![]() The original game's ideas might not seem novel now, but twenty years ago, being able to see enemies through walls, lift three times your own bodyweight, or run completely silently was revolutionary. "Being able to see enemies through walls, lift three times your own bodyweight, or run completely silently was revolutionary."ĭeus Ex's augmentations, on the other hand, are all about making key choices that drastically alter your character's capabilities. ![]() ![]() Adam Jensen's arm chisels are way more fun to use, and they're limited to a sequence of canned animations. Although they look cool, in practice they hardly alter the base melee combat at all. Particularly disappointing are the Mantis Blades, which were the first of Cyberpunk's feature CD Projekt ever revealed. The cyberware upgrades are similarly underwhelming. In the stealth tree, the most exciting upgrade is the ability to throw a knife. The perks look impressive when they're all laid out in front of you, but nearly all the upgrades are limited to incremental percentage gains on abstracted stats like accuracy and damage. Cyberpunk 2077, in comparison, is far more systems driven, so its mechanical shortcomings are much more apparent. ![]()
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