For me its the Roulette table…
(Not Poker, of course)
Chillmonger8
Each Gig was richer.
You meet the client almost each time so it adds that personal touch versus base game gigs the fixer calls you and then you get the text message with the details. Rarely (if at all?) do you interact with the client so it’s a bit more impersonal. Great for business as a merc, but not so great for RPG storytelling.
All the Dogtown gigs had some real moral dilemmas such as The Man who Killed Jason Foreman and fucking Talent Academy.
They felt like fully fleshed out MAIN missions. The storytelling for the gigs was really well done.
Soviet0tter
Choices that matter
Chadrew_TDSE
The Relic abilities.
The more fleshed-out side missions.
jacky986
More grey morality.
tron423
The Space Force One crash+spiderbot fight adds another great large-scale cinematic action sequence to a game that IMO kinda lacks for them
sstphnn
Idris Elba driving me around.
Financial_Height188
Atmosphere, not that Night City didn’t have a wealth of it, but there’s something deep and rich about Dogtown, you can feel the time spent on it.
AnimuCrossing
The smaller scale of the game is the big difference.
In the base game, they were making a game that needed to be 80 or so hours on average to a completionist, it all had to be finished, there had to be a story to span the game world with interest.
By making it compact and only trying to make 20 hours for a completionist, they can focus so much more effort on “less” so the “less” content up beings “more” in scale, scope and then quality.
onframe
It has better main story and more complex gigs, I honestly feel main story of PL is probably same or longer than main story if not counting optional side quests.
imagijack
The clothing options in Phantom Liberty are pretty incredible compared to the base game. Plus better side gigs
ShridharGsr
An ending where V survives?
O-bot54
Well made boss fights that felt like bosses not enemies with more health .
Ethan488
Horror. Fuck the Cerberus unit.
Chrix12
The recurring events; the airdrops and the car jacking “gig”, which does extend outside of Dogtown but requires progressing PL story to unlock. The base game should have had more things like that.
Soca1ian
More insight on Militech and NUSA.
scarlettvvitch
A usable flashlight
EastClintwood89
I like the endless gigs, like stealing cars from random locations and sometimes fighting gangoons before delivery. Stealing the supply drops is also fun too. That’s what the sequel needs more of. Simple, yet lucrative opportunities with a limited time window to act on them. It makes the world feel more alive. The sequel can have special bounties on criminals, small-scale heists, or impromptu street-fighting hustles – all occurring at random in the wild.
InsydeOwt
Not much apart from a 750m x 250m gated community.
CloseEncounters777
Way better commentary from Johnny.
asuraumbra
Far more cinematic moments and it genuinely made me care about the characters
The only one I gave a shit about in the base game was Kerry
I will say, The Tower ending was bullshit but everything else was great
partfortynine
Better Mini bosses / boss fights
EnkiBye
By far, the random supply drops in dogtown, loved hearing it, rushing toward it, lot of enemies and a cool loot after.
AnAverageGuy_
The complete NC experience. Got a feeling PL is the base game, that they planned it all along but because they need to release the game early and unfinished to please their investors.
Schezwansuhaouse
Phantom Liberty turned a game that was more or less a tech demo into one of the better game expierences in recent memory. That gameloop of grabbing a car and fighting your way downtown as that radio plays. Incredible!
DrShankensteinMD
There were a few of the gigs and side content that my decisions had true repercussions, one sent me into a blind rage attacking anyone I could find from that group… before reverting to an early save when I had a cooler head.
HyundaiRyanR
Verticality and mission design. Much more fleshed out you can tell the devs really wanted all the missions to feel like these. Lots more actual meaningful choices that really do change how the story goes
DeTomato_
The other half of Pacifica and the stadium.
MrNLlBuFu
Dogtown is a well developed area with related quests that is far more flavorful & recognizable than the other main areas of NC.
In the Witcher 3 you had unique well developed areas (Skellige, Velen, Novigrad & oxenfurt, toussaint, kaer morhen) with unique quests related to the area creating far more immersion as you travel/explore between areas.
The change in scenery & story in cyberpunk had less of an effect on me compared to W3. Except for dogtown. Entering & doing quests in dogtown for the first time was amazing and a unique experience comparable to entering toussaint/skellige/novigrad etc for the first time.
loathsomefartenjoyer
The new gigs were more than just a text and going in to beat enemies, they all had tough choices to make too
They reminded me of New Vegas side quests, hope the sequel gigs are as good as these
WellingtonBananas
The bad ass James bond-esque credits theme
Yikesitsven
Way better combat encounters
Gacmo
Aurore Cassel
cwhitel
I’m gonna sound dumb but… how do you play phantom liberty?
I own it, currently playing through the main game and Haven’t seen anything PL related.
GalacticNarwal
I don’t know if anybody else noticed, but in the base game, Johnny doesn’t have expressive facial animations. One of the first things I noticed with PL is that Johnny actually looked like he was talking to me, instead of his mouth just moving and words coming out. He has body language and facial expressions now.
Ruthrfurd-the-stoned
Gives 2077 Night City a real combat zone
buubuudesu_wa
So-Mi
manewitz
The first time going into Dogtown and creeping to the hideout with Meyers, plus seeing the number of enemies at the gate gave me a sense of peril I hadn’t had since the beginning of my first play through. For a spy-focused storyline it really set the tone for sneaking around and being smart about your actions instead of just being so leveled up you could just go kill everyone. Idris Elba’s character imploring you to be cautious when you meet him also grounded things a lot. He has such a gravitas as an actor and character that it brought me back to earth a bit after so many hours blasting through main story jobs on autopilot.
rabbitsaresmall
The final 3 hours of the main story is fucking art. Slow James Bondesque build up, betrayal, action, heartbreak, twist. And after the brutal terminal fight you face the truth.
eatingdonuts44
A true horror sequence
beautifulafro
Your life path has actual meaning. At least its more meaningful that the OG story. Corpo feels like ex counter intel, and Nomad is not just “my name is V and i used to run in badlands as well”
Side activities actually meaningful, not just “go here kill this congratz”
Main PL mission was far more superior than the OG story in terms of choices
toobat
Vertical gameplay. Dogtown is absolutely packed and quests utilize all the levels and stuff. Absolutely loved it for it
florpynorpy
Each gig questions your morality more, it’s less, “ do this and do this, or do this and grab this” it’s got more depth, it gives you a chance to make decisions based on your morality
LarryFrostx
Some unfinished content from the pre-launch trailers of Cyberpunk. Like Vulnerability Analytics. Somewhat Damaged is the single most memorable mission on the game, coming from someone who posted “Time to Party Like It’s 2023” on Christmas. Having us being a part of a grand scheme that will affect the world.
Gigs, I cannot even touch on that fact.
Feeling of power in gigs and missions. After Hansen’s death, where you choose the future of Dogtown, now that’s my V. That’s the V that killed thousands of people in a matter of weeks, strolled through Arasaka Tower and fucked Smasher in the ass. That’s the shit. All this actually makes you proud of yourself if you delay the main storyline of PL till you have finished most of the base game. It actually makes sense after that to go on that suicide run on ‘Saka Tower.
Edit: Last but not least, expanding Johnny Silverhand’s past and making an actual peace with him. You guilt him into that peace in the oil fields, if you choose the “right dialogue” for Secret Ending. The talk in the AV if you have a good relationship? That’s how I will remember Johnny.
JealousSupport8085
Vehicle combat and armored cars
Butefluko
Dogtown was so necessary to just drive down the idea that Night City had a really bad couple of neighborhoods where Police didn’t dare go into.
Blankyblank86
The dlc has been more fun than the base game for me.
GazHorrid
An incredibly humongous deep dive into depression over the new secret ending.. which imo is Vs canon ending.
Shad0Pulse
Felt like Keanu was warming up to voice acting more in the DLC. Felt more natural, in a way
49 Comments
For me its the Roulette table…
(Not Poker, of course)
Each Gig was richer.
You meet the client almost each time so it adds that personal touch versus base game gigs the fixer calls you and then you get the text message with the details. Rarely (if at all?) do you interact with the client so it’s a bit more impersonal. Great for business as a merc, but not so great for RPG storytelling.
All the Dogtown gigs had some real moral dilemmas such as The Man who Killed Jason Foreman and fucking Talent Academy.
They felt like fully fleshed out MAIN missions. The storytelling for the gigs was really well done.
Choices that matter
The Relic abilities.
The more fleshed-out side missions.
More grey morality.
The Space Force One crash+spiderbot fight adds another great large-scale cinematic action sequence to a game that IMO kinda lacks for them
Idris Elba driving me around.
Atmosphere, not that Night City didn’t have a wealth of it, but there’s something deep and rich about Dogtown, you can feel the time spent on it.
The smaller scale of the game is the big difference.
In the base game, they were making a game that needed to be 80 or so hours on average to a completionist, it all had to be finished, there had to be a story to span the game world with interest.
By making it compact and only trying to make 20 hours for a completionist, they can focus so much more effort on “less” so the “less” content up beings “more” in scale, scope and then quality.
It has better main story and more complex gigs, I honestly feel main story of PL is probably same or longer than main story if not counting optional side quests.
The clothing options in Phantom Liberty are pretty incredible compared to the base game. Plus better side gigs
An ending where V survives?
Well made boss fights that felt like bosses not enemies with more health .
Horror. Fuck the Cerberus unit.
The recurring events; the airdrops and the car jacking “gig”, which does extend outside of Dogtown but requires progressing PL story to unlock. The base game should have had more things like that.
More insight on Militech and NUSA.
A usable flashlight
I like the endless gigs, like stealing cars from random locations and sometimes fighting gangoons before delivery. Stealing the supply drops is also fun too. That’s what the sequel needs more of. Simple, yet lucrative opportunities with a limited time window to act on them. It makes the world feel more alive. The sequel can have special bounties on criminals, small-scale heists, or impromptu street-fighting hustles – all occurring at random in the wild.
Not much apart from a 750m x 250m gated community.
Way better commentary from Johnny.
Far more cinematic moments and it genuinely made me care about the characters
The only one I gave a shit about in the base game was Kerry
I will say, The Tower ending was bullshit but everything else was great
Better Mini bosses / boss fights
By far, the random supply drops in dogtown, loved hearing it, rushing toward it, lot of enemies and a cool loot after.
The complete NC experience. Got a feeling PL is the base game, that they planned it all along but because they need to release the game early and unfinished to please their investors.
Phantom Liberty turned a game that was more or less a tech demo into one of the better game expierences in recent memory. That gameloop of grabbing a car and fighting your way downtown as that radio plays. Incredible!
There were a few of the gigs and side content that my decisions had true repercussions, one sent me into a blind rage attacking anyone I could find from that group… before reverting to an early save when I had a cooler head.
Verticality and mission design. Much more fleshed out you can tell the devs really wanted all the missions to feel like these. Lots more actual meaningful choices that really do change how the story goes
The other half of Pacifica and the stadium.
Dogtown is a well developed area with related quests that is far more flavorful & recognizable than the other main areas of NC.
In the Witcher 3 you had unique well developed areas (Skellige, Velen, Novigrad & oxenfurt, toussaint, kaer morhen) with unique quests related to the area creating far more immersion as you travel/explore between areas.
The change in scenery & story in cyberpunk had less of an effect on me compared to W3. Except for dogtown. Entering & doing quests in dogtown for the first time was amazing and a unique experience comparable to entering toussaint/skellige/novigrad etc for the first time.
The new gigs were more than just a text and going in to beat enemies, they all had tough choices to make too
They reminded me of New Vegas side quests, hope the sequel gigs are as good as these
The bad ass James bond-esque credits theme
Way better combat encounters
Aurore Cassel
I’m gonna sound dumb but… how do you play phantom liberty?
I own it, currently playing through the main game and Haven’t seen anything PL related.
I don’t know if anybody else noticed, but in the base game, Johnny doesn’t have expressive facial animations. One of the first things I noticed with PL is that Johnny actually looked like he was talking to me, instead of his mouth just moving and words coming out. He has body language and facial expressions now.
Gives 2077 Night City a real combat zone
So-Mi
The first time going into Dogtown and creeping to the hideout with Meyers, plus seeing the number of enemies at the gate gave me a sense of peril I hadn’t had since the beginning of my first play through. For a spy-focused storyline it really set the tone for sneaking around and being smart about your actions instead of just being so leveled up you could just go kill everyone. Idris Elba’s character imploring you to be cautious when you meet him also grounded things a lot. He has such a gravitas as an actor and character that it brought me back to earth a bit after so many hours blasting through main story jobs on autopilot.
The final 3 hours of the main story is fucking art. Slow James Bondesque build up, betrayal, action, heartbreak, twist. And after the brutal terminal fight you face the truth.
A true horror sequence
Your life path has actual meaning. At least its more meaningful that the OG story. Corpo feels like ex counter intel, and Nomad is not just “my name is V and i used to run in badlands as well”
Side activities actually meaningful, not just “go here kill this congratz”
Main PL mission was far more superior than the OG story in terms of choices
Vertical gameplay. Dogtown is absolutely packed and quests utilize all the levels and stuff. Absolutely loved it for it
Each gig questions your morality more, it’s less, “ do this and do this, or do this and grab this” it’s got more depth, it gives you a chance to make decisions based on your morality
Some unfinished content from the pre-launch trailers of Cyberpunk. Like Vulnerability Analytics. Somewhat Damaged is the single most memorable mission on the game, coming from someone who posted “Time to Party Like It’s 2023” on Christmas. Having us being a part of a grand scheme that will affect the world.
Gigs, I cannot even touch on that fact.
Feeling of power in gigs and missions. After Hansen’s death, where you choose the future of Dogtown, now that’s my V. That’s the V that killed thousands of people in a matter of weeks, strolled through Arasaka Tower and fucked Smasher in the ass. That’s the shit. All this actually makes you proud of yourself if you delay the main storyline of PL till you have finished most of the base game. It actually makes sense after that to go on that suicide run on ‘Saka Tower.
Edit: Last but not least, expanding Johnny Silverhand’s past and making an actual peace with him. You guilt him into that peace in the oil fields, if you choose the “right dialogue” for Secret Ending. The talk in the AV if you have a good relationship? That’s how I will remember Johnny.
Vehicle combat and armored cars
Dogtown was so necessary to just drive down the idea that Night City had a really bad couple of neighborhoods where Police didn’t dare go into.
The dlc has been more fun than the base game for me.
An incredibly humongous deep dive into depression over the new secret ending.. which imo is Vs canon ending.
Felt like Keanu was warming up to voice acting more in the DLC. Felt more natural, in a way