All GTA Online Casino Mission Rewards (& How To Get Them)

casino dlc story missions

casino dlc story missions - win

Just randomly got this message. Is this the casino story stuff? I did all the missions when casino DLC dropped though, so why would I get it now? And does it mean/do anything?

Just randomly got this message. Is this the casino story stuff? I did all the missions when casino DLC dropped though, so why would I get it now? And does it mean/do anything? submitted by Viliam1337 to gtaonline [link] [comments]

GTA 5: Actor hints at new story mode update as Funmw2 leaks Casino DLC missions

GTA 5: Actor hints at new story mode update as Funmw2 leaks Casino DLC missions submitted by rotoreuters to betternews [link] [comments]

Disappointed in the direction of Grand Theft Auto

Life long gamer. My favorite game series growing up was Grand theft auto. GTA 3. GTA Vice city. Gta San Andreas were all of my favorite games.
Lets not forget ambitious handheld single player experiences such as "GTA: Liberty City stories" and "GTA: Vice City stories" on the PSP
When GTA 4 was announced. And the trailer dropped I was extremely excited. I would watch every trailer, analyze screenshots. I loved the single player campaign. I also loved the focus on single player content. The Lost and Damned, and the Ballad of Gay Tony were very ambitious DLC content in my opinion. Both tied in to the main plot in a fun way, which was planned from the beginning.
Remember, when you completed Museum Piece in GTA 4, you got the "Impossible trinity" achievement. Trinity as in Niko, Luis, and Johney (that mission was the lone moment that connected GTA IV's main story, and the two single player DLC's)
We even got the ambitious "Chinatown Wars" with the entire map of Liberty City on the Nintendo DS.
I remember being at lunch during high school when the trailer for GTA V dropped. Went to midnight launch for GTA V and got it for the XBOX 360. I also brought the Xbox One version to play it on that gen.
But here we are. What was once my favorite game series has now become a soul less cash grab. Where is the new GTA? New stories? New characters? New area to explore? Modern day Vice city?
I wouldn't even mind a more modern rendition of Liberty City, with a version of Philadelphia in the south, and Atlantic City in the east for casinos etc. 3 cities in 1 map like in San Andreas. That would be pretty cool. GTA: San Andreas consisted of Los Santos (based on Los Angeles), San Fierro (based on San Francisco), and Las Venturas (based on Las Vegas).
Im ashamed of what GTA has become.
Instead you release GTA V AGAIN on the next gen. It will be year 2032 and we will still be getting upgrades upon upgrades on the same game that I played on the 360!...
No GTA game for almost 2 generations of systems. Micro transactions/ Pay to Win/ should not be legal
Edit: to be clear im not buying it. Havent touched it in years
Edit #2: I am talking about the GRAND THEFT AUTO series. Not Red Dead Redemption. Red Dead Redemption ONLY exists because of the popularity of GTA.
submitted by SwoopDaEagle to rockstar [link] [comments]

Borderlands 3 - a great shooter with a lot of flaws

So I've been playing Borderlands 3 on the PS5 and really enjoying it! I finished the main story and am currently making my way through the DLC (which has been great so far, still on the Casino one.)
For background I have played all the other Borderlands games and enjoyed them, but had not played any of them in 4 or so years so I was unsure if the formula would hold up.
Pros:
- The gunplay feels really great. The slide and mantle give you a lot more mobility, and the shooting feels GREAT on the dual-sense, the haptic triggers really add to the variety of guns in the game and 30 hours in I'm still finding guns that have new trigger feelings.
- On a similar note, it runs great on the PS5. A few small bugs but other than that steller frame rate, smooth UI and minimal loading screens. I can definitely see how this all NOT being the case could ruin a game like this, as it was at launch.
- My boy FL4k is awesome. Pro-ZD does a great job on the voice acting, and in general I find his character to be super fun to play as, not to mention having my favorite character design in all of Borderlands. I love the little touches like the food bowl on his backpack, or the matching bandana on his pet skag.
- The loot is meaningful and fun to play around with. I have been able to try out multiple different builds and they have changed the way I approach combat in significant way.
- Some great side quests. Also, I love some of the new characters like Wainwright Jacobs and *SPOILERS* the explorer you meet on the final planet. See the cons for most of the rest of the writing haha
Cons:
- I'm sure you've heard the critiques of the writing and they aren't wrong. i don't think it's *as bad* as some of the reviews I've read have made it out to be, and it has definitely made me chuckle quite a few times. But there are definitely too many jokes, and the main plot is not great. I think it had a chance to be really meaningful but didn't stick the landing. The main weaknesses for me are the lack of compelling character arcs and motivations, and I wasn't a fan of the villains.
- It still does that Borderlands style of quest that I would describe as "Lucy pulling away the football from Charlie Brown" where things keep going wrong and you have to keep doing things. It can be frustrating because it never gives you an idea for how much longer a quest or missions could take: could be 20 minutes, could be 30!
- The level design is a little too linear imo, I wish there was a little more room for exploration or taking alternate roots to your destination.
---
Overall, I would recommend this game to people who enjoyed past Borderlands game or who just got a PS5 and are looking for a shooter that takes great advantage. It will definitely require some patience, but I think leaning in to the goofiness of the world and really trying to take advantage of the combat system/RPG mechanics can lead to a really great time!
submitted by wesknowsbest to patientgamers [link] [comments]

For my yearly New Vegas playthrough I decided to play Dead Money in Very Hard + Hardcore

Call me crazy, delusional or even sadistic, I’m confident I’ll make it through . I’m not at my first playthrough after all and I got quite some experience with dead money. But for you guy’s enjoyment I’ll try to give this post a daily update to let you know how it’s going.
19/12/2020 : starting the Dead Money DLC Edit : 19/12/20 : well first of all thank you all for the upvotes, to be fair I never had so much upvotes so I’m really happy that you took interest in this little adventure of mine. For the people interested in my progress : I freed Dean, God and Christine and I’m going for the meeting. It’s not nearly as difficult as I imagined and for people planning on doing it it’s totally doable Edit (19/12/20 again) : it’s starting to be really more challenging, as I explore the outskirts of the villa ghost peoples start to literally 1v5 me and with the scarce resources I have it’s becoming more challenging, story wise I’m just before the gala opening
Hello everyone this is the last update at 20/12/20 So what happened ? Shit happened! After my last update things got really difficult and let’s say I might have insulted my controller a bit. Nonetheless I finally entered the casino, did the mission (killed Dean cause he’s a bitch, gave a new personality to God/Dog and well been nice to Christine. Finally I pulled an extra sneaky on Elijah by stealing the 37 gold bars and locking him in the vault. In conclusion I wanted to say thanks to all of you because without this post motivation I might have just given up a few times. If you want a review of my experience: it’s difficult by moment, extremely annoying for the most of it but I’m still alive (even if I lost 80% of my sanity). For peoples interested in stats I Died 11 times in a total of 9 hours (took some pause)! So that’s about it for my experience. Have a good one everybody!
submitted by GRNTOG to Fallout [link] [comments]

There's nothing like GTA: Online, for better and for worse

The promise of Grand Theft Auto: Online is an intoxicating one. GTAV’s world remains one of, if not the most remarkable in gaming history, and the idea that you and a group of friends can team up and wreak havoc upon that world seems too good to be true.
To some extent, it is too good to be true. GTAO suffers from a myriad of technical issues and limitations, including ridiculous loading times, crashes, game-breaking glitches, and terrible anti-cheat. It’s like a complicated, unwieldy machine with hundreds of unseen components. If it fails, your only two options are to start from scratch, or give up.
But when it all comes together, when you finally find your friends after five minutes of loading screens and ten minutes of yelling at each other on Discord to “go here”, the experience is unparalleled. The first few hours we spent roaming the world were violent co-op magic, like a depraved, extravagant Scorcese montage with a body count that would turn eyes at the ICJ. We did missions, did drugs, blew things up, got haircuts, bought clothes, bought cars, stole cars, shot police, shot pedestrians, and of course, shot each other. Being homebound due to Covid, our at-first daily, then weekly GTA sessions kept us connected, the first time a game had done so since our short-lived Minecraft phase in March of last year.
But yesterday, as we failed the same section of the Diamond Casino Heist for about the twentieth time, one of my friends broke the silence. “Is anyone having fun?”
Several months ago, I posted a rant on this subreddit about the singleplayer, bemoaning its weak story, poor gunplay, unnoticeable progression, and surprisingly empty open-world. I stand by what I wrote, perhaps even more so now that I see how much more compelling GTAV could have been if it had included online’s heists, vehicles, and properties as DLC.
That said, online is not without fault. While there’s a massive catalogue of things to buy, the grinding necessary to purchase these things is awful, making even Cookie Clicker feel productive. GamesRadar says the Heists, which themselves require expensive properties and a substantial initial investment to initiate, net you about 400k an hour, which isn’t all that much considering how much vehicles and properties cost.
We realized early on that the disparity between GTAO’s prices and its payouts was a manufactured pain point, the remedy being the game’s overpriced Shark Cards. Rather than dig out our wallets, we abided by GTA’s longstanding moral tradition and hacked ourselves enough money to buy every car, every property, and every weapon in the game. But even without the grind to worry about, GTAO had no qualms with wasting our time. The loading screens are the most obvious example of this, but these are, I believe, unavoidable given the scope of what you’re loading into. Where it’s less forgivable is in the tedious minutiae and the absence of systems that should be present.
The more we played, the more frustrated I became. Why can I only fast travel to my properties as a CEO? Why can’t I claim all destroyed vehicles at once? Why can’t I skip these stupidly long cutscenes? Why do I have to wait to spawn in a vehicle? In a way, it makes the same mistake as its singleplayer counterpart. Though it has incredible setpieces that you won’t find in any other game, the vast majority of your time is spent preparing for them.
I don’t believe games should have infinite longevity, so I don’t fault GTAO for losing its sheen after eighty-some hours. Overall, I had a good time. Tearing through hordes of cops in a pink Insurgent. The terrific Pacific Standard Heist. Getting picked up by my friend in a disgusting anime car that he claimed wasn’t his. Being repeatedly stalked and kidnapped over the course of several weeks by a hacker named “JOE BIDEN” who’d drive me around the map at light speed and drop boats on my head as I’d try to flee. And above all, having the opportunity to hang out with my friends during a pandemic. These are all experiences I’ll remember.
The hours I spent in loading screens, driving from one side of the map to the other for the hundredth time, and listening to Lester talk about skinny dipping? I’ll remember those too, though nowhere near as fondly.
submitted by fresh6669 to patientgamers [link] [comments]

The Complete Story of the Borderlands (thus far)

Hello everyone. A few years ago I posted a complete summary of the Borderlands games up to Borderlands 3. Today I am back to update the story summary with all of the new events and lore revealed in Borderlands 3. That original post can be found here. If I missed anything or got something wrong, please comment down below so I can amend it.
Be warned there are MAJOR SPOILERS ahead for Borderlands, Borderlands: The Pre-Sequel, Borderlands 2, Tales From the Borderlands, Borderlands 3, DLC expansions, and the future of the series. Without further ado, here it is, the complete story of the Borderlands franchise!
Lore
Long ago, an ancient alien race known as the Eridians inhabited the universe. Originating from the planet of Nekrotafeyo, Their technological advancements far exceed anything the modern universe has been able to create thus far. The Eridians created Guardians, mechanical constructs, to protect their race and caches of technology, riches and weapons, known as Vaults. Powerful women imbued with supernatural powers known as Sirens begin to appear at some point. Only 7 Sirens can exist in the universe at a time, and when one dies, her unique powers are passed to another individual. Of the 7 known Siren Powers, we have seen 5 of them; Phaselock, Phaseshift, Phasewalk, Phasetrance, and Phaseleach.
At some point in their history, the Eridians encountered an immensely powerful interdimensional creature called The Destroyer. The Destroyer threatened all of creation, and in a final effort to stop it from destroying the universe, the Eridians sacrificed their race to trap the beast inside The Great Vault, a massive Vault the size of a planet. Nyriad, a Siren, completed the sealing of the Great Vault through use of a Powerful Machine on Nekrotafeyo. Following this, Nyriad, in an effort to prevent her Phaseleach powers from transferring to a new host, locked herself in the Vault on Nekrotafeyo to die. The Phaseleach powers would not be transfered to a new host upon her passing.
The Great Vault would later become known as the planet of Pandora, with her moon, Elpis serving as the Great Vault’s key. In an effort to keep the Destroyer dormant, a feeding hole was constructed through which sacrifices would be made every 200 years. A Vault Monster known as The Warrior was left behind on Pandora to protect the Great Vault, and a Vault Monster known as The Sentinel was left on Elpis to hold knowledge of the Great Vault’s purpose.
Fast forward millions of years to modern times. Humanity develops faster than light travel and begins to explore the galaxy. Typhon DeLeon, seeking a life greater than that of his turd farming parents, sets out on a universe-wide expedition to search for fame and glory. He discovers an Eridian Vault on the planet of Promethea. He sells the Vault's contents to a small company known as Atlas to fund further searches for Vaults. Typhon DeLeon would gain notoriety as the first Vault Hunter.
The riches within the Promethean Vault allow Atlas to become the largest and most powerful corporation in the galaxy. They establish their corporate headquarters on the Promethea and begin to explore and settle new worlds, one of which is Pandora. The Dahl Corporation arrives on Pandora soon after, and expands it's mining operations to the planet and her moon, while Atlas rules over its Pandoran settlements with its elite military unit, the Crimson Lance. The Corporate Wars, fought between massive corporations over resources began sometime after.
During DeLeon's travels, he meets a woman named Leda, with whom he accidentally discovers the ancestral homeworld of the Eridians, Nekrotafeyo, while making love. The couple would conceve their children within the Vault after opening it and slaying the Vault Monster within. Leda gives birth to conjoined twins, whom Typhon would separate so that they could survive, unbeknownst to the fact that they had absorbed the Phaseleach Siren powers of Nyriad. The twins were named Troy and Tyreen, and would later become known as The Calypso Twins. At some point of their childhood, Leda would be accidentally killed by Tyreen while exercising her Siren powers, resulting in Typhon becoming a stricter father. The twins would later escape from their protective father, fleeing the planet.
Pandora is bustling. Research facilities, mining stations and trade posts spring up overnight. A global network known as the ECHOnet is established, linking the planet’s populace. Little did the inhabitants of Pandora know, however, that they had settled during the planet's seven year winter. When the summer rolled around and the local fauna came out of hibernation, a nearly planet-wide exodus occurred. Those who couldn't leave took up shelter. The planet became a lawless frontier nearly overnight, with Dahl abandoning their facilities and letting loose the prisoners they had employed as slave labor. Hector, and his battalion are trapped and left in a mine on Pandora during Dahl’s exodus. Atlas abandons their the top-secret Gortys Project, which hopes to control the mysterious Vault of the Traveler, and locks away various pieces of the project across their facilities all over Pandora.
In the year 2873, 2 years before the events of the first game, Patricia Tannis, who was employed by Dahl, had uncovered fragments of a Vault Key, confirming the suspicion that a Vault was present on Pandora. The key was stolen by bandits and spread across Pandora. Speak of the Vault swept across Pandora...
Meanwhile, on Elpis, the situation was not much better. Dahl’s military force, led by Colonel Zarpedon denounced their ties to Dahl following Zarpedon’s encounter with the Vault on the moon. The military force became known as the Lost Legion and swore to protect the Vault. Extensive mining efforts by Dahl on the surface led to what is known as "The Crackening". The moon burst, opening great chasms and lava flows. The destruction of their mining facilities and the mutiny commited by Zarpedon forced Dahl to abandon Elpis. They fled the Pandora system shortly after.
With the moon under the control of a crazed military legion and Pandora, a lawless frontier, all seemed to be lost for the system, until...
Borderlands
The year is 2875. Four Vault Hunters; Roland, Mordecai, Brick and Lilith arrive at the small town of Fyrestone. Led by a mysterious ”Angel”, the Vault Hunters slowly begin clearing out local bandit populations until they encounter a bandit boss known as Sledge. Having killed Sledge, the Vault Hunters retrieve an Eridian artifact which is revealed to be part of the Vault Key. At the same time, Commandant Steele, acting Crimson Lance Commander on Pandora declares rule over the planet and demands any Eridian artifacts be turned over to the Crimson Lance.
The Vault Hunters travel to the city of New Haven, one of the largest surviving civilizations on the planet and learn about the location of Patricia Tannis. Tannis directs the Vault hunters to the next three pieces of the Vault Key, during which they encounter the Crimson Lance. Upon killing the bandit boss Flint who is believed to have the final Vault Key piece, it is revealed that Tannis had the final piece and was working with the Crimson Lance all along. Steele disables the ECHOnet and the Vault Hunters set out to the Crimson Enclave, a Crimson Lance base, to rescue Tannis.
Upon saving Tannis and reactivating the ECHOnet, Tannis sends the Vault Hunters after Steele who is attempting to open the Vault. The Vault Hunters fight through Lance and Guardians alike to reach The Vault just before Steele opens it. Upon opening the Vault, Steele is immediately killed by The Destroyer an ancient alien that was housed inside the Vault. The Vault Hunters kill the beast and return the Key to Tannis, whilst it is revealed that Angel, the guide to the Vault Hunters has been communicating to them through a Hyperion satellite the whole time.
Events Leading up to The Pre-Sequel
The opening of the first Vault triggered the release of an element called Eridium, which slowly begins popping up all over the planet of Pandora. Detecting the release of the element, the Hyperion corporation begins to move into the Pandoran system.
The Vault Hunters are summoned shortly after by an ex-Lance officer known as Athena. Athena assists the Vault Hunters in striking down an already crippled Crimson Lance and their sole surviving general, General Knoxx, driving the Lance off of Pandora for good.
Meanwhile, a Hyperion experiment that was intended to rid Pandora of Vault Hunters goes awry when a reprogrammed CL4P-TP unit, better known as a Claptrap unit sparks a revolution among Claptrap robots. Hyperion contacts the Vault Hunters and asks for help in dealing with the problem. The Claptrap revolution is shattered and the Claptrap robots are returned to normal, or at least as normal as Claptrap robots can be.
2 years pass between the events of Borderlands and Borderlands: The Pre-Sequel
The Pre-Sequel
With the Crimson Lance all but defeated, Athena seeks work as a hired gun. She comes across a distress signal put out by a Hyperion engineer by the name of Jack in the year 2877 who reveals his position to be aboard a Hyperion space station known as Helios. The station is under attack by Zarpedon’s Lost Legion who hope to halt the progress of construction of the station above Pandora. Athena, as well as mercenaries Wilhelm, Aurelia Hammerlock, Timothy Lawrence (who has undergone facial reconstructive surgery to pose as Handsome Jack's doppelganger), Nisha, and Claptrap travel to Helios to rescue Jack and save the station.
The Lost Legion are repelled by the Vault Hunters, and Jack launches the crew to Elpis in search of a jamming signal which is preventing fast travel off of Helios. The crew encounters Janey Springs who helps them get to the city of Concordia, a former spaceport before The Crackening. After dispatching some scavengers, the team enters Concordia, meeting up with Roland, Lilith and Moxxi who assist them in disabling the jamming signal, allowing Jack to fast travel off of Helios.
Jack confronts the Meriff, mayor and sheriff on Concordia and kills him. He then formulates a plan to retake the station. The team head to an old Dahl factory and assemble a robot army to retake Helios. This raises concerns among Roland, Lilith and Moxxi, however they go along with Jack. Jack and the team travel to Helios with assistance from their robot army and confront Zarpedon who reveals the location of a Vault before being killed.
Elsewhere on Helios, Professor NakayamaA deranged Hyperion scientist begins working on an AI prototype which he hopes he will be able to use to cheat death and upload a patient's consciousness onto a computer.
Roland, Lilith and Moxxi turn against Jack, seeing he is going mad with power. They head after the Vault, hoping to claim it before Jack. Jack sends his crew back to Elpis in search of the Vault.
The team dispatches Eridian Guardians as they head deep into Elpis, eventually reaching the Vault Elesser, beating Roland, Lilith and Moxxi. They defeat the guardian, The Sentinel, and Jack arrives just in time to claim an artifact inside which gives him visions of a new Vault on Pandora, home to an even greater power. Lilith enters Elesser and smashes the artifact, scarring Jack and pushing him over the edge. Jack adopts the identity of Handsome Jack with a mask covering his scarred face. With the company of Hyperion in his control, he begins seeking out the Vault on Pandora.
Events Leading up to Borderlands 2
Jack, learns of a secret weapon hidden away inside of Claptrap, known as the H-Source. Jack sends his crew inside of Claptrap’s mind in order to retrieve it. The team fights throughout Claptrap’s subconscious, learning more about the robot than they could ever care to know, until finally retrieving the H-Source and returning it to Jack. Jack uses the code to destroy all Hyperion Claptrap units. He executes the Claptrap belonging to his crew and dumps him off in Windshear Waste where he is discovered by Sir Alistair Hammerlock.
Athena and Aurelia leave Jack at this time, both disgusted by his actions. Athena settles down with Elpis native Janey Springs. The couple moves to the town of Hollow Point on Pandora shortly after, and much to the chagrin of Janey, Athena continues in her mercenary ways. She almost immediately picks up a contract put out by a man named Felix, who hires her to protect his two adopted daughters.
Aurelia disappears, whilst Nisha, Wilhelm and Timothy Lawrence stay by Jack's side.
Jack’s takes over the Pandoran mining town of Lynchwood for his girlfriend Nisha. Wilhelm, Nisha and Jack attack the city of New Haven, prompting Roland, Mordecai, Lilith and Brick to defend the citizens while they evacuate. Jack kills Brick's dog, while Wilhelm nearly kills the Vault Hunters, driving them away. Wilhelm and Jack then board a train commandeered by Helena Pierce, leader of New Haven and execute her as well as the city's residents.
This loss of New Haven and his dog causes Brick to snap and murder a Hyperion informant that the Raiders had captured in order to get intel on Handsome Jack. Roland kicks Brick out of the Crimson Raiders. Mordecai isolates himself, while Roland and Lilith begin assembling an army of ex Crimson Lance soldiers under the banner of the Crimson Raiders to protect Pandora. They face initial resistance from Jack and are slowly pressed back to their headquarters in the city of Sanctuary.
Jack, utilizing Eridium to power his weaponry and having declared himself dictator of Pandora, begins sending out messages drawing new Vault Hunters to the planet in search of the Vault. Jack systematically kills off all new Vault Hunters that arrive on the planet.
3 years pass between the events of Borderlands: The Pre-Sequel and Borderlands 2.
Borderlands 2
A Vault Hunter team comprised of Axton, Maya, Salvador, Zero, Gaige and Kreig survive a train bombing and crash in Windshear Waste in the year 2880. They encounter Claptrap who leads them to Alistair Hammerlock in the small town of Liar’s Berg. All the while, Angel directs them and pledges to help defeat Jack. Hammerlock sends the Vault Hunters after clearing out local bandits, which opens the way for the Vault Hunters to travel to the city of Sanctuary. At Sanctuary, the Vault Hunters are informed that the Crimson Raider’s leader, Roland, has been captured by a bandit known as the Firehawk. The Vault Hunters confront The Firehawk, who turns out to be Lilith whose elemental Siren powers have been enhanced by the release of Eridium across the planet. Lilith sends them after another bandit tribe who has Roland, and upon freeing him, learn of a plan Roland has to defeat Jack.
The Vault Hunters attempt to recapture the Vault Key from a Hyperion train with the help of Mordecai and Tiny Tina, however they find Wilhelm, Jack’s enforcer instead. He is narrowly dispatched by the Vault Hunters, and a power core is retrieved off of him that Angel insists can be used to shield Sanctuary from Helios’s barrage of fire. The Vault Hunters return the core to the city, and upon plugging it in, the core drops Sanctuary’s shield. Helios opens fire on the city, prompting Lilith to teleport the city away.
With the city crippled, Angel begs to be forgiven, telling the Vault Hunters that Jack is using her to charge the Vault Key to open the Vault and release The Warrior, an ancient alien that will serve whoever releases it. Angel tells the team that if Jack opens the Vault he will destroy Pandora. Angel reveals where she is being held, in a Hyperion facility and urges the Vault Hunters to free her. The team, led by Roland, Mordecai and Lilith gather what they will need to assault the compound, recruiting Brick along the way. The team assault the Hyperion base and encounter Angel, who is revealed to be Jack’s Siren daughter. She tells the Vault Hunters to kill her to stop the key from being charged, and when they do, Jack kills Roland and captures Lilith in order to use her to finish charging the key. Following Angel’s death, her Siren powers are transferred to Tannis, who keeps her anointment of Siren powers a secret from the rest of the Crimson Raiders.
With Roland dead and Lilith captured, Mordecai and Brick lead the assault through the Eridium Blight to the Vault. The Vault Hunters arrive at the Vault just after Jack opens it and releases the Warrior. The Vault Hunters kill the Warrior and Jack and free Lilith. Lilith, wanting to destroy the Vault Key accidentally activates a map showing the locations of more Vaults all across the universe.
Events leading up to Tales from the Borderlands
The Vault Hunters split up, some traveling off planet to find new Vaults, others staying on Pandora, taking up mercenary work. During a game hunt with Sir Hammerlock, the Vault Hunters encounter Professor Nakayama holed up in a crashed Hyperion ship. Nakayama falls down a flight of stairs and dies. His body is recovered by traveler and collector Shade after the ship is looted by the Vault Hunters.
With Jack dead, a power vacuum is created on Helios. A Hyperion executive known as Saul Henderson takes control of the company, but he is murdered shortly after by Hugo Vasquez, who regains control of the company. At some point, Timothy Lawrence, as well as all of the other Handsome Jack doppelgangers are instructed to travel to The Handsome Jackpot, a massive casino space station, where they are trapped, facing the threat of being blown up by a injected bomb.
It is unknown how many years pass between the events of Borderlands 2 and Tales from the Borderlands.
Tales From The Borderlands
NOTE: Not all events in Tales From the Borderlands are canon. While the overarching story is canon, certain events, such as characters that died or survived or minor details may differ from playthrough to playthrough. Gearbox has not confirmed which events from the game are canon, or if certain characters died or are still alive.
In the city of Hollow Point, three con-artists, Felix and his two adopted daughters, Fiona and Sasha, set up a con involving a fake Vault Key. Fiona delivers the fake Key, built by Felix, to Sasha and her boyfriend August.
At the same time, a cybernetic enhanced Hyperion middle manager by the name of Rhys, seeking a promotion from Henderson, is shocked to find him dead, launched out of an airlock by Vasquez. Vasquez demotes Rhys to Assistant-Vice Janitor but not before letting a potential deal with a Vault Key slip. Rhys, angered by Vasquez, recruits his friends Vaughn and Yvette to interrupt the deal and get the Vault Key. They travel to Pandora where the face bandits in the town of Prosperity Junction. Yvette sends down a Loader Bot to help them. The Loader Bot flies away, dispatching the last of the bandits upon Rhys's order.
Rhys and Vaughn enter The World of Curiosities where they find the taxidermied body of Professor Nakayama. Rhys recovers a data chip off of the body before they meet Shade, who introduces them to August and Sasha, the owners of the Vault Key.
The deal goes awry when Bossanova, a dub-step loving bandit boss, and Zero, crash into the World of Curiosities in the heat of battle. The fake Vault Key is smashed and Bossanova takes the money and escapes, followed by Zero. Amidst the confusion, Rhys and Vaughn try to hijack Felix's caravan. The two are taken prisoner by Fiona, Sasha and Felix. Hoping to prevent being tossed out of the caravan, they reveal they can track the money. The two sides form a temporary alliance. Rhys, hoping to find the money, plugs the recovered data drive into his head and collapses, while Vaughn successfully tracks the money to an abandoned Atlas warehouse.
Rhys comes to and they form a plan to recover the money from Bossanova who offers it to whomever wins his death race. Zero crashes the party and kills Bossanova, and just as the crew are about to get the money, it is captured by Felix who betrays Fiona and Sasha. Depending on your choices during the game, Felix will be blown up by the rigged case, or will toss it and escape. Either way, the money is destroyed. The group begins searching the arena for something of value. Rhys stumbles into a cellar which contains rare Atlas treasure. Fiona and Rhys each obtain a mysterious artifact that, when joined together, displays a map to a Vault.
A construct of Handsome Jack appears to Rhys, threatening to kill him. Rhys, obviously startled, tells Jack that he is dead and is merely a hologram. They infer that Jack's consciousness was aboard the data drive he took from Nakayama. Meanwhile, Fiona, Sasha and Vaughn uncover the location of a secret Atlas facility which they hope will lead them to the Vault.
The team meets back up with Loader Bot, and travel to Hollow Point for repairs to the caravan. They are shot at by the moonshots on Helios, and Rhys and Vaughn are separated from Fiona and Sasha.
Rhys and Vaughn travel across the desert until they encounter Vasquez, furious at Rhys for the blown Vault Key deal. Rhys and Vaughn escape thanks to help from Jack and Loader Bot.
Fiona and Sasha arrive at Hollow Point, and with the help from Scooter, repair the caravan. The sisters are attacked by two goons whilst looking through their old home; Kroger and Finch. They escape from Kroger and Finch and run into Athena, whom they also narrowly escape from. The sisters are reunited with Rhys, Vaughn and Loader Bot, and they leave for the abandoned town of Old Haven, where the Atlas facility is located.
They discover an Atlas facility hidden underneath the town, but are ambushed by Vasquez and August. Rhys and Fiona take their artifacts and join them with a machine deep in the facility, all whilst Vaughn and Sasha are held at gunpoint. The machine connects the artifacts and releases an object known as Gortys, a large sphere. Rhys triggers the facilities security system, deploying drones. They meet up with Vaughn and Sasha amidst a firefight between August's goons and the facility's security drones, and manage to escape. Outside of the facility, the team run into a bandit boss by the name of Vallory who orchestrated the Vault Key deal. August and Vasquez emerge from the facility and are interrogated by Vallory, who kills Vasquez and demands that Fiona and Rhys hand over Gortys. Vallory attempts to execute Fiona before she is stopped by Athena, who scares off Vallory, her son August and their goons.
Rhys activates Gortys, and she reveals that she can locate and control the Vault of the Traveler, but needs a few upgrades first. Athena joins the crew as they set off for Gortys' first upgrade.
Along the way, Jack, who has been berating Rhys since revealing himself, and Rhys form a hasty alliance, although Rhys never fully trusts Jack.
The team arrives at an Atlas biodome situated far out in the tundra. They encounter an Atlas scientist named Cassius who reveals where the upgrade they are seeking is located. The team splits up, with Vaughn, Loader Bot and Gortys staying behind with Cassius, while Rhys and Sasha seek out the Atlas Security Station, and Fionna and Athena go after the upgrade.
Fionna and Athena recover the upgrade and are attacked by Vallory upon meeting back up with everyone. The group is separated once again across the facility. Rhys meets up with Sasha and Loader Bot and they attempt to rescue Gortys who is being pursued by August. Fionna, elsewhere, finds Athena fighting Brick and Mordecai, however they are both incapacitated. Vallory gathers the prisoners and tells them that they are working for her now to try and recoup her losses from the failed Vault Key deal. Athena is hauled off by Brick and Mordecai, who Vallory reveals were hired to remove her from the picture. Gortys reveals that her last upgrade is on Helios station in Jack's old office.
Back in Sanctuary, Athena recounts the events of the presequel to Lilith while being interrogated. Lilith orders her execution, but Athena is saved when a mysterious Guardian known as The Watcher tells Lilith that there is a war coming, and that they are going to need all the Vault Hunters they can get. Lilith, having already sent Gaige and Axton to Epitah in search of new Vaults, contacts them and tells them to spare the life of Aurelia, whom they found on the planet.
Fionna, Sasha, Loader Bot, Gortys, and August travel to Hollow Point to seek help from Scooter and Janey. Meanwhile, Rhys, Kroger and Finch travel back to Old Haven to recover the face of Vasquez, which Rhys says will let him digistruct a disguise to get them into the station. Vaughn is left at the biodome with Cassius. They return to Hollow point, and the team, along with Scooter, launch to Helios. Along the way, the rocket sucks up the corpse of Henderson, which requires immediate attention. Fionna and Scooter go outside to detach the rockets, but Scooter is caught and sacrifices himself to keep the mission going.
The team arrives on Helios, and Rhys, disguised as Vasquez, encounters a furious Yvette. Rhys knocks her out, out of fear of compromising the mission, while Fionna and Gortys attempt to infiltrate A Hyperion tour to gain access to Handsome Jack's office. When that plan goes awry, Jack reveals to Rhys that there is a hidden trapdoor into his office. Rhys, Fionna and Gortys meet up below Jack's office, where Rhys enters the office and retrieves the upgrade. Here, Rhys claims the deed to the Atlas corporation, which Jack has been holding onto since destroying the company. Jack convinces Rhys to sit in his chair, and either traps him and uploads himself into Helios's computer, or convinces Rhys to upload Jack of his own volition. EIther way, Jack now has control of Helios station, and tells Rhys that he is going to graft an endoskeleton into him so he’ll have a new body to control, however Rhys escapes.
Rhys encounters Yvette, who he explains to that Jack has control of the station. Yvette joins them as her and Rhys head for the reactor core while Fionna and Gortys are ordered to evacuate back to the shuttle.
Fionna and Gortys encounter August who leads them back to the shuttle, where they are betrayed by Finch and Kroger, who take Sasha, Gortys and her final upgrade.
Rhys and Yvette enter the reactor core, where Jack tries to stop them, however they successfully shut down the core, triggering a meltdown. The entire station is evacuated, and Loader Bot sacrifices himself to launch Yvette and Rhys's escape pods. Fionna escapes at this time, as does August.
With Helios falling out of the sky, the scattered crew lands in what appears to be the Eridium Blight. Rhys makes his way to Jack's shattered office, where Jack manages to jump back into Rhys. Rhys's mechanical arm is skewered on a piece of metal, and he rips it off, as well as digging his cybernetics out of his head, despite Jack's pleading. Rhys tears out his echo-eye, and either destroys the device or holds onto it. Either way, Jack is no longer a threat to Rhys or the crew.
Elsewhere, Fionna emerges from her escape pod, and begins searching for her sister. A fleeing bandit informs her that Vallory upgraded Gortys and that the Vault was opened. Fionna picks her way across the wreckage, finding Vallory shooting a rocket launcher off into the distance. She attempts to confront Vallory, but is stopped by Finch who says that her sister put up a fight. Fionna kills Finch and confronts Vallory, who says that they need to destroy Gortys (now a gigantic robot) because she is keeping the Vault monster on Pandora. Vallory is smashed and Fionna rushes over to the launcher and aims it at Gortys. Sasha appears and helps her, and the two destroy the beacon atop Gortys, which releases the Traveler..
With Gortys seemingly destroyed and their adventure over, Fionna and Sasha return to their old ways in Hollow Point, while Rhys travels back to Cassius's facility and is outfitted with new cybernetics. Fiona and Rhys receive ECHO beacons roughly a year later, which leads them to the town of Prosperity Junction, where the whole adventure started. They are both kidnapped by a mysterious Stranger, who demands they retell their entire story, from the Vault Key deal to the opening of the Vault.
They both tell their stories as they travel back toward the wreckage of Helios, where the Stranger turns them over to Kroger, in exchange for a captured bandit. Kroger threatens to kill Fiona, but is strangled to death by the Stranger. The bandit reveals himself to be Vaughn, who has adopted the leadership of the surviving Hyperion employees.
Vaughn leads Rhys and Fiona back to his home on Helios with the Stranger in tow, while explaining how Cassius helped him escape from the Atlas biodome following Vallory's ambush. Vaughn made his way to the wreck of Helios and began organizing the survivors.
Back at Helios, Rhys, Fiona and Vaughn interrogate the Stranger, who reveals himself to be Loader Bot. Loader Bot explains that he survived the crash of Helios and witnessed Fiona and Sasha destroy Gortys. Betrayed, he transferred himself into Jack's exoskeleton and formulated a plan to rebuild Gortys. He captured Rhys and Fiona to better understand what happened, but with the air cleared, Loader Bot revealed his plan. He scavenged up Gortys's parts and hopes to reactivate her, this time with proper assistance from Rhys and Fiona this time.
Vaughn shares a plan to defeat The Traveler, a massive Vault monster that has teleportation abilities. He tasks Fiona and Sasha with detonating a bomb inside the monster to cripple it, while Gortys will fight the monster into position in front of Helios's moonshot cannon.
Fiona recruits a team of people to help. Gortys is reassembled and the Vault of the Traveler appears. Gortys is adamant about fighting The Traveler again, however Rhys reassures her that this time will be different. The team forces The Traveler to teleport, at which point Fiona and Sasha jump the caravan into it with a bomb. Inside of the monster, Fiona plants the bomb, however as they make their escape, the detonator fails to work. Sasha sacrifices herself to detonate the bomb while Fiona escapes. The bomb is detonated and Gortys wrestles The Traveler in front of the moonshot, where The Traveler is blasted apart.
The team finds Sasha dead, but she is resuscitated by one of Felix's gadgets. While the team begins scavenging loot, Fiona and Rhys head toward the Vault, reminiscing about their adventure and Rhys's attraction to Sasha. They enter the Vault and head up a staircase leading to a chest. They open it together and disappear as they Vault teleports them away.
Events leading up to Borderlands 3
It is unknown what happens to Rhys, Fiona, Sasha, Vaughn, and the other Tales characters at this time. What we do know is that whatever Rhys found inside the Vault allowed him to rebuild the Atlas corporation with help of Zero. Vaughn stays on Pandora with his clan of bandits within the remains of Helios.
Colonel Hector and his Dahl Battalion escape the mine they were trapped in at some point after it was discovered by Cassius, and upon finding out Pandora is a desolate wasteland, become hellbent on creating the paradise the Dahl Corporation promised them long ago. The New Pandora military clear Vaughn’s bandit gang out of the remains of Helios and attack the Crimson Raiders’ base of Sanctuary with a toxic gas which leads to rapid growth of plant life, created by Cassius.
Lilith and the Crimson Raiders are forced to flee Sanctuary, and come across Vaughn in a bandit outpost known as The Backburner. They team up to stop Hector. The Raiders come across Cassius at the site of the collapsed mine where Hector and the New Pandoran army were trapped, and upon learning that the gas is being used for evil, Cassius agrees to help make an antidote. Hector floods the facility with gas, infecting Cassius who must be killed so that the Raiders can make an antidote. Cassius’ blood is harvested and an antidote is created. The Raiders assault Sanctuary, now overgrown with plants. Hector has ingested the gas, mutating him into a monster who consumes the Vault Key and Sanctuary. Lilith has no choice but to destroy the floating city, killing Hector and scattering the Vault Key somewhere in the Pandoran desert.
Now without a base, Ellie, sister of Scooter, is tasked with building a new base of operations for the Raiders, the Sanctuary III spaceship (don’t ask what happened to Sanctuary II)
Pandora experiences a period of (relative) peace, with the corporations gone and Hector’s New Pandoran army defeated. The Crimson Raiders mostly dissolve, with the Vault Hunters going their separate ways. Maya retires to the ancestral Siren world of Athenas to train a girl who will become a new Siren, Ava, Gaige becomes a wedding planner, Kreig secludes himself in a cave to mend his mind and conflicting personalities, and Axton and Salvador become game show hosts.
The Calypso Twins begin spreading their gospel about the Great Vault over the ECHOnet, gaining a large following. They find that the bandits and psychos of Pandora are especially susceptible to their propaganda, and the various bandit clans of the planet begin to unite under them, becoming known as The Children of the Vault. The sheer number of bandits and psychos following the Twins alarms Lilith, who begins to reunite the Crimson Raiders to fight back.
7 years pass between the events of Borderlands 2 and Borderlands 3.
Borderlands 3
It is the year 2887. Lilith sends out a distress call for new Vault Hunters, attracting FL4K, Moze, Zane and Amara, a Siren, to Pandora, where they help Lilith assault a Children of the Vault base. Lilith tasks them with finding the Pandoran Vault Key that was lost following the destruction of Sanctuary. The team encounters Vaughn, who helps them recover the Key, which directs them to the ecumenopolis of Promethea. Before they can board Sanctuary III however, Lilith’s Siren powers are leached by Tyreen in an ambush. The Children of the Vault take off to Promethea, where they believe the Great Vault is located.
The Crimson Raiders follow them to Promethea where they find the planet under siege by the Maliwan Corporation, led by Katagawa Jr.. The Raiders make contact with Rhys, now CEO of the reformed Atlas, who requests their help breaking the Siege. The Raiders travel down to the surface and successfully hold off Maliwan forces, which have allied themselves with the Children of the Vault. Rhys directs the Raiders to Athenas, where part of the Promethean Vault Key is under protection of Maya and the Sages. The Crimson Raiders travel to Athenas and repel the Maliwan assault there, claiming a piece of the Promethean Vault Key and recruiting Maya and Ava.
The Raiders rejoin the fight on Promethea and manage to recover the other pieces of the Vault Key after killing Katagawa Jr. They travel to the Promethean Vault, believing it to be the Great Vault that the Twins are seeking. Inside the Vault however, they find a Vault Monster, The Rampager, and not the Great Vault. Tyreen and Troy arrive at the Vault after the Vault Hunters kill the beast, and Tyreen leaches the Rampager’s energy, revealing their plan to absorb the powers of Vault Monsters. Maya is killed while attempting to save Ava from the Calypso Twins.
The Crimson Raiders regroup on Sanctuary III. Tannis suggests that the Raiders slay the Vault Monsters before Tyreen can leach their energy. The Crimson Raiders travel to the swamp planet of Eden-6, headquarters of the Jakobs corporation. There, they meet Wainwright Jakobs, heir to the Jakobs corporation. He informs the Vault Hunters that Alistair Hammerlock, his lover, has been captured by his sister, Aurelia, who has claimed the Jakobs corporation with help of the Children of the Vault. The Vault Hunters rescue Alistair, acquire the pieces of the Eden-6 Vault Key, and confront Aurelia in Jakob’s Manor, killing her. They open the Vault hidden beneath the manor, and kill The Graveward before Tyreen can leach the monster’s power. Infuriated, she takes Tannis captive.
The Raiders pursue the Twins back to Pandora, where they rescue Tannis from bandit bosses, Pain and Terror. It is here that Tannis reveals her Siren powers to the Raiders. Troy begins the process of opening the Great Vault, activating its Vault Key, the moon of Elpis, which begins to tear Pandora apart. The Raiders assault the Children of the Vault headquarters, and kill Troy who is leaching his power from Tyreen. Upon killing him, Troy’s Siren powers, which were in turn stolen from Maya, are passed onto Ava. Tyreen escapes before the Vault Hunters are able to kill her.
The Vault Hunters are shortly contacted by Typhon DeLeon, who summons them to Nekrotafeyo. When the Vault Hunters meet the first Vault Hunter, he explains to them that Pandora is the Great Vault, and that if Tyreen wakes the Destroyer, she will be able to leach its powers and become the most powerful Siren in existence. He points the Vault Hunters to the Machine, the massive engine that sealed the Destroyer away in Pandora long ago. With the Pandoran, Promethean, Eden-6 and Nekrotafeyo Vault Keys, the Machine can be reactivated and the Destroyer can be sealed away once again. Before the Machine can be activated however, Tyreen teleports onto the planet, disabling it and mortally wounding her father, Typhon. Typhon tells the Vault Hunters not to be the last of their kind before succumbing to his injuries.
The Vault Hunters chase Tyreen back to Pandora just as she leaches the power of the Destroyer, merging with it. The Vault Hunters fight hard and eventually defeat Tyreen the Destroyer, which returns Lilith’s Siren powers. Lilith, in an effort to stop the Great Vault from being opened and destroying Pandora, sacrifices herself, flying up to Elpis and branding the moon with the firehawk symbol. Pandora, and the universe is saved.
Events leading up to Borderlands 4(?)
Following the battle, the Moxxi and the Vault Hunters travel to the Handsome Jackpot where they find Timothy Lawrence. After Hyperion collapsed, the station fell into chaos. Jack’s former court jester, Pretty Boy has gained control of the station, and is seeking Timothy’s “winning hand” access, which would allow him to take control of the Loaderbot factory deep within the station’s bowels. The Vault Hunters defeat Pretty Boy, and Moxxi agrees to go on a date with Timothy Lawrence.
Elsewhere, on the frozen world of Xylourgos Wainwright and Hammerlock prepare their wedding, planned by Gaige. It is briefly interrupted by a fanatic cult worshipping the still beating heart of a long dead Vault Monster, but it is nothing the Vault Hunters cannot deal with.
Tannis, in an effort to study the minds of psychos, begins examining Kreig’s broken mind, and helps him come to terms with what's happened to him and Maya’s death, bringing him back into the fold.
THE END
So far...
I believe this is the most comprehensive story of the Borderlands Series so far. If I missed anything or got anything wrong, please correct me in the comments! Thanks for reading everyone!
submitted by Moldeyawsome12 to Borderlands [link] [comments]

Mafia IV story idea

Note: The particularly important details and music artist names are in bold text. Licensed music track names are in italics.
The year is 1973, five years after the events of the Mafia III, and 22 years since Vito Scaletta’s seen or heard from his old friend Joe Barbaro. The canon ending of Mafia III with this Mafia IV story is Vito taking over the city after Lincoln skipped town, however Cassandra and Burke are left alive and loyal to both Vito and Lincoln still. Burke was able to survive his liver cancer by getting a black market liver transplant in Mexico, like he did in his ending, except with Vito running the city. On Vito and Lincoln’s behalf, Burke and Cassandra agree to stay behind in New Bordeaux and keep the city locked down, incase Leo Galante and the Commission try anything.
The beginning cutscene is Vito answering his telephone after getting up in the morning in his new penthouse, on the top floor of the New Bordeaux casino he finished that was once Sal Marcano's, and grabbing a cup of coffee. It's Alma with some urgent news. Lincoln Clay came down to the cigar warehouse to visit her after 5 years of silence, and he has big news.
Joe is alive in Empire Bay and has been this entire time. However, as punishment for his actions, he's become Leo Galante's personal driver against his will and is forbidden from contacting Vito ever again, or else him and Vito will be killed. Alma then tells Vito to meet Lincoln at the airport to learn more, as he's already there awaiting Vito's arrival. When they're away from anyone who could listen in on their conversation, Lincoln tells Vito he has a friend named John Donovan he's going to introduce him to, hiding in the outskirts of Empire Bay, ready to help Vito and Lincoln with their new mission
Vito gets dressed in one of his signature trench coats with a suit and tie, ready to rain down hell on the Vinci crime family and their allies, and finally be reunited with his lifelong friend he previously thought was dead, Joe Barbaro.
Here is my idea for the kill list, all related to the Commission in Empire Bay and their allies.
I'm thinking Vito and Joe work with Lincoln Clay and John Donovan to split up Empire Bay and distribute territory to three other factions not unlike what Lincoln did with New Bordeaux. This time though, this is a much larger city in a much, much different part of the United States. The empire building mechanics would be a lot smoother, more robust, and streamlined compared to Mafia III. They would work similarly a more modernized version of how the hit city sandbox game Scarface: The World Is Yours handled it's empire building and management mechanics, minus the whole switching to other characters lower on the ladder to do your bidding. This would be ideal for a story rich organized crime game in my opinion. Here are my ideas for those factions, all close allies of the up and coming Scaletta crime family.
The Cuban mob led by Alma Diaz. Vito goes way back with Alma, and she does not hesitate to answer him and Lincoln's calls to save Joe's life and royally fuck both Leo Galante and the Vinci family.
Conti crime family, led by Enzo Conti. This Conti crime family formed sometime in late 1968, months after Lincoln helped Enzo flee New Bordeaux and drop off of Sal Marcano's radar. It turns out he fled north to Empire Bay and finally formed his own family, having more than enough years of experience in the underworld to handle the job. Lincoln's tight with him and manages to recruit him to Vito and Joe's cause.
The Yakuza, based out of Empire Bay's Japantown. Longtime sworn enemies of the Empire Bay Triads, with bad blood going back decades. They would greatly enjoy seeing Mr. Chu and his son's heads mounted on pikes, along with whacking everyone who's ever supported their organization. You don't know them well, and they're known to be very unpredictable and ruthless. Use these traits to your advantage when taking on the Commission of Empire Bay and their friends.
I should mention as expected, this entire 1973 section where you play as Vito is much shorter than Mafia III. Vito's takeover is shown much more quickly over time than Lincoln's, and there's time skips during it, to keep it short and sweet, and to show onscreen only what's important. There is also no option for your underbosses to betray you, as to reduce confusion and keep the story consistently the same each playthrough, like the first two Mafia games.
However, unlike Mafia III, after all of these tasks are completed and every single assassination target on Vito’s kill list is dealt with, the game does not end. In fact, it's not even anywhere near close to being over yet. Vito's 1973 section was merely the beginning act. It was really a lead up to an entirely new Mafia story, centering around a newcomer to the American mob. Fast forward two years following Vito’s rampage that led to him taking over Empire Bay and the Commission, in the year 1975 him and Joe now rule Empire Bay, with Vito as the Don of the Scaletta Crime Family, and Joe working as his loyal underboss. You play the rest of the game as a young up and coming soldato named Louis in his 20’s, who’s a rising star in Vito’s organization. Do right by Mr. Scaletta and Mr. Barbaro, understand kid?
My basic idea for the character and his backstory is that he's a young Italian-Canadian mobster from Toronto, Ontario, or whatever Mafia's equivalent of it could be called. Let's call him Louis DeSimone. His family hails from Tuscany in Italy and moved to Toronto, Ontario in 1939, shortly after World War II broke out in Europe. Louis DeSimone was born in July 1952 in Toronto, and was raised in Toronto's Little Italy. Being northern Italian and hailing from Tuscany, Louis has blond hair and green eyes, making him visually very distinct from past series protagonists, who were all dark haired brunets with brown eyes. Louis fled south to Empire Bay when the feds started cracking down on his old family and put his boss in prison, and he ended up finding a new home with the Scaletta crime family. The first few missions playing as Louis DeSimone involve shooting your away out of an arrest by a Toronto Police Service SWAT team in Toronto in December 1974, seeing the rest of the members of your old crime family either get arrested or shot in front of you as you make your escape. You spend the next two missions fleeing Ontario through Quebec and upstate New York, before finally arriving in Empire Bay in early 1975, late January to be exact. Winter is in full force with snow everywhere, Louis' arrival to Empire Bay for the first time in his life mirroring Vito's return to Empire Bay in 1945 30 years earlier, except under far different much more dire circumstances. Louis' older brother and his father, both capos in his old crime family in Toronto, are shown to be arrested by the TPS SWAT team in his first mission, the same one that attempted to gun him down when he resisted arrested. Louis knows someone had to have ratted out his old crime family, and he wants to find out who someday. The thing is though, he doesn't just want to kill them. He wants to get out of them why they did it before he kills them. More than anything else, he just wants to find out why his crime family was betrayed and served up to the feds on a silver platter, having most of his biological family sent to prison in the process. He’s out to uncover the mystery of why his family fell apart, and he’s more than willing to help people like Don Vito Scaletta and his underboss Joe Barbaro to eventually get the answers he seeks. In the end, he’s not even after revenge primarily, more than that, he wants answers and information regarding the fare of his old crime family, and wants to know why his family fell apart. I came up with the idea for this character because I figured that playing as a fugitive from the law made sense for the mob life, and I'm surprised we haven't had a fugitive protagonist in the Mafia series yet.
In the 1975 chapters while playing as Louis, the Watergate scandal, President Richard Nixon’s resignation, and the official end to the Vietnam War are all discussed on the in-game radio during news segments. In the last 1979 chapter, the beginning of the Soviet-Afghan War is also the subject of a news segment on the radio.
The story eventually transitions into the 1980's as years pass, with the scenery, cars, and music changing accordingly, and historical events of the time discussed in the game. In the 1989 section of the game, the murder of the infamous former Sinclair Parish Sheriff Walter “Slim” Beaumont is mentioned on the in-game radio, as just over 21 years ago Slim and his corruption ring were the top headline of national news. the time the game ends, it's 1992, and significant historical events from the past few years at the time that are covered on the radio in-game include anything from the fall of the Berlin Wall, the Gulf War, the collapse of the Soviet Union, to the 1992 L.A. riots. The rise of the internet and home computers are briefly touched upon during news segments on the in-game radio during the early 1990's section of the story, but not greatly delved into given their relative infancy in that time period. During this entire 1975-1992 stretch of the story, Vito is no longer playable, and Don Scaletta takes a backseat in the story as a main supporting character, similar to Don Salieri throughout Mafia: Definitive Edition. You now play as the Italian-Canadian Scaletta family soldato Louis DeSimone, who is later promoted to being a capo in 1985. At the end of the game in 1992, Louis is promoted to Consigliere of the Scaletta crime family, and it’s revealed in the epilogue that he became the don of the family in 2006 at the age of 54, and his now released from prison older brother serving as his underboss, and and Enzo Conti’s grandson Giovanni Conti serving as consigliere, taking over from Louis’ previous position which before that belonged to his father and Enzo’s only son, Lorenzo Conti from 1973-1992. It is worth noting that unlike Don Salieri, Don Scaletta has much more integrity, and has more genuine loyalty for his men and his associates. If you've beaten Mafia 1 or Mafia: Definitive Edition, you'll know this is something Salieri lacked in the end. Over time, Louis also goes from having a strictly business relationship with Vito and Joe, to bonding with them and becoming a genuinely close friend and trusted member of the family, seeing Vito as something of a second father, and coming to see Joe as the fun uncle he never had. Another major character development theme is Louis DeSimone adapting and assimilating into Italian-American culture in his new home in the Northeastern US, it seeming like something new mixed with the familiar Italian-Canadian culture he was raised in back in Ontario just north of the border.
The game will include a number of hit music from the 70’s that played on the radio back then, such as Bobby Womack’s Across 110th Street and Tony Christie’s (Is This the Way to) Amarillo, The Grateful Dead's Casey Jones and at least a few songs by the then new American rock band Cheap Trick, as well as popular songs from the 1960’s people still listened to at the time, such as Sam the Sham and the PharaohsWooly Bully, King Crimson’s 21st Century Schizoid Man, Zager and Evans' In the Year 2525, The Zombies' Time of the Season, and Nancy Sinatra’s These Boots Are Made for Walkin'. When you progress through the game, especially after you switch to playing as Louis DeAngelo for the rest of the story, years change, and the music changes. Different songs start playing on the radio, such as Sylvester's You Make Me Feel (Mighty Real), Randy Crawford's Street Life, and The Village People's Y.M.C.A., Cheryl Lynn's Got to Be Real, Gloria Gaynor's I Will Survive, and the Bee Gees' Stayin' Alive start playing in the 1979 portion of the game. After you've completed the 1975 section of the game, Foghat's Slow Ride starts playing on the radio. Starting in the 1977 section of the game, Cheap Trick's I Want You to Want Me and Heart's Barracuda start playing on the radio. In the 1980's portion of the game, Thomas Dolby's songs Hyperactive! and She Blinded Me with Science, in addition to Night Ranger's Sister Christian also start playing on the radio. If Hangar 13 can afford the licenses, I also think a few Michael Jackson and Madonna songs should definitely be on the radio during the 1980's portion of the story, given the immense popularity and regular radio airtime those two had in that decade. If this ended up being possible, I imagine that Michael Jackson's Smooth Criminal, Beat It, Bad, and Billie Jean being on the radio in the 80's sections would be a must, Smooth Criminal especially because of how well it suits the series. Madonna's Lucky Star, Burning Up, Like a Virgin, and Borderline would also be perfect for the 80's portion of the game to me. Also mentioned by NPCs and civilians in the game are topical events of the time period, such as the release of the groundbreaking 1973 horror film The Exorcist at the end of Vito's playable portion of the game.
Other music of the 1980's segment when playing as Louis DeAngelo for the remainder of the game includes hits of the era such as Joe Jackson's Steppin' Out, The Buggles' Video Killed The Radio Star, Corey Hart's Sunglasses at Night, Laura Branigan's Self Control and Gloria, The Weather Girls' It's Raining Men, A-ha’s Take On Me, Men at Work's Down Under, Kim Wilde's Kids in America, The Gap Band's You Dropped a Bomb on Me, Culture Club’s Karma Chameleon, Michael Sembello’s Maniac, Twisted Sister's I Wanna Rock and We're Not Gonna Take It, Bon Jovi's Wanted Dead or Alive and Bad Medicine, Soft Cell’s Tainted Love, Robert Palmer’s Simply Irresistible, Rick Astley’s Together Forever, Whenever You Need Somebody, and Never Gonna Give You Up, Cutting Crew’s [I Just] Died In Your Arms, Loverboy's Working for the Weekend, Dead or Alive's You Spin Me Round (Like a Record) and That's the Way (I Like It), Tiffany’s I Think We’re Alone Now, Daryl Hall & John Oates' Maneater, Aneka's Japanese Boy, Mötley Crüe's Dr. Feelgood, Girls, Girls, Girls and Kickstart My Heart, Billy Joel's We Didn't Start the Fire, Huey Lewis And The News' Hip To Be Square, Bill Medley's (I've Had) The Time of My Life, The Police's Every Breath You Take, Whodini's Magic's Wand, Guns ‘N RosesWelcome to the Jungle and Paradise City, Tears For Fears' Everybody Wants To Rule The World, Rockwell's Somebody's Watching Me, Regina's Baby Love, Nena's 99 Red Balloons, Earth, Wind, and Fire's Let's Groove and September, Billy Idol's Eyes Without a Face and White Wedding, Rick JamesGive It To Me Baby, Olivia Newton-John’s Physical, The S.O.S. Band’s Take Your Time (Do It Right), Kenny LogginsHighway to the Danger Zone, Wham!’s Everything She Wants, George Michael's Careless Whisper, Toto's Hold the Line and Africa, Blondie's Heart of Glass and Atomic, and Mai Tai's History.
**Note that not every single year and moment of the 17 year 1975-1992 section playing as Louis DeAngelo is playable or chronicled. My idea is it would be handled similarly to how the time skips in Mafia 1/Mafia: Definitive Edition were handled. Time skips of two or more years, or in this case, even longer such as 4 years sometimes, the game skipping from 1979 to 1983. This is to keep the game and story length ideal, and not risk it getting boring or repetitive, or going on for too long. Repetition was a big problem in Mafia III even if I still thought it was a superb game, so I think it'd be best to learn from that for the next big entry. The games story will skip ahead and show onscreen only what's significant, similar to the first Mafia game and it's remake, as well as certain aspects of Mafia II. Louis starts his section as a 22 year old fugitive soldato who got picked up by another crew south of the Canadian border, and in the epilogue of the game in 1992, is promoted to the consigliere of the Scaletta crime family at the age of 40, being set to take over the family once Vito and Joe become too old to run the day to day on a regular basis. Louis DeSimone is promoted to don of the Scaletta crime family following Vito and Joe being officially retired as of 2006. They’re both still involved and paid huge amounts of money by Louis out of respect, but keep a much lower profile by then since they have handpicked successors and aren’t worried about where the business is going.
The years chronicled in the main gameplay segments are as follows:
1973
1975
1977
1979
1983
1985
1987
1988
1989
1990
1991
1992
Much more of the rural areas and countryside outside of Empire Bay are included than what was available in Mafia II. The way rural environments are handled for this hypothetical Mafia IV is akin to how Mafia: Definitive Edition and Mafia III handled their rural environments outside the main cities, except much larger in scale, given the increased power of the current new consoles such as the PS5 and Xbox Series X. This region is based off of upstate New York and the surrounding areas across multiple states in the Northeastern US, and includes forests, fields, mountains, rivers, lakes, beaches, and small towns. Also included are other cities and towns, based off of other large cities in New York like Syracuse, Buffalo, and Rochester, where other story missions, business activities, and side missions take place, along with smaller notable places like Ithaca, Binghamton, and Utica. The entire states of New Jersey, Massachusetts, Rhode Island, Vermont, New Hampshire, Maine, Delaware, Maryland, and Ohio are also included, including places based off of all of their major cities and most of their notable towns in between. Large portions of Pennsylvania are included as well, including Philadelphia, Pittsburgh, and Scranton. All of the province of Nova Scotia including the city of Halifax, and Large portions of the eastern half of the Canadian province of Ontario are included as well, including cities based off of Toronto, Ottawa, and Niagara Falls. There's even a small portion of Quebec included, including Montreal and the surrounding countryside of the province outside that city, including a few small towns in southern Quebec. The player must pass a quick border patrol check when crossing the US-Canada border in a car or other ground vehicle.
Wildlife is present in the game, mostly to add to the background, scenery, and immersion in rural environments on the map. These are all animals native to the Northeastern US, ranging from white tailed deer, coyotes, bobcats, Canada lynxes, rabbits, hares, groundhogs, gophers, beavers, raccoons, opossums, bats, chipmunks, red and gray squirrels, mice, and rats to more formidable and potentially dangerous animals that may sometimes attack the player, such as grey wolves, black bears, mountain lions, and moose. These last four animals are known to spawn in the mountainous regions, especially in New York, Ohio, Vermont, Massachusetts, and Ontario, including the rural regions based off of the Catskills and the Adirondack mountains. Dogs are present in the cities, towns, and settlements where humans live and keep them as pets, being walked and sometimes found in people's yards. Some are used as guard dogs by enemies and are aggressive towards the player on sight. Domestic cats are also present in the background of residential areas, and both Louis and Vito own them as pets throughout the game in their safe houses, as well as other onscreen characters we see the homes of throughout the game.
Aircraft make their first usable appearance in the Mafia series too, from airplanes to helicopters. Vito cannot use planes or helicopters in his playable 1973 portion of the game, as he does not know how to pilot, being a paratrooper in World War II who never actually flew any of the planes himself. Aircraft are unlocked to use when Louis DeSimone gets his pilot’s certificate offscreen in 1977, and at the end of a chapter set that year, Louis has to fly Vito in a helicopter to a penthouse in Downtown Empire Bay acting as a family safe house, equipped with a helipad. Louis frequently serves as a personal driver and pilot for both Vito and Joe afterwards, having done a lot in his time serving the family to earn their trust and respect.
Melee weapons also make a return from Mafia: Definitive Edition, with even more variety this time. In their respective sections of the game, Vito and Louis may use anything from baseball bats, pipes, shovels, brass knuckles, golf clubs, police batons, switchblades, kitchen knives, bowie knives, ice picks, 2x4s, claw hammers, crowbars, tire irons, chain links, machetes, meat cleavers, pickaxes, hatchets, sledgehammers, to fire axes. This amount of melee weapons is so no matter what environment the player finds themselves in during a mission or any other game activity, there is usually a weapon of some sort nearby. If the player has obtained piano wire, you may also strangle an enemy to death with it from behind as a stealth kill, this being a classic assassination method infamous for being used by the Italian Mafia. Rope can also be found and used for similar strangulation stealth kills, appearing in the gameplay environments where piano wire can’t be found. There is a wide variety of new guns and explosives to use in this concept for Mafia IV, going with the new weapons of the time the game takes place that criminals quickly got their hands on. This includes the SPAS-12 combat shotgun, the Beretta 92 pistol, the AK-74 assault rifle, the mini uzi, the MAC-10 submachine gun, both suppressed and unsuppressed variants, the Beretta 92 pistol, the Taurus raging bull revolver, Glock handguns, the TEC-9 machine pistol, illegally modified to be full auto, the Ruger Mini-14 full auto variant, and even Vietnam war era flamethrowers, which I think is only natural given that as of Mafia III, we already have RPGs and grenade launchers. Late in the game from the 1989 section and onwards, the Benelli M3 combat shotgun becomes available. The Milkor MGL grenade launcher becomes available beginning in the 1983 portion of the game. Attached grenade launchers are also available for the AK-47, AK-74, and M16 assault rifles. More advanced rocket launchers of the 1970’s and 1980’s are naturally included as well.
Free ride makes a return in Mafia IV, with the player having the options to change the weather, time period, and an option to play as Louis, Vito, Joe, Lincoln, or John Donovan. Naturally, a multitude of new free ride missions are available as well.
I previously posted a much earlier and less detailed draft of this on the old Mafia3 subreddit 3 years ago back in 2017 as an idea for a hypothetical Mafia 3 expansion where you play as Vito, but have since updated and revamped it to a possible Mafia IV plot, and fixed any plot holes I noticed and made it much more fleshed out and in depth, and focus on more than just Vito in the end. You may view my original here if you so desire, to compare. https://www.reddit.com/Mafia3/comments/6sldhp/spoiler_mafia_iii_vito_dlc_basic_plot_idea/
Feel free to give me constructive criticism on this, as I encourage this discourse and believe it is integral to growing and improving, to build upon or improve these ideas I've come up with, or say whether or not you think something like this should happen in the future. Thank you for reading!
submitted by RichterTheRatman to MafiaTheGame [link] [comments]

The True Ending?

We have 5 endings to choose from, but which is the "True" Ending? As every game with multiple endings, there's always a True/Canon Ending, whether its an extension of an existing ending, or a secret ending after finding/completing certain tasks in order. One such example is Persona 4 Golden True Ending, which is such a feat to actually achieve, you might as well do the normal ending then watch the True Ending elsewhere.
Seeing that we actually have a secret ending in Cyberpunk 2077, we can take it as the Canon Ending as it seems like the method we as a player would accept the most, zero casualties. While the other endings such as the Panam ending is the "Good" ending, we still need a True ending to move the game forwards, whether its through a sequel or DLC.
Now the dilemma comes with our choice. The first is to give Johnny our body as our body has already deteriorated and 6 months isn't much to work with. We disappear into Cyberspace with Alt, hoping Johnny would once again begin his search for Alt and you outside of Night City, preferably a place where the Blackwall is at its weakest. This isn't much of a far-fetched theory considering Johnny is a man of focus, of commitment and sheer f***ing will (John Wick's reference). He attacked Arasaka twice to save Alt and was willing to do it for the third time to save V (if you consider the other ending). The "message" at the end he sent to Rogue might be some clues as regarding to any leads on how to contact AIs outside of the Blackwell, including Alt and V, and thus left Night City for his next mission.
The second choice is to reclaim your body and find the cure yourself. This leads to your name being resounded throughout Night City as the legendary merc that stormed Arasaka and returned unscathed. However, we end at one last heist where V boards The Crystal Palace, a space utopia full of hotels, parks and casinos. This questions his/her agenda whether V actually wants to find a cure or is just living the best of the days he/she has left. The "cure" seems far-fetched without Arasaka's involvement or technology, as no other corporation out there has a similar tech as Soulkiller, the engram writer.
My personal opinion is that Johnny taking your body is the Real Ending. So instead of playing as V, the story continues with Johnny Silverhand, looking for a way to save both Alt and V from Cyberspace. This also helps expand the other human civilisations other than Night City, with Arasaka having other HQs at different areas. We know Sabura is alive as an engram/psyche so he might make a comeback from one of the other HQs where we finally get the final resolution and answers regarding Cyberspace and the war on AIs.
What do you all think?
submitted by TheDestinyWrath to cyberpunkgame [link] [comments]

Closing thoughts on Cyberpunk 2077 after getting my platinum. (Spoilers)

After 80 hours of playing on PS5, I got my platinum trophy.
Cyberpunk 2077 is really good, albeit pretty buggy, throughout my playthrough on PS5, my game crashed probably 50+ times but I wasn't too mad as I manually saved frequently and any progress blocking bugs were fixed after a quick load of a checkpoint.
I played as a Male Street Kid V and I didn't mind his VO, there were times where he came off as kind of a try-hard tough guy but It honestly felt charmingly dorky because of the moments where V is just being himself and isn't being that dorky try-hard; And while the life-paths ultimately didn't impact anything major, I enjoyed the flavor dialog you get when the life-path exclusive options pop up, some even opened up different way of completing certain quests, which I thought was pretty neat.
The gameplay felt good to me after some tinkering around with the sensitivity options, I mainly just used power weapons and only really used Skippy as a Smart weapon and I really liked how punchy the sound of guns were; melee was fine for an fps game, though I didn't like how magnetized some of the enemies attacks were, so regardless if you dodged, you still risked a hit; parrying felt weird, I feel like it only worked half the time and when it did, it was when I was nowhere near for a good hit; kinda wish there was some kind of grappling to mix things up between light and heavy attacks.
Looting, I felt had issues, I always grabbed something that was way far off to the side of the thing I was actually trying to grab, it was even worse when it was a gun under a body where you had to find a sweet spot to grab it.
I rarely dabbled in crafting if only to get Comrade's Hammer and Overwatch to Legendary but there are things I hope they add in the future, mainly batch crafting for things like ammo and grenades rather than holding square for 10 minutes just to have a decent amount, also a counter to see how much of that item you already have would definitely be helpful for things like ammo crafting.
I REALLY wished this game had more to offer in terms of customization, there was no customization options for vehicles, for guns you only really get scopes and muzzles for things that appear on certain weapons along with mods which are purely for stats, there's so many decent options for outfits but you tend to be forced into having clothes that look bad but have better stats and mod slots and not something that's cool to you, hopefully transmog gets added along with barber shops and plastic surgeons. Also, a little nitpick of mine, but the lack of cloth physics on coats for V was kinda sad, its definitely possible as River and Takemura's coats have physics applied to them, maybe its just a PS4 version issue and it'll be something they might add with the next-gen version but I honestly doubt it.
Cars handled fine for me and I really liked the look and feel of some of the cars, even the more luxurious cars that I tend to avoid in most open world games. In the beginning, the driving felt like a more manageable, better handling version of GTA IV but as I got better with it, it clicked to me, its JUST Saint Row 2's driving which I really liked because I feel like SR2 has the best driving controls in any open world game.
Night City and the Badlands were really masterfully created, each area had their own style that really appealed to me and I look forward to how much better they can look in the next-gen version; I can't say I have any areas that I would consider my favorite as I really enjoyed the map as a whole but there was nothing that really grabbed me like the West End in Vampyr for example.
The story was REALLY FUCKING GOOD! All of the characters felt real and really fit with the character of V, I really liked how much V grows throughout the story from being a cocky street kid to someone who cares about the people close to him but is scared of his situation.
Johnny starts as an obnoxious asshole but you can definitely tell that V changes him to be a better person (at least in my game), and you start to sympathize with his actions and reasonings and he becomes a really likeable and funny character in most of the side missions; And his ending where he takes over V is just sad, loses the guy he was trying to save and Rouge, I interpreted that ending as Johnny getting a second chance at life he didn't want and while he probably doesn't want to ruin this second chance, he's more than likely mentally checked out and is just waiting for his time to come. Keanu did a really good job with Johnny and I honestly can't think of anyone who would have done a better job.
I really like Judy, she such a bittersweet character, she loses Evelyn, who she definitely had feelings for, tries to help the workers at Clouds but gets screwed over by someone with ulterior motives and as an end result decides to leave NC, looking for her happiness, and judging from her texts and ending message, she does. (except the Suicide ending, loses the girl she had feeling for and one of her closest friends both to suicide, even though I romanced Panam, Judy's message hit the hardest and was incredibly sad)
Panam, in my opinion, on top of being a great character in general, has the best romanceable storyline in a video game, with Jack from ME2 being a close 2nd; the whole relationship dynamic between Panam and V felt natural and made you feel invested in the character, from two people reluctantly paired together by Rouge due to similar objectives and keeping things strictly professional even when V awkwardly flirts with her, and you start to get closer and become friends when you help her with Aldecaldo problems, but then "With a little help from my friends" happens, the "follow your impulses" comment that V makes that Panam follows through with later on was an interesting way of V giving her hints on his feelings, the biggest moment that completely sells the relationship, happens during the campfire; early in the mission, V can talk about Jackie to which Panam will say "I'll remember that" AND BOY DOES SHE REMEMBER THAT, during the campfire, you can toast to Scorpion, an Aldecaldo who died earlier in the questline, everyone, including V toast to Scorpion... except Panam who says "to Jackie", that moment sold me on Panam as a love interest, she cares about V so much that she toasted to a guy she never met just off of the basis that V told her how close he and Jackie were and that he missed him, everything before that was nice but that was just the cherry on top, after that everything is just heart warming and cute as they both completely go all in on their relationship, and the Nomad ending reinforces this but I'll touch on that later.
River was really cool, I dug his character and questline (which is insanely fucked up, but really cool), I laughed when his sister was flirting with V and Rivers like "Nope, bro-code", he's also got a SICK coat.
I didn't like Kerry at first, he seemed like a complete douche, gets you to hijack and burn an band equipment van because someone was covering his song, then drags us into helping him intimidate Us Cracks who where just trying to pay homage and respect to him, after the moment where he understood and accepted that, he became a much better character; trashing the yacht was a pretty fun moment too.
Vik was basically the Uncle character, he cares about V but isn't afraid to hit him with reality, I immediately payed my tab as he deserved it IMO, the fact he also gives V a tip during the final Beat the Brat fight was cool given his history in boxing.
Misty is an absolute sweet heart, you bond with her over Jackie's death and you can tell how important she meant to him and vice-versa, getting her to bond with Mama Wells was neat too, her telling you stories about Jackie while your trying to find something for his memorial was really cool.
Takamura was cool, I dug the moments you can tell V's attitude rubbed off on him, even though you can tell that he's 100% Arasaka, I felt that he would accept you as a friend even if you have different opinions on Arasaka than him (he doesn't, tells you to burn in hell). That parade mission was really cool and the selfie he sends you, 10/10.
I wish we had more time with Jackie, he seemed like a really cool character and experiencing those moments of growth between Jackie and V and meeting Misty and Mama Wells would have been great and really would have made that moment with Panam feel even better had we had more time with Jackie in the beginning as the bond between Jackie and V would have meant more when he does unfortunately die.
The endings vary from absolutely depressing all the way to heartwarming and hopeful.
The suicide ending fucking sucks in the best way, V believing that killing himself is the best way of keeping those he cares about safe and ending his situation with Johnny, but the messages speak otherwise; Misty telling Vik to send a message as a way of coping, Mama Wells praying for you as she probably felt like she just lost two sons in V and Jackie, Judy... fucking hell man, couldn't imagine what was going through her head during that message, Panam's rage at realizing that the man she loved killed himself even though she offered to help him with his situation, River understanding as his previous partner suffered the same fate but also knows its incredibly sad that there's one less good person in NC, Kerry being pissed that V felt that suicide was the right choice as he probably understood as Kerry was in a similar situation and was disappointed V didn't know better and Misty being mournful.
I already touched on the Johnny ending, but I honestly feel bad for Johnny because he didn't ask for a second chance and now he has to live with V and Rogue's deaths on his conscience, on top of probably burning any and all bridges with V's friends and loved ones.
The Arasaka ending is some borderline horror shit, being trapped in space with a corp who's researching your condition with probable ulterior motives, having nightmares because of the repetitive testing, calling your friends who tell you they miss you and to come back home (though, Panam was pissed when I called her) and in the end you have two choices, sell your soul and become an engram for an unknown amount time to Arasaka who probably wont give a shit about you after that or go back to earth and wait out the remaining time you have left.
Become a legend of Night City but ultimately feel you have nothing to lose as you'll die soon anyway and take an offer from Mr. Blue Eyes (Who's incredibly sketchy) to rob a space casino for info he wants.
Nomad Ending is the best ending IMO, not only because I romanced Panam which made the ending even better (and I know that if Female V romances Judy, she joins the Aldecaldo's as well and is also a really good, feel good ending) but also because it left more opportunity for a DLC Expansion than the other endings as well as a satisfying ending to V's story as a whole; the night before the raid was really nice, testing out the new systems on the basilisk with Mitch and the bottle challenge with Cassidy were cool but that's all I could do as the rest of the activities during this were glitched, cuddling with Panam on the overlook was nice, her getting some stress off her chest and V reassuring Panam that he cares about her and will be there for her no matter what was really sweet; the raid was cool, I was hoping Mitch didn't die when he went back to pilot the basilisk solo and I'm glad he didn't die as I grew to like him as basically a Nomad Vik, Saul dying kinda sucked as he seemed to be cooling down his ego and wanting to work things out with Panam for the betterment of the Aldecaldos but Adam stomping his head in was funny, at least Rouge got to blow him up before she dies in Johnny's ending; the moment at the Dam between V and Panam was nice, V saying that he's glad he met Panam and the Aldecaldos and that he has nothing left in Night City, and the moment with them on top of the basilisk was cute; the messages were nice during this ending, though I was kinda disappointed Judy has the same message for all of the non-suicide endings, Misty's Tarot reading message is incredibly important as to why I think Nomad is the best ending, there's already a bunch of threads that touch on that but it definitely says a lot when its the only ending that gives V a shred of a chance that he might cure his disease and survive.
Overall, I really enjoyed my time with Cyberpunk 2077, I'd probably place it as my second game of the year (with Tony Hawk's Pro-Skater 1+2 being my personal GOTY) due to bugs but I know In due time that the game will be something really great by the end of its life span and i hope that if a Cyberpunk 2 does happen, it'll be even better than Cyberpunk 2077; I haven't been able to get this game out of my head since I started playing it and I cannot wait to do this all over again when the PS5 version and all the DLC's come out.
submitted by R-176_36 to LowSodiumCyberpunk [link] [comments]

Saints Row The Third: Remastered - Nostalgia Sexily Reinvigorated

Remasters in 2020 continue to be a popular theme, as newer IPs have been baking in the oven waiting for the right moment to be served on the next-generation of gaming platforms, it’s never a bad time to revisit some of gaming's biggest hitters.
The Saints Row franchise has experienced an interesting journey, what started out or was seen as a bastardized GTA clone back in 2006 has survived the scrutiny thanks to its bona fide atmosphere that combined exaggerated gangster tropes with true crime motifs that resonated surprisingly well with fans of the genre. Volition embraced feedback from its community to develop on the wackier aspects of the first game to implement through its game-mechanics in its second release just 2 years later.
What happened with Saints Row that other GTA clones failed to do was that it became self-aware of its over the top nature and capitalized on it. Seeing as most action-adventure games that fall in the spectrum of crime often tend to fall in the same grim and dreary undertones to the point where the storytelling and characters become comically predictable or the mechanics feel lacklustre. These pitfalls are masterfully avoided, if not, taken to zany creative heights in the worlds of Stilwater and Steelport. I could go on about Volition’s previous installments but it would detract from Saints Row: The Third, Remastered.
Right off the (dildo) bat, graphics have rejuvenated this game to a whole new level; breathing new life into its characters, cut-scenes and decadent world. It’s clear that with the remaster, Volition/Sperasoft have proven they are up to date with modern standards of visual fidelity. If you own a high-end console or a PC, 4K and HDR support for this game are available.
Regardless, the textures are sharp, detail oozes right down to the very skin pores, the overhauled game engine sells itself beautifully and does a great job at making the world of Saints Row even more believable as crazy as it sounds. Just watching a before vs now video says it all really. Of course it's still far from Rockstar Advanced Game Engine levels of immersion, it’s still a step up in its own right.
The new lighting model is excellent, although RTX is not yet available, it still renders its environments to a level of stunning and detail that brings out every world element in true 4k fashion. Even though it's a remaster and not a remake, I can’t help but feel a little ticked off that Sperasoft haven’t found a way to fix the day/night cycle that the game clearly needs and not the random preloaded time of day antics. Come on, it’s 2020 and you still haven’t figured it out?
Every character gets a very well done remodeling that borders on uncanny valley in spite of its more cartoonish origins. My only gripes with the character models are the lack of effort that went into the lip-syncing, this undermines the realistic approach it’s trying to sell; in certain cut-scenes it felt like I was staring at high-tech androids with the oral articulation of an animatronic mouth servo. It doesn’t ruin the experience but again, if you’re going for that uncanny valley feel, investing in better animations can go a long way.
Steelport, even it being a fictional world, feels very believable. Each “district” of the island city has a distinguishable urban mood. Carver island in the southwest feels oppressively industrial with its smoking chimneys. The postmodern architecture of downtown Steelport and its towering Skyscrapers of steel and glass make for pleasurable obstacles to perform feats of aeronautic exploits on. The suburban neighborhoods of Stanfield in the northwest and New Colvin in the east are reminiscent of Manhattan’s Chelsea borough district style of public housing and Detroit's urban decay. This brings me to my next point; I couldn’t help but wonder if Steelport was on the verge of bankruptcy or if its mayor just hates public transport? Seriously it has an airport and metro system but they are both defunct, not a sign of life. I understand this comes down to Volition being a MUCH smaller company than Rockstar so resources were a lot limited and crime being so overtly rampant, perhaps could be written off as Steelport being a discouraged tourist location?
I digress but the world feels more dystopic and is reinforced by that with its updated visuals that really liven up its decade old environments. The “cribs” give a lot for the eye to look at, it's packed with props that give credibility to the world and really convey the lived-in vibes of a world famous but dysfunctional criminal organization. The rifles and rocket launchers casually lying around Shaundi's Ex’s apartment feel more plentiful, the eccentric art deco of Zimos’ pad, the shiny floors and gaudy fixtures of the Saints HQ, the decrepit surroundings of a once booming casino at Angels Gym, Kinzie's secret hacker warehouse are all given the special remastered treatment and feel very distinct from on another and make them worth dropping by in every now and then if you’re in their respective neighborhoods.
The audio and music are cleaned up but still use the old sound files. Still though, it felt good driving over to Planet Saints singing along to Sublimes “What I got” with Pierce, the nostalgia my inner child was feeling certainly didn’t die off. The “Party Time” mission when you jump out of a helicopter to Kanye’s “Power” to crash a rooftop pool party somehow feels more electric. Flying a STAG VTOL on your way to wreak havoc across the city felt even more epic than the first time I played it, and I must have finished SR3 like well over 6 times at this point. Nevertheless, the entire narrative story is blockbuster material that only occasionally takes itself seriously, the main characters are well written and expertly voiced by a robust cast (Troy Baker, Laura Bailey, Daniel Dae Kim, Hulk Hogan, Sasha Grey, Burt Reynolds, Danielle Nicolet, Arif S Kinchen to name a few).
If you’ve never played a Saints Row game, Saints Row 3 is a great way to get acquainted as it is perhaps the latest of the series to have kept its head on its shoulders as far as the meta goes. What happens after the third game is hit-or-miss. Do not go into this game expecting a GTA immersive sim experience or you will be disappointed. SR’s core strengths lie within its addictive, offbeat gameplay loop and insanely rigorous customization schemes. All this is now amplified with its updated visuals and DLC that come included in the remastered version.

EDIT: Good to read up on other Saints fans opinions out there! It's nice to know that this game still has a loyal base despite R*'s big shadow.
submitted by CypTheIVth to patientgamers [link] [comments]

Future of the franchise

Here are my ideas to what they should do for the future games
Mafia I Remastered (Upgrade to next gen graphics, fix the lighting and the few glitches. Change some things like when you fill up your gas tank show Tommy doing it like in Mafia II instead of what we got now, change the drive by it’s too easy, give us the option to change clothes in the story instead of just in free roam and add all the golden guns too. Change the way he goes up and down a ladder because that’s exactly like Lincoln Clay, change how he throws molotov and also change how he takes cover because that’s also exactly like Lincoln. Also change the way npc’s react when they’re shot or shot at and make them smarter. Add rival gangs so we can fight them in free roam. Make the bullet holes on npc’s and Tommy better. Add some things like trams, trains, a wanted system exactly like Mafia II, places to eat, ability to smoke, clothing stores, vehicle customizations, trafic lights so we can get a ticket when we run over red light, maybe some ambulances that can arrive when people die and make the police do a crime scene where the people died, more free roam missions where you could be inspired by the ones in the original Mafia and some more scores to the chapters. I love the scores that are there now but sometimes it gets a little repetitive and could be refreshing if there were something new. I know this is a small thing and I also know that you can see it on the map but I would love for them to write the date of the chapter when the chapter loads up like in Mafia II.)
DLC: Don Peppone (Everybody would love to see this. We all wants to see what happened. Let the game take place in 1910s to late 1920s. Let’s see a commission meeting with the big names from Mafia II, III, IV and V when Don Morello and Don Salieri became rivals. Show Carlo’s father. Maybe we could also see Alberto Clemente get his family accepted at the commission meeting in 1929. Show how Paulie and Sam got accepted into The Salieri Family. Would also have loved to see a cameo of Don Vinci to see the friendship between Don Salieri and him.)
DLC: Mafia II Mobile (This is a really good story that only a few has tried. It takes place in 1938 about a protagonist called Marco Russetto who is the nephew of Vincenzo. He travels to Empire Bay to find Tommy Angelo after he betrayed The Family. He starts working for Henry Tomasino. Look up the story it’s really interesting he works for Don Falcone and Don Vinci. He ends up in prison at some time also. There are some things in the story that you would have to change so it would make sense but this really does have potential. Plus if you created this Empire Bay map then you could use it for a Mafia II Remake.)
Mafia II Remake (It needs it. It truly needs it when you look at all the things that where scrapped. Add all the cut content. Add some amazing next gen graphics and a fantastic engine. Don’t change the characters look or voice since this game has the best voice acting in the world. Add more chapters to it so it would be longer and fill out the holes in the story. And let’s see more background to the characters. Maybe add some countryside to expand the Empire Bay map. Make some references to Los Ondas and the mobsters there. Make also some references to Mafia III and IV characters. Let’s see the return of the cigarette cards where we see the big mobsters of the 40s.)
DLC: Vinci-Moretti War (Very interesting story. We would love to see why this war happened and to see how Don Falcone and Eddie Scarpa took over after Don Moretti died. To see a younger Leo Galante and Don Vinci in the war and how they acted. Would also love to see how Alberto Clemente took over Don Moretti’s and Don Vinci’s businesses. That would explain why Leo Galante hated Alberto so much. You could maybe include Fredo Clemente somewhere there and maybe see Alberto give Henry Tomasino a job and Luca Gurino’s involvement. Let’s see more to Jack Olivero and Tony Balls since he was the driver in the car with Don Moretti where Steve Coyne planted the bomb and killed Don Moretti. Show how Derek Pappalardo was involved in the war and how he got rewarded the docks.)
DLC: Joe’s Adventures Remake (To this one they need to add cutscenes. Interesting point of view to see it when Vito was in jail but it lacked cutscenes. Let’s hear more about Tony Balls and Rocco.)
Mafia III Remake (A game with a lot of good elements, great story and great characters. Fix all the glitches and lighting. I had 2 problems with this game. Number 1 was that it was really repetitive. I don’t feel it had a good reply value like the other 2 games. I think this remake should make it chapter to chapter based so we don’t have to take over all those rackets again and again. Number 2 was that I didn’t feel it was so connected to the franchise. I felt with a remake where you add some chapters and some voice recording where you hear about some of the characters from Mafia I, II and IV would help a lot. And as I stated below I think Mafia IV should be a prequel to Mafia III being set in the gap of Mafia II and Mafia III. So therefore you could add Mafia III characters to Mafia IV’s story. Since it’s the 30th anniversary of The Salieri Family case then they should add a newspaper about it. Maybe tell that Detective Norman has retired. Make some references to Los Ondas and the mobsters there. Add again the cigarette cards and show the big mobsters of the 60s)
DLC: All Saint’s Day Massacre (It would be amazing to have a prequel to Mafia III about Sal Marcano and his brothers to see how they took over New Bordeaux. Let’s see how Sal tricked his brothers to kill Don Carillo and how Valerio Marcano died and let’s see some background to Sal’s brother Lucio. It would also connect us more to Mafia III’s story where this is the Marcano Family’s rise and Mafia III is their downfall. Would love to see a commission meeting with Sal where he introduces himself as the new don of New Bordeaux. Let’s see some more to Roman Barbieri, Frank Pagani, Gianni and Tony Derazio and Enzo Conti and how they got recruited. Let’s see Thomas Burke and Sammy Robinson and the rest of the Black Mob and how they ended up working for Sal Marcano and maybe their problem with the Haitians.)
Mafia IV (Set as a prequel to Mafia III in Havana and Florida. Inspired by Godfather II and Meyer Lansky’s story. Tell the story about Fredo Clemente. Let’s see Sal opening his casinos in Havana and how Tommy Marcano got to work for him. Let’s see the other families settling down in Havana. How did Fredo react when his brother died and wouldn’t he kill the 2 who did it? Maybe some families from other states where causing trouble. Maybe the families from Pennsylvania would like a slice of the casinos. Let’s see an introduction to Louie Romeo just to see him. Tell more about Nino Santangelo since he is cuban. Since the events of this game is taking place before Mafia III maybe we could see what happened to Lucio Marcano when he died in 1962. Make some references to Los Ondas and the mobsters there. Add again the cigarette cards and show the big mobsters of the 50s.)
DLC: Pennsylvania (Inspired by The Irishman, The Pittsburgh Family and The Bufalino Family. Let’s see some of the Mafia there and how they wanted to take control of some of the casinos in Havana. Show their connections to The Empire Bay families. Maybe Louie Romeo could be from this state.)
Mafia V (Inspired by Casino and Mickey Cohen’s and Bugsy Siegel’s story. Now this should be about Los Ondas and how the Mafia wanted to take control on the West Coast. Los Ondas should be Los Angeles and Las Vegas combined. It should take place from the 30s-80s. Let’s see when the commission from the East wanted Louie Romeo to make their move on the West. It would be interesting to see Los Angeles in the 40s-50s and Las Vegas in 70s-80s. Let’s see a war in the Las Vegas strip. This would take place at the same time as the other mafia games so make some references and cameos from the characters from the other games. Maybe Fredo Clemente and Louie Romeo could be in war so you could see it from 2 different perspectives. Mafia IV would be Fredo’s perspective and Mafia V would be Louie’s perspective. Since it also takes place after the events of the other games let’s see what happened to the families in those citys. Like we could see who was running Lost Heaven after the 30’s and who ran Empire Bay after the chaos that Vito, Joe and Henry has caused.)
DLC: San Francisco (Maybe a map expansion and show how the family operated there.)
submitted by samircorleone to MafiaTheGame [link] [comments]

Need to get this off my chest...

Today I played through every ending... I usually don't play single player rpgs due to the lack of feeling from characters (obviously they are AI) This was the first that I've ever invested into. Usually I get in, rush the story skipping any dialog, cutting any corner. But this game the characters and the subtle change in them with minor decisions pulled me in.
My first play through I sped through just to see if it was my kind of game. Especially with all the hate surrounding performance, bugs, etc. These aren't a big deal for me in a single player game if I enjoy it. Needless to say I ended up loving it. So much so I stuck through every piece of dialog, all of the information, reading all of the shards, etc. But then the ending nation attacked, and V disappeared when they needed him most. 😔
The 'best' ending is obviously the happiest you can get. Even though you will die, at least you get to die with the people you care about. I say "will die" because after the Arisaka ending, its clear that not even the source of the problem can stop said problem. Further more not even a "God" withing the ultimate source of the problem (alt) can help you. Basically nobody with the know all both internally and externally can stop it. But at least you do get to die with the people you love, which is a big gripe with the other endings.
Every other ending where you fight and "succeed" you get out and live 6 months but you end up alone. Yes you can tie this to "well greedy choice = greedy outcome" When in all actuality the greedy thing is to bring them in to die if you don't necessarily have to. Both the solo ending and Rogue/Johnny ending have the same "good" outcome- Dying suddenly, alone, in space like a legend.😶 These endings would be AMAZING if you could
A) End up with the Panam and the nomads like the nomad ending
B) Pulled the Arisaka earth ending and just cut to black
Either would be better than emphasizing the fact that you end up dying alone, no decision you make swayed this. It simply is because.?
I have seen posts suggesting that the V you control is completely different from the V before and after the chip. Suggesting that the player is just the angel to Johnny's devil. Essentially Trivializing any decision you make.
Don't get me wrong this is a good explanation BUT it still feels rushed and misused. This type of thing is usually used in SIMS, where the player controls the world around the character. This works in SIMS because you are god basically, you set so they perform. RPGs to fully invest have to be more hands on, so the player can connect and feel what they do matters, and time is not/will not be wasted.
This is why the Casino ending is by far the worst. Went out with a unsatisfying death before you can even experience a mission in space, maybe even hitting the Arisakas lab. This ending closes your story for you. The others at least leave it up in the air.
The Arisaka ending may leave a bad taste but at least the future is left open for your imagination and DLC. I will say as far as saddest ending? Choosing to sign the contract and seeing how alone V was, it's a great way to end it if you want to go balls deep on "lol let's punish the player for choosing this ending." It played its part insanely well. BUT at the same time working with Arisaka is the only realistic solution, if they had help from Alt. 😉
Giving Johnny your body is surprisingly the 'best' ending (Only topped by the Nomad ending). You go out by a selfless act, you choose your friends life over yours. It's rewarding, and makes sense (unless you ask the Nomads for help). This ending is the best for the rogue ending and solo (because of the shit other option- V goes out a legend this way).
This is the perfect example of why I say its either lazy or rushed writing at this point. Duplicate endings, endings that could flourish with just a few extra scenes (Johnny showing nomads appreciation for saving him and V). The endings lack reason, consistency, and follow through. If you choose to give the body to V in the rogue ending why does he just step in to replace her, not even a scene like Johnnys where he goes to the graves. Again this ties back to it being implied that V isn't V until after the chips out. In that case why does he go from an exiled nomad that has at best only moved illegal cargo, a low level street thug, or a corporats assistant to a high ranking merc?
That is why my conclusion is that kermit slipnslide is the Canon ending. Thats what I felt like after playing every ending and seeing how much my choices mattered.
PepeLaugh I didn't have the vital information PepeLaugh
submitted by Clouddedd to cyberpunkgame [link] [comments]

[SPOILER] The Future of Cyberpunk 2077 (DLC)

Salutations all,
A friendly reminder that this post will be discussing the future of the game, and thus will go over not only the endings of the game, but a few side missions as well. So if you don't want spoiled on these things, turn back now. I'm not going to describe each ending or mission in great detail, with the expectation that you've either experienced or know of the endings, but also so as to avoid giving away as much information as possible to those who haven't played through them, so even if you know what happens, you can still enjoy the ride. Also, let it be said that this is supposed to lead to good discussion, and isn't supposed to be an end all, be all kind of post. I'd love to hear other's thoughts, especially if there's something I've missed or if new information comes to light :) That being said, let's get into it!
First off, I have personally played through The Star ending, and The Sun ending. However, I have watched most of the other endings, and have an understanding of what happens in each. When I finished the game and got those two endings, I very much got the impression that our (V's) story is not over yet. While they could certainly tie up loose threads and answer certain questions with a sequel, I think it's far more likely these things will happen in future DLC. Though there are lots of different variations and differences in the details of the endings, there are some simple points that are true for some of them, and can be broken down as such:
- V lives and keeps their body, but only has 6 months to live.
- V gives their body to Johnny, and Johnny leaves town.
- V dies, and Johnny along with him.
- V is made into an engram and awaits a suitable body to take as a host.
Some of these endings wrap up V's story, thus I think it unlikely that we will see them being continued in DLC. These are the outcomes where:
- V gives their body to Johnny
- V dies
-V is made into an engram
Obviously, the ending where V dies, be it by suicide or a blaze of glory, leaves no story to further via DLC. I don't see CDPR expanding the ending of Johnny taking V's body for multiple reasons, mainly that it would have to be a DLC exclusive to that ending, as it shares nothing in common with any of the other endings. V has become part of Alt, and there's likely no coming back. Plus, I don't see CDPR paying the price for hiring Keanu back for more work, just for a DLC option that many players wouldn't have chosen anyway. Likewise, though they could theoretically do something with the ending of V's engram being put into a suitable host, that shares nothing in common with any of the other endings, and the story of the DLC would be radically different than any other. Plus, the engram option seems bleak and ambiguous, whereas the option to leave and live out your remaining 6 months seems (somewhat) more hopeful.
With this in mind, I believe the story can and will be continued with the narrative of V attempting to find a cure with the 6 months that he has left to live. The endings where this occurs are The Sun and Star endings, along with "good" option to The Devil ending where you choose to live out your remaining 6 months. However, I think the DLC tying in the endings of The Sun and The Star are far more likely. With The Devil ending, we know absolutely nothing about V's remaining 6 months, and they even get a call from Hanako offering to work for Arasaka in their last 6 months. To me, this ending really does seem to be "living out" the rest of your life, rather than looking for a cure. It is still ambiguous enough that it could be worked in as an option for DLC, but I think it more likely that the Sun and Star endings will be the basis, for numerous reasons.
In the Star ending, V leaves Night City for Arizona with the Aldecados, specifically in an attempt to find a cure. There isn't even a hint of the idea of just living out your remaining 6 months with your family. It's pretty straightforward in this ending: Finding a cure is the sole purpose for the journey, and is stated multiple times. The Aldecados have connections in Arizona, and have lots of favors to call in to try and help V find a cure. Personally, I romanced Panam so there was additional dialogue about finding a cure so that V could live. but the main point for this ending is still the same if you don't romance Panam, or if you'd romance someone like Judy.
The idea of The Sun ending is less clear. The name of the final mission is "Path of Glory". V has almost made it to legendary status after breaking into Arasaka and Mikoshi. They've become the head of The Afterlife and have gained the respect of everyone around them. Most importantly, V is about to do the gig of a lifetime that will cement them as a true Night City legend. At first glance, it seems like this ending doesn't have anything to do with finding a cure, but instead is about V fulfilling their (and Jackie's) dream of becoming a true legend. However, upon closer inspection, that is not the case. Once again, I romanced Panam so my experience may be different than yours, but when she accused V of just wanting more glory, V corrected her and said that wasn't what it was about, but to show that everything the city took and gave wasn't for nothing. After telling Panam he wanted to hear her story, she said it was a long one, and his response was "I'll find time for it." I don't just take this as "I'll try and find time for it in my busy schedule" but that he's literally going on a search for more time. Adding to this is when V meets with the client, Mr. Blue Eyes, at The Afterlife. When the client brings up how people think V is "taking too big a risk. Poetically speaking, flying towards the sun to burn up." and V responds, the client brings up how he knows that V isn't just being confident, but that they're fighting for one last breath, and that he hired him because "you'd [V] do anything at all for even the faintest chance at survival." V is putting on a façade of doing the ultimate gig that is fitting for a true legend, so that they can show everyone they're the greatest of all time. But in reality, V is doing this at a chance for survival. We don't know how this mission could lead to it, but it's clear that that is the true purpose behind the mission, and the main idea behind this ending.
So here we have two endings that find V using the time they have left to search for a cure, and going great lengths to do so. In my opinion, both of these endings have the most work put into them, and require the player to finish certain side missions to make them available. They keep the door open for respective romances, and continue V's story. I am unsure if one will be a "true" ending, but there is one main thing that makes me think that The Sun ending is the one that will connect to the DLC that furthers this story. And that main thing is V's client, Mr. Blue Eyes.
This man is shrouded in mystery, and that has been done purposefully by CDPR. For one, we don't even have a name for this man. It's true that V might go by an alias (unless their name really is just "V"), but even so, "Mr. Blue Eyes" is one strange alias to go by, simply because he has blue eyes. We know almost nothing about him, except for that when V knocked out Arasaka, Blue Eyes' people managed to rush in and grab what they could. He's able to see through the façade that V is putting on and somehow knows that this is actually a last ditch attempt at survival. V tells him to make sure he holds up his end of the bargain (showing that a deal has been made, and it's likely not just for some eddies), to which he replies "Oh, I never forget a promise. Good luck," He is able to get V into space in quick time, in order to rob the casino at the Crystal Palace. So not only does he want a job of incredible magnitude done, but he's promising something as a reward, and he's promising it to a mercenary who he knows will do anything just at the chance of survival. So whatever his side of the bargain is, it's most likely not something insignificant.
Most intriguing of all though is that this isn't the first time that Mr. Blue Eyes can be found. At the end of the Peralez's mission,"Dream On", after discovering that they've been being brainwashed to the point of not knowing which memories of theirs are real or fake, V meets with Jefferson in the park. Before this, V is warned by whoever has been brainwashing the Peralezs that, "It doesn't matter what you tell him. It doesn't matter what you think of doing or do - you can't change anything. We know who you are. We know WHAT you are. We know what you want. You're playing with fire. Don't dare cross the line." After this, regardless what V says to Jefferson, if V looks up to a terrace overlooking the park, they'll see the man himself: Mr. Blue Eyes. Scanning him reveals that his affiliation is unknown, and that he is wanted for "classified". If V looks away, and then back at him, he disappears. If the player is able to maneuver and jump their way to him, he is unable to be killed in any way, and doesn't acknowledge you're there, showing that Mr. Blue Eyes was placed there on purpose, watching over the meeting, and nothing more. Along with this, at the end of the Garry the Prophet missions, it is revealed that "men with blue eyes" took Garry. This leads me to think that Mr. Blue Eyes is a part of something very big, especially if he has something to do with (or is the leader of, from what it sounds like) the group that has been pulling the strings behind the brainwashing of the Peralez's and the ones who are getting him to be mayor. This guy gives off some major Gaunter O' Dimm vibes from The Witcher 3, and I very much think he'll play a pivotal role in the story to come (I'm pretty sure he has something to do with NightCorp and what you learn about them from Sandra Dorsett's mission, but that's just me).
With a character like Mr. Blue Eyes being involved in The Sun ending, with everything he says, and the fact that V is flying through space to infiltrate the Crystal Palace, I think that this is where the DLC that continues V's story will take us. Now obviously none of that is found in The Star ending with the Aldecados, but that doesn't mean that ending doesn't have any significance. They could easily have an intro to the DLC where, if the player chose The Star ending, the Aldecado's somehow get brought into contact with Mr. Blue Eyes, or at least find out that the answer to a cure could have something to do with the Crystal Palace. I think the Crystal Palace will be the setting for a DLC no matter what, I just don't know exactly how they'll get us there from the Aldecado's ending, or if Mr. Blue Eyes will have anything to do with it (I can't imagine he wouldn't). Either way, it's definitely not impossible for CDPR to have V end up at the Crystal Palace for this heist mission, regardless if the player got The Sun, Star, or even the "good" Devil endings to the game.
Some people may be thinking that DLC will only be additions to the existing story, similar to the Hearts of Stone DLC from Witcher 3, rather than a continuation of the story that takes place after the main mission, like Witcher 3's Blood and Wine DLC. I understand why people might feel that way, but I just don't see it happening. For one, if they just wanted to end V's story, I think CDPR would have given us the option of a truly "happy" ending where V not only survives, but doesn't have a 6 month clock ticking to his death. Even if they didn't do that, I don't think they'd make the main mission of the Aldecado's ending to be finding a cure. Instead, it would simply be about enjoying the time V has left as part of a family. I think that The Sun ending would have simply been what V masquerades it to be, the final mission to cement himself as a true legend, a legend above all the others. Rather, they made a point to include a purposefully mysterious character as V's client, who called out V's real motives behind the gig, and promised some kind of reward for a job that has never been done before (said reward was also left quite ambiguous). Too many clues have been dropped for these to be endings that allow for certain kinds of roleplaying. While I can see how people would think CDPR doesn't plan on continuing V's story, especially given the differences between the endings, I think they've given themselves quite a bit to work with, and given fans quite a lot to pick up upon.
There are certain other loose ends that could be brought up as well, such as the research being done by NightCorp, the mysterious group behind the Peralez's brainwashing, or the fate of the Arasakas (Saburo Arasaka takes over Yorinobu's body via his engram in The Devil ending, Hanako is somehow killed in The Star ending, and we aren't told anything about them in The Sun ending). Loose threads don't always need to be tied up, however, and sometimes it's even better if they're not. So I'm not really counting on any of that to factor into DLC. However, I wouldn't be surprised if these things came up again.
All in all, these are my thoughts on the future of Cyberpunk 2077. I'm sure there are things I've missed, and hopefully more things will come to light as time goes on (I'd really like to know if Blue Eyes shows up in more than just that one mission). Please, share your thoughts! The one thing I know for certain is this: I just want my V to find a cure so he can make babies with Panam, try food with Takemura, and drink some Jackie Welles. Please, CDPR. Make my dreams a reality.
submitted by Grayson076 to cyberpunkgame [link] [comments]

[USA] [H] NES Minis, Games for Nintendo and Sony Systems, Gaming Collectibles [W] Kirby's Dream Land 2 CIB, Etrian Odyssey Nexus cart only, Mario Party 2 box, many more games in list

Looking to trade! I have over 100 confirmed trades :) Right now I am mostly looking for the wants I have listed below, especially the high priority stuff, but I may be open to offers. Just please do not be offended if I say no!
p.s. "CIB" means complete, as in including all the booklets and such that were supposed to come in there, otherwise I will clarify what is included. "NIB" means New In Box, aka sealed, "brand new," in the shrink, etc.
p.p.s. If we are going to trade, all I ask is please be honest about the condition of your items. I can provide pictures for anything I have, please be willing to do the same! Thanks!

HAVE

Mini Consoles
GameCube games, accessories and packaging
N64 booklets
Switch
3DS consoles, games, accessories
3DS boxes and manuals (no games)
DS console, games and accessories
DS boxes and manuals (no games)
GBA games and videos
GBC games and more
GB games and more
GB manuals (no games)
Wii U games
Wii games and accessories
NES games and accessories
PS3
PS2
PSX
PSX boxes and manuals (no games)
PC
Nintendo Power magazines
I have the following issues available, please inquire about condition because none of them are mint: 27, 30, 31, 32, 34, 37, 38, 39, 42, 46, 49, 50, 51, 86,
Strategy guides
Books
Collectibles and posters
Comic Books
Random Stuff

WANT

The high priority stuff:
Nintendo Power issues - I am close to completing my set, I need the following issues:
Lower priority:
Limited Print Switch Games (prefer CIB, also fine with Best Buy retail versions when applicable)
Retail Switch Games
3DS Games
DS Games
GBA
GBC
Game Boy
Wii U Games
(lots more games, I have a long list for Wii U, just show me what you have)
Wii Games
GameCube games
PS2 Games
PS3 Games
Strategy Guides
Also if you've read this far, I recently started an Instagram dedicated to video game collecting and would love to connect with others! My username is chillcollector.
submitted by MiamiSlice to gameswap [link] [comments]

casino dlc story missions video

Hinzu kommen doppelte Belohnungen auf Casino-Story-Missionen und weitere Aktionen. GTA 5 Ausgezahlt wird der Betrag in der kommenden Woche. GTA$-Bonus fürs Spielen in dieser Woche, der nächste Woche ausgezahlt wird; Doppelte GTA$ & RP in Casino-Story-Missionen. Mit der Neueröffnung des Online Casinos in Grand Theft Auto V, erhalten Schließt fünf Casinoarbeits-Missionen für Casinomanager ... So Ive been trying to work my way through the new Casino missions. Ive managed to get all the way to completing Play To Win, but the marker outside the Management area keeps wanting me to join the Strong Arm Tactics mission, which Ive already completed... I managed to get ahead to Play To Win bec... GTA 5 Casino DLC Story Mode Missions, Part 1! (Make Money Fast) 2019–2020 U-RanTV ... GTA Casino secret missions. You don’t need to do these GTA Casino secret missions to earn the Armored Enus Paragon R, just so we’re clear. Treat these as extra missions to do and get a kick ... Playing Casino Missions in Co-Op. It is worth noting, however, that you are able to play the Diamond Casino missions without having the Penthouse if you accept an invite to play the missions in co ... This guide will tell you How To Start Casino Missions In GTA Online as the Diamond Casino & Resort has a number of missions you can complete for various rewards and unlockables. The Casino missions are tied to the new DLC added to GTA Online. As such, you need the DLC installed before you’re able to join online and get in on the action. There are also a lot of bugs and some problems with mission starts and servers at the moment but hopefully, this will pass with time. The long-rumoured Casino DLC has been reconfirmed by the source with the addition of a couple of new names for the Assassination missions, assassin_skydrive and assassin_cablecar, which were found ... Completing all six missions may seem like a lot of work, but the various rewards to claim make it well worth the effort. Each GTA Online casino mission earns a player between $5,000-10,000, for a grand total of $50,000 for the first five missions. Players then earn $100,000 upon completing the last mission, if it’s the first time they’ve played through. This mission can only be triggered after certain prerequisites have been met: all casino story missions must be completed, ten real-world hours must have gone by after having started another Casino Work mission, the player must be a CEO/VIP or a MC President, the player must be inside the casino, Master Penthouse, or Penthouse Garage, and the player must have never refused a Casino Work mission until that point. When they first launched, there was a mad scramble of players figuring out how to host casino missions in GTA Online, thanks to the bonus reward on offer to those who hosted all six of them.

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