1) How do you know it's larger than GTA V and more vertical? GTA V is one of the largest, most detailed, and vertical open worlds ever created.
Because I've played it and just from looking from the demo, ( when she steps out of the megabuilding) it shows different layers of levels throughout. GTA had nothing like this.
2) As for being more dynamic than GTA V, I saw the opposite in the preview. GTA V has hundreds of different pedestrian scripts and dozens of random events. In the Cyberpunk 2077 preview, NPCs followed very basic scripts, and I've heard nothing about there being random events in the game.
I agree though that if any of the comparisons you made are true, Cyberpunk 2077 looks most like GTA V. At the same time, GTA V came out in 2013, and this probably wont come out until at least 2021.
Not even close. GTA is barely populated in comparison. And you could see a whole variety of npcs doing different things through a brief slice of the game. And from what they talked about in the interviews, the world will be much more diverse and complex throughout all districts.
Just because there are many different forms of progression, doesn't mean they are complex or that it's an RPG. Shadow of War has about 12 different layers of progression, but I would hardly call it a complex RPG.
No, that's actually a vital component of it. Stats define your basic attributes here. They are also connected to skills, which depend on them. There are also perks and cyberware that affects them and opens up different gameplay possibilities. And world exploration/quests add street cred which also opens more perks. This interconnection and different ways to grow your character in how you play the game, gives
depth to character progression.
What makes Fallout: New Vegas a good CRPG, and what I didn't see any of in the preview, is that it has a lot of roleplaying value. A protagonist with no forced personality, a diverse range of dialog options, meaningful choices from both a narrative and gameplay perspective, an open world with a lot of skill based interaction, and a complex faction system.
I agree that the player personality is much more set, but negative offset in NV that protagonist had almost no personality. It's a trade off between how much you want investment into the plot and customization. Plus with 9 options in lifepaths. And npcs ( from what I heard from other version of the demo) respond differently to your sex( especially dialogue with Victor): in Fallout, it was more a cosmetic change.
And we've seen in a mission already skilled based interaction: like hacking doors or panels with tech skills. From what I've seen , 2077 will have more gameplay driven skill checks, while NV had more dialogue checks.
Faction system: What makes CRPGs like Fallout great is that you can join all these different factions with their own ideologies, conflicts, ranks, and perks. CP2077 doesn't offer anything like that, even though it would of been a perfect fit.
They actually confirmed there will be factions, but they will be more narrative than gameplay driven, than other way around. By what they said they're going for, I don't expect player to take part in waging war against one another, but more narrative/world consequences like in Witcher games.
And you keep on insisting on your ignorance: they confirmed they are still implementing skills/perks/etc…that's why they showed more shooting aspect of the game. ( You can see at the end of the demo: Street Cred increased/New Perks are available)
What makes Fallout: New Vegas a good CRPG, and what I didn't see any of in the preview, is that it has a lot of roleplaying value. A protagonist with no forced personality, a diverse range of dialog options, meaningful choices from both a narrative and gameplay perspective, an open world with a lot of skill based interaction, and a complex faction system.
Well let's see on the main mission from the demo and from what people who saw different versions of it reported. ( because it only actually had one: everything else was brief showcasing to highlight the world).
You can decide to meet or not Militech, which can affect your future interaction with them.
Or you can skip it entirely and use your own money.
You can choose to go stealth, gun route or walk in peacefully. And you can see in level design there are different doorways/pathways to a goal ( Royce).
Militech can implant the cred chip with virus, forcing hostile outcome.
Or you can warn them about it, and avoid it.
Or you can even after that betray/attack them ( in that case Royce escapes)
Or you can even later after that triple cross Meredith after meeting her ( you can actually have a talk with a guy who's her boss, through comm link in the van).
And there are possibly others we haven't seen.
This is more complex branching/interplay than even most quests in NV, with more traditional design with rigid skill checks.
Personally I like it more, it has a more natural, "intuitive" flow, make decision in the moment and live with it, feel to it.
So unless there is some kind of ( Alex Jones ) conspiracy theory between CDPR and journos, going on here ( Myrthos and also other people included
), we can see there are a lot of options here, by taking into account all of the
demo reports.
Now, if the game was about three months from release, there would be valid reason for concern. But, I'll repeat, they are still implementing a lot of features, and they said shooting is one that's currently most "fleshed out"..and to wider audience, probably the most appealing aspect of gameplay, so they focused on it in recent demo.
Now if you want to hyperventilate they're lying and somehow understand more about their own game based on your own "inside knowledge", then certainly go ahead.