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I think the issue is rather that it's nothing like Deus Ex which has immersion. Getting augmentations were meaningful choices which alter ways you can approach explorations (such as picking up heavy items blocking vents). Stumbling upon critical information from hacked computers not only fills background info for you but makes your character more knowledgeable, and lets you use that information in dialogs to alter the direction of quests. Important story altering decisions aren't presented as important decisions, they're just side effects of regular gameplay. A hack centric or stealth centric or dialog centric character build are all viable.

In this sense, Deus Ex has "content". And exploration and gameplay are immersively impactful. A more apt comparison might be with Tomb Raider.




> Getting augmentations were meaningful choices which alter ways you can approach explorations (such as picking up heavy items blocking vents).

It's mostly through stats rather than augmentations, but Cyberpunk has a ton of this. There are doors you can/can't open, characters you can intimidate, obstacles you can get over, things you can hack... there are a lot of ways your build changes how you can approach the missions.


Deus Ex made the smart choice of not being a completely open world. They had a limited number of environments, where they could design to have different routes for the player.

Attempting the same freedom in an open world is just bonkers.




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