Cloudpunk Review — Missed Opportunities
It's always tough to simulate a certain type of task in a video game and keep information technology from getting repetitive for players. Of course, every job has its own unique details, but you can't discover any job in the earth that isn't trapped in a bicycle of its own kind. All the same, when information technology comes to video games, your main goal is to create a highlight of dissimilar scenarios and place them in the all-time order possible to deliver an enjoyable and various experience. Cloudpunk tries to put y'all in the role of a futuristic delivery-adult female, but it oft fails to achieve its pursuit equally an enjoyable gameplay experience.
Cloudpunk reminds me of Night Call in some aspects, as both games endeavour to follow diverse storylines defined by the nature of the jobs they are simulating. In Nighttime Call, you're an ordinary taxi commuter and face up diverse people with different stories every night. However, when you unintentionally choose to go yourself involved in those stories, the game starts to show off its narrative potential. The same goes for Cloudpunk too. Working for a futuristic commitment service, yous go to run into different people and ship various cargo from point A to point B, but sometimes you have to get yourself into some trouble to avoid even bigger issues.
"Cloudpunk tries to put you in the role of a futuristic delivery-adult female, but information technology often fails to reach its pursuit as an enjoyable gameplay experience."
Unfortunately, both games sacrifice gameplay for a ameliorate story, though at least Cloudpunk handles this in a stronger fashion than Dark Call. It seems as if Cloudpunk is only using sure gameplay mechanics to tell a story, and it doesn't affair how well those mechanics have been organized. The primary affair you practise in the game is drive your futuristic motorcar between the lawless skies of a Blade Runner-style urban center. As you work more and more, you can get new parts for your vehicle and can purchase some new furniture for your tiny home. You should besides make plenty money each night to fill upward your gas tank and repair your car if it'due south as well damaged.
Each delivery that you make has its own story backside it. Sometimes the game gives you the choice to cease a task in the way y'all want, though you have to consider the outcomes. Unfortunately, the world-edifice in Cloudpunk simply doesn't feel satisfying enough. I don't have any trouble with the cube-like graphical style of the game, merely the earth feels empty and repetitive well-nigh of the fourth dimension. The pattern of the tall buildings and skyscrapers are varied and gorgeous, and it feels different each time you exit of the car to deliver a bundle to a destination, but it doesn't feel the same when driving.
While driving on highways, you can barely find crowded places full of vehicles; nearly of the time, information technology'south you and a lot of empty roads. When there's no crowd in the city, how could driving be a challenge for you? This is especially truthful in a game like Cloudpunk where in that location are no certain avenues or streets or alleys. An event like this could exist less apparent with stronger driving gameplay, which Cloudpunk had the potential for. But unfortunately, the driving itself is boring enough that you always wish to attain your destination every bit soon as possible to see what happens with the new delivery instead of enjoying a ride in the high skies.
Despite all those gameplay issues, Cloudpunk has a expert number of varied missions that most of the time bring in new characters with their own complicated stories. Some of them are filled with sarcasm that aims at a bunch of hilarious Twitter-similar cultures of the modernistic world, and they exactly hitting the spot. Overall, the game features a strong and structured storyline with skilled voice actors, and information technology'southward the just thing in Cloudpunk that can secure your connection to the game until the end of information technology. That is, if the technical issues allow y'all to cease your missions properly.
"For me, Cloudpunk was totally against what I thought it would be."
Later all those bug I mentioned previously, at least you might've expected a sustainable and strong technical functioning, only I'1000 distressing to tell you that Cloudpunk is probably going to wearable y'all downward. The biggest event that I faced while playing the game was a very strange bug that kept reshowing missions that I had already done on the map and HUD several minutes after finishing them. That was still something bearable for me until the game started replaying all the dialogue betwixt characters from the beginning.
At one point, I was delivering new cargo to a new destination, but I was hearing the dialogue between the protagonist and her chief from the very beginning of the game. I've never ever seen anything like that in a game before. I mean, how is someone expected to finish this game with a bug similar that? As of correct now, the bug is still there, fifty-fifty though the game has received some updates since its release.
Fifty-fifty if Cloudpunk isn't a technically broken game, it's a mediocre feel that tin can just satisfy those who play games looking for deep, interesting storytelling. But with and then many frustrating bugs, you lot tin can't sympathise anything from the story from a certain point on. I tin can only recommend playing it once these technical problems are resolved. For me, Cloudpunk was totally against what I idea it would be. It's a flawed experience in every chief aspect that a video game should represent and proved to be an even bigger failure on the technical front end.
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Source: https://www.dualshockers.com/cloudpunk-review/
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