get to know and understand how V would act in situations, you'll still be making the choices but how V actually is rather independent, V is a character you both get to make and is already fleshed out
My most recent V was a talk first corpo past woman who was great with tech, net running and rifles, having a character be a person while also giving players free roam to make that character act a certain way is INCREDIBLY impressive
Like the clip shown in this video was from a street kid character, Corpo or Nomad V wont do some mysterious drug, but Streetkid would because they've probably done that drug before!
Also theres just the fact V by default is actually rather smart, they're quick on their feet, a good planer, know weapons inside and out, depending on the life path they're even smarter in specific areas, Corpo V was part of Arasaka's counter intelligence in the Americas, Nomad V has all the knowledge to survive out in the badlands and did it alone for awhile and Street Kid is Street smart, understands the more intimate parts of night city and its gangs.
Cyberpunk is a good Role-playing game because V is a good character to role-play as due to their flexibility
Having a fully customized character in starfield kinda sucks because you're not going to hear their voice, their personality in gameplay, when V attends Jackies funeral it makes sense, V knew this person, Jackie was their one true friend and now hes gone and V is once again alone for a bit, its what makes V into a Solo, they can't handle loosing someone else, not again. I could literally never see my character in starfield attending a funeral or having a bond with someone before you actually played, I would never be able to have that conveyed to me through voice, through looking around a room nervously as I read a passage from a book and make a small speech about my dear dead friend.
Starfield just isn't a good Role-playing game, most Bethesda games aren't because the characters aren't super strong, voice acting is wonky and your own character doesn't even have a voice and you're so rigidly stuck just looking at people in the eyes, who the hell just sits down and stares someone in the eyes while talking about anything, Cyberpunk knows thats bizarre so it lets you look around and walk, make a conversation feel like a conversation.
I'll even subconsciously move the camera around just cause I can in the cutscenes. First time in Padre's car I was looking out the window all the time and then snapping back to him when it felt like he talking about something important. By far the most immersive game ive ever played and I'm not even halfway done with my first playthrough
My god Starfield's font looks like they hired an 8 year old who watched a CSS tutorial online
Starfields dialouge sounds like 2 AI models talking to each other
I never regretted pre-ordering 2077
The saddest thing is that my 7 year old PC can run cyberpunk but not starfield, which is insane if you consider how much better cyberpunk looks.
The creation engine is just a big pile of garbage
Cyberpunk also gives you the option to zoom in on peoples faces. The micro facial movements tells you a lot about a persons personality/intentions. Meanwhile, at Bethesda...
Man Stardfield has no soul as a game anywhere, it feels like Discovery channel made their first game
Choom. That was a word direct from Cyberpunk that i regularly see being tossed around now and then to refer to friends, hell, ive seen it amalgamated with current lingo like "oomfie", transformed into "choomfie".
Aside from sounding extremely silly, you know what that tells me? That tells me that Mike Pondsmith CDPR made a setting, *not just a game but a setting*, that was so immersive that people walked out of it with lingo they can use in daily life.
Because unlike Starfield, Cyberpunk was written by human beings who live lives to write games and not write games to live lives.
"Gonk" is such a great sounding word, too. Like, preordering a Bethesda game instead of getting it on sale or with game pass? Definitely a gonk move.
@@CareyEvans"scop" is also a good one. Not only it refreshingly sounds nothing like "shit" while being used in the same way, but also has a lore basis of associating cheap food (scop) with the embodiment of everything subpar
Delta too. Gotta delta the fk outta here. Heard people use Preem too.
It's always fun to see Cyberpunk fans talk with the game's slang, that's how you know the game sticked to them.
“Nova” is my personal favorite 🙂
Scary ominous cutscenes:
-Cyberpunk "Actually scary nervraking and awesome"
-Starfield " Looks like my every boring day at work..."
Cyberpunk: Badasses arguing.
Starfield: Menager in Amazon reprimends transwoman.
The good writing done by Cyberpunk is also heavily emphasized by the insane job the studio did with the anime adaptation, which was also extremely well done storytelling wise
Cyberpunk 2077's settings and atmosphere are darker and daring,while Starfield's is just....safe
"Prey" from 2017 also was "safe", and still had better writing and characters while technicaly didn't focusing on story...
Cyberpunk is like the real world and Starfield is VPK
Bethesda went woke, wokeness ruins everything
@@SamuraiShampoo77 Why is Barbie the highest grossing movie in Warner Bros history? Barbie is the most woke of all and it did great.
barbie makes a satire out of wokeness lol that's why people liked it@@cecilkeith1951
Animations, stakes, emotions, dialogue s, the soundtracks. Cyberpunk 2077 all the way 🎉🎉🎉🎉
best part is that all the cutscenes are there since launch, and it is always this good!
As someone who's been playing Cyberpunk since launch, it's wild to see it being compared to other games as the example of what a game *should* be, when back in the day all the comparisons were *against* it.
its honestly strange how it got a bad wrap, and people immediately ignored its graphics, even though it blew every other game out of the water, even today, it still does, and a lot of games are still trying to upgrade their engines to compete
Cyberpunk 2077 has the most immersive first person cutscenes I've ever seen tbh.
Cyberpunk 2077: 🔫🦾💀⚠️
Starfield: 🤵🏻🫶🏻🤵🏻💼
Cyberpunk has better facial animations despite these characters missing most of their faces
😂
Cyberpunk just dominates Starfield in every way, shape and form.
The music really make or break scenes like these. The music of Cyberpunk just implies that shit about to hit the fan. While Starfield is deader than a grave
This is one of the most savage take-down videos I’ve ever seen and it is literally just rolling a few minutes of gameplay side-by-side
this single handedly convinced me not to play starfield.
@@toshtao1it’s not ps fan boys bro it’s fans of actually decent games loool but you enjoy your 2010 starfield experience 😂
@@toshtao1in fact god of war and cyberpunk shouldn’t be mentioned with stinkfield
@@toshtao1holy cope
@@toshtao1 Starfield is ass
Trash field? Hahaha soulless game. Dead game. @toshtao1
As rough as cyberpunk was at the beginning, it was obvious to everyone that actually played it for more than 10 minutes that the game was made with heart. It suffered from a lack of focus, certainly, but the devs clearly cared about the story they were telling. Starfield suffered a similar lack of focus and from a lack heart, aside from a few characters and quests, and it really shows. I swear the writers either didn’t care or actively hated what they were making, everything in it is just so sloppy. Nailed the ship building though.
Cyberpunk and Garry’s Mod were the only games I tolerated crashing so much 😭
One has high tension high stakes scene the other has what exactly......? Note starfield took 7 years to make.
didnt it take 25?
It seen like a ps3 game, and there are really great ps3 games so...
@qwgyudwq4484 ah yes in production since 1998
So did Cyberpunk, announced on 2013, released on 2020.
Like Maxor said, they took that long filling the city with details, it feels extremely immersive, even if the NPCs behave sometimes like roombas, the details, the neon, everything, it makes it feel actually alive.
they didnt start working on cyberpunk till like 2015 thats why they kept delaying it@@The_Soviet_Cat_2233
Cyberpunk already had a really intense start with Maelstrom. The music, the scenery, they really get across the feeling of the setting.
And the acting is just WAY better.
I love the love Cyberpunk gets, it’s truly amazing.
Played Cyberpunk 2077 yesterday for the first time and… what a game ! Impressive
I never thought I'd live to see the day where Cyberpunk is used as a positive example, just goes to show you how hard the team worked on fixing the game to make it realize its potential.
it was always like this on PC. Stupid haters just dropped tons of shit on the game
Exactly. It's 2x as better now, but it was always 9/10 on PC@@loydloydloyd
@@loydloydloyd agreed. It always ran alright on pc
@@loydloydloydit wasn’t, played it on PC after release and it was a rollercoaster of great moments and barely working jank consecutively for the whole game. Now it’s genuinely a great experience.
@@cyberpope2137 People will usually always have a different experience than you. If we take steam reviews on launch the game was rated very positive, so it played well for a lot of people. Your experience isn't other peoples experience.
one thing I rarely find being mentioned is, how different Cyberpunk compared to CDPR's previous games. Completely new game with new assets, programming, animations, not to mention the themes and settings are polar opposites. Their first FPS game, their first take on guns, and arguably the first truly futuristic open world game. Meanwhile, Bethesda have been making the same Bethesda games for decades with minimal improvements.
The biggest difference here isn't just graphics, it's things like direction, blocking, and lighting design. Cyberpunk has great pacing and lighting to heighten the feeling of tension and the feeling that this deal could go very sour very quickly at anytime. It introduces new narrative and visual elements at a verb deliberate pace in order to slowly ratchet up the tension to a decisive boiling point and it really does make you feel on edge, especially first time through. The blocking of the scene is very cinematic as well, the establishment of Royce in the background, and the subtle, missable reveal that he's been actually listening to this deal while being unnoticed the entire time at 2:38 is very cinematic and effective, though it keeps the player still more of less in the perspective of the actual character, it doesn't force it into a movie like cutscene, it still FEELS like a game.
Starfield by comparison is the exact opposite of all this. The characters are extremely flat and bland, as is their dialogue, there's no tension, no emotional stake in what's going on in the scene. The blocking is incredibly lazy and feels like the character placement in the scene is just an after thought (which it almost certainly was knowing how Bethesda does blocking in general). The lighting is increibly boring and predictable, using unnatural colors to go with the nightclub setting but making them purple-ish to remind you "this isn't your dad's nightclub, this is a SPACE NIGHT CLUB!!!1!". It's all so incredibly boring, trite and uninspired it almost hurts to actually look at.
You can get away with subpar graphics as long as your visual language and art design are good and work for what your going for. Star field has the exact opposite though. It has impressive enough graphical fidelity, sure, but it's art design is so shockingly lazy and dull that it doesn't even matter. It's like, would you rather look at a not so realistic and but incredibly aesthetically realistic landscape or an incredibly photo-realistic rendering of a doctor's waiting room? Most people are going to pick the first option I'd imagine. How bethesda doesn't get this still baffles me.
In Cyberpunk I just played this scene for the first time, and of course my outcome to the end was significantly different but by God i could feel the addrenaline of the situation and felt the tension and unease.
But watching the Starfield situation, a game i refunded just before release, im glad i refunded that garbage.
Cyberpunk is the best game I've ever played in my life. Never have I ever enjoyed a game as much as CP, everything from the game design, scenario, ambiances, cutscenes and the lore is an absolute banger
Cyberpunk Phantom Liberty 2.1 just got even better.
really blown away by the update and fixes
Cyberpunk is an awesome very immersive game. It's not only like being part of the story it's like actually living through it. Awesome game.
You can feel the tension in one and feel yourself drifting off in the other.
There was tension in the starfield one to, geeze.
@@wolfgangbloodymeatsack1687 nah
@@wolfgangbloodymeatsack1687 yeah, tension in my butthole with the imminent urge to take a dump
@@wolfgangbloodymeatsack1687There was more tension between two straight nuns in a convent than there is in starfield, at any point in the game.
@@wolfgangbloodymeatsack1687 You must be kidding. The scene in Starfield looks like an Alpha footage.
even the state of cyberpunk at release doesn't change the fact that it is an absolute gem.
Base game Cyberpunk 2077 was already a beautiful game, but Phantom Liberty was just straight up stunning. There were many moments where I just had to stop and say “Wow”
I played over 100 hours of Starfield before I bought Cyberpunk and in literally about 10 minutes of playing Cyberpunk my entire opinion of Starfield tanked. Everything and I mean EVERYTHING is more fluid and dynamic for example not having to go through 10 load screens to get to one location. Yeah sure Cyberpunk was a lot buggier at launch than Starfield but thats just about the only thing I can think Starfield has over it at this point.
Im so glad people are finally coming around to see how good CP77 is.
“Cyberpunk: Hated by Everyone”
Yeah. Aged like milk
Cyberpunk doesnt have cut scenes, its a continues cutscene of amazingness that you play in
the most dangerous thing in the cyberpunk cutscene: the borged-up maelstrom gangers
the most dangerous thing in the starfield cutscene: falling asleep
The most amazing thing about this particular maelstrom mission is there are so many ways it can pan out. Gotta be at least 6 endings to it from going on the rampage as soon as they let you in the front door, to killing royce to helping royce. Most missions even the smaller ones are designed with multiple styles of play in mind, from running in shooting to stealthing it.
Not to mention the lasting consequences. From Maelstrom hitsquads to the Totenkanz much later in the game, which can unfold into even more drama depending on if you killed Royce and/or saved Brick. Or Militech rolling in at the end of the mission to lock down the factory. Or the um... "funtimes" with Meredith Stout, giving you the funniest melee weapon in the game.
Bethesda meanwhile continuing the Fallout 4 trend of "Yes, Say again, Yes (sarcastically), No (but yes later)" dialogue trees
That whole stand off with the Maelstorms, where you and Jackie pull your guns on them. Will always live rent free in my in my head.
To be fair, after starfield's scenes, you can go to bed nicely, cause you are already half asleep. After cyberpunk's, you want MORE!
I can vouge for this as Cyberpunk is currently ruining my sleep schedule.
Cyberpunk demolished my sleep schedule i go to bed at 5 barelly fall asleep and then when i wake up i want to learn more about the ingame world and universe and explore night city its just so damn fun especially with double jumping and dashing
Havent been so invested in a game since like when i was 15 and Skyrim was just released@@keystrix3704
CDPR adds character to their games. Making them feel personal and intimate
In Cyberpunk: You're actively making decisions which change the scene, the music matches the tone and tension, the NPCs are animated and respond to your presence - and most importantly, YOUR character is moving and talking which makes you FEEL like you're actually in the scene. It feels like a deal going wrong, and you'll have to make a decision in a split-second.
In Starfield: You're contributing nothing to the scene, there's absolutely no music to give tension, the NPCs sit down the whole time and talk as if this mysterious artifact is something just randomly found on the street. You don't feel like apart of the world because there is no world to present. It's empty and shallow.
Did anyone ever notice the tiny details like Dum Dum literally looking in fear at Royce and waiting, upon seeing him pull out his gun black lace guy immediately does the same.
You can see the confusion, fear and mere "trying to survive Royce" vibe Dum Dum has. That & how unsure he was about what was happening next, but immediately ready to blow some heads off at the same time.