Cyberpunk 2077 – What Makes GOOD Gunplay, Gameplay & Combat?


What is going on Neon Nation and welcome back
to The Neon Arcade for some more Cyberpunk 2077 content. Today we are talking about Gunplay, where
Cyberpunk 2077 has seen improvements from last years demo to this year’s deep dive,
what makes good gunplay and the mechanics and systems driving weighty & satisfying combat This video will have emphasis on Cyberpunk
2077, but in all honesty these principles will apply to gunplay mechanics across all
shooters. Let’s start off with what I believe is one
of the most important elements of gunplay, which is the sound design. This is expressed in the weapon itself, but
also the varying surfaces, textures and elements bullets come in contact with. For example, Flesh should sound distinct from
concrete, and concrete should sound distinct from tile when it’s being fired at. The weapon sounds themselves should give you
a good idea on how strong it is, no matter if it’s being fired into flesh
or floor. I personally think all weapons in Cyberpunk should have
some aggressive undertone to it, and judging by the weapons we saw in the deep dive, I
think CD PROJEKT RED is for the most part doing a good job. The standout is the metallic supersonic clap
of the Revolver, but the Militech Rifle and CA Defender seems a little lethargic in how
it sounds, and could use a bassier and deeper punch. Coupled with the fact that the animations
are akin to you using a chunkier staple gun, it doesn’t embody the raw power of a big
heavy weapon. I do want to add that the lack of recoil was
in the strength build, and arm augmentations will likely reduce recoil to a certain degree,
but regardless, firing the more powerful weapons should be more jarring. This is also where meaty sound design can
off-set some of these potential lore-based reasons of having subdued recoil. Maybe add in a slight HUD rattle would convey
this more appropriately. I also want to add that when it comes to sound
design in practice, too visceral and you may experience listening fatigue and overstimulation
& too benign and you may feel like you are just going through the motions without any
weight behind your actions. This leads me into the second part of great
gunplay which is realistic physics, animations & Animations that align with the sound design. Animations of not only the kick of the weapon,
but the effects of riddling a body with bullets should mesh nicely with how powerful a weapon
is. Obviously a heftier weapon increases your
chances of dismemberment in Cyberpunk 2077, which is a potent addition to gunplay, and
stagger and wounding mechanics are will have a positive impact on how players perceive
certain weapons. The animations of enemies themselves seems
to be greatly improved, and I think the physics engine looks fantastic. Seeing an enemy “dance” as he’s being
pepperd by tracer rounds, or a chunk of a body fly halfway across the room, after a
grenade detonates blowing off cement chunks from a block that is close enough is really
awesome to see and makes the world react more contextually to your arsenal decisions. Dismemberment, staggering, Ragdolling & wounding seem
to all find a comfortable niche in the gameplay we’ve seen so far. Next is variety, customizability and augmenting
how you shoot. This is something that Borderlands 3 has done
incredibly well with procedurally generated weapons to boot. Multiple firing modes, variations, different
weapon manufacturers and a ton of unique weapon mechanics makes for an addicting shooting
experience. Shooting is going to be less Arcade-y in Cyberpunk,
and you will be able to mod your own weapons with attachments, but it’s a breath of fresh
air for unique gunplay to come back into the mix with BL3 and I hope CDPR infuses some
of the same principles here when it comes to unique weaponry, albeit to a less zany
degree. Matching customizability, with enough variety
and addicting but well-paced power scaling of weapons as you use and level them up can
drastically change gunplay from one player to another, which is a big chance for each
player to find their unique preferences. The firing modes of Cyberpunk 2077 have been
incredible, but I want to see more. Wall penetrating tech weapons, bullet bouncing
mods, and even shields for melee weapons that reflect bullets have been mentioned, and this
helps to nurture a sandbox experience when it comes to gameplay. I just really hope as much care has been put into
these mods across all styles of weaponry. Next let’s talk about Hitscan VS Projectile
weapons. Incorporating both gives the player choice
on how they prefer to shred enemies. For clarification, bullets fired from a Hitscan
weapon will instantaneously reach your target when you pull the trigger. You can think of Hitscan weapons like a laser pointer. With Projectile weapons you have to account
for travel time and potentially bullet drop and will have to lead your shots based on
enemies movement accurately. Projectile weapons can force you to aggressively
lead your shots, or only ever so slightly. If Hitscan weapons are laser pointers, then projectile weapons are more akin to arrows. Players invariably specialize or are more
dominant in one of these types, so adding a balance of hitscan and projectile weapons
to the mix allows the player to experiment and find what really suits them. eSports teams that have this variance in weapons
in their specific game have players on rosters that specialize in one or the other, and whilst
that is in a competitive setting, the goal of Cyberpunk 2077 is the freedom of choice
so there will be people in either camps, so this is a must. Next let’s talk about Melee combat. More visceral, brutal and being more combo
oriented is what I believe would make for some impactful close combat. Parrying, blocking, counter-punching, the
ability to weave a slight dodge or strafe mechanics in between jabs and uppercuts with
the enemy having the same arsenal will be a huge pull for fist on fist combat. Throw in combat boosters to augment the speeds
at certain intervals and you have a lot influx to keep the player intruiged. I would like to see melee combat ebb and flow
from fast paced moments to more slow methodical plays where you are maintaining more of a
gap to re-evaluate your attack, and smooth shifting from target to target for pacing
purposes. Sound design is again incredibly important here
as parrying and upper-cutting or upper-cutting and jabbing should be audibly distinct, and
should feel impactful and not like you are punching a sack of feathers. During the Deep Dive, I wasn’t overly impressed when Sasquatch
is punching you after knocking you down. There isn’t even a head rattle on the HUD
to make the player feel they are taking a haymaker to the jaw, but this is likely because
it is a WIP, and there are other sections of in-game melee combat that sounds and looks a lot better. Melee weaponry also seems to be quite diverse,
which again plays to the freedom and sandbox potential of 2077. Broken bottles, knives, garrote whips, & confirmation
of multiple types of katanas, with the ability to add mods to these weapons is an incredible
pull for those who opt to not use guns. Next we have a fluid cover and snapping system. This is one of the mechanics that are being
implemented that worry me mainly due to perspective. It’s fairly hard to nail a cover system
that allows you to snap to it without seriously hampering perspective and environmental context,
which is why Deus Ex offered the ability to swap to 3rd person when in cover. I didn’t think that was any better, but
light magnetism to walls and the ability to aim and prop yourself around them, is a really tough
element to implement. The more light and fluid and the less clunky,
obviously the better and aiming down the sights out of cover should also be responsive. Let me know what you guys think, what is the
most important element of gameplay or gunplay for you, what mechanics are you looking forward
to and for more Cyberpunk join Neon Nation by subscribing to The Neon Arcade.

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