One of the most persistent frustrations with Cyberpunk 2077 is its shallow cosmetic adaptation for V. Despite the game's rich visual design and world -building, players quickly noticed that NPCs often sport much more creative and varying clothes than V has access to. But in a city that is proud of self -expression and anarchic style, the limited choice of wardrobe for players feels like a missed opportunity.
While the first prerequisite for Cyberpunk 2077 Aimed at in -depth and realism and delivered it in history and election -based play, the limited accidentally player's ability to visually show the rebellious spirit that the game promotes. The sequel has a chance to deal with this gap, especially with the original game that offers so little, and there are some clear roads that can be taken with new cosmetics.

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Cyberpunk 2077 sequel can leave Night City
Cyberpunk 2077 sequel was able to leave Night City and introduce players to a new urban environment, according to a new comment.
Cosmetics is a missed opportunity that the sequel can correct
First Cyberpunk 2077 Are tied to armor ratings, and so it is the first CD project RED may want to deal with, as it limits their flexibility. Players often have to choose between aesthetics and performance, and it leads to a homogenized look that feels more tactical than stylistic. At the same time, NPCs wander on the streets of layered, neon -driven clothes that show creativity and cultural variation on which the game will double.
In a world designed for street artists and avant -garde rebels, Cyberpunk 2077Sempel can crush this limitation by relaxing aesthetics from statistics and introducing a transbog system that allows players to carry all style tools while keeping their optimal load intact. In addition, CD Project Red can also focus on creating entirely new categories of clothing that drives the limits for design – garments with dynamic elements, reactive materials and holographic projections that are changed based on mood, environment or combat permits.
Other games, as well as cyberpunk 2077's lore, already paves for better fashion feeling
The concept is also not new, for titles that Destiny 2 and Final Fantasy 14 Have long embraced the idea of separating the form from function, which gives players full control over their appearance without sacrificing the game's vitality. Also Cyberpunk 2077Ege's own Modding scene has shown the demand for more expressive adaptation. Players have gone so far as building custom structures, clothing and accessories to fill the gaps left by the base game.
CyberpunkThe night city is a place where body modification is common, fashion is a statement and surplus is celebrated. As such, the sequel has the perfect background to introduce extreme adaptation because of this, and it can include everything from LED tattoos to modular armor pieces to environmental reactive fabrics, or even fashion inspired by corporate sponsorship and underground movements.
Improved adaptation would make cyberpunk 2077 more authentic
Integration of a more robust cosmetic system is not just about giving players more clothes, but about doubled on environmental and open world theme that makes Cyberpunk What it is. Letting players really inhabits a personal identity in a world obsessed with appearance would make the experience feel more genuine and engrossing.
This displacement can also increase player investment. When players can project their version of V in Night City, complete with all the absurd, spotted or minimalist style choices they prefer, they may be more likely to get involved deep with the game. They could want to explore more, interact with more NPCs and can see fashion as part of the world building, not just a thought as it was to some extent in Cyberpunk 2077. If the sequel goes into this direction, it can even set a new standard for RPG adaptation, so hopefully CD project Red Mode-Framtåt thinks when creating its next futuristic experience.

Cyberpunk 2077
- Published
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December 10, 2020
- ESRB
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M for mature: blood and gore, intense violence, nudity, strong language, strong sexual content, use of drugs and alcohol
- Engine
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Redengine 4