Cyberpunk Phantom Liberty is RIDICULOUSLY good

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So, is Cyberpunk Phantom Liberty any good? I’ve  played it, this video would be kind of useless   if I hadn’t, and there are a few things you really  need to know going into this new expansion and the   new 2.0 update. This review’ll be spoiler free,  and of course thanks to CDPR for sending a code my   way last week. Now, bugs, main story, side quests,  gameplay changes. That’s what we’re covering, in   that order and quickly, so you know what you need  to fast, and there’s a lot of good news, plus a   little bad. I’m starting with bugs because that’s  still the reputation Cyberpunk has had a hard time   shaking, even though the game has been in pretty  solid shape for some time, people still think bugs   when they think Cyberpunk, so the question now  is whether Phantom Liberty is a polished day 1   experience, or if you’d be better off waiting  for a few patches to smooth things out. Well,   CDPR obviously wanted to squash any bug talk as  hard as humanly possible, because there are hardly   any — I had one possessed cop who levitated away  from Night City into the great beyond, and also   there was a character that had her phone filter  voice half the time even when speaking in person,   which was actually kind of annoying, but that  was about it in what is a pretty long expansion.   Speaking of how long this thing is, a lot of that  time will of course be spent with the main quest,   the centerpiece of Phantom Liberty and the  main reason you’d decide to buy it… or not,   and let’s talk about it. By the way, the gameplay  you’re seeing isn’t what I recorded, I can’t show   that yet, only my own screenshots plus what  I’ve been sent by CDPR, but I’m telling you,   there’s nothing to hide performance wise, at  least not on a solid PC. Cyberpunk just runs   beautifully these days, and on the same settings  I was using before I noticed zero difference in   terms of my in-game experience on the last patch  and now the new 2.0 update. Anyway, the main quest   is what you need to hear about, and while I have  some mixed thoughts on the side quests, I just   have to say that Phantom Liberty’s main story is  maybe the best thing Cyberpunk 2077 has to offer,   if it’s not at the very top it’s close. Listen,  if you’ve been on board with what CDPR have   been selling in the trailers, you know, a spy  thriller with really high stakes, then you’re   getting exactly that, done very well, and for a  story like this, the characters need to be great,   and thankfully there isn’t a single miss in the  main questline. Phantom Liberty, at its core,   is a character-driven slow burn with bursts of  absolute insanity. It really takes its time when   it needs to, yet every time things ramp up the  boundaries are pushed a little further until   you start to wonder if there’s anywhere left to  go, and as it continually turns out, the answer   is always yes. Couple other non-spoiler thoughts  before the side content, Idris Elba is a serious   standout here. Do not worry for even a second, his  character couldn’t possibly be further from just   awkwardly shoving a celebrity in a game, and I was  also very pleasantly surprised by how much Johnny   is in Phantom Liberty. In both the main and side  content he pops up almost as frequently as he did   in the base game, which is impressive because, as  mentioned, this is a pretty long expansion. I’ve   done all main and side content, and between  everything I ended up getting a little over   30 hours worth of playtime. I’d say right around  half of that is main quest material, and the rest   of your time will be spent with the new gigs and  other side content, most of which take place in   the new Night City district this expansion adds,  DogTown. Now, you’ll be happy to hear that one   weakness pre-Phantom Liberty side content had is  completely wiped out with the expansion content.   In the base game, I felt that the gigs, which  are the little mercenary contracts you take on,   were all over the place in terms of quality. Some  of them were really fleshed out with characters to   talk to, interesting decisions to be made, and  just a lot going for them. Some of the others   though had nothing going on, I mean one in every  3 would have a setup along the lines of “hey V,   something interesting already happened at this  location and you completely missed it. Need you   to go there and retrieve item”, and that was it,  you’d spend more time getting to the gig marker on   your map than it would take you to do the entire  thing. Phantom Liberty, thankfully, has none of   that, there are 10 new gigs, and you can really  sink your teeth into each and every one. I mean I   was going through my footage and most of them are  20-30 minutes each, and one thing I really liked,   and I think you will too, was that this expansion  constantly goes out of its way to follow up on the   choices you make during the side content, and I  don’t just mean a throwaway text on V’s phone. No,   there were a few times where days later in-game  I was getting a solid bit of extra content that   just wouldn’t have happened had I handled a gig  differently, which makes me want to go back and   try the other outcomes, I think I’ll gonna get  another five hours out of this expansion doing   just that. On the whole, the Phantom Liberty  gigs are really good, I didn’t think all of   them were all home runs or anything, a few were  forgettable, but I’d say half of a top ten gigs   list would be filled with Phantom Liberty content,  as the better ones are the best you’ll find in the   entire game. As for the other side quests, meaning  the random jobs you can come across, well there’s   not many significant ones, just a handful. A  couple were pretty good, one not so much, and also   there was this quest that was so bam stupid it was  amazing. I won’t spoil any of it, but it’s a very   unserious job, at least compared to everything you  get mixed up with, and during that quest you get   so much commentary from Johnny, he won’t shut up  and needs you to know his thoughts on this very   dumb situation you’ve found yourself in the middle  of. Oh also, I have a quick side content warning,   just so you don’t make the same mistake I did: I  am telling you, if you’re buying Phantom Liberty   and plan to start from one of your old saves  where you’ve already done everything, which   was my situation, don’t blow through all of the  new side content right when it becomes available.   Some of it, sure, go ahead, you’re meant to, but  there will be multiple moments where you’ll need   something to do in between main quest activities,  and where skipping time doesn’t seem to count,   unless that was a bug, I don’t think so though,  and in those moments, two in particular I’m   thinking of, it would’ve been really nice if  I had any side quests left. I didn’t though,   so it was kind of awkward waiting it out, and  I had to fill the time with the new endless car   missions. So, Phantom Liberty, not the 2.0 update,  adds new dynamic content all around Night City.   These come in two main forms, one being random  combat encounters where you steal some cargo,   I believe those are limited to Dogtown, but  the other type are mini-gigs where you steal   a vehicle and deliver it for one of the base game  fixers. The vehicle missions pop up everywhere,   and I planned to say that I really didn’t  like these, but I’ve just now found out that   I’m either the unluckiest person on planet  Earth, or I potentially ran into a problem,   I don’t really know. So, according to the little  brief I was sent about Phantom Liberty, there are   supposed to be different types of vehicle missions  you cycle through - you know, one where you’re   chased and have to fight off or lose enemy AI,  one where you need to beat a timer across the map,   and one where some hacking is required to secure  the vehicle in the first place. Me though, I did   7 of these random vehicle missions, and somehow I  got the same one every single time, the chase one,   and with that in mind I was just dreading doing  these after a certain point, because they got so   repetitive, which obviously wouldn’t have been  a issue at all had I not ended up with the same   type 7 times in a row. You might ask why I kept  doing them if I dreaded the experience, and the   answer besides just needing to fill some time, is  that these aren’t as optional as you might think.   Phantom Liberty has changed the way you acquire  new vehicles - instead of needing to go to a car’s   physical location to buy it, you instead have  sales terminals around Night City. There you   just select the car you want to buy on a screen,  and then it’s added to your inventory at which   point you can call it to your location. I assume  those terminals are available even without Phantom   Liberty post 2.0, because the base game cars are  also for sale there, but the new vehicles from the   expansion, or at least, the cool ones, are going  to be locked from purchase when you start. How   do you earn the privilege of being able to buy  them? Well, by doing those randomly generated   car missions, and you’ll have to do quite a few,  because after 7 most of the cars I wanted to buy   were still locked. Just something to keep in mind,  because in my case I’d gone through a third of the   expansion wondering where all the new cars were  before realizing what I was supposed to do. Also,   worth pointing out that you do earn a huge  discount from the car missions, as every time   you complete one you build up a coupon to use on  whatever car you want. I say build up because you   get one discount at a time which keeps improving  as you deliver stolen vehicles, and once you use   it on a vehicle it resets to zero percent and you  can build it up again. On the topic of building   something up, why don’t we switch over to the  free 2.0 update, which is the culmination of   everything CDPR have been working towards since  Cyberpunk’s launch, which some might say was less   than ideal. For over two years now, this game has  been getting patch after patch working out bugs,   but, gameplay wise Cyberpunk had changed very very  little from launch, that is, until now. Almost all   gameplay changes and additions are completely free  with Patch 2.0, with the exception of a couple   small things like the level cap being raised to  account for the expansion XP and also something   story-related I won’t talk about to be safe, but  just about everything else costs nothing. Now,   I said this over on Twitter, and I’m repeating it  here because it sums it up for me, but when trying   out Patch 2.0, and by extension Phantom Liberty  if you’re buying it, you will never, not even for   a moment, wonder what it was CDPR have been doing  the past couple of years. The proof is absolutely   everywhere, it’s impossible to miss, and if you’ve  been following what CDPR have been promising from   this update, well, you won’t be disappointed  because they absolutely deliver. I think CDPR   have been very careful with what they’ve hyped up  for Patch 2.0, because they didn’t want another   launch situation, so what’s been promised is  exactly what you get, and none of it’s half baked,   they’ve taken their time. The police are  far more aggressive with escalating tactics,   combat AI is notably improved, fighting from a  vehicle is no longer a barely functioning mess,   you can even quickhack enemy vehicles now, and man  have they refined, improved and streamlined almost   every system related to improving your build,  and not just in subtle quality of life ways,   it’s all been torn down to nothing and redone.  The skill tree has been dramatically bettered,   everything is sensibly organized now, and you  can build way further into whatever you want to   specialize in because there are tons of new ways  to play with dozens of newly introduced perks, and   I don’t mean a dozen, there are a ton. Throughout  my 30+ hours with Phantom Liberty and this update   I was just crosseyed because every 18 seconds I  was wanting to try a different build that wasn’t   possible pre 2.0, and swapping playstyles is  something this update makes incredibly easy. All   of your skill points are fully refundable with 0  drawback, just click one button to unlearn a skill   you don’t want anymore and reinvest it wherever  you want. They’ve also taken mechanics that never   should’ve been connected to skill trees and just  made them available by default - most importantly,   crafting. You don’t have to throw away a ton of  your hard-earned skill points for the privilege   of crafting anymore, that system is just available  to you. Armor is no longer tied to random pieces   of clothing, instead it’s just built into your  Cyberwear, again, things are streamlined. Related   to Cyberwear, and this is huge, you no longer have  to bumble around all of night city checking every   single Cyberpwear slot at every single ripperdoc  to find the best equipment - nope, all of them   have everything, so you know what your options  are instead of the guessing game that was in place   before. Also, when you install new Cyberwear, you  actually have to undergo surgery, you get a little   post-op animation, which is a nice new touch of  immersion. All of these reworks and additions just   serve to really make the gameplay feel like it’s  much closer to living up to what a setting like   Night City should offer a person, where the  options would be near limitless. Really, the   combat and related changes are the main highlights  of 2.0, and I’ll be doing more in-depth videos in   a few days, so feel free to subscribe if you’d  like to see those.Overall, 2.0 is a fantastic   update, it takes a game that’s been out for a few  years with its fair share of problems, and refines   it into a significantly better version of itself.  I want to stress that last part though - this is a   refined version of the game we’ve had for over 2  and a half years. If you go into 2.0 expecting a   brand new game, or for this update to transform  the experience into whatever launch expectation   the trailers from half a decade ago might’ve given  you, then this isn’t that, not at all, you’ll be   disappointed, and one thing it doesn’t do is  change the interactibility of the open world,   that remains more or less how it’s always been.  The best way I can put it is that 2.0 makes this   game feel like an alternate reality version of  Cyberpunk where instead of releasing what they   had in December 2020, they looked at it, delayed  the release for some time and focused entirely   on shining up the game they’d already made and  addressing systems and mechanics that were messy   or half baked and could reasonably be fixed. I’m  not saying any of this as a negative by the way,   which I assume is obvious, but what I am saying  is that if you see a pre-release video or article   that says “oh, this is basically a completely  new game” or “Update 2.0 makes Cyberpunk   unrecognizable to what we had before”, well, no…  just no. Saying things like that is just asking   for people’s expectations to far exceed what CDPR  have promised this update to me. Ultimately this   is the same game, just a bit better. Cyberpunk  was pretty good before this patch anyway,   though it had some rough spots, and what 2.0  does is address not all, but much of what needed   it most. Add Phantom Liberty into the mix, and  this is a bam good week for Cyberpunk fans. Well,   that’s all for today, if you enjoyed this review  consider leaving a like as that’s how YouTube   decides what’s worthy, and I will see you in what  comes next, which should be a few more Phantom   Liberty videos. Thanks to the channel’s Patrons as  always for their support, and that’s it, see ya.
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Channel: Neon Knight
Views: 698,692
Rating: undefined out of 5
Keywords: Cyberpunk Phantom Liberty, Cyberpunk 2077, Phantom Liberty, Phantom Liberty Review, Phantom Liberty Gameplay, Cyberpunk 2077 Phantom Liberty, Cyberpunk 2077 2.0, Cyberpunk Redemption, Cyberpunk
Id: 2cJSdRbJxgY
Channel Id: undefined
Length: 14min 11sec (851 seconds)
Published: Wed Sep 20 2023
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