I feel like the game was meant to have so much more to explore but wasn't able to be implemented all the way through or was scrapped prior to release. There's so many places high up or "out of bounds" that have interactable objects, npcs, and/or structures that can be traversed but lack anything more than that.

13 Comments

  1. They mentioned in the original night city wires about the city having tons of verticality and being able to take random elevators and find yourself somewhere completely new. They probably scaled this down and you can experience it sometimes but that’s usually related to gigs or other missions

  2. CowInZeroG

    Mods really open up the world. There is so much cut content too. From Rooftop Bars to an Arasaka Aircraft Carrier in the water 👀

  3. JoRiGoPrime

    Don’t get me wrong, the game is great, awesome, but they over-promised and under-delivered. I’ve never had any severe bugs, but I remember being furious thinking “so much potential going down the drain, why would they even tried to do PS4 and Xbox ports. Wasting time in those crappy systems instead of developing the world.” I hate consoles and so do you.

  4. oofinator3050

    i like climbing out of bounds to see if i can get in mission areas

  5. astraldooley

    My one hope for Orion is a much more open and expanded city to explore.

  6. Dangercules138

    In early builds of the game, you were going to be able to wallrun as well as use the mantis blades to scale up walls. I assume they had quite a bit mapped out before some of those mechanics were cut.

  7. DietAccomplished4745

    It must be frustrating to no end for CDPR devs seeing redditors take the things they broke their backs to implement and using them as ammunition to imply the game was meant to be something else.

    Is all this geometry modeled out and has collision applied to it because “cut content” or is it because they knew since the get go that the players will have a high level of mobility and a procedural mantling system that lets them climb onto anything, so they used their immense resources to make sure the player could reach obscure areas of the map without running into invisible walls or holes in the level geometry?

    All those tucked in areas and distant roofs had artists and level designers go through them to pretty them up and make them functional. The games titanic budget allowed for that to be done at an unprecedented scale, which is why you can climb on all these places and not run into an invisible wall or an instakill barrier thatd be there in a different game.

  8. jl_theprofessor

    A whole hell of a lot. Just the fact that they modeled the NCart station interiors, places that you can’t go currently, shows that they had a lot they wanted to do.

  9. haitama85

    Having played Witcher 3, I was hoping there’d be more side characters with unique dialogue with V and with other NPCs… because Witcher 3 really spoiled us with tons of dialogue.

  10. Born-Demand-6919

    One of my favorite past times in the game is trying to find places you aren’t “supposed to get to” with double jump, it’s so fun haha, I still remember when there was no Metro system, now being able to ride around the city freely and just being able to walk around and take the train from district to district instead of driving everywhere has led me to find a lot of things, I’ve been trying to hit up all the NCPD calls around the city and have found some interesting stuff, for what it is I think Night City is an exceptional work of game design and immersion and has some of the best open world POI’s to explore, I’m still finding new things to this day and I have 876 hours in-game. Sure, you can tell that they might have planned more areas, but to get done what they did and deliver such an awesome game is commendable, at some point they have to stop and ask, does the game need more for what it is, and I think the level of exploration is perfect for the size of the story and has content spread out between the city evenly.

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