Cyberpunk 2077 - An open minded review

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The rise of CD projekt red was unprecedented. In just 8 years a small independent studio went from releasing their largely unnoticed debut game on an outdated and borrowed engine to releasing one of the most critically and commercially successful games of all time. After The Witcher 3’s success CD projekt were catapulted into video game stardom, becoming one of the most beloved developers in the industry. Their fans were unwaveringly loyal, their reputation was impeccably pristine and their stock price was rising rapidly. Fast forward to mid 2020 and they became Europe’s most valuable video game company, having surpassed even industry heavyweight Ubisoft. For comparison Ubisoft have published or developed a grand total of 784 video games. CD projekt meanwhile had, at the time, made three Witcher games and a couple spin offs. Their journey from a small polish pc game distributor, who struggled to find funding to create a single low budget role-playing game, to one of the largest gaming companies in the world, off the back of only a few actually released games, wasn’t just unusual. It was literally something that had never happened before or since. Their rise was meteoric and in 2020 CD projekt sat on top of the video game world, seemingly untouchable and unrivaled, but they wouldn’t stay there for long. To say that people were excited for Cyberpunk 2077 is a bit of an understatement. I don’t know if hype can be objectively measured. As far as I know there’s no such thing as a mathematically derived hype coefficient to make use of here, but I don’t think it’s an exaggeration to say that Cyberpunk was probably the most eagerly anticipated video game in history. Of course there were a few wobbles: multiple delays, negative news coverage about work conditions, announcements of some unwanted additions, but make no mistake; Cyberpunk never seemed in danger of being derailed and as the long awaited release date finally drew near excitement reached its boiling point. Hardware was upgraded. Holidays were booked off work. And social commitments were eschewed. With hype levels off the charts, preorder sales through the roof, and records just waiting and records just waiting to be broken. And so, after all those years of announcements and expectations, of teasers and trailers, of waiting and anticipating… The day of judgment was finally here… and what could possibly go wrong? Bugs should have been expected. I mean we’re long past the age when big budget games come bug free right out the box, particularly open world rpgs, but I don’t think anyone anticipated the severity of the situation. It’s like the difference between finding a single spider in your house compared to finding a whole swarm of them. Some of the bugs were relatively minor and some could even be amusing, but others caused serious problems and the frequency with which these issues occurred was far beyond even the lowest standards of the modern era. And it wasn’t just bugs that were the issue; questions were also raised over performance, with the previously announced system requirements seeming more than a little optimistic but any slight disappointments over performance faced by PC players were nothing compared to what awaited those who purchased this game on last gen consoles. One of the best reasons to play games on consoles, instead of on a pc, is that consoles are reliable. You don’t have to worry about whether your hardware is still up to the task of running a newly released game. The framerate might be low but it’s usually quite stable. And you don’t need to concern yourself with things like crashes. Instead, you can rest assured that at least you’re buying something that’s been optimized and tested to make sure it runs properly… that at least the game will work. I have to admit, as someone who plays mostly on PC I honestly wasn’t even aware that games running on consoles could crash… until cyberpunk. I haven’t played this game on a console. I don’t know how bad it was, or still is, but the consequences of how this game ran on last gen consoles speak for themselves. First came the fan outrage, quickly followed by an onslaught of memes. Which then led into an apology from CD Projekt, followed by promises of refunds. What came next however was something nobody could of anticipated as Sony responded by removing cyberpunk from its digital stores entirely, for both playstation 4 and 5, in what was an unprecedented move that even gaming’s biggest disappointments hadn’t been subjected to. Microsoft followed suit by adding a warning to their store page about performances issues, and as of recording this, cyberpunk 2077, the biggest game of the year, still can’t be purchased digitally for any of Sony’s consoles. When it will return is still unknown but things may not even stop here as recent announcements suggest a class action lawsuit is being filed by company investors and, as this is unknown territory, who knows where we’ll end up. One thing’s for sure though, which is that for CD projekt it’s a disaster. The developer’s previously soaring stock price has since plummeted, and regardless of how many copies Cyberpunk may have already sold, that’s something which will have serious consequences for the company. The console situation is made even worse by the fact that CD projekt only issued reviewers with PC codes alongside a strict embargo, so that any issues with the console version were conveniently brushed under the rug and left as an unhappy little launch day surprise for the unexpecting last gen consumer. And they almost got away with their dastardly plan too if not for one fatal flaw… which is that on release day people were able to play the game themselves. Yeah, in retrospect you have to wonder how they didn’t see that coming or how this situation got to be quite this dire in the first place. And those are questions I’m sure many people have been asking these past weeks. The details of this situation are mostly unknown although I’m sure people have theories and, in time, will attempt to provide explanations. Still that’s not what this video is about. There’s been a lot of talk about CD projekt these past weeks but I want to focus on something else, which is the actual game. For a lot of the discussion on cyberpunk recently the game and CD projekt have been treated as one interconnected entity. Disappointment at the game leads to anger at the developer and anger at the developer leads to disappointment with the game, and it’s not unreasonable that people react this way, but I’ve always been more interested in talking about games on the basis of the game itself rather than any fan outrage, political discussion, or media frenzy that surrounds them. Still I do want to be clear that what CD projekt have done by misleading their audience, failing to deliver on promises, and mismanaging their studio is… bad, and regardless of anything else I say in this video, these aren’t things I wish to defend. But I also believe there’s nothing wrong with separating the art from artist and in the whirlwind of expectations and emotion that have surrounded this game’s release that’s something that hasn’t always happened. So forget the controversy that surrounds this game. Forget the company that made it. Forget what you were promised or what you expected. And let’s focus on just one question. Is Cyberpunk 2077 actually any good? And if not, why not? Keep in mind, there will be spoilers. First things first. After all these news stories and fan reactions, and one hundred hours of in game time myself, one conclusion that seems obvious is that cyberpunk 2077 feels unfinished. Bugs, poor optimization, cut content, broken promises, all of these things happen even if we wish they didn’t… but not to this extent. I can’t offer a comparison to other notable disappointing games of recent years like fallout 76, no mans sky or anthem, because generally, I do my best to avoid disappointing games. Jumping on the bandwagon to shit on the latest game that deserves to be shat on might be an easy way to gain views on youtube, but it’s still not something I have much interest in because life’s short and I want to spend my time playing games I actually enjoy. Still something I have done over the years is play a lot of early access game that appeal to my tastes. Games which might be low budget and janky. Games that are only part way through their development. And games which are obviously unfinished, and which the developers will happily admit that this is the case. And after 100 hours with cyberpunk it does seem… a bit like an early access game, and I don’t even mean that as an insult, regardless of how insulting it may sound, cyberpunk just doesn’t seem finished. It’s full of bugs you’d expect wouldn’t be difficult to iron out, systems that seem like placeholders that were one day meant to be replaced, and areas that look like they should have some kind of content that just hasn’t been added to the game yet. It feels like playing an early access title. The thing is, some of my favorite games of the last decade have been early access games. That sounds a little like saying ‘but some of my closest friends are black’ after being called out on a questionable choice of words, but really, I don’t mind if a game seems unfinished in certain ways if it’s good in others. And I also don’t mind if a game is a little janky. Again many of my favorite games have been janky and buggy, particularly at launch, and over the years I’ve played and enjoyed many a buggy rpg. In fact I often find the games I end up enjoying and respecting the most are those which are ambitious but flawed, as opposed to games that are polished but do little to stand out, and I’ve often found myself wishing that critics and fans would pay less attention to graphical fidelity and level of presentation of a title because these often seem less important to me than other areas of game design. I say all this so you understand where I’m coming from and because I think it’s better to be up front about my taste and past experiences before saying what I’m about to. Which is that I played Cyberpunk a lot, on what is, by Cyberpunk standards, a low end PC, but the bugs and technical problems didn’t ruin my experience. In fact, in some ways, their severity seems to have been exaggerated to me because, despite the fact that certain bugs or problems were very frequent, most of the bugs I personally encountered were also quite minor. I also found, much to my surprise, that in 100 hours playtime, I didn’t have a single crash. I’m not sure to what extent this is me getting lucky, and the fact that console players have been getting crashes makes me even more bewildered, but I can only speak about the experience I’ve had, and that experience has been entirely crash free. Which would make the game… more stable than most. I also feel I need to point out that despite doing every single side quest and gig in game at least once and many twice, I never encountered a single quest that I wasn’t able to complete. As someone that’s played a lot of rpgs over the years that’s pretty rare. I also never encountered a gamebreaking bug, at least not one that I couldn’t quickly fix by reloading the last autosave. The worst bugs I encountered were: one time when my characters weapon permanently disappeared and nothing I did allowed me to use a weapon or interact with anything, one time when I got stuck behind Jackie in a doorway in an early story mission, one time my car got stuck and I couldn’t exit it, one time an enemy car got stuck in the ground which meant a quest didn’t update, and one time when an enemy drone that I had to kill got stuck in the ground in a main story mission. In all of these occurrences I had to reload the last save to resolve the issue but, as cyberpunk frequently autosaves, these didn’t seem like game ruining issues. One of the most impactful bugs I encountered was with Wakako’s phone dialogue. This character is one of the game’s fixers who gives you side quests and there are many short conversations with them over the phone but after some unknown point early on in the game, every single one of these conversations didn’t play either the audio or subtitles correctly meaning I was forced to miss the majority of these conversations. As for other bugs, they tended to just be annoying but some were more annoying than others, and I certainly got sick of certain common issues, like seeing my character being shown as bald in mirrors or enemy loot which can’t be picked up. Still the real problem with these minor bugs is that this is an immersive game with a heavy focus on narrative, and seeing characters walk through cars, or lip animations fail to play pulls you straight out of the experience. These type of bugs occur so regularly that you’ll find they show up during many important story scenes, and it’s one thing when you’re just messing around doing side activates and come across some weird visual glitch, but it’s a great shame when you’re invested in the storyline and a dramatic impactful moment is interrupted by your characters pants failing to load and their mouth getting stuck in an open position. When bugs are this common it also introduces a level of uncertainty over whether issues you encounter are the result of the game working as intended or because something is broken. During one side quest called Kold Mirage you need to save a guy who’s getting his brain fried when trying to access a cyberdeck. You can save this character by hacking into to a nearby computer terminal except when I tried to do this there were no options to hack the console and I didn’t see any other way to advance the quest. I assumed this was the result of a bug and that I simply couldn’t complete this quest until it’s fixed, but many hours of game time later I finally realized the reason I couldn’t hack the terminal was because I had changed out my characters cyberware and no longer had a cyberdeck. One short trip to a ripperdoc later and the quest was finished but if bugs weren’t so common in this game I might have realized at the time what the problem was. Instead bugs are so prevalent in cyberpunk that they end up seeming like the most likely explanation for all problems of this type you encounter and this example wasn’t an isolated event. Being unsure whether the problem you face is the result of bug or if this is how the game is meant to be harms the experience. It feels pointless searching every inch of an area looking for what you might have missed when you can’t be sure whether you missed anything at all or whether the quest just bugged out and isn’t updating. And so in cyberpunk bugs end up harming both story and gameplay, as they lead to wasted time, diminished immersion and a cheapened narrative, and even as someone who might have got a little lucky overall and has a high prebuilt tolerance for bugs, I still found the game to be heavily brought down by the vast quantity of issues encountered. But it wasn’t ruined. So what about everything else?```````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````` One of the biggest areas of criticism for Cyberpunk has been over its roleplaying elements. While the game is based off the cyberpunk tabletop rpg, doubts were raised before it even released over things like the direction implied by gameplay trailers or the rebranding of the official cyberpunk 2077 twitter account which removed mention of the term rpg in favor of the more generic sounding ‘open world action-adventure story’. So you could say the writing was on the wall for this one, but really there was a much more obvious indicator for the level of roleplaying people should expect from the experience, which was, The Witcher 3. As this was the game which introduced many people to CD projekt, and is likely the game that set expectations about what to expect from the roleplaying of cyberpunk 2077, it makes sense to me that in order to fairly analysis Cyberpunk as an rpg that it be compared directly to its spiritual predecessor. So that’s what I’m going to do for the rest of this segment. Spoilers, the results might shock you. Let’s start with life paths. Your choice between nomad, streetkid or corpo was promised to be an important decision that would significantly alter the experience but this was a lie. While each path does have a different 30 minute prologue that tries to introduce your character’s background and motivations, the prologues themselves feel like weak introductions to this world and are too short to feel especially meaningful. Once these prologues are over the story will then follow the exact same path regardless of your chosen background with the only impact of lifepath being one short optional side quest per path and some semi regular dialogue choices that are lifepath unique. This is not enough to make the original decision of which life path to chose feel important and, as far as I can tell, the dialogue options will never unlock any new routes in quests or have any other tangible impact on the experience except for just changing the flavor of what’s said. For example the Corpo options lets you unleash you inner Karen at certain times and ask the occasional question that I guess is meant to reflect your greater insight into corporate on goings, but that’s about it. This is disappointing and feels like considerably less than what was promised. I expected something similar to Dragon Age Origins, which has 6 origin stories, twice the number of cyberpunk, and yet each comes with a considerably longer unique prologue that goes on to change the players experience later in the game in a much more significant way. Still, to be fair to Cyberpunk, I did say this was a comparison with The Witcher 3, which had no life paths as Geralt, understandably, always has the same predetermined background. You can import or simulate a save file from the witcher 2 but even the impact of this is very limited, really only altering the availability of one side quest as well as slightly changing a few bits of dialogue about past character fates. And so, as disappointing as Cyberpunk’s lifepaths are, it’s still somehow the winner in this particular area. 1 – nil cyberpunk. Moving on we have dialogue. Both The witcher and cyberpunk feature regular dialogue choices and it’s through these kind of options that many rpgs allow players to role play their character. Both of these games have a more limited selection of dialogue choices than many other rpgs, which makes sense because both games attempt to be cinematic and feature voiced protagonists, meaning creating scenes with radically branching dialogue requires more effort than say, a game that delivers dialogue through static text boxes. So options for roleplaying through dialogue are a bit lacking in both. Likewise the player only has limited input into the personality of both Geralt and V which can diminish the degree to which each character feels like your character. This is more disappointing in the case of cyberpunk because Geralt has always been a predefined character, whereas cyberpunk features a brand new protagonist, which in theory affords the writers more freedom for role playing options. But this still isn’t evidence of the witcher being a deeper rpg so this round ends up being a draw. For the record I do think Geralt is the more enjoyable and likeable main character, but that’s not what this comparison is about and so for now the score remains 1 – nil cyberpunk. Moving on we have how the games handle narrative choice and consequence. While you will make hundreds, if not thousands of dialogue choices in games like these, most of them have no real impact on the story and simply don’t matter in the grand scheme of things. So now let’s look at the few important choices that do. This factor can be a little difficult to compare between the two games simply because The Witcher 3 is longer so it makes sense that it has more choices which impact its narrative. It can also be hard to know exactly which choices matter in these types of games even after multiple playthroughs, as players won’t always experience every outcome and games often employ more than a little smoke and mirrors in making their choices seem more meaningful than they are. Luckily though people have already compiled checklists for each game that list all meaningful story choices which can then be compared. I’m not going to summarize these lists, as that would take too long, but feel free to check them out yourselves. Anyway, from playing both games more than once and checking these lists my conclusion is that the witcher 3, just about, provides both more regular, and more meaningful, narrative choices. Cyberpunk does have its moments. For example the early quest the pickup is really impressive. This chart shows the different ways this quest can go down, but there are further consequences of your decisions here as your choices will determine whether Meredith lives or dies, which can open up an extra romance scene later, and you also have a choice about whether to save Brick which impacts one of the later side quests where you can meet him again and avoid a combat encounter as a result. Most other quests aren’t as impressive as this but there are a few more good examples of choice and consequence, including how some choices are initially hidden by being tied to the player actions in missions instead of just selecting A or B from a menu, like saving Takemura’s life during Search and Destroy. Cyberpunk also handles its ending choice better than The Witcher 3. In cyberpunk there are 4 very different epilogues, compared to the witcher’s three, but it also has four different final missions sequences with the ending the player receives being determined by both the choice the player makes about how to handle the final mission as well as their choice at the end of this mission. Which options are available are determined through players actions in side quests, as well as one secret option being made available by having a high enough relationship with Johnny, which all together makes for an impressive amount of variables and outcomes. The witcher 3 only has one final mission sequence and I don’t want to spoil that games ending for anyone so I won’t go into any more details about how the epilogue is determined, but I think it’s fair to say Cyberpunk handles its ending choices much better. Still how the witcher 3 handles narrative choice overall is one of its strongest aspects and it ultimately wins out through sheer quantity, particularly in regards to its large number of side quests that feature some kind of choice. And so after three rounds its one all with everything to play for. I wonder how many of you watching can see where I’m going with this by now. Anyway don’t worry if you can’t because things won’t stay level for long. Next up let’s look at the role playing systems in each game, starting with character building. Cyberpunk features 5 attributes and 12 skills, each with their own selection of perks. You also have a number of choices around equipment including weapons, armor, mods and cyberware. We’ll look at how loot and itemization are handled separately so for now let’s just focus on the options provided by the systems themselves. The witcher 3 has no kind of attribute system but it does have its own skill system that features perk like options that it calls abilities. However while cyberpunk has 12 skills, each with their own selection of perks, the witcher only has 4: combat, signs, alchemy and general. For each skill both games have a selection of 20 perks/abilities, which means the witcher has 80 abilities compared to cyberpunk’s 240 perks. Not all perks are equal but both games make use of similar types, with a mix of percentage modifiers, stat bonuses and a few upgraded or new abilities. This means that while you chose which abilities to increase and equip in the witcher, you also do this in cyberpunk and yet there is a much greater number of options in both skills and perks as well as the added decision over which attributes to increase. Cyberpunk also has a system where each skill increases in level through use, akin to the progression system used in the elder scrolls game, which doesn’t always seem very balanced at the moment as these skill levels seem to increase a bit slowly, and there are also some questionable aspects of this systems implementation, like how you get stealth exp for hiding bodies in containers. But overall this system still adds a bit of further complexity to the games character building which isn’t found in the witcher. So cyberpunk wins this round by a landslide, offering both more choices and deeper choices, but it’s not just about what systems are in place; it also matters how the game uses them. Lots of rpgs with skills feature some form of skill check and these two games are no different. In The Witcher 3 there is one ability that is used as a skill check in conversations, and that’s the delusion ability, which allows Geralt to use the sign Axii to sometimes persuade people to do as he wishes through some jedi mind trick shenanigans. And that’s it, that’s all the skill checks in the entire hundred hour plus game: one easy to acquire ability that can be used to avoid a few optional fights. Cyberpunk features conversational skill checks more regularly, which are connected to the players 5 attributes. A lot of the time these don’t have any real impact on events and just change the flavor of dialogue, but there are at least some examples of when using skill checks in conversations opens up new options in quests. Usually this is when the player is given the option of using their body stat to intimidate various people you encounter and I wish the game had just taken this same approach with some of its other attributes. It would have been great to be able to use my cool stat to charm people or my intelligence stat to outsmart someone, but while there is clear room for improvement, at the very least, cyberpunks skill checks during dialogue are still better than the very low bar set by the witcher. However cyberpunk’s skill checks aren’t limited to conversations. You also use your body stat to perform feats of brute strength like forcing open doors and ripping up turrets, as well as the intelligence stat to have access to more breach options and ways to hack the environment, as well as the technical stat to unlock doors. But cyberpunk also features attribute requirements on cyberware so that your character build unlocks even more options in what you can equip, and cyberware can unlock even more ways to interact with the environment, like the leg upgrade which gives you a double jump that can be used to reach new locations. Anyway we’re starting to blur the already imperfect lines between rounds here but just to make it clear; cyberpunk is the obvious winner once more moving the score to 3 – 1. Next up let’s look at level design and combat. Part of what makes rpgs rpgs is having multiple options to approach problems. In tabletop rpgs this often revolves around how imaginative players are, and maybe how forgiving your dungeon master is, but due to the more limited focus of video games, computer rpgs will often resort to combat as the default solution to every problem. And The witcher 3 and cyberpunk aren’t so different yet one of these games is clearly better than the other. The witcher does have a few ways you can prepare for battle, like oils and potions that provide a stat buff, and a few different tools in combat, like signs and bombs, but really every problem is dealt with the same way, by your sword. Steel or silver, it makes no difference, when problems come a knocking someone’s getting stabbed. Meanwhile in cyberpunk most combat situations allow stealth as a perfectly viable alternative to fighting, and as well as just sneaking you can use hacking to manipulate the environment or to weaken foes before getting combat underway. There’s also a much greater focus placed on environmental exploration, which means alternative pathways through levels or different access points to locations. And even combat itself provides more options with multiple weapon types that can be taken advantage of for different situations. Whether to charge in with a shotgun or sit back with a sniper rifle is still more choice than the witchers 3’s combat encounters offer and there’s also melee, grenades, quickhacks, breaching, and activate-able cyberware that can do things like slow time. Overall it’s clear that when you look at the core gameplay of each game cyberpunk just offers more choice and more depth. 4 – 1. Lastly we come to loot and itemization. Character progression through gear has become a major aspect of role playing video games but, unfortunately, this isn’t something either game does very well. For reasons I will never understand, modern video games seem to be obsessed with throwing as much loot as possible at players as if they’re trying cover up any flaws with the game itself by overwhelming players with useless crap to pick up at all moments in time. Really it’s got to the point where I feel we need an intervention. Someone needs to take the modern gaming industry to one side and sit them down with all their friends and ask why this is a thing. Seriously, who decided that picking up useless crap nonstop is what players want to do in their rpgs or action games? Why would we want some of this stuff? There’s a reason it’s called junk. And what’s the point in having so many weapon and armor items drop off foes that you have to waste time going in your inventory after every single combat encounter just to swap gear out for a few measly incremental stat upgrades? This isn’t satisfying progression; you’re just turning loot into a chore. Then there’s the damage to immersion that comes from pilfering every item not nailed down as soon as you enter a building, even when the owner of these items is standing there staring at you as you do it. “Yes hi, don’t mind me, just putting your ashtray into my backpack so I can sell it for 3 dollars at a vending machine later, and oh, is that a condom I see in the corner there, don’t mind if I do, thank you very much”. Maybe I’m just getting old but this kind of senseless loot spam seen in so many modern games just makes me feel tired and doesn’t increase my enjoyment of the experience in any way. Regardless, most of what I’m complaining about applies to cyberpunk more than the witcher but neither game is innocent. Cyberpunk also disappoints in how it forces you to constantly switch to the latest armor drop which always seems to result in your character looking like a complete twat. This is a setting where style is everything, except for you, who bounces between homeless chic and ‘I was dressed by my toddler’ making the decision to make the whole game first person feel almost a necessity if only to hide what a an eyesore every outfit you forced wear really is. What’s so annoying about this is that an armor rating for clothes doesn’t even make sense. I mean why does one t-shirt give more armor than another? Also if information in game is accurate then the armor stat itself barely even matters as 10 armor translates to a negligible -1 dps on incoming attacks, making it all pretty pointless. A purely cosmetic system for clothing, with meaningful stats and progression instead coming from clothing mods would look and function so much better. But instead we have constant loot spam with arpg style randomly generated items of the usual tiers and standard stat modifiers, and while both games are bad Cyberpunk is still worse: The junk items aren’t needed. Weapon upgrades are too frequent and too small, and clothing upgrades feel like they serve no purpose other than making you look like a walking embarrassment. Still the witcher 3 has its own glaring issues, particularly the way it scale quest rewards and random drops to be just below the player’s level, meaning they’re almost always significantly worse than items you can get by crafting. This meant even in-game items of legendary status gained through on level quests were often worthless right away as a result of being scaled too low, and all item progression after the early game simply comes from a small number of crafted witcher gear despite the fact that game still forces you to loot things all the time. At least Cyberpunk handles its iconic weapons better, with random drops also being regularly worth using, and the loot spam does become less of a problem later on when upgrade frequency slows and you learn to just ignore all junk. Cyberpunk also has progression through cyberware, which offers a few really interesting upgrades while also providing a good money sink to help balance the economy. Overall I might give the edge to cyberpunk for this round but the difference is small enough that it seems fairer to consider it a draw, bringing the final score to 4 – 1 with cyberpunk the clear winner. This is just on the basis of their roleplaying elements but as rpgs the only way the witcher 3 could be considered deeper is narrative choice and consequence, and even that category was very close with the witcher only really taking it by virtue of being a longer game that features more choices as a result. Meanwhile cyberpunk has deeper character building with choices that completely change the gameplay experience based on both character build and how you approach gameplay situations. I have completed the witcher 3 three times and each time I‘ve tried my best to create different builds, with one playthrough investing heavily into alchemy and one playthrough investing heavily into signs. And yet in reality all three playthroughs played out exactly the same with the only real difference being whether I focus on fast attacks or strong attacks, and even that only has a small impact in practice. But that wasn’t the case in cyberpunk. My first playthrough focused on handguns and stealth, where I picked up as many headshot and crit bonuses as possible while making use of time slowing cyberware to make getting those headshots easier. This meant every encounter I had a choice between going in guns blazing or taking advantage of stealth, with both proving very effective thanks to my build, and I also focused all my gear, mods and cyberware on getting headshot and crit synergies to boost my damage high enough that I could one shot enemies even on hard. And it was fun. However on my second playthrough I went for a katana wielding hacker and the experience changed completely. Using melee instead of guns radically alters combat, stealth was still possible but only by relying heavily on hacking, and where before I built my character as a glass cannon, now I was forced to build my character with a greater focus on survivability to allow me to soak enough bullets to get up in enemy’s faces. So, two playthroughs with completely different gameplay experiences, and there’s potential for many more playstyles and character builds than this, as while you have enough attributes and perks to heavily invest into two skill trees, you can mix and match which trees those will be or go for more of a jack of all trades approach. But it’s not just character building that’s deeper here. By creating combat encounters as mini arenas that incorporate environmental exploration, stealth, skill checks, hackable objects and more, it means cyberpunk incorporates elements of player choice into its gameplay on both macro and micro scales where you regularly get to think about your approach, weigh options, and take advantage of your specific character’s skill set. This is the type of thing we need more of in rpgs, and in modern rpgs in particular. So 4 – 1… seems a reasonably representative score. You could argue not all of these categories are of equal importance, and I’m not trying to claim my methodology is perfect. The scoring system isn’t meant to imply that cyberpunk is four times as much rpg as the witcher, it was just meant to be a fun and informative way to compare these games but, regardless, I have tried my best to compare their rpg elements fairly and the differences between them in terms of depth is considerable. So why the hell are so many people complaining that cyberpunk is a shallow rpg? This is a game from the makers of the witcher 3, and as an rpg its deeper than the witcher 3, so if everyone is complaining that cyberpunk is too shallow as a role playing game, with many people going as far as to claim cyberpunk isn’t an rpg at all, then why did nobody have an issue with the witcher? You can dislike cyberpunk for all sorts of valid reasons. You can consider cyberpunk a shallow rpg. And you can even argue cyberpunk isn’t an rpg to begin with if you really want, and I won’t mind. But one thing you cannot say is that cyberpunk is less of an rpg than the witcher was, because it is just not true, not even slightly. So why are so many people saying this? The only explanation I can think of is that most people’s basis of what is an rpg comes down to whether they like the game. And that if you like a game it doesn’t matter how shallow its rpg system are, it’s an rpg. And if you dislike a game it doesn’t matter how deep its system are, it’s not an rpg, but this is stupid. I have looked at a lot of the specific reasons people have given for why they think cyberpunk isn’t an rpg and some of them are frankly absurd, but I always think it helps to come back to the same rule of comparing it to the witcher. So, people complain that, say, cyberpunk isn’t an rpg because you can’t play on the arcade machines, where as lots of other games have playable arcades, which is like saying the witcher 3 isn’t an rpg because you can’t go fishing while lots of other games feature fishing mini games. Or they say it’s not an rpg because you can’t go out to a club and get drunk and hook up with people, which is like saying witcher 3 isn’t an rpg because you can’t go to a tavern and get drunk and hook up with people. Or they say that cyberpunk isn’t an rpg because you can’t customize your car, which is like saying the witcher isn’t an rpg because you can’t customize your mount. Do you see my point here? I’m not trying to be facetious, but this whole debate over what is an rpg is reductive, inconsistent, and ultimately just not helpful. Anyway if you really wanted CD projekt to make deep rpgs maybe you should have said something when the witcher 2 was released, because that was the point where the series moved away from its more traditional roots to introduce things like quick time events, action combat, and a more defined main character. But nobody said anything then. Instead they cheered these changes on, probably because the level of presentation improved and deep down, that’s the main thing people actually seem to care about. Just like how nobody complained when the witcher 3 took things even further by embracing a ubisoft style open world because, once more, the level of presentation improved and, hey, the story was pretty good, so 10/10, greatest rpg of all time, the game that all rpgs should be like and so on and so on. But now Cd projekt actually release a game that’s more of an rpg than previously and now everyone has decided to complain about how deep an rpg it is… probably because with all the bugs and technical problems we haven’t seen a big jump in level of presentation which I guess means it’s not allowed to be an rpg anymore. To me this seems like exactly the type of thing that people say without even thinking about it until it gets to the point where everyone is just saying it because it’s what everyone else says, regardless of how true it is. And really, I can’t even understand how anyone can buy cyberpunk 2077 and expect a truly deep rpg anyway because there hasn’t been a deep triple A rpg for at least ten years. To find such a thing you’d have to go as far back as Fallout New Vegas or Dragon Age Origins and these are games that have features people wouldn’t see as acceptable anymore in a big budget game, like non voiced protagonists, and below average graphics for their time. I mean, face it. Deep triple A rpgs are dead. They have been for years. And it’s likely audience’s obsession with graphics and level of presentation that was the very thing that killed them. So if you want to dislike cyberpunk 2077, don’t try to claim it’s because it’s a shallow rpg. Find a reason to dislike it that’s actually true, it’s not like there’s a shortage of them out there. Which brings me to the next section of the video, and again, fair warning, this may not go in the direction you’re anticipating. As incorrect and unhelpful as the claims that cyberpunk 2077 isn’t an rpg are, I do think they reveal something very important about audience expectations. You see I think there’s another reason this whole ‘not an rpg’ thing started, and it’s the same reason why, even when ignoring bugs, so many people are disappointed with the game itself, and it’s the same reason that cyberpunk 2077 ended up in the state it did: it’s that Cyberpunk wants to be everything, and that’s just not possible. It wants to have deep rpg mechanics, good driving, good shooting, good stealth, open ended level design, branching dialogue and narratives, cinematic set pieces, customizable characters, and fun side activates, all contained in an open, immersive simulated world. So it wanted to have the cars and driving of gta, the stealth and level design of deus ex, the shooting and loot progression of destiny, the action set pieces of uncharted, the world detail of red dead redemption 2, the story choices of the witcher 3, the side activates of yakuza and the rpg mechanics of the tabletop cyberpunk. And yeah, it wasn’t able to do all that. Which people should have been able to see coming. And that’s my theory for the delays and the bugs and the deception and the flaws. It’s not anything nefarious or sinister; it’s not the systemic flaws of capitalism or women developers ruining ma video games or sabotage from within the company. It’s something much more obvious and no investigation or inquiry is needed because the reasons are starting us right in our faces, written out in big bold clear print over every part of the finished product. It’s because this game tried to do too much. It wanted it all and didn’t manage to pull it off. It wasn’t happy with just being a witcher 3 style game in a cyberpunk setting, it wanted to also take on rockstar at their own game and win, but rockstar are a master of their craft and they never try to do this much in a single game. You could say CD projekt should have known better, and they should of, but it’s also pretty obvious why they didn’t. It’s because people wanted this game to be everything. This was the title chosen as the gaming messiah and what do you mean it won’t have driving? Or a hub based world rather than fully open? Or no customizable character? Or no next gen graphics? No people want a deep rpg, and a fully open cyberpunk world, larger than any world they’ve seen before with the level of detail of a rockstar game, and the best graphics they’ve ever seen, and dating and arcades and multiple apartments and porno braindances and recreational narcotics and dynamic weather systems and controllable drones and cars with weapons built into them and parkour and dynamic beard growth and cyber gwent and ciri and maybe a steak and a blowjob every time you boot the game up… if that’s not too much to ask? I’m not saying it’s the audiences fault by the way. The burden of responsibility for managing expectations lies with CD projekt and they’re the ones who fucked up. People always want more, whether that’s realistic or not, and why wouldn’t they? Bigger is better. But it does seem very surreal to me to see a game that obviously failed by trying to do too much, and then seeing the fan reaction that’s almost entirely made up of people asking for more. “Why is this thing not a part of the game? Why can’t we do this? Here’s a list of things CD projekt need to add” and on it goes. It’s as if even when standing in the smoldering ruins of this overly hyped and overly ambitious mega failure, people still aren’t willing to let go of their unrealistic expectations and maybe try to view the game for what it is, rather than what they hoped it would be. Still it’s obvious that cyberpunk 2077 isn’t the prophesied game of legend so many hoped for. So what is it? I think having focused already on this game as an rpg it makes sense to look at its other main components individually, so let’s break the game down into its various aspects, starting with the world itself, which somehow manages to simultaneously be the most impressive and the most disappointing feature of all. Night City looks incredible. All of my footage is coming from a low end pc that in many ways won’t really do this game justice, but even with the lowered graphics this is still a world that is packed full of breathtaking vistas and handcrafted detail. The city has a sense of scale that I don’t think I’ve ever really felt in a video game before, because while there have been other big open worlds, I can’t recall another fully open city that actually seems like it could contain a city sized population. A lot of that is the result of the density of sky scrapers and mega buildings found in these urban environments. Night city feels almost as expansive vertically as horizontally, and I can’t believe how frequently you can look up or out to the distance and see great looking skylines or realistic urban sprawl. And all this is complemented by a sense of style that nails the cyberpunk aesthetic, making it even more remarkable. There’s an almost neo-brutalism feel to a lot of cyberpunks architecture, with bright neon lights imposed on top of and next to great big slabs of sheer concrete geometry. Buildings overhang and interweave as if they’re growing beyond the constrains of the space that’s meant to contain them, and the holographic billboards literally never end, stretching up endlessly as far as the eye can see to act as permanent landmarks that loom over you at all times, reminding you of the cities presence even when you try to escape it. And speaking of outside the city, even these spaces look great and contribute to that pervasive feeling of dystopia. Like the miles and miles of beaten down rusted wind farms, standing decaying and broken, symbols of a once hopeful future that never came, or the less subtle mountainous landfills; a cities worth of refuse that its inhabitants can’t even be bothered to move far enough away to remove it from sight. And all this is contrasted by other areas of futuristic decadence. Attractive blends of Japanese and western styles, colour and creativity, glitz and glamour, all as diverse as it is deceptive. And it doesn’t stop there; cyberpunk still looks great when you step off the streets and into its interiors, with great use of lighting and shadow which accentuates the neon soaked atmosphere of broken dreams and unbroken dreamers. Simply put, the art design of this game is as good as it gets. It’s a shame then that this beautifully crafted world doesn’t hold up under any kind of real scrutiny because as good as it visuals may be this world has a serious case of ‘look but don’t touch’ that’s been well documented by audiences already. A lot of this stems from the lackluster AI of its inhabitants which mean the illusion of a living, breathing world comes crashing down as soon as you interact with its pieces in any kind of atypical way. Shoot a gun or punch someone and they flail around or crouch down before usually going back to their nonexistent daily lives. Leave a car in the middle of the road and traffic will just build up behind it without ever trying to go around. And zoom in at cars in the distance and be prepared to see a poorly rendered diorama that’s about as convincing a representation of reality as your average Christmas nativity scene. Still if you really want to see how deep the ‘this isn’t realistic’ rabbit holes goes you’d be better off watching one of the many gta/cyberpunk comparison videos on youtube, that show, probably to few peoples surprise, that cyberpunk doesn’t simulate its virtual world as realistically as the makers of the most immersive simulated worlds in the industry. It’s worth pointing out that there are many things cyberpunk does that rockstart games don’t, in terms of gameplay and systems, but even then I don’t think anyone expected the gulf between the two developer’s efforts to be quite so vast in terms of realism and detail. This echoes back to how at the start of this video I said cyberpunk felt like an unfinished early access game. A lot of times it’s not just that parts of cyberpunk are basic or poorly implemented, it’s that things you’d expect don’t seem to even exist in the first place and what there is often seems more like a temporary placeholder than something you’d find in a finished triple A title. Just look at the wanted system, where due to the lackluster AI and pathfinding, cops spawn in directly behind you as if they’ve just beamed down from the USS Enterprise. If that makes the NCPD sound overpowered don’t worry because they happen to be as lazy as they are ethereal, and make no real effort to pursue the player on foot or by vehicle, leaving cyberpunks wanted system feeling even more half baked than the one seen in grand theft auto, the first one… You know, the one that looked like this. In situations like this you can only assume that this wanted system wasn’t finished because it’s hard to understand how any developer could look at this and think: “yeah okay, that seems good enough to me”. In others ways cyberpunk’s open world isn’t quite as bad but the end result is that while it may look incredible from a far it often falls to pieces up close, and the level of inconsistency in its presentation, when combined with the plethora of visual bugs and glitches can be whiplash inducing. Still if an open world sandbox isn’t what you’re looking for and you’re happy to treat this world like an art gallery, “please sir, no touching the painting”, then the level of artistic quality in its design is still as good as open world games get. Ultimately though I don’t think there’s much of grand theft auto’s DNA within cyberpunk’s genome despite what any initial similarities would have you believe. Instead cyberpunk’s open world is built more around the same approach seen in the witcher 3, which was a Ubisoft style design where the world’s main purpose is to be a good looking backdrop for a range of story missions and side content. So, if that’s the case, how is Cyberpunk’s side content? Well where the witcher 3 split its side content into points of interest and side quests, with the points of interest being simplistic, repetitive filler while the side quests provide the more substantial offerings, Cyberpunk’s side content isn’t quite as neatly divided. The side quests do return and are very similar to those seen in CD projekt’s previous title. There isn’t as many of them as in the witcher, but what there is is usually of just as high quality, with their main focus being on telling self contained stories that flesh out many of the games side characters or just offer a taste of life in Night City. The highlights of Cybepunk’s side quests are the quest chains that focus on individual characters, where V tends to go on a range of adventures all while forming a close friendship, or maybe more, with some of the npcs you meet through the story. Just as in each of their previous games, strong characters are one of CD projekt’s greatest assets, and the likeable and interesting people you interact with go a long way to making this content stand out. One criticism I did have was that of the five main friends you seem to make: River, Judy, Panam, Claire and Kerry, all of them seem to have a quest chain that revolves, in some way or other, over revenge with, at some point, the player getting to weigh in on whether revenge is worth it, usually with a choice about whether to aid them in their quest or not. And there’s nothing wrong with revenge being used as part of a characters motivation but doing that with every single major side character really shows a lack of originality. Other than this though these characters, and most of cyberpunks side quests are pretty good. In addition to these side quests there’s also police scanners and gigs. Police scanners are really just the cyberpunk equivalent to the witcher 3’s points of interest. More specifically they are cyberpunks version of bandit camps, guarded treasure and monster nests: combat focused, repetitive, filler content that seems to be there more to fill the world out than because this type of activity is actually interesting to complete. It’s no surprise then that, just as in the witcher, this content isn’t very good, and while I don’t mind it being included in the game I wish cyberpunk had made the simple change of just not showing it on the main map. This would mean this content seem’s less like a checklist that the player is meant to complete, and more like optional stuff designed for players to stumble into as they explore the map. Finding these encounters organically would also make them feel more like a real part of the world, which would be more immersive. So, for example, you would be walking down the street and then you hear a radio message about an assault in progress nearby, which would cause it to show up temporarily on the mini map, and then it’s up to you whether you feel like getting involved and maybe earning some loot and exp, or just continuing on with your life. Instead, as it currently is, the way this content is implemented doesn’t even make much sense. Why are occurrences of criminal activity presented as permanent features on the map? I mean if on day one there’s an assault in progress how come it’s still there 2 weeks later. Are these just the world’s longest gun fights? And yet, if you simply remove them from the main map the content itself wouldn’t even need to be changed for this content to feel more like an actual part of the world, which would improve the experience while still allowing this content to serve its main purpose of filling out the empty map and making the world feel more alive. Really, it all comes down to how the content is framed, but if cyberpunk does this poorly for its police activity, the other main type of side content, gigs, somehow manages to be even worse. Like police scanners, Gigs show up on the main map, except when you get anywhere remotely close to them a phone call is initiated with one of the games fixers who then goes on to give you a brief overview of what they want you to do and why. These gigs tend to revolve around an activity like killing someone, rescuing someone, stealing something, or other such mercenary jobs but this approach has several problems. The first is that fixers often phone you at really inconvenient times. This is often when you’re in the middle of another quest, because that’s when you move around the open world. The thing is this is pretty much the worst possible time for them to call as there’s no chance you’ll be interested in the gig at this time and it’s also an unwanted interruption to the quest you’re already doing. Cyberpunk also fails to introduce these fixers very well. Early in the main story you meet with Dexter Deshawn, which establishes that the relationship between a fixer and a mercenary is very important, and that there needs to be trust between the two and that working with specific fixers is sort of a big deal. And yet, in game, all fixers other than Dexter and Rogue just call you up out of the blue the first time you enter the general area they operate in and after a 20 second conversation apparently you’re now best friends who trust each other and work together for life. They then get busy spamming your mail box with car adverts and phoning you up at the worst possible times to tell you about this gig you don’t even care about. There’s such a clear missed opportunity here. Fixers could have been portrayed as important and interesting characters. You should have unlocked new fixers based on raising your street cred, because that’s what would contextually make sense, and that way there’s a greater sense of progression and the game can gate off high level content in a way that makes sense. Then when your street cred is high enough for the fixer to want to work with you they should phone you to organize a meeting, which should then take place in person so the fixer can be properly introduced, to make them seem like a real person rather than some overly persistent second hand car salesman. This makes even more sense when you consider that every one of these characters actually exists in person on the map already, so why not have one introductory quest to meet them. From then onwards the player should get new gigs by the player phoning the fixer asking for work, so that they don’t interrupt you at inconvenient times, and at that point the gig should show up as a quest that the player can go to when they like. Instead, as it currently is in game, you get spammed with phone calls from people you don’t even know and have no actual reason to be working with, usually at the worst possible times, and the terrible way this content ends up being framed is so bad it brings the actual content down with it. When I first played the game I had no idea who regina jones was and why she kept phoning me about this stuff I had no interest in, and for a long while this put me off doing gigs at all. The real tragedy of all this is that the content itself is often quite good. Not in terms of narrative, the stories of these missions are generally simplistic, although simplistic doesn’t always mean bad. But in terms of gameplay gigs are better than many actual quests. Really the best way to think of them isn’t like side quests at all but instead like mini dungeons, a bit like what you might find in a modern fallout or elder scrolls game. And as mini dungeons they can be a lot of fun. They present small non linear areas full of enemies where there are always multiple approaches. Sometimes you’ll need to look around the environment to find alternative ways into a building. Sometimes you enter non hostile locations in the world and then can speak to people to find information on what you’re looking for. Sometimes you find skill checks that unlock new options. Sometimes there are lots of alternative routes through an area that’s perfect for taking enemies out one by one from the shadows. Sometimes you need to search around for stuff to scan to find what exactly you’re looking for. And sometimes, maybe quite often, you just scout a place out, decide how you want to initiate combat, and then go in hard, guns blazing, adrenaline pumping and keep shooting until no one but you is left moving. If you care more about gameplay than story these gigs offer a good time and as simplistic as their stories are, they still often do a good job at creating the cyberpunk mercenary experience that this game is meant to be all about. The locations are interesting: night clubs, gang bases, sleazy hotels, drug labs, these are the places that give you a real taste of night city, and its by doing these gigs that you end you feeling like a part of it all. And while this content can sometimes feel a little too standard and repetitive, there are moments that manage to be unexpected or feature reactivity to player actions. Stuff like talking to your assassination target before you kill them, only for them to make you a better deal and then trick you to try and escape after you agree. Moments such as these go a long way to making gigs feel more unique, although I do still think cyberpunk focuses a bit too much on quantity over quality with this content and that this game would have benefited from having a smaller number of gigs that were more in depth and featured larger areas, more choices and greater reactivity. But, overall, contrary to my initial impressions, gigs were more enjoyable than the majority of side content found in big open world games; it’s just there are major problems with how the game presents them. The fact that they look exactly like normal side quests on the main map also doesn’t help matters as players will go to these locations expecting a narrative focused side quest and be disappointed when that’s not what they get, and the same could be said about purchasing vehicles. Buying a car is not a side quest; please don’t try to pretend that it is, no one is being fooled. So cyberpunk’s side content is a bit of a mixed bag but what problems there are stem far more from how the game presents its content than from the content itself. Of course a lot of this side content is reliant on combat to support it so let’s move on to that. In some ways the combat in cyberpunk is quite difficult to judge because the early game plays so differently to the late that it almost feels like two different games. This isn’t that unusual for an rpg because this is a genre where creating a sense of progression is often done deliberately, with characters starting their adventures very weak, struggling to kill even basic enemies before leveling up, finding some nice gear, and 50 hours later waltzing into combat encounters against demi gods without even breaking a sweat. Just think back to trying to kill mudcrabs outside Seyda Neen in Morrowind with 90% of your attacks just straight up missing, compared to the things you can do in that game towards the end of a playthrough. Still while this might be common for an rpg, it’s not common for a first person shooter and the sheer number of bullets early game enemies take in cyberpunk can make these initial encounters feel like a chore. In time this issue seems to sort itself out, with enemies dying at much more acceptable speeds yet still doing high enough damage to the player so that the game didn’t feel too easy to me on hard. As a general rule, single enemies pose almost no threat because bullets cause enemies to stagger, but with multiple enemies players needs to be aware of their surroundings as carelessly leaving yourself open to fire can easily result in a quick death. Enemy AI is basic but it is functional, with foes making attempts to utilize cover and flank the player to try to prevent you from being too stationary. The variety of weapons and weapon types lead to a bit of diversity in the gunplay although I do wish you didn’t have to visit a ripperdoc every time you change weapon type in order to fully unlock its potential with cyberware, as this ends up being overly time consuming and just encourages people to use a smaller variety of options. Overall though, with a gun in hand I’d consider cyberpunk’s combat to be better than the usual low bar set by action rpgs, so long as you make it through the early game. The sense of progression in character strength can feel pretty rewarding, particularly if it feels like the result of your specific character build. But this isn’t necessarily conducive to good fps gameplay, and that over the top difference between early and late game is even more noticeable for stealth. With a low cool stat enemies can see you very easily, making sneaking through locations unseen a real challenge. With a high cool stat, and maybe a couple detection speed perks thrown in as well, enemies start to seem almost blind and sneaking around undetected has all the challenge of a relaxing walk in the park. Needing stat investment to be good at stealth is an okay idea but the difference is a bit too extreme, with stealth gameplay going from too difficult to too easy with not enough time spent in between. This problem is exacerbated by headshots from a silenced weapon not doing enough damage to kill enemies without some headshot or stealth damage perks, which makes you even weaker early on, and shooting enemies in the head from stealth yet not doing enough damage to actually kill them is just one of those things that feels wrong. It is rewarding to invest a few levels into stealth and then finally be able to take down guys undetected with headshots but once more it’s a question of whether the sense of progression is worth the cost of early game gameplay. You also can’t kill high level enemies with stealth takedowns, which feels both unfair and unnecessary as high level enemies are overpowered enough already. Anyway in the case of both gunplay and stealth, cyberpunk feels like its prioritizing the rpg systems over the gameplay itself when this approach probably wasn’t worth it. The sense of progression this provides might be satisfying but so is fun gameplay and the vast difference between early game and late game isn’t very immersive either. It’s not realistic for enemies to take hundreds of bullets to die, or for them to take 5 seconds to see a guy who’s crouched down guy 10 meters away. In addition to shooting and stealth cyberpunk also has melee and hacking, although both seem more like support act material than main stage headliners. Melee on melee encounters feel fine but using a melee weapon to go after enemies with guns is a bit one dimensional. Ranged enemies just stand there shooting and either you have enough hitpoints to close the distance and slice them to bits up close or you don’t, in which case you die or have to hide briefly to spam healing items. Melee would be a lot more fun if the game had more movement options but at least playing melee forces you to be aware of your surroundings and pick your fights carefully, as charging straight in often ends with your death, and having to bait enemies into buildings, or flank around and pick people off one by one adds at least some degree of strategy to encounters. As for hacking in combat, it’s one of those things where the concept is a bit more exciting in theory than in practice. Hacking mid fight can feel a little cumbersome as it breaks the flow of the encounter. I suppose this is rather realistic as stopping to hack someone in the middle of a gun fight doesn’t exactly sound like the best idea but this did mean I ended up favoring just using breaches and a quickhack as a way to initiate encounters and get some debuffs and damage off up front before switching to a different method of dealing damage once the fights actually get underway. I expect with enough investment you can get to the point where hacking is all you need to clear out groups of enemies with ease, but it’s not something I’ve fully tested yet and I expect even if true it would just mean encounters would be overly easy as opposed to genuinely interesting. There’s certainly no epic hacker vs. hacker duels to look forward to but really that should have been expected. You don’t exactly get many games with good magic vs. magic showdowns so switching the setting to cyberpunk was unlikely to ever change that, and that’s really what hacking is in this game, the cyberpunk version of magic. Still even if cyberpunks combat fails to excel with any of its individual components it still benefits from the fact that players have more choice in how to approach combat encounters than most games of this type and in an rpg this is a very good thing. I know I’m beating a dead roach with the witcher 3 comparisons at this point but I think if the games were compared on the strength of their combat then cyberpunk is again a pretty obvious winner even if it does suffer a little due to inconsistency. I also feel I need to at least mention the poor implementation of healing items in cyberpunk, because while this is hardly unique to cyberpunk, this system still seems badly designed and it’s exactly the thing I have criticized other games for in the past. So, like in many other games, Cyberpunk gives you way too many healing items but it also allows you to spam these items mid combat with no penalty. Brute forcing your way through an encounter this way feels cheap. This problem could be solved by limiting the number of healing items players can carry, a little like how swallow potions worked in the witcher, but doing this would mean players are forced to loot the environment more to keep their healing stock topped off so I would rather the game take a different approach, like by having healing tied to a specific cyberware slot that is manually activated and then recharges over time so players can’t just spam healing over and over. This cyberware could then be modded for a larger heal or a shorter cooldown to allow a little bit of progression and customization and this approach seems like a more functional and satisfying way to allow limited healing without any real downside. Anyway, in conclusion, the things cyberpunk does are often done quite well it’s just there’s a pervasive inconsistency to it all. The combat is poorly balanced, the side content is poorly presented, and the open world looks incredible but falls to pieces upon closer inspection. This harkens back to that feeling that the game is unfinished and there are other things that support this assessment too, like how every now and then you come across a really noticeable flaw that seems so obvious it’s difficult to understand how nobody thought to fix it. For example when driving the minimap is overly zoomed in, making you often miss turnings you need to take. The vehicle controls in cyberpunk are already a little too liable to both over and under steer, but the driving would be so much more manageable if the minimap just zoomed out a little when you enter a car to allow the gps to be followed reliably. Anyone who plays this game for a decent amount of time will spot this problem, and its so easy to fix, and yet somehow here it still is. Other examples include how you can’t rebind the item pick up key. Most keybinds can be rebound but this was the only one I really wanted to change and yet you can’t. Why? This is made more annoying by the way cyberpunk binds both looting items and selecting dialogue responses to the same key meaning you may not only be forced to use a keybind you don’t want to use but you also might end up selecting dialogue responses by mistake while using it to loot items during conversations. This also happens with other things bound to one key, like crouching and skipping dialogue, or dropping bodies and activating cyberware. Then you have your UI design problems, like how you can’t close the map with a single button and instead have to go from the map screen to the menu screen and then exit the menu from there. But why doesn’t pressing the map button a second time just exit the map? There’s no reason for it not to. Having to press two buttons instead of one to exit a map screen isn’t a big deal, but you’ll encounter these kinds of small quirks more regularly than you’d expect in a game of this budget and compounded with the bugs and technical issues it leaves cyberpunk feeling sloppy. Even when trying to ignore some of the games flaws players might still find themselves pulled out of the experience not by the severity of cyberpunk’s problems but by the ubiquitous shadow they cast over everything good about the rest of the game. And so, all this is to say, that the final part of cyberpunk, the story, certainly has its work cut out for it if it was ever going to salvage the experience. One common criticism that was levied against this game before its release was that cyberpunk 2077 wasn’t cyberpunk enough, which seemed to have more to do with the amount of sunshine shown in trailers than anything else. Having now played the game, this particular fear seems largely unfounded and cyberpunk’s setting ends up being one of its greatest assets. That said this is a setting that seems to place more emphasis on the Punk part of the genre than the Cyber, which is not say there’s a lack of technology present here but rather that there is a strong sense of style over logic in a way that seems largely intentional. In Dungeons and Dragons people sometimes refer to a concept known as the ‘rule of cool’, which is the idea that people are more willing to suspend their disbelief over a story, concept, or event, if the thing in question seems cool; that it’s easier to forgive the unrealistic if the unrealism is fun or interesting, and there’s a sense of this rule at play in the setting of cyberpunk 2077. Which might be why there are old arcade machines everywhere 57 years into the future, or retro style cars, or katanas that are just as effective in combat as guns, or Japan being presented as the Asian superpower of the future instead of China, or characters from the year 2023 aging slower than that actor who plays Johnny Silverhand. But this applies to parts of the main story as well. Cyberpunk isn’t a game that has much interest in exposition. It introduces wild sci fi concepts and then doesn’t make much of an attempt to fully explain them. Which means this is a story about stealing a high tech microchip that contains an engram with the personality of a dead rockstar, which after being inserted into your brain allows you to return from the dead with that rockstar now appearing as a hologram that speaks to you, and now you’ve only got two weeks to live and oh my god time to take on one of the most powerful corporations in the world with just a few buddies and your sheer unmatched fucking awesomeness. The engram is really the standout in this regard. It’s not just the personality of that rockstar. It’s not a computerized reproduction of them, it’s them. Like really them, the one and only, which I guess means the weapon that killed them, soulkiller, is somehow meant to have, literally, ripped out there soul and somehow stored it on a computer chip, and then somehow their soul is inserted into someone else, who is now somehow able to resurrect from the dead like the second coming of Christ because the microchip has somehow prevented a bullet to the brain, somehow? Do I need to say the word somehow any more, or is that, somehow, just getting annoying? Anyway I don’t really have a problem with any of this. What? I’m serious. Maybe I’m just sick of long, boring, exposition dumps in video games that try to over explain every little detail, or maybes it’s the consistency with which cyberpunk 2077 prioritizes style above all else that allows for a certain level of narrative cohesion, or maybe it’s how this whole setting is two steps divorced from reality: Firstly by being set in the future, but secondly by being based off the cyberpunk tabletop setting which has its own version of 2020 that isn’t anything like our 2020 making it easier for the setting to get away with whatever it wants. Or maybe it’s just the rule of cool, but really the setting of this game just felt too enjoyable to get hung up on how many little things don’t make perfect sense and hey, what I don’t know won’t hurt me and I don’t mind just skipping over some of the explanations and pseudo technobabble and giving the narrative the benefit of the doubt if it means the plot keeps moving forward instead of slowing to an expository ridden crawl. If all this is something you’re not okay with then that’s fine, to each their own, but honestly I’ve always been a bit more of a snow crash then neuromancer kind of guy anyway, and I think there’s room in the cyberpunk genre for settings that care more about the style and the emotion of the subject matter than the science fiction. That said if anyone has a problem with cyberpunk 2077’s lack of logic then that seems reasonable to me, particularly in regards to the engram which could easily be a step too far in how much disbelief it requires to be suspended. One thing I don’t accept though is that this setting isn’t cyberpunk enough. I mean, dystopian future, high tech low life, the juxtaposition of scientific advancement against societal breakdown. What exactly is meant to be the problem here? Is it still the sun? Because if it is they should just set every cyberpunk game in England and you wouldn’t have to worry about too much sunshine ever again. Look, ubisoft are already doing it. Hang on, wait a second: dystopian future, high tech low life, the juxtaposition between scientific advancement and societal breakdown. Are we a cyberpunk? Oh wait no, there’s the sun, making its single, solitary appearance of the year, whew, thank god, I was getting worried there but now the sun’s here I guess everything must be okay after all. Really though cyberpunk 2077 has plenty of cyberpunk in it: joytoys, braindances, soulkiller, the blackwall, netwatch, trauma team, cyberware, cyberpsychosis, the dissolution of traditional sovereign nation states that are replaced by corporate conglomerates leading to a new age of corporate wars and worker disempowerment, and so on. Not everything is that original. Not everything is explained well. And not everything is explored in great depth. But its cyberpunk through and through and the range of different ideas that are presented leads to strong world building and an impressive amount of diversity to the game quests and sub stories. I can’t help but compare cyberpunk to deus ex human revolution or mankind divided here, which both focus every part of their narratives on one single cyberpunk concept to the point where the world building often suffers as a result. Cyberpunk 2077 may not have as much to say about any individual idea as the modern deus ex games did, but it does create a more narratively compelling world in my opinion, and the strong setting is well supported by a solid cast of characters and consistently high quality writing. The best example of both being Johnny Silverhand. I’m not sure why the announcement that Keanu Reeves would star in the game generated so much excitement. Celebrity actors in video games aren’t anything new and no one seemed to care when Patrick Stewart was in Oblivion or Liam Neeson was in Fallout or John Cleese was in Fable, but this was clearly different. This time is was a real actor, not like those Oscar nominated hacks, and with the announcement that Ted from Bill and Ted’s excellent adventure was finally going to show those amateurs how it’s done, everyone apparently saw fit to lose their collective minds. To be honest, I’m still not sure why that happened actually, but there we go. From what I can gather Keanu Reeves is like, the nicest guy ever, and I’m not sure how exactly that was decided or why that would make the game better but there we are, what do I know? Personally though, I don’t like the trend of using Hollywood actors in video game, particularly now that face scanning is a thing, meaning you don’t just have to put up with a distractingly recognizable voice but also their impossible to ignore likeness staring at you all the time, pulling uncanny valley-esque expressions while you try to pay attention and not think about unwanted thoughts like “does Norman Reedus really have such pink nipples in real life or was that more of a creative decision made about this character who I’ve forgotten the name of because I’m so used to everyone just referring to them by the actors name, and wait what’s going on here. You want to take my what fluids? You can’t just do that, I’m Norman fucking Reedus. This is the Reedus and the fetus show baby, now where’s my boy Mads at.” Anyway, with all that said, when it comes to Johnny Silverhand I think, for what might be the first time, using a celebrity to play this role kind of works. Not that there’s ever been much wrong with past celebrity performances, but, for once, the celebrity status of the actor ends up actually being advantageous here because this is a character who is meant to be recognizable. Johnny Silverhand himself is a celebrity; he’s a night city legend, a person people like your character are meant to idolize, and then here comes Keanu Reeves ready to show the world why you shouldn’t meet your heroes. Some people have criticized Keanu for coming across as a little low energy in his performance but that seems unfair to me. I don’t think an aging alcoholic rockstar should have the bubbly energy of a kids tv presenter in the first place and Keanu delivers his lines exactly how his character should: with the slow uneven cadence that comes from years of heavy drinking and the bitter underlying resentment of a man who could have had it all but ended up gambling everything and losing. Really a lot of the criticism leveled against Keanu here seems to be more like people’s indirect problems with the actual character, which is crazy because Johnny Silverhand is great. One of my favorite video games characters is Kreia from Star Wars Knights of the old republic 2. Some guy with the worst name on youtube made a 2 hour video about why they think this character is good, which, as of writing this, has over 6 million views. But I don’t have 2 hours, or 6 million viewers, so I guess I’ll have to try to be more brief. There’s a lot of depth to Kreia’s philosophy but what makes her great in my eyes is how she goes against rpg party members conventions to end up being something more than just another party member. Generally speaking, in a game, your party members are there to support you, in ways both mechanical and narrative. As a result these characters can feel more like your personal team of cheerleaders, or a squad of pokemon there for you to collect and battle with, rather than actual people with opinions. But then along comes Kreia with her own well thought out set of beliefs, who’s more concerned with chastising the player for their decisions than just trying to support you from the background. And Kreia doesn’t just come across as a more realistic portrayal of a person as a result, she ends up being a character that acknowledges your role as video game protagonist with the way she uses real life logic to confront you on your video game based actions, making the entire game feel less video gamey as well. Johnny Silverhand and Kreia have a lot in common. Johnny isn’t your friend. He doesn’t want to be in your head. He doesn’t want to share your body. And he doesn’t agree with many of the things you say and do. All this he’ll happily tell you himself. Often Johnny is an asshole, but sometimes he has a point. At times he called me out on helping people when there were more important things to be doing, and if this wasn’t a video game, where helping people is just what you do to get exp and complete side quests, then Johnny would be right. He often speaks sense, intermixed with resentment, anger and apathy, making his interjections as interesting as they are unsupportive. Johnny also has most of the best lines in the game. Even when not speaking he can manage to steal the scene, and the way he shows up unexpectedly, sometimes as an unwanted intruder, feels wholly unique. The entire concept of this unwilling passenger tagging along in your head feels like a genuinely original idea for an rpg, and as V himself can often come across as bland and forgettable, another addition in long line of generic voiced rpg protagonists, the presence of Johnny, and the dynamic this creates between him and V, almost feels necessary to salvage the weakness of the main character. There are plenty of interesting things that can be done with this concept. Like the existential dread that comes from the fear of losing one’s own personality or the element of mystery that comes from not being sure how much your decisions are your own. It’s a strong premise for telling a really original story and occasionally cyberpunk plays into this. There are examples of dialogue options that seem much more like something Johnny would say than V, which are innocently presented for you to chose or ignore. Things like calling Hellman a corporate whore may as well be words that come straight from Johnny himself, and I would have loved to see more done with this, particularly as the story progresses and it makes sense for Johnny’s personality to have a greater influence over V. Ultimately however the approach cyberpunk chooses to pursue with this concept is to tell a story of friendship. In some ways this seems the least interesting option given the unique premise, but in other ways this plays perfectly to CD projects historic strengths, and when the moments of genuine friendship do come they feel full of real human emotion. I’m not sure I’ve ever enjoyed choosing an otherwise unimportant dialogue option in a game quite as much as that one at Johnny’s grave. In the end it’s hard not to love this character. Johnny is someone who demands respect even as he struggles to be likeable. This is a man who died for his principles once already, and here he is, with a second chance at life, still willing to give it all up and die for those principles all over again just so that you get a chance to live. Other the course of the game we see a lot of Johnny’s bad side. He is abrasive, and abusive. A bad friend and a worse lover. A rash idealist more likely to fuck the world up even more than ever make anything better. And a parasitic entity in your brain, sucking the life, and maybe even personality, out from under you. And yet he’s also a man with principles, real beliefs he’s willing to stand by, and however mislead you might think those beliefs are, in a location like night city, a place that cares so little about such things, with its vapid, soul destroying world of bright lights and empty promises, men like Johnny aren’t found very often. Cyberpunk 2077 also doesn’t make any excuses for him. Generally when writers create fictional characters like this they also try to balance their flaws against some kind of explanation to make their bad side easier to forgive. Like this guys is a piece of shit but he was also abused as a child or has PTSD from the war, and so on. But cyberpunk doesn’t do this with Johnny; he was a cunt long before he loses Alt or himself to Arasaka. Really he is what he is and what you make of him is left entirely up to you, which makes the ending choice feel particularly impactful as you decide whether to trust Johnny with the assault on Arasaka tower and how to handle the difficult decision of who should be left with V’s body knowing that no matter what you do, V’s time with it will always be limited. The ending epilogues are likely the best sections of the entire game. Finding yourself at the mercy of Arasaka’s faceless soulless science division is like something straight from a Kafkaesque nightmare. After everything you’ve been through to get here knowing this is how it all ends is as frustrating as it is uncomfortable despite the fact that this is potentially the best ending for V... if Arasaka are to be trusted... If. The other two endings that focus on V are both poignant and bittersweat making them fitting ways to bring this story to a close, but it’s the Johnny epilogue that really steals the show, just like the man himself so often through the story. You can get this ending by choosing to keep the body as Johnny after playing as him when assaulting arasaka tower with Rogue, or by choosing to give the body to Johnny after playing as V and following the nomad ending, and which path you chose to get here will completely alter the feel of what follows, with the first option making the tone of it much darker. Either way though this section works perfectly. With cutting commentary on night city, the relationship with the kid showing the growth of Johnny, the symbolism of the guitar, and a perfect closing line that’s says so much with so few words. It took me over 50 hours of in game time to get to this point, but for Johnny Silverhand it was over 50 years. 50 years for a chance at redemption… it’s quite the journey and you really feel that. Some have criticized the endings to Cyberpunk for being overly negative but this negativity seems justified to me and maybe even required. This is a story about becoming a night city legend, and night city legends don’t just get to walk away at the end of it and enjoy a nice little happily ever after. In playing this game you are actively choosing a blaze of glory over the quiet life, which was made quite clear to you early on, and there has to be a consequence to that. The flame that burns twice as bright burns half as long, and V has burned very brightly indeed over the course of the game. After all, he has stolen one of the most valuable artifacts in the world from one of the most powerful corporations in the world, and has died once already. Everything after is just borrowed time, and if any of the endings simply resolved all the problems for both V and Johnny then they wouldn’t be doing justice to this story or setting. In the end Cyberpunk’s story really does end up as one of best parts of the experience but it does have a few problems that seem too large to be ignored. The first is that this story suffers from poor pacing early on. After a far too brief prologue we cover 6 months in a montage before finding ourselves in the middle of a new story with little introduction to the world or characters. The narrative would have benefited from having a couple extra missions early on that take place before meeting Dexter Deshawn in order to properly set the stage. These missions could do more than just introduce things that needed an introduction; they could also help establish our characters motivations. There should have been one mission that shows what it’s like to be at the bottom of night city’s mercenary food chain: for example a job that goes wrong leading to no reward for V and Jackie, from which we establish exactly why these characters want to get noticed and move up in the world. Then there could be a follow up mission where they take on something more risky specifically to try to get noticed by Dexter Deshawn. This second mission could be a resounding success, which would help contrast with the disaster of what’s to come. These missions would be a chance to flesh out the world a bit before the story kicks into top gear, while also allowing players to spend more time with Jackie to make his eventual fate more impactful, and allow for a real introduction to characters like T Bug. Instead Cyberpunk’s current narrative feels like its missing a chapter which makes the 6 month montage feel more like it’s been quickly inserted to try to plaster over an otherwise glaring omission than because it’s the best way to tell this story. The second problem is that Cyberpunk’s narrative suffers heavily from the conflict between the main story and the side content, where the main story creates a sense of urgency that then gets deflated by all the side stuff you might end up doing along the way. This is a piece of criticism that seems common in big open games with lots of side content, and which I think is often exaggerated. For example, as it seems I just cannot seem to stop myself talking about the witcher 3 in this video, in that game this could also be a problem as the story focuses on Geralt’s quest to find Ciri, but I think it’s a minor problem that doesn’t take much away from the overall experience and is worthwhile consequence of creating a game with a more open design. However in the case of cyberpunk this criticism seems justified. After all at the end of the first act you’re told you only have around two weeks to live and after this you cough up blood and pass out periodically, with all the main story’s drama revolving entirely around V’s need to save himself from his fast approaching death. But you can also spend hours and hours doing unimportant side activities while completely ignoring the main story and face no consequences what so ever. Or just sit around in your apartment, skipping forward 2 weeks in time by sleeping in the world’s most unnatural position, only for… nothing to happen. What’s so stupid here is that there was no reason at all for the game to specify that you have only 2 weeks to live. The writers could have just said that V is going to die and that no one knows exactly how long he has left. This doesn’t take anything away from the story because even if V will die in an unknown period of time that still provides enough motivation for this character to want to continue the main story and try to save themselves, and really that was all that was needed. But this way whether to pursue the main story above all else, or do side content would be left up to the player with both options feeling justified enough to avoid conflict. Instead however, as the story currently is, doing side content just doesn’t make any sense when you’re going to die in a few days and all the relic malfunctions are just a reminder of this. And yet this whole problem could simply be sidestepped if the writers had only left the timescale more ambiguous. Lastly I feel it also needs to be at least acknowledged that the cinematic set pieces that the game features multiple times aren’t very good, being overly scripted and not even that cinematic. For example when escaping Konpeki plaza with Jackie you shoot down some drones in a car but the drones don’t even seem to shoot you back. Or when feeling from Arasaka right after you’re first saved by Takemura, you shoot enemies on motorcycles but enemies only die at set, predetermined moments so your shooting doesn’t even feel like it matters. Really scripted cinematic set pieces need to look less scripted to be cinematic and if you can’t do them well it’s probably not worth doing them at all. Similarly Cyberpunk also has several boss fights but its combat doesn’t feel well designed for these fights making them a little lackluster, which again raises the question of whether they were even worth adding in the first place. I do think the first person perspective at least works well by blurring the line between cutscenes and gameplay, which makes the overall experience more immersive as there’s no separation between playing and watching. That said there is still an awful lot of watching in this story but, like The Witcher before it, Cyberpunk shows CD projekt can still tell a good story. The setting is interesting, the characters and writing are well done, and the presence of Johnny Silverhand helps bring some originality and uniqueness to a narrative that would be sorely missing these things otherwise. I feel bad for those who struggle to enjoy cyberpunk’s narrative due to the games other issues because there’s plenty here to enjoy. As for whether that means the story is good enough to save the entire experience? Well that’s a question people will have to answer for themselves. Expectations play an important part in how we view games. For Cyberpunk 2077 those expectations were set sky high which meant that for most people the game didn’t end up meeting them. But that wasn’t really the case for me. I hadn’t paid much attention to the marketing. I didn’t read any interviews about features that might not have ended up in the game. And I’m always a bit skeptical of things that seem overly hyped anyway. Really all I expected was the witcher 3 in a cyberpunk setting, and what I ended up getting was, basically, the witcher 3 in a cyberpunk setting, with extra bugs. Of course I did still expect bugs, this is an open world rpg after all, but I didn’t expect problems to this extent. Still my expectations were mostly met. What’s so strange to me is how other people’s expectations varied so greatly from my own and how that seems to have colored their view of this game so vividly. Cyberpunk isn’t the deepest rpg ever made, but it’s still probably deeper than anyone should realistically expect from a game of this budget and its depth is greater than the last rpg made by CD projekt. So where has this ‘cyberpunk isn’t an rpg’ meme even come from? Don’t get me wrong I’m all for holding rpgs to account. I play a lot of these games and I’m always in favor of giving a spot light to deep rpgs that may go under acknowledged, or criticizing shallow rpgs that deserve the criticism. But despite that it still seems important to recognize when something is true and when it’s not, and just because many people are repeating something doesn’t make it true. And then we come to the rest of the game. One thing I saw repeatedly mentioned before cyberpunk was released was that people were worried the game would be too similar to Grand Theft Auto. But now the game has released everyone seems outraged that it isn’t similar enough to Grand Theft Auto. These aren’t necessarily the same people but again I have to wonder what exactly everyone expected? There are many ways cyberpunk’s open world can be improved but you’re out of your mind if you expected something with the level of immersion and attention to detail of rockstar’s recent efforts on top of all of the features you’d expect in a modern triple A rpg. One game can’t do everything and nor should they try to. At best the result will be a game that does many things and is mediocre at all of them. And at worst the result will be something broken and unfinished. There may have been all sorts of things that went on behind the scenes and contributed to cyberpunk 2077’s downfall, but if you look only at the game itself and judge it based on what’s in front of us, then the problem with it seems to be a clear case of over ambition and out of control feature creep. There’s a quote in game that seems to accidentally sum it up perfectly. I’d love to know how much time was spent on systems and content that didn’t ultimately make it into the game. Not that cut content isn’t a part of every big game release, but cyberpunk seems to be an extreme example, and while everyone will, maybe rightfully, say this game should have been delayed until finished, however long it takes, I also can’t help but wonder just how long that really would be. By trying to do too much this game ended up imploding inwards on itself, leaving behind a huge sprawling, sometimes epic game with moments of occasional brilliance that stand side by side with half baked systems, obvious design missteps, and enough jank and bugs to make a mid 2000’s eastern European rpg developer blush. Huh. Can you believe that this was how it all started? I’ve told this story once before but I feel it bears repeating. When the first witcher game was released it was buggy and broken. So much so that, for no fault of my own, I couldn’t play the game. It would crash within 5 minutes every time I tried to run it, until several months and multiple patches later where it was finally stable enough to run on my more than good enough graphics card. And when it did run I found a janky and very enjoyable little rpg. A diamond in the rough, full of charm and personality, which left me impressed by this little unknown polish game developer who I was left eager to see more from. Of course, when I first played the the witcher my expectations were set accordingly, and what a change such a thing can make. You have to wonder how differently this game would be received if it had released out of nowhere with an early access warning slapped on the store page. I imagine we’d be seeing a lot of ‘masterpiece’, ‘game of the year’ and ‘greatest rpg of all time’ being thrown around instead of some of the less charitable things that are currently being said, even if lots of that praise would still be an exaggeration. I also imagine the sales would be but a fraction of what they actually were. 1:43:21.970,1193:02:47.295 Expectations have their advantages, though I’m not sure the same can about exaggerations. The Witcher 3 was a great game, but people still found a way to exaggerate its greatness and Cyberpunk isn’t a bad game but people still want to make sure they exaggerate its failings, truth be damned, because this is the internet and everything needs to be exaggerated and everything has to be taken to extremes. So, if you want to know my conclusion, it’s that cyberpunk isn’t as good a game as what people hoped it to be but it isn’t as bad a game as people are making it out to be either. It was over hyped and now it’s over hated, but really hype and hate aren’t so very different, and neither are especially helpful. I’m sure there’s an important lesson to be learned here. Something about how there are no heroes, just disappointments and disappointments to be so be careful what, or who, you idolize and remember that holds true for more than just video games. But really you shouldn’t let yourself be a victim of hype because you’re the one who ends up getting burned as a result and I hope cyberpunk ends up being a wakeup call for people. I also hope it ends up being a wakeup call for what a company can get away with. You know usually I’d add something here critical of CD projekt themselves, calling back to what I said in the beginning about the separation of art and artist and the legitimacy of the criticism people have with what the company has done, but I think the rest of the internet probably has that covered. I mean if Fallout 76 is any indication then there will be months, maybe years, of clickbait videos trying to squeeze out every single last view of this situation until there are more videos covering the topic than bugs in this games code. So instead I’ll end this by saying this. I like cyberpunk 2077, but it doesn’t get to just brush away all its problems but trying to pretend it’s only bugs, or that things might one day be patched and improved. It just doesn’t work that way. This game released unfinished, and it deserves to have that as part of its legacy no matter how good it could have been or one day might become. But that still won’t stop me from enjoying it, and I hope it doesn’t stop other people from enjoying something they might otherwise enjoy either. After all, the hype has ruined this game for enough people already. So it would be a great shame to let the hate ruin it for the rest. Thank you for watching.
Info
Channel: NeverKnowsBest
Views: 584,394
Rating: undefined out of 5
Keywords: cyberpunk 2077, cyberpunk 2077 review, cyberpunk 2077 critique, cyberpunk 2077 analysis, cyberpunk review, cyberpunk 2077 is good, cyberpunk 2077 bad, cyberpunk critique
Id: zaKzRChgCSA
Channel Id: undefined
Length: 106min 26sec (6386 seconds)
Published: Sat Jan 02 2021
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