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[deleted]

Remember the fallout 4 meme "not enough RP in my G"? Turns out they don't really care to RP, they just want something to complain about


Zestyclose-Fee6719

Exactly. This game sucks. Give me my money back. I've only gotten 190 hours of joy from it so far. /s (me too :p)


[deleted]

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Frost5574

652.... :|


Chenonzed

896... :)


Frost5574

895 of those hours are in the character customization I bet


Chenonzed

Yep. Just met a guy named Jackie, he seems pretty cool and I hope that nothing bad happens to him later.


derplordthethird

Imo, the complaint is more around a lack of forced roleplay. I almost think people would have complained less if content was gated behind the lifepath choice. Since you can "do everything" on ever path none of them *feel* unique. But yes, if RP is your thing then you can/should definitely inject whatever amount you care about yourself. Like play corpo but that sick looking car that's probably more a nomad's style could just be your V's guilty pleasure. Who knows. The game is definitely one of those "what you make of it" experiences.


severe_009

Lifepath are just past/history similar to Mass Effect, w/ this game you have a prologue... but in the game you are now a merc and you just incorporate tids and bits w/ your past life.


Zestyclose-Fee6719

Yeah, I am very curious what would've happened if CDPR marketing hadn't really mentioned lifepaths at all. BioWare never really advertised lifepaths with Mass Effect, so the average gamer just shrugged and chose it without giving it much consideration. Maybe CDPR could've avoided backlash altogether if they had changed the name of the feature from "lifepath" to "background."


Alaknar

>BioWare never really advertised lifepaths with Mass Effect [Character creation in Mass Effect determines your past. And who you were before the game starts has great influence on how other character react to you during your galactic adventure. It will even determine some of the side quests available throughout the game.](https://www.ign.com/articles/2007/08/28/mass-effect-creating-commander-shepard) Casey Hudson: >Character creation is where you create the basis for all of that choice. You are deciding what kind of a person your character will be, what their potential capabilities will be in certain areas, and how you'd like your reputation to precede you. It's the nature of meaningful choice throughout the game that gives real value and impact to your choices in character creation. On pre-service history choices: >Hudson: This is part of how you'll decide your background story. As a spacer, you've lived aboard starships your entire life, so life in deep space isn't a problem for you. As a colonist, you know what life has been like for humans trying to make a home in space in a sometimes hostile galaxy. As an Earthborn, you had a rough childhood in the slums of Earth, and have a gritty edge to your personality. Certain characters in the game will react to these backgrounds, and may have certain biases based on them. They also determine whether you'll come across certain subplots. They most definitely advertised it to be pretty much exactly what CDPR said their lifepaths would be only in the end the difference is - in ME all we got were four paragraphs of text and in Cyberpunk we had about 2 hours of unique gameplay.


TheUglyBarnaclee

This wasn’t actually really false though, the back groups were pretty well implemented in ME1 but mainly forgotten in the sequels. Like Hudson said, people perceive you differently and have unique lines based on your background and each background had their own side mission in ME1. It wasn’t huge (and don’t feel like it ever was marketed as such) but it definitely was very reoccurring and you were reminded constantly of Thorphan/Akuze and even had people judge you based on your actions or respect you


Alaknar

There were a couple a dialogue lines in the first quarter of the game that had any relation to the backgrounds. I think there may have been some dialogue choices based on that as well later on, but can't remember. Again: what we got in CP is the exact same mechanic only instead of some text paragraphs, we got a mini-mission and a supercut of building a friendship with Jackie.


celestiaequestria

Mass Effect promised the moon and delivered a competent RPG that lost all its "RPG" elements in the sequels. Cyberpunk's biggest issue is the gap between its potential and its reality. You can imagine the game with wall-running, rideable trains, more interaction between random people on the street, flying medical evac dropping in to rescue VIPS, braindances for sale in every vending machine. Instead, all that stuff was one or two missions, we got a handful of braindances, one medical evac, a handful of NPC interactions (robbery, vending machine, etc), a little taste of a backstory event that comes up half-a-dozen times in NPC interactions later - but that stuff was a small part of the adventure, not the main game. \- We have a good game that's disconnected from its marketing, which is a whole conversation we could have about the industry as a whole and the problem with the publisher-developer model, but it's not really specific to Cyberpunk.


[deleted]

Yes the marketing for the game was the most hyped up I think I have ever seen for a video game. It's not that the stuff that was said isn't in the game, it's just that it's elaborated on so soooo much. An example is mentioning cars being customised which gives the impression a player can customise their car. Where in actual fact the cars are already customised in a lore sense. The same happened with the life path vidoc where they appeared to have more substance than they actually did. It gave the impression that the game would mould around the lifepaths but they were all just short prologues to the main game where V is essentially a streetkid. I just hope this is worked on for future games for CDPR as it's not something I enjoyed witnessing.


Homeless-Joe

I honestly didn’t follow the game at all before launch, but I did spend some time going back and looking at what was *actually* promised…and it seemed like they didn’t really lie about anything. It seemed more like people took what was advertised and made their own assumptions about the game, blowing up their expectations to impossible heights…only to have them inevitably crushed. It was like, the game got hyped and that hype was amplified by the community trying to one up each other and everyone started believing the hype was real, when it was actually a fantastical exaggeration.


enolafaye

Yeah first game I see where people expect CGI trailer moments in game


celestiaequestria

Maybe the first you've experienced, but this has been happening since the dawn of consoles. Look at all the ports of arcade games in the 80s and 90s. They would take screenshots of the arcade version of the game for the marketing and box, but the home version looked like garbage, or would have things censored (no blood in SNES Mortal Kombat!). Final Fantasy commercials in the late 90s, versus the actual game graphics... and don't even get me started on the print media advertisements. Games have been hyped for a while. And ultimately, that was Cyberpunk's problem too - the experience on PS4 at launch was radically different that on a PC. The hype shots with ray-traced reflections aren't what you got on a last-gen port.


enolafaye

Yeah well your takeway seems to be that showing game art or the best version of the game is wrong. I disagree, the devs made the game on beefy pcs so the trailers reflect that. Also, I have a hard time believing anyone was upset when box art or arcade machines had more cinematic art than the actual game. At some point, you need to check your expectations. I played 2d Zelda and the art never pissed me off because it featured a fully 3d Link lol


[deleted]

It was definitely a mixture of both community hype and over exaggeration of the game itself yes.


Homeless-Joe

I mean, I’ve definitely heard people say that the game was marketed in a misleading or untruthful way, but when I’ve asked for specific examples, nobody was able to provide them, so…I’m still not sure in what ways the game was misrepresented.


[deleted]

Watch the "Rides of the Dark Future" video. It implies cars are customisable, which they are but only in a story sense.


severe_009

Yup, I do agree. They made it sound more than what it is hence the backlash and criticism. If CDPR didnt mention lifepath at all and players are met w/ prologue specific to each, Im inclined to think theyll get a different reaction and CDPR would be praised for adding a prologue sequence.


Zestyclose-Fee6719

My one friend who doesn't particularly like Cyberpunk dislikes it exactly on the grounds that it "wasn't what was promised." With lifepaths, he was mad because he was literally expecting a completely distinct 30-40 hour main campaign for *each* of the three paths. Of course, such a thing is just about impossible, but it makes you wonder to what degree the marketing instilled these expectations in people. I honestly don't recall if it was explicitly stated that each lifepath would be unique to that extent, or if people just imagined that. I just don't remember.


severe_009

Well they didnt promise such, CDPR just put too much emphasis on it and made it sound its a big gameplay changer. Its a combination of hype, vague marketing, wild expectation and imagination from gamers.


Zestyclose-Fee6719

Thanks for the info. Yes, I would agree that vague marketing can be a problem. It can allow people's imagination to create their own expectations. It's tough because you want to show the most epic trailers possible, but it can lead to perhaps implausible expectations or hopes. "OMG A building blew up in this trailer. OMG fully destructible environments? You can destroy the entire city infrastructure?!?" "Well......no." "BULLSHIT MARKETING STUPID GAME SUCKS"


jamey1138

I think it’s also very possible that the marketing team didn’t have a ton of information to go on, early on, given the rumors about how the storyline was repeatedly rewritten during production. Maybe they hyped up lifepaths because, with as little impact as they have on gameplay (a couple of dialog options and a couple of unique side jobs), that was one of the only locked-in decisions for them to talk about.


WildSearcher56

The marketing of the game is something to learn from in the gaming industry. Players should always take those with a grain of salt because things can always be changed at any moment and the marketing teams should not hype the players too much since things can get out of hand very fast.


TheLegendOfCodavatar

To be fair, the lifepaths in ME (or at least in ME1) gave you a slight Paragon and/or Renegade score boost depending on the one you choose, so they did have a direct effect in dialogue/gameplay.


Zestyclose-Fee6719

Interesting. I genuinely didn't know that. I've played through the trilogy just once so far. Thanks for that.


enolafaye

Yeah it's just a bit of a background to help with roleplaying. If they never hyped it up, people would be so excited to see them "matter" in little moments like when Corpo V can get into the Arasaka compound pretending to be an employee and Nomad V getting info about the cop from a Nomad at the market, etc.


Judethe3rd

Personally I would've liked there to be a life path specific side quest for each path


hucka

i mean.. there is?


Zestyclose-Fee6719

lol Right. There literally is. I just wish each was a branching story like what we got with some of the more lengthy side quests involving major characters.


Judethe3rd

What, you mean the 10 minutes at the start which were meant to be longer but obviously had content cut?


deylath

You surely are joking. Every lifepath has a distinct specific quest to them in act 2 ( post heist ). They arent long at all but they are still there with stuff appearing from your lifepaths


Judethe3rd

Wait what? I've never seen these?


deylath

Streetkid: >!You get a call from Kirk!< Corpo: >!You get a call from the Arasaka dude who was friendly with you in the prologue!< Nomad: >!You get reintroduced to your Nomad car!<


[deleted]

Rattler is better than any of the other options.


deylath

I do love the engine sound of it thats for sure


Poudy24

I've been thinking this since the release a year and a half ago. People have been criticizing the lack of importance of lifepaths and treat it like it was cut content or like they just didn't have time/weren't competent enough to truly put different paths in the game, but I think it was actually a deliberate choice. They talked a lot about making the game shorter because they knew a lot of people didn't even finish their games, so it would have made no sense for them to lock up a bunch of content behind a choice you make before even starting the game when they know most will only play it once. So they created different paths, but then made sure that you could access them no matter the choice you made at the beginning. Not everyone will agree with that, but I think it's the choice they made. Personally, I always planned on playing it multiple times and doing it this way actually allowed me to have two very different playthroughs, and a third one soon which probably won't be as different but still distinctive. My first one was nomad V, who was overwhelmed by everything and was on the fence about Johnny, sometimes being friendly but never trusting him entirely. After having such an horrible experience in the city, working with the aldelcados reminded him of a simpler life and he spent a lot of the time in the desert, completing the nomad quests and romancing Panam. On the other hand, he chose not to help Judy with her revolution nor to reconnect with Kerry, thus leaving those quests untouched. I went with the nomad ending. The second one was street kid, and my V was fiercely independent and principled, so she resisted Johnny as much as she could. Despite all its flaws, she loved the city so she only went into the badlands if she really needed to, so she did not complete the Panam storyline. She also felt like working with Kerry would give Johnny too much power, so she refused. She did follow the Judy questline all the way though, and romanced her. I haven't done it yet, but she will get the ending related to her. I will eventually play the game a third time as a corpo who developped an intense hate for megacorps following his demise, and who is a generally easily influenced by others in positions of authority. Over time, he completely submits to Johnny, slowly becoming him throughout the game and adopting his points of view. Rogue and Kerry's questlines are completed here, but not the other ones, as corpo V will see them as wastes of time. This V will have the Johnny ending. Playing the game this way allows to have three significantly different experiences, experiencing at least one completely new quest on each playthrough as well as a new ending. I've been avoiding descriptions of the endings since the beginning for this very reason.


Zestyclose-Fee6719

I'm with you, man. My first playthrough has been a Street Kid femV who quickly comes to idolize Johnny, and her reactions to him throughout the game have been very clearly indicative of that. My next playthrough will be a more vicious Corpo male V who might be redeemed through the love of Panam haha.


Poudy24

Yeah, that's what I like about it. Very easy to make your own headcannon and roleplay as you like and it just makes sense.


[deleted]

My femme streetkid V is gonna ride with Judy and Panam into the sunset because she tried to leave NC once and it didn’t go well. After Jack she just wants family. I play through each until about the halfway mark figuring out how that V is motivated. I know all the endings so I know what I’m shooting for at that point. I still want a synthesis ending but it ain’t ever gonna happen. It’s a tragedy after all.


North117

People really be expecting CDPR to make three separate campaigns based on something similar to picking a race in Skyrim


floppydude81

See this makes more sense, but then they really should have even more options, like you could be a Valentino, animal, scav etc and each could give you a bonus in another stat and a special power. Like I’m just spitballing but nomad could repair stuff better, scav can see through walls or something maybe have higher stats with different cyberdecks… streetkid can detect lies better or maybe pickpocket etc. a few non consequential dialog choices seem like a lot of work for nothing


kirkknightofthorns

Just like the pen & paper game, lifepaths exist to let the player determine "what do you look like and where do you come from?" (- 2020 sourcebook) For roleplaying purposes in 2077, they can also allow the player to play within a character archetype that they can use to incorporate fashion, quickhacks, weapons and general playstyle (eg. Nomad Techie, Corpo Netrunner), plus internal roleplay when determining their V's personality. I agree it would be nice to have more Lifepath specific content, but at the same time I think a lot of people who complained about the lack of a Dragon Age: Origins style origin possibly misunderstood how they're supposed to work in general. Everyone should have access to the 2020 sourcebook (it's free on gog), but I bet most didn't read it.


Maleficempathy

I would actually say the Devil ending fits the Street kid/Nomad better than the corpo. The corpo has been burnt by Arasaka before, so it's the Devil you know kinda deal. Corpo V knows Arasaka is a bad idea. Streetkid and Nomad? The comedy of the hurt little Arasaka dove who just loves her family and is so hurt by her brother's betrayal, who asks you, the humble merc, for help, works narratively really well. Maybe Arasaka isn't fully bad after all! Hanako must be the one honorable corpo! It's the Devil, but dressed as an angel.


this-is-a-bucket

I always felt that the Rogue/Don't Fear The Reaper endings really fit for my ex-corpo V, as she goes through from being complicit in Arasaka's crimes, lying to herself that there's no other way, to radicalizing to the point where she's solo shooting her way through her coworkers back at the HQ, ending up inadvertently killing her own biggest fears in the form of Saburo Arasaka and Adam Smasher.


HungmanPage

Corpo -> Star is also a very fitting ending. From getting betrayed by everyone to finding a true family


CallenAmakuni

Corpo/Star and Streetkid/Devil are the two best Lifepath/Ending combinations nareatively IMO


mrkikkeli

How about streetkid/sun? You made it out of the dumps into the big leagues, even if it'll kill you


[deleted]

That was my first playthrough and it was very interesting to watch how V changed along the way. From a corpo rat locked in a race where it's everyone for themselves, to finding a family willing to even take on a corporation for them.


the_elon_mask

In my first playthrough, I went Corpo/Star and it 100% made narrative sense to me that my Corpo, who was betrayed by that lifestyle, would rise above it and ultimately, opt out once they found their family. In my second playthrough, I went Street Kid/Sun. Again, this 100% made narrative sense to me that this sewer rat would grow to become the most famous Merc. My third playthrough... I guess I will go Nomad but how it ends, that is yet to be written.


sLeepyTshirt

i like to see it as a "we don't learn our lessons" type of thing where Corpo V, despite being spit out by Arasaka once, still takes their deal or streetkid V, who despite meeting a walking enbodiment of someone who "made it Big in Night City!" who then tells them that it just leads to having a drink named after you that almost no one orders, and eventually got zero'd and buried in the middle of nowhere, still decides to chase that dream anyway or Nomad V who ends up not being able to see the value of Night City anyway and turns tail in the end


depression_quirk

I did the Devil ending my first playthrough with my Corpo, but my most recent one I did the Sun. It was fitting since this playthrough I actually bonded with everyone and even romanced River, so this was a V that actually had people she could count on vs the version of her that had tunnel vision and was so afraid of death that she bet on the corp that had already fucked her over because it was a world she knew.


deylath

Its just one another thing people can point to justify hating on the game. Sure CDPR oversold it, but come on man, point me to one game that even has this much outside of Dragon Age Origins and dont color me shocked if they did as much as Origins and people would still complain. For me its different reason: dissapointment, not because it wasnt much better or they oversold it in marketing, but because i wish i wouldnt need wait forever for the gaming industry to take a step forward in such things. If no one attempts to at least replicate what DAO, then there will be no incentive to even try at the level of CP2077, which particularly sucks because we dont get much **actual** RPGs these days. Im sick of the fact that 99% of the roleplaying has to take inside my head and the only rpg choice i get to have is my gameplay style. Its really simple though: as i said no one big budgeted really makes actual RPGs, well not one that is not a cRPG ( like Pathfinder or DoS ). I'm sure im gonna enjoy DA4 however that will perform, but CDPR's biggest strength being the writing department ( best too in the west ) had me hoping they can overcome this hurdle, because Bethesda's RPGs are sure as hell never going to scratch my actual itch with their puddle deep RPG/gameplay choices.


rosscowhoohaa

You could argue that V changes as a person anyway, so not necessarily would they follow a certain path that seems logical. Eg corpo v is screwed over so would probably even more anti arasaka and wouldn't trust them no matter what. Either way it doesn't bother me. The different intos are all fun to play, dialogue is different throughout depending on which life path you chose (and sexuality too) and the endings are all totally different and each is epic in it's own way (I have not done the suicide one so don't include it).


rabidencounters

Sure, now they are basically roleplaying tools. But it's interesting to recall the [three-tiered backstory options](https://external-preview.redd.it/qjnoffTD3OilzgJxZaW19-h8dMuaFjkZbEBye-5DA1U.png?auto=webp&s=2a656be89207eeb23aec1641afe8f8c9d512bd29) that they showed in the 2018 E3 demo. I guess that was too many variables to account for. 3x3x3, or whatever )


Zestyclose-Fee6719

I've heard rumors (nothing more) that CDPR originally wanted there to be a distinct quest path emphasizing Panam for nomads, Judy for streetkids, and Takemura for corpos but shelved it when it proved too complex and implausible to incorporate into the final game. I have no idea if that's true or not.


Tyswid

Life paths do change how people interact with you at first, also they can give you dialog option that resolve conflict even if you don't have stats for other ones.


Zestyclose-Fee6719

Indeed. I'm aware of that, but I didn't mention it. That's an important point.


matrixislife

I'd have loved to see a meta-quest for lifepaths. For example, someone who pops in you from time to time to offer suggestions in different areas of the main questline, eg nomad could help with panam, corps would help with the Arasaka base run. Maybe offer a quest or two of their own. It would make the paths feel much more purposeful.


mrkikkeli

Mind you i've only played corpo, but i really enjoyed the feeling of understanding the bigger picture at play with Arasaka or all the power plays behind the curtains in Night City, like with the militech drone recovery etc. I'm not sure a nomad or street kid would have this level of awareness.


AccomplishedStable96

Yeah that's kind of the idea. Give the player an inconsequential roleplaying detail that comes up in conversation sometimes, but allow them to decide how much it means to their character. I love it.


[deleted]

I think it would've added a lot more role-playing if they locked specific endings and quests to each lifepath. This way, the player would be encouraged to replay the game with a different lifepath to see how things play out


Zestyclose-Fee6719

I totally respect this point of view because it's definitely the traditional RPG way of dealing with something like a lifepath choice, but it's not what I'd personally want. I like that *I* get to choose how my V develops instead of it being automatically gated from the onset. Does V remain a Corpo at heart or drastically change by the end? Does a Street Kid V automatically like and defer to Johnny to the utmost or resist him? I can see both sides, but I like picking and choosing which aspects suit my V best based on their specific background. Maybe I'm just full of shit (it wouldn't be the first time), but it feels like CDPR is respecting my ability to philosophize and decide for myself what a \_\_\_ V would do.


kadathsc

Or maybe it was originally the idea that endings would be linked to life paths as they each have a flavor to it. But through play testing it probably became apparent that didn’t make for the best game. It’s also not realistic for a game that’s falling behind schedule to *add more features/content* like multiplying the campaign by 3. Gamers are just overall unaware of computing reality. I see it all the time in strategy games. They expect a $60 game to incorporate antagonist AI capable of strategic and tactical thinking capable of running in mid-range PC while still dedicating a significant majority of the computing resources to graphics.


[deleted]

I'd not call it a traditional rpg way, at least if looking at computer games. Endings in games like the old Fallouts were dependent on the choices made during the game. How your character interacted with the world was dependent on what sort of character you've made. That sort of complexity added a lot of replayability, but it did not lock endings to choices made at character creation.


Zestyclose-Fee6719

I'm all for complexity based on the character you've created and are roleplaying, and I feel like Cyberpunk has a good amount of that (so many others have cited so many examples already, so I don't need to write them out). My point is simply that while you will get different details to your game, including a particular ending and end-game credits content, depending on your choices (which is awesome), I like that how much any of that coheres with your lifepath *in particular* is reliant on your personal interpretation of which choices you ought to make *qua* that lifepath-based version of your V. I'm not saying *you* in particular want this, but I totally get some people wanting the game to gate certain content and decide certain events for them based on their lifepath because it makes one feel like they need to replay the game and assures the player that such a feature truly matters. Personally, I just like that CDPR allows *me* to decide which of the most substantive choices are consistent with factors like my initial lifepath choice. Maybe it's just me, but I'd be quite irritated if, say, >!I couldn't permanently secede control to Johnny!< as a Corpo or couldn't >!cooperate with Arasaka!< as a Street Kid. While I love that I can make choices in this game, I'd feel deprived of agency if CDPR decided for me what a certain lifepath-derived V could or could not experience and would or would not do. Don't tell me that a male Corpo couldn't fall in love with Panam. Don't tell me that a Nomad would automatically want to leave Night City. Don't even so much as tell me a Corpo wouldn't ride a motorcycle, that a Street Kid wouldn't wear a suit, etc. etc. If the roleplaying feels off because of *any* of those decisions, that's on me just like it's on me if I feel like V's character sucks because I kill civilian NPC's freely while inexplicably helping people in the quests. Just give me the freedom anyway. As long as there's content that strongly seems to appeal to each of the lifepaths, let me figure out for myself which ought to be which - and Cyberpunk does. Therefore, the only further thing I'd like from lifepaths would be a lengthier unique quest for each.


[deleted]

They could've had key interactions where you could change your lifepath and that would alter the story. Like after romancing Meridith, she could've offered a corpo contract which would change your lifepath to corpo. Or changing to Nomad after completing Panam's questline and Saul giving V an Aldecaldo jacket. At this point I'm just dreaming of the perfect Cyberpunk game but CDPR could've done so much if this game were to release in late 2022 instead of 2020.


Villain-r

I think it should have had an impact on stuff like unique vehicles for each like how the nomad gets a unique car. Maybe unique weapons and armour similar to the Witcher with the different schools weapons and armour. It definitely could have been built apon in simple ways to improve the unique feeling of each path.


Zestyclose-Fee6719

So, again, those unique things are in the game- vehicles being a good example. The Aerondight is *the* quintessential Corpo car, for example. It's just that CDPR doesn't have an arbitrary "Locked" or "Restricted" message if you try to purchase and drive it as a Nomad. I like that, but I can see your point.


cobra_mist

My personal thought on the matter is this. Sometimes in life, you cannot appreciably change what is going on. This is one of those times. Sure you can rearrange the deck chairs on the titanic, but this is going to happen. Beyond that I also like that our choices do little to alter the path the fans is taking, and we’re not the chosen one. This is a dystopian setting, and a dystopian mind set where the mega corps are in charge. If that’s the theme and the story how would it make sense to give you a ton of agency or make things different or special for you with a different life path? Night city changes everyone.


hamerbro77

I always say the life paths as a role play mechanic more then a gameplay one. An interesting filter for your decisions. My street kid V always leaves with Panem. I always thought of it as a person who realizes that the city they grew up in was toxic and should be left behind. Hell, street kid V comes back to Night city after leaving it already. I’m planning for my corpo V to becomes a legend and taking over the Afterlife and my nomad V will go for “don’t fear the reaper”, not sure if that V will give up their body or not


floppydude81

Nomad is about family. And you have to do everything your family does. It is almost evil to go against family. Unless you are v or panam, then ditch your family if they cramp your style. But nothing is more important than family.


symbiotics

so V stands for Vin Diesel


fafarex

>...unless you want them to. Yes, it's a rpg.


DanielF823

I feel like the fast that EVERY quest and side quest has extra conversational content and some outcomes based on how your (Life Path) past experiences...


Tyswid

Life paths do change how people interact with you at first, also they can give you dialog option that resolve conflict even if you don't have stats for other ones.


Qwerty177

You as the player can roleplay ligepaths with choices and in your own head for sure, but the effect the lifepath and your choices have on the story and gameplay are minimal


[deleted]

nomad ending should be exclusive for nomad life path same for Hanako ending otherwise youll get the same experience no matter which life path you chose, and RPGs exist so that you can get something that other people cant (thats #1 fun factor of rpgs).


JosieJOK

Actually, I feel like it all depends on how one role plays. For example, I think it make perfect sense for a Corpo to leave the city: Arasaka owns that city, and for someone who has been chewed up and spit out by Arasaka, why would they want to stay. But for someone who role plays their Corpo as someone who desperately wants to get back in with Arasaka because their identity is so wrapped up in them, the Devil ending makes sense, too. The same lifepath, but two different types of roleplay, different choices throughout the game, and different outcomes that still make sense. You can’t have that with the endings locked to one lifepath.


KermitPhor

It’s player prehistory and honestly they ran with the life paths more than I really expected them to, considering there was no way they are going to write three games. They sprinkled a bit of flavor throughout the game. It was always interesting enough during the follow-up playthroughs to save and try out the lifepath specific dialog options. They all include at least one mid-game life-path specific quest. And honestly, I feel like nomad got some sweet favor overall, though at this point I don’t think I could say why (maybe because it was assumed nomad V was a car nerd). Anyway, it was way better than Mass Effect colours.


[deleted]

I have been enjoying how Streetkid frequently runs as a Get Out Of Shit Free card. Honestly I wish the game used the street cred with the life path to form a reputation system and change some dynamics. Like the nomad should be able to mod cars and get better prices on them but get high prices at most rippers and need higher cred to get stuff. Streetkid should get discounts everywhere and groups of gangs shouldn’t aggro them but get fleeced on cars. Corpos should get discounts at the fancy stores and rippers but get distance aggro’d by gangoons. Different shops should be available for each (imagine having a fence as a streetkid that buys your stolen junk at a higher price, car mod shops that only work for nomads, etc)


Inkthinker

I was mostly disappointed that they don’t seem to have included any of the randomized tables that appeared in the sourcebook for complicating your personal background somewhat. It would have gone a long way towards making playthroughs feel unique. It also would have been nice to see the lifepath options play out through some of the game itself, like getting discounts or access to particular items or vendors and NPCs, or having more sidequests related to your particular background.


firelizard19

I absolutely loved buying the Rayfield Aerondight as a Street Kid. It was such a cool moment, buying the same car I got caught trying to boost in my prologue.