With all the controversy surrounding the release of Cyberpunk 2077, there is an actual game out that some people are playing and maybe possibly even enjoying, despite its issues. I’ve said repeatedly that I can see the core a great game in there somewhere after my time on Series X, but it’s buried under bugs and a lack of features and horrendous AI and about 30 million other things that need fixing.
Today I figured it was time to head back to the endings of the game to explain one that I have missed, one that you have probably missed, and one that most people will miss because it’s borderline impossible to get without a massively careful guide like this one. That would be the ultimate “secret” ending of the game, one that you will probably have to do an entirely new playthrough to get, unless you are very very lucky.
First, here’s what the secret ending is. So obviously spoilers follow.
There are three main endings to Cyberpunk 2077, options that Johnny presents to you on a roof at the end during the “point of no return” mission. You can take Arasaka’s deal and hope it works out, you can give you body to Johnny and let him and Rogue storm Arasaka Tower for the third time, or you can call Panam and your Nomad buddies to help you. I’ve already said that the Nomad ending is the “best” one, though each of these also have ending tweaks you can make, ie. after the Arasaka ending, go back to earth or upload your soul to the cloud, or in the others, have your body worn by V or Johnny permanently.
But there’s a uh, seventh ending, I guess it would be. A secret one. In this ending, You and Johnny run one last solo mission together, sparring the lives of all NPCs who die in the other endings, which technically might make this the “best” one.
You may not have noticed this is a thing, but in the “percentages” in your main menu, the one in the middle represents your relationship with Johnny. The higher the percentage, the more in sync you are with him. To unlock this mission, it requires you to be 70% in sync with Johnny, but most players, even if they have done a bunch of Johnny-specific sidequests and sided with him in most conversations, will find they end the game at 60%, which doesn’t qualify. More on that later.
Then to get this ending, you have to be on the roof with Johnny, and he presents you the three options. You pick the options with him and Rogue, and when he asks you if you’re sure, you do nothing. You sit there for a few minutes looking between Johnny, your gun and the pills. Johnny will recognize your indecision and come up with a plan of his own, a solo mission for you two.
This mission is brutally hard so you will need to be extremely strong and capable to run it. If you die, there are no do-overs, and that’s a “blaze of glory” ending by itself. But if you live, this is technically the “best” ending where none of your friends die.
The problem is getting to this ending, given the 60% issue that most players will run into when you need a 70% relationship with Johnny. And players have traced the main problem back to a single conversation you have with Johnny during a key point in the game.
There’s a mission which has you go finding Johnny’s discarded body in the oil fields. The two of you have a heart to heart, and he asks you what you would put on his tombstone. I was told you have to say “the guy who saved my life” here, but that’s not all. I did that randomly before I ever knew about this, but there’s more, you have to pick all of the following conversation options in this scene in the video below:
Then, once you do this, and once you finish all the Johnny-related sidequests after that, you should indeed be at 70%. Again, there is no way to go back and do this unless you have a very specific save ahead of that point, so if you want to get this ending, you will probably need an entirely new save file.
As a final note, I have also heard that if you are at 50% “balance” with Johnny instead of 60%, that also works. But I do not know how to get “less” Johnny percentage than 50% other than maybe skipping some of his quests. But if you are heading into the last mission at 50%, you might as well give it a try on the rooftop and let me know if it works. But the main problem is going to be most players stuck at 60%, which it seems like most roads lead to.
So, that’s the ending. I kind of hate how absurdly specific it is to achieve, and I sure am not going to start an entirely new save file to get it. If you want to see what it is, I suppose you can look it up on YouTube. It’s not like any of these endings truly matter because when the game reloads after any ending, you are always stuck before the final mission anyway. But I know some people will want the secret ending, so this is your hyper-specific path to get there.
Cyberpunk 2077's Latest Patch Reportedly Added A Game-Breaking Bug – Kotaku
Last night, CD Projekt Red dropped the first major update for its troubled open-world shooter, Cyberpunk 2077. “Major” is a relative term. While larger than previous updates, yesterday’s patch 1.1 focuses more on stability fixes rather than a wide-ranging overhaul. In fact, it may have even made the game worse—by introducing a potentially game-breaking bug.
Patch 1.1 addresses an issue in the mission “Down on the Street” where Takemura would not call, thereby preventing any progress in the mission. He’ll call now, apparently, but then won’t say a word. Some users say that reloading old saves or creating new save files doesn’t fix it either.
There’s at least one apparent workaround. First, try to call Judy before Takemura calls. When he does, hang up the line, then tackle a side job. (The player who reported this workaround tackled a Delamain side-quest.) Wait 24 hours in-game and Takemura should call in—with dialogue and everything—allowing you to progress in “Down on the Street.”
Kotaku has reached out to CD Projekt Red for comment.
I’m playing Cyberpunk 2077 on an Xbox Series X, where it performs better than it appears to on last-gen consoles but not, as one of my roommates likes to so frequently remind me, as well as it does on his high-end rig. Still, I’ve run into some bugs since day one. Usually, they’re garden-variety hiccups: NPCs floating in the air in ways they should not, or a weapon refusing to reload even though I’ve tapped “X,” like, eighteen times. Small potatoes.
The bug that soured me on the game popped up during the “Stadium Love” side-quest, in which you meet up with a bunch of veterans, throw back bad vodka shots like you’re at a bad frat party (“What is this, rubbing alcohol?” V asks), and then engage in a shooting contest. In one attempt, I wasn’t able pull out my gun—pretty much an instant DQ in a shoot-off. In another, I was, but all of the veterans around me also would whip theirs out and then start shooting at me. That sucked too. I decided to shelve the game until it was in a better state.
“Stadium Love” is not listed among the dozen or so quests that were addressed in yesterday’s 1.1 patch. Against my better judgement, after downloading the 16.5GB (!!!) update, I tried the quest again. I was able to shoot my gun without issue. I also still got shot at. So, not perfect.
CDPR says yesterday’s update addresses an issue with the quest “M’ap Tann Pèlen,” where players could run into a roadblock trying to talk to the character Mr. Hands on the phone. I had no issue doing so today, but hadn’t tried the quest at all before downloading the 1.1 patch. Who knows if I would’ve hit a snag, say, three weeks ago.
In general, after spending some time with the game last night, I can say it feels pretty much exactly the same as it did before I put it down. Maybe those on last-gen consoles are seeing more benefits. Right now, social media seems to be loud with news outlets noting the patch exists or players pointing out how thin the notes seem. CDPR says this patch is “focused on various stability improvements and bug fixes” and “lays the groundwork for the upcoming patches.” Next one’s due in February, per a statement from December.
Ten days ago, CDPR released a video stating that January’s big update would release within the following ten days. Yesterday’s 1.1 patch, in the most technical sense, hits that mark. These are indeed updates that indeed address some issues with the game. It also landed at 5:00 p.m. ET (10:00 p.m. Warsaw time) on a Friday. Make of that what you will.
Is Cyberpunk 2077 “good” now, in the way No Man’s Sky clawed its way to greatness? No. Not yet. But this is one small step in the right direction. I’m eager to see what’s next.
Cyberpunk 2077 is in a cyberfunk
Microsoft blasts Apple's MacBook Pro in new Surface Pro 7 ad – iMore
Microsoft has fired several shots at Apple’s MacBook Pro in a new advert for its Surface Pro 7 shared yesterday.
The new advert compares the MacBook Pro with Microsoft’s Surface Pro 7, seemingly mocking the MacBook Pro’s lack of support for either a touch screen or a pen. It also highlights the detachable keyboard of the Surface as well as support for various bits of software including games that macOS doesn’t have.
Finally, the 30-second clip highlights the price, at $890 the Surface Pro is certainly a lot cheaper than the MacBook, but are its criticisms fair?
Of course, Apple has a tablet with touch screen support, Apple Pencil, a detachable keyboard, and more in its iPad lineup, and you could perhaps be forgiven for thinking that comparing a Surface to a MacBook isn’t really a fair comparison… What do you think?
Apple is planning big changes to its Mac lineup this year, including the introduction of a 14-inch and 16-inch MacBook Pro with all-new Apple silicon chips. From a recent report:
A huge dump of massive MacBook Pro leaks has revealed a slew of details about Apple’s rumored upcoming new models.
First up, supply chain analyst Ming-Chi Kuo has revealed several key new details about the expected devices. In a note seen by iMore, Kuo reiterated that Apple will release a new 14-inch and 16-inch MacBook Pro in Q3 of 2021. They will feature a new chassis design with a flat, right-angled top and bottom cover akin to that of the iPhone 12, rather than the slight curve of previous models. Kuo says that MagSafe charging will return, but the Touch Bar is out in favor of a row of physical buttons.
Reports from Kuo are echoed by Bloomberg’s Mark Gurman, who says that Apple will bring back both MagSafe charging and the SD card slot to its MacBook Pro this year.
Cyberpunk 2077 patch 1.1 arrives with stability improvements, bugfixes – MobileSyrup
Update 01/23/2020 at 1:03pm: Well, that didn’t last long. CD Projekt Red’s latest patch for Cyberpunk 2077 apparently introduced a potentially game-breaking bug even as it solved several other issues with the game.
As reported by Kotaku, patch 1.1 addresses an issue in a mission called ‘Down on the Street’ that caused a character named Takemura not to call the player. While Takemura will now make the call, he reportedly won’t say anything to the player. Worse, reports indicate reloading an old save or creating a new one also doesn’t fix the problem.
That said, there is one odd workaround that involves trying to call another character, Judy, before Takemura calls you. Then, when Takemura calls, hang up and tackle a side job, wait 24 hours in-game and then accept another call from Takemura. The second call will have dialogue and will allow players to progress the mission.
Aside from that new bug, Kotaku reported that the rest of the 16.5GB patch helps a little, but generally, the game feels as buggy as before, at least on the Xbox Series X the publication tested it on.
After a rocky launch and several hotfixes, Cyberpunk 2077 got its first major patch.
In a tweet on the Cyberpunk Twitter account, developer CD Projekt Red (CDPR) announced patch 1.1 for PC, console and Stadia, which focuses on various stability improvements and bugfixes. Additionally, CDPR said the patch “lays the groundwork” for upcoming patches.
Patch 1.1 is out on PC, consoles and Stadia!
In this update, which lays the groundwork for the upcoming patches, we focused on various stability improvements and bugfixes.
— Cyberpunk 2077 (@CyberpunkGame) January 22, 2021
The tweet included a link to a website listing all the changes included in patch 1.1. It’s a long list, but some of the highlights include improved memory usage in multiple areas, crash fixes related to loading saved games, opening or closing the game and the ‘Point of No Return,’ a section in the game in which players begin the finale of the main story and are no longer able to complete side content.
On top of that, patch 1.1 fixes several issues with quests, the user interface and more. CDPR’s patch notes say that the update improves performance on the PlayStation 4 Pro and PlayStation 5 consoles, while Xbox One, One X and One S players should see improved memory usage in several areas of the game.
You can read the full patch list here.
Whether these changes will have a big enough impact on Cyberpunk 2077 to repair the damage of its rocky launch remains to be seen. The game arrived in a buggy state, especially on older consoles. CDPR released hotfixes to fix some of the worst issues. Eventually, Sony pulled Cyberpunk from the PlayStation Store, and retailers began offering refunds. CDPR itself eventually launched a refund program to help players who couldn’t return the game to the store they bought it from. Investors also filed a lawsuit against CDPR alleging the company misled them about the game’s issues.
The Verge notes that CDPR announced another major patch would follow this update. The developer called it a “larger, more significant update” and it will arrive in the coming weeks.
Cyberpunk 2077's Latest Patch Reportedly Added A Game-Breaking Bug – Kotaku
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