Cyberpunk 2077 sequel Needs Star Wars Outlaws' Secret Weapon!
Cyberpunk 2077: Night City's Missing Threat – Why Gangs Feel So Weak
Cyberpunk 2077 is awesome! Night City is unbelievably immersive! Yet even with the best features; there are some serious downsides, flaws which would otherwise limit the overall quality. For all that visual beauty and intensity of combat; Night City often feels surprisingly empty, hollow; despite that rich potential that’s present within the core design. This feels even worse when considering just how important its gangs really are. Those things are supposed to be incredibly dangerous. Yet wandering through their territory feels about as risky as walking down a well-lit city street.
Gangs control much of Night City. Running into them, driving through their territory; talking to them – those encounters should feel intense. Yet it never quite gets there! The gangs rarely do much; this completely undermines their overall role; seriously diminishing their presence which goes way against those established principles concerning Night City; they feel way weaker and don’t matter enough in those core mechanics; completely unfulfilling the otherwise promised reality.
Cyberpunk 2077's Gang Problem: More Than Just Cannon Fodder!
The gangs of Night City are excellent! They do a good job with worldbuilding; each unique – the honorable Tyger Claws, the Maelstrom's chrome-heads – all of those diverse groups contribute to that awesome feel and that intensity which makes Night City so memorable. Yet despite their value; they aren't meaningfully impacting gameplay in that crucial aspect!
They get killed routinely in open-world encounters, some side missions. That’s it! Occasionally a car chase (introduced by the 2.0 update) happens—and that ends almost instantly. Their territories could be scary! Yet wandering those districts is rarely more risky than completing those open-world objectives; thus undermining those concepts within the gameplay itself. This really is a major issue and demonstrates a surprising disconnect in Cyberpunk 2077.
Sure, gangs play a significant part in some story quests like an early mission alongside Jackie (the part requiring you to steal a bot from Maelstrom) –but those things are always related to that established and ongoing story! And choosing to fight against a gang? This rarely changes the surrounding environment beyond those initial tasks; so any decision lacks consequences beyond a single storyline; not impacting gameplay mechanics in a consistent manner that should otherwise already exist.
Star Wars Outlaws' Reputation System: The Cyberpunk 2077 Sequel's Solution
Star Wars Outlaws, for all of its shortcomings has something awesome. It shows how the previous design in Cyberpunk 2077 could be dramatically changed: The reputation system completely revitalizes gang interaction! You pick which gangs you want to side with —gaining advantages (better access, unique gear), and creating consequences! Messing with the wrong people triggers consequences; impacting mission difficulty— this adds major depth; making every decision more impactful.
Cyberpunk 2077 completely lacks those elements related to gangs. Moving around feels like an uninspired slog; those missions have little to no meaningful connection and risk related to locations chosen. It's simply moving from point A to point B! Imagine that next mission's in territory ruled by a hostile gang — you’d have higher stakes, intensifying tension. That improved atmosphere is exactly what's needed, making it much better!
Cyberpunk 2077's Sequel Needs to Get Gangs Right!
The sequel for Cyberpunk 2077 must improve the handling of those key elements relating to gangs within its core gameplay mechanics! This could vastly improve how interesting those open-world encounters become – in that promised immersive setting: Gang violence must be common. Gangs steal your car, mug, and kill. This sounds absolutely amazing! There needs to be violence between rival gangs. That would affect gameplay. These improved possibilities add so many unexpected moments that the players might encounter, bringing more unpredictability into those otherwise expected interactions.
However, you also need those chances to form alliances – granting passage to key locations, unique clothes and items—these add even greater appeal; yet choosing a side involves consequences: Reputation decreases mean an aggressive hostile gang might even actively hunt V! These interactions increase the difficulty – these details add more value and deeper integration of gangs into Cyberpunk. And a key detail: the capacity to choose an allegiance must impact other important encounters; these should not feel merely separate encounters.
Conclusion: Stealing Star Wars Outlaws’ Best Idea for Maximum Impact!
The sequel for Cyberpunk 2077 has the capacity to become amazing! This improvement alone increases the potential. That enhanced gang interaction completely changes Night City; making that initially promised setting a more dangerous and incredibly immersive place and adds the level of challenge which was promised for a truly compelling setting, using relatively simpler methods to revitalize a rather uninspiring part of that original Cyberpunk experience! A system as seen in Star Wars Outlaws would accomplish all that! Those opportunities add immensely and this added feature makes a formerly boring game mechanic into something that creates so much added appeal.