r/VideoGameAnalysis

▲ 27 r/VideoGameAnalysis+1 crossposts

Temperance isn't primarily Johnny's redemption. It's V's.

Hi everyone.

I wanted to share my opinion on why I think Temperance is the best ending of the game.

I'm a politics, philosophy and economics degree student and I've been diving deep into the lore of cyberpunk.

One of the most interesting aspects of Cyberpunk 2077 is the tension between what V believes herself to be and what V actually does. V is frequently presented as an empathetic, compassionate and morally conscious character. Her dialogue often demonstrates concern for other people's suffering, exploitation and autonomy. Yet the actions through which the player progresses the game are frequently characterised by extreme violence. V kills enormous numbers of people, many of whom are not powerful corporate executives or particularly evil individuals, but ordinary workers, security guards, mercenaries and people attempting to survive within Night City's economic and political system.

This creates an important contradiction. V appears to recognise the humanity of others rhetorically, while simultaneously participating in a social environment in which human life has become almost entirely instrumentalised. The more I consider the game's wider lore, the more I believe this contradiction is deliberate. Cyberpunk 2077 presents a world in which death has become so normalised that both its inhabitants and the player cease to question it. Within this context, I interpret the Temperance ending not primarily as Johnny Silverhand's redemption, but as V's redemption: the moment in which V finally rejects the assumption that her own continued existence is necessarily more valuable than another person's.

Night City and the normalisation of violence

Night City is fundamentally structured around the commodification of human life. Corporations exploit workers, governments have limited meaningful control, criminal organisations operate alongside legitimate businesses, and individuals are forced to sell their labour, bodies and skills simply to survive. The distinction between victim and perpetrator is therefore often extremely unstable.

This becomes particularly apparent when considering the people V kills throughout the game.

As players, we tend to categorise enemies according to gameplay mechanics. Someone has a red health bar, therefore they are an enemy; an objective requires them to be eliminated, therefore killing them is justified. Yet the lore complicates this distinction. In a world where firearms are commonplace and employment is heavily militarised, a person working as corporate security is not necessarily ideologically committed to corporate oppression. They may simply be someone earning a living.

This is important because V frequently participates in precisely the system she criticises.

V can condemn corporations for treating human beings as disposable while simultaneously killing employees who are themselves economically dependent upon those corporations. The game rarely forces the player to contemplate this contradiction. Consequently, violence becomes morally invisible.

A non-lethal playthrough technically allows the player to avoid much of this killing, but that possibility arguably exists more as a gameplay choice than as the central moral framework of V's character. The ordinary experience of playing Cyberpunk 2077 is overwhelmingly violent. The player therefore becomes acclimatised to the same moral environment as V.

In this sense, the game does something particularly effective: it makes the player experience the normalisation of violence rather than merely describing it.

Johnny Silverhand as a reflection of V

Johnny initially appears to represent an ideological alternative to V. He despises corporations, rejects conventional social structures and sees himself as a revolutionary. However, the deeper lore surrounding Johnny complicates this heroic interpretation.

The bombing of Arasaka Tower is an obvious example. Johnny's hatred of Arasaka and desire to retaliate against the corporation provides a justification for extraordinary violence, including the deaths of civilians. His moral framework is fundamentally consequentialist in the crudest sense: Arasaka is evil, therefore violence against Arasaka can be justified.

This is precisely where Johnny begins to resemble V.

V's justification is not ideological in the same way. She is not generally trying to destroy Arasaka or overthrow capitalism. Her justification is much more personal:

I am dying, therefore I have to survive.

The motivations are different, but the underlying moral structure is remarkably similar. Both characters establish a hierarchy in which their own objective allows them to subordinate the lives of others.

Johnny sacrifices others for revenge.

V sacrifices others for survival.

The distinction between them therefore becomes increasingly difficult to maintain.

The paradox of V's empathy

This is why I find V's character particularly fascinating.

V is not necessarily a cruel person. In fact, she can be extraordinarily compassionate. She helps strangers, protects vulnerable people, develops meaningful relationships and repeatedly expresses concern about exploitation.

But empathy in Cyberpunk 2077 often remains primarily interpersonal.

V can care deeply about the individual person standing in front of her while simultaneously participating in a broader system of violence against thousands of anonymous people.

This distinction resembles a wider problem in moral philosophy: human beings often find it easier to value identifiable individuals than statistical or anonymous lives.

A person whom V knows has a face, a name and a story.

The twenty guards she kills in a warehouse become obstacles.

The game therefore allows the player to construct a morally compassionate V while simultaneously participating in extraordinary violence. The contradiction is rarely resolved because Night City's culture has made it almost impossible to perceive that contradiction in the first place.

Songbird as V's moral mirror

The Phantom Liberty storyline makes this contradiction considerably more explicit through Songbird.

Songbird's actions are horrifying because she manipulates people, lies to V, exploits political conflicts and ultimately becomes willing to sacrifice others in order to secure her own survival.

Yet this is precisely what makes her such an effective parallel to V.

Songbird's fundamental argument is essentially:

I need to survive.

V's entire main storyline is built around the same premise.

The difference is that when Songbird sacrifices other people, V is forced to observe the consequences from the outside. She is no longer the person performing the violence herself.

This creates an interesting moral reversal.

When V kills people in the course of her own survival, the player experiences those deaths as gameplay.

When Songbird kills people for her survival, the game asks the player to morally evaluate her.

The uncomfortable implication is that V and Songbird are not entirely different.

They are products of the same world.

Both have been placed in situations where survival becomes an overriding imperative. Both manipulate others. Both rationalise morally questionable actions. Both believe that their circumstances justify what they do.

Songbird therefore functions as a kind of moral mirror for V.

She exposes the possibility that V's compassion does not necessarily make her morally superior to the people she condemns.

The instrumental value of V's life

This also raises another question: why is V's life treated as being so valuable?

Throughout the game, people repeatedly risk themselves for V. Panam and the Aldecaldos, for example, become involved in increasingly dangerous situations because of V.

Other characters rely upon V's extraordinary abilities to resolve problems that ordinary people could not.

But V's value is largely derived from her usefulness.

She is exceptionally capable.

She can defeat increasingly powerful opponents, infiltrate heavily defended locations and ultimately confront figures such as Adam Smasher.

The fact that the Aldecaldos put their group on the line to save V is insane if she was just a normal civilian as so many people die in the storming of arasaka.

In other words, V possesses enormous instrumental value.

This creates another disturbing feature of Night City: perhaps V is not treated as more valuable because she is inherently more valuable, but because she is more useful.

This becomes especially apparent in the game's endings.

When V is powerful, famous and capable, people need her.

When V wakes from the two-year coma, many of those relationships have changed. Friends have moved on. Circumstances have changed. V is no longer the same person, and importantly, she is no longer as useful.

The coma ending therefore strips V of the exceptional status that she has acquired.

For perhaps the first time, she has to confront the possibility that she is simply another human being.

Temperance and the rejection of instrumentalism

This is what makes Temperance so significant.

V's entire story is dominated by the desire to preserve herself.

She fights.

She kills.

She takes increasingly dangerous jobs.

She seeks increasingly desperate solutions.

She repeatedly places herself and others in danger.

All of this is ultimately justified by the need to survive.

Temperance represents the rejection of that logic.

V gives Johnny her body.

On the surface, this can be interpreted as V losing everything.

But philosophically, it can also be interpreted as the first time V deliberately refuses to treat her own life as categorically more valuable than another person's.

This is why I interpret the ending as a form of moral redemption.

V has spent the game living according to an implicit hierarchy:

My survival > the lives of others.

Temperance reverses that hierarchy.

Another person's continued existence can matter more than my own.

The significance is not that Johnny necessarily deserves V's body. The significance is that V chooses to give it.

It is an act of voluntary relinquishment rather than violent acquisition.

Johnny's transformation

This interpretation also makes Johnny's transformation more important, rather than less.

Johnny begins the story as someone who struggles to recognise the humanity of others.

His hatred of Arasaka and his obsession with his own ideology have allowed him to rationalise enormous amounts of suffering. ( Like setting off a nuclear bomb??? Like I only found about that recently)

V's influence gradually changes him.

He becomes more empathetic, more reflective and less obsessed with his own legacy.

Therefore, by the time Temperance occurs, the two characters have effectively moved in opposite directions.

Johnny learns to value other people.

V learns to let go of herself.

That is why the ending works so well as a conclusion to their relationship.

V gives Johnny the opportunity to live, while Johnny demonstrates that he has finally learned how to live without continuing the cycle of violence that defined him.

He leaves Night City rather than attempting to recreate his former life.

He does not use V's body to pursue revenge against Arasaka.

He walks away.

That matters because the gift V gives him is not simply physical. She gives him the possibility of becoming someone different.

The Buddhist interpretation: letting go

(I'm Buddhist and I find it personally quite interesting that there are two ways to not be apart of the corpo system and that is becoming a monk or a nomad.)

From a Buddhist perspective, the ending can be understood through the concept of attachment.

V spends the game desperately attached to her continued existence. Her identity, reputation, relationships and physical survival become things she feels compelled to preserve.

The tragedy is that the more desperately she attempts to hold onto them, the more suffering is produced.

Temperance represents the opposite movement.

It is an act of letting go.

That does not mean that life has no value. Rather, it rejects the assumption that the preservation of one's own life must take absolute priority over everything else.

V finally accepts that she cannot control the outcome.

And in doing so, she makes perhaps the most genuinely compassionate selfless choice of her entire story.

Conclusion

For these reasons, I don't think Temperance should simply be understood as "the ending where Johnny gets V's body."

I think that interpretation misses something much more interesting.

Johnny's redemption is certainly part of the ending, but V's transformation is equally important.

She begins the game in a world where human life has become commodified, where violence is normalised and where survival is treated as sufficient justification for almost anything.

She becomes extremely good at participating in that world.

She kills people who are themselves trapped within the same structures she despises. She becomes valuable because she is useful. She learns to treat her own survival as something that must be protected at almost any cost.

Songbird then provides a mirror of what that philosophy looks like when taken to its logical conclusion.

And finally, Temperance gives V a way out.

Not a way out through victory.

Not a way out through power.

Not a way out through becoming the greatest merc in Night City.

But through relinquishment.

V's final act is to stop insisting that her life must be preserved at the expense of someone else's.

That is why I consider Temperance the most meaningful ending.

Johnny's story is about learning to care.

V's story, ultimately, is about learning to let go.

And perhaps the most fitting ending for a game about a world where everybody is desperately trying to possess, control and exploit everything around them is for V to finally say:

My life is not worth more than others.

TDLR: Temperance is V's moral redemption because she has spent the game participating in systemic violence, and giving Johnny her body represents her recognition that her life isn't worth more than anyone else's.

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u/UniQueElliot — 3 days ago
▲ 8 r/VideoGameAnalysis+6 crossposts

Comparer deux jeux plutôt que les noter sur 20, ça vous semble plus juste ou juste plus simpliste ?

Salut,

Je bosse depuis quelques mois sur un truc tout bête : on te montre deux jeux côte à côte, tu cliques sur celui que tu préfères, et c'est tout. Pas de note sur 10, pas de compte obligatoire. Derrière, chaque vote fait bouger un score ELO (le système des échecs), et de tous ces duels sort un classement mondial.

L'idée de départ, c'est que je trouve les notes sur 20 assez peu parlantes. Dire "ce jeu vaut 17" ne veut pas dire grand chose, alors que "entre ces deux là je préfère celui de gauche" c'est un truc sur lequel tout le monde a un avis en une seconde. Environ 27 000 jeux en base, dont un pool d'à peu près 5 000 qui passent en duel.

C'est là si vous voulez regarder : https://www.gameforever.app/fr/

Ce sur quoi j'aimerais vraiment votre avis :

- Est ce que le duel est un format qui vous parle, ou vous trouvez ça trop réducteur face à une vraie critique ?

- Comment comparer honnêtement un jeu de 1994 et un de 2024 ? J'ai le sentiment que la nostalgie fausse tout, mais je ne sais pas si c'est un problème à corriger ou juste le résultat assumé d'un vote populaire.

- Il manque un truc évident que vous iriez chercher en arrivant sur ce genre de site ?

Je prends aussi les critiques sèches, c'est pour ça que je poste 👍

u/Yannis_15 — 4 days ago

About video games

Anyone else feel like gaming has gotten ridiculously expensive lately? 😭

Between games, DLCs, skins, in-game currency and everything else, it feels like it adds up pretty quickly.

What do you guys usually do when you want something but don’t really want to pay full price? Do you wait for sales, look around for deals, buy bundles, use third-party marketplaces, or just bite the bullet and pay for it?

Also curious — what’s considered a “good deal” to you when buying gaming stuff?

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u/ThunderMonstrosity90 — 3 days ago
▲ 11 r/VideoGameAnalysis+1 crossposts

Splatoon Raiders - CGR Review

Just finished the game recently and typed out my review! We like to dig into deeper themes at CGR, so even though Raiders is a game not to be taken seriously, it was fun thinking critically about. Hope you enjoy!

catholicgamereviews.com
u/plards2192 — 3 days ago
▲ 17 r/VideoGameAnalysis+3 crossposts

Playing Games In Good Faith

>“The destiny of games is to become boring, not to be fun. Those of us who want games to be fun are fighting a losing battle against the human brain because fun is a process and routine is its destination.”

>— Raph Koster, Theory of Fun for Game Design

I've been thinking a lot about how different online gaming is now.

When I look at the last two decades of online games, there's a big shift that I don't really see anyone talk about. Now more than ever, players seem willing to forsake their own preferences about how they play a game in order to improve their perceived odds of success and rewards. Most people experience this to some degree; it's when you reduce your graphics settings in a shooter specifically to make enemies easier to spot. It's when you stop playing a character or class you like because a guide told you it's not good this patch. It looks like skipping cutscenes because they take time away from progression, or playing in immersion-breaking ways that are more statistically effective.

I've taken to defining this idea by what it isn't. Instead of playing games in the way they present themselves to us, or in the way we find fun, we often choose to prioritize playing in ways that our communities consider valid or optimal. Put short, we don't play games in good faith.

A lot of this has to do with metagaming, and while I think these ideas are deeply intertwined, I do think they are distinct concepts. Metagaming is the realization of instrumental play; it is the process that creates the rankings, the strategies, the methods of play that are considered to be "correct" or "optimal" play, through group consensus. Playing games in good faith, however, is what you might call the organic or natural way of playing a game. It's about the way a game presents itself to a player, and how a player perceives it. When outside pressures make you play a game in a way you normally wouldn't want to, you start to play the game for reasons beyond itself. You begin to play in bad faith.

Personally, the most significant instance of this issue that I've experienced was in World of Warcraft during the Shadowlands expansion. In Shadowlands, there was a system called Torghast that was initially meant to be a kind of optional game mode, inspired by games like Hades or Dead Cells. The mode itself is unimportant here, but what is important is that playing that game mode was the only source of an obscure currency for upgrading your character. The power gained from these upgrades was viewed during development as relatively small, meant to be a bonus for the subset of players that enjoyed the new mode, and not much more. In practice however, the WoW community largely decided to make playing Torghast mandatory for everyone. The community's argument was, it's a statistical benefit to your group if you get those upgrades, so by not getting them, you were being rude and holding other players back. Not just at the highest levels of play, mind you, but basically across the board. To be clear, If you did not spend hours a week grinding out the currency from this game mode, players would refuse to group up with you. From the game director at the time:

>"We often hear feedback that people are upset when they run out of goals and lack the motivation to do anything. But what we found, to our initial dismay and horror to some extent, is that a much broader range of players than we expected saw this .4% power increase that was behind something they didn’t necessarily enjoy doing as absolutely mandatory."

>— Ion Hazzikostas, in a 2021 Interview with Gamesbeat

This issue is certainly not exclusive to WoW. In basically any online game, the decisions about what character to pick, what items to use, the strategies you employ, are all more driven by social pressures than they ever have been before.

There's a whole other side to this discussion, about how social media and the proliferation of player-created guides and strategies affects how we view these things. It's harder to engage with a game organically when so much media is determined to tell you the "correct" way to play. But that aside, the more I think about this, the more I see a common trend in online games across the board; fun in online games always takes a back seat to success. The social structures around gaming have just never really materialized a form of sportsmanship, or "playing-in-good-faith". Broadly, socially, players will choose to win while having a bad time rather than lose while having fun. Or rather, in online gaming, extrinsic rewards are socially prioritized over experiential, intrinsic fun. Intrinsic fun, on some level, requires variables, unpredictable outcomes, and surprises, and the agency to make meaningful decisions based on the info provided to you. Meta-gaming requires those uncertainties be shaved off if they don't get rewarded faster than other methods. And more than ever, gaming communities define "fun" by success and rewards almost exclusively.

This is the part where I'd love to give some kind of idea for a solution, but truthfully I don't think there's a way to put the cork back on the bottle. The channels by which these pressures propagate are already too deeply entrenched, and the pressure to play "optimally" is only getting stronger with time. But I do think we lost something along the way, when we collectively shifted to prioritize success over authenticity.

P.S.: There are a ton of other related topics I wanna give their own discussion later, like social media's role in all this. Also while I mostly talked about online, multiplayer games, this phenomenon does occur with single-player games as well to varying degrees (i.e., the community around Elden Ring offered a deluge of guides/tier lists/builds when that came out). I didn't focus on single-player games here because there's far less social pressure. You don't have teammates pressuring you to play a certain way, so it's much more avoidable.

P.P.S.: I linked it once above, but seriously. Why It's Rude to Suck at Warcraft by Folding Ideas is one of the best videos on this kind of topic. Please, if you can spare the time, give it a watch. He's much better with words than I am.

u/TheInf3rno — 10 days ago
▲ 0 r/VideoGameAnalysis+1 crossposts

Why didn’t Black Myth: Wukong win GOTY over Astro Bot?

Genuine question: why did Astro Bot win Game of the Year over Black Myth: Wukong?

I really enjoyed Wukong, so I’m curious what made Astro Bot the better choice for GOTY. Was it the gameplay, level design, creativity, polish, or something else?

Would love to hear your opinions.

u/yoyohoneysex — 11 days ago
▲ 25 r/VideoGameAnalysis+4 crossposts

Is The Punisher (PS2) The Most Violent Marvel Game?

In this review, we take a deep dive into The Punisher (2005): the gritty third-person action shooter developed by Volition and published by THQ that pushed Marvel games further than almost anything that came before or after it.

youtu.be
u/PiccoloAnnual340 — 12 days ago
▲ 0 r/VideoGameAnalysis+1 crossposts

It’s time to be honest about Campaign Evolved.

With the new release of Halo: Campaign Evolved, there’s definitely some potential in the remake — but I’m honestly not sure how I feel about the game. There’s a lot to love, but a lot for Halo Studios to learn from here. The video above goes into much deeper details about how I feel, I’d highly recommend you give this one a watch!

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u/Cyspartan — 12 days ago

I am willing to argue that Portal 2 is objectively the best game ever made

It could literally be played by anyone and it has food story and game mechanics. Intricate puzzle designs are most of the time fun to solve and the final chapter is just awesome.

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u/Egozmen_ — 13 days ago