Reviews from

in the past


preparing my finest, largest pair of clownshoes for anyone who tries to use the update that adds new apartments that you'll spend maybe 1 minute in each to make the one millionth attempt to rehabilitate this game. all a stable framerate will do to this game is let you see crystal clear how fucking ugly it is in attitude and design.

please just let this shit, racist, transphobic game made by overworked and abused developers die the death it so richly deserves to. there are so many pieces on this website and elsewhere either going for an infuriatingly smug centrist "both extremes are bad" read or desperately trying to resuscitate CP2077 by putting outrageous effort into finding whatever gold exists in the salted earth of these awful hills and it just isn't worth it on any level. i promise you, every second of that effort would be better served on almost every other game.

Cyberpunk 2077 is one of those games that has no doubt had and will continue to have "what happened" case studies and documentaries. It's a fascinating game in a lot of ways before even playing it. Riding high off the success of The Witcher III and the goodwill gained from that release and it's superb DLC it felt like the developer CD Projekt Red could do no wrong. Even a simple beep tweet on Cyberpunk's twitter account after a dormant time from announcement caused a lot of discussion and hype leading up to their next big project. Cracks under the surface though unknown to most with troubled development led to launching on platforms the game wasn't ready for. The game came out with performance, AI and balance issues in abundance. Overnight after it's rushed release CDPR's bubble burst. Noise about it for the PS4 specifically was so bad that Sony did the unthinkable removing it from the PSstore and handing out refunds. It stayed that way for months. Moral of the story here? never pre-order no matter who the developer is in this day and age.

So very quick background about Cyberpunk's history out the way, how is the game 3 years later after all it's patching, PS5 version release and 2.0 Update release? All in all pretty good though I have nothing to compare it to prior to this as I was waiting for it to be finished before I played it. So this will not be a No Man's Sky or FFXIV redemption story review. Simply one of how I experienced it as it is now.

First thing I have to comment about is that as a role playing game I still found Cyberpunk disappointing and to be honest I just don't count it as one. I remember in an interview when the game was still just an announced CGI trailer 10 years ago from a developer that the game would be dense and vertical. I clearly misinterpreted that taking it to mean it would be a bit more like Deus Ex but the end result is quite the opposite. This left it feeling extremely wide and flat with a few buildings to traverse at key points. It just feels like any other open world game with a Cyberpunk skin. This may be a me problem rather than a Cyberpunk 2077 problem but I just expected more to it than that. The level up and skill system is actually just bad and this is after it has been revised, stripped down and balanced as I understand from launch. Normal level up perk point skills seem pointless mostly. Slightly more damage, quick hack damage at 10%? It's all just a bit...boring. I think I would have preferred they scrap perk abilities completely and had all abilities attached to the Cyberware you install. Having gorilla arms that increase physical strength for melee attacks and forcing open doors? Legs giving double jumps? Optics for seeing enemies through walls etc. There are just more useful abilities that offer more utility for both exploration and combat. Additionally these type of upgrades fit the cyberpunk thematic a lot better to boot. Instead it's got multiple systems that feel uninteresting and tacked on. Equipment and Cyberware should have been the focus.

Now I know that so far I have come across as negative but the thing is I actually had a really good time with Cyberpunk 2077. I mean sure as an RPG it's pretty crap and the overall main story feels a bit disjointed but so much of the rest of it is a real blast. A lot of the characters and set pieces really build up Night City as a living result of a corporation only future which is often bleak with a large almost class divide. You play the role of V, a character who through misfortune ends up with a countdown clock dying and is trying to find a solution to that predicament. This leads you to finding fixers, mercs, prostitutes and corporation suits to try and save yourself. It's an interesting setting in that so much of it looks like a modern skyscraper idyllic future city covered in neon lights yet there is a constant layer of filth and garbage bags almost everywhere undermining it's more grandiose appearance at first glance. Many of the characters reflect the city coming across as guarded and jaded but with their own reasons underneath it all. Johnny SilverHand played by Keanu Reeves is a prime example. He is your companion throughout the game and for most of It I actively hated the guy, yet the game with the best ending in was through him in the end. I liked how the characters and city are unveiled and the shades of grey between them all.

From a larger gameplay perspective it's somewhat less interesting though that could be my build. Stealth silencer head shotting goons with an over powered pistol sweeping through areas. AI was pretty unimpressive but I enjoyed some of the abilities and weapons available. It lacks the depth of an immersive sim but jumping onto a roof, finding a hidden entrance, hacking a turret remotely to turn it on it's enemies whilst throwing grenades in to cause carnage is fun, if not especially deep. I guess what you need to know going into this game is where to set your expectations to. I didn't have any really going in and had a good time exploring around the vistas killing gang members and exploring the city. The technical side of things seem to have mostly been fixed. I had one crash and a couple of items fall through floors but otherwise this is a pretty fun open world game with a large amount of content. It's not the game I wanted, nor is it the game CDPR promised but it's not bad either. The characters and set pieces are good fun as is the combat but even fixed a few years later it doesn't reach the clear ambitions CDPR had when starting development. I hope they learned their lesson from this going into the sequel and their other projects.

Still, I got to ride a cool looking Akira motorbike with a katana drawn power sliding into enemies to start a fight. What other games can you finish a review with that in?

+ Night City is a cool looking location.
+ Fun set pieces and fairly interesting characters.
+ Johnny Silverhand is a likeable dick.
+ Akira bike.

- As an RPG it's pretty crap frankly.
- Lacks depth for combat, skills and level design.
- Some story beats and resolutions don't quite land at the end.

"š™±ššžššœšš‘šš’ššÅ" ššŠšš—šš š™½ššŽšš˜šš™šš˜ššœšššš–šš˜ššššŽšš›šš—šš’ššœšš– ā–ˆ

The Cyberpunk franchise is a litmus test of our time. This groundbreaking video game puts on full display the entire spectrum of American society, masterfully pointing out the greatest problems of the neomodern era. Cyberpunk 2077 was, in its own way, a generational manifesto on the affirmation of living life. The use of vivid light and colors, shaky gameplay, ubiquitous blood effects and pervasive crash-to-desktop testifies to the extraordinary self-awareness of the studio director, who once revealed in an interview how he "fucking loves it when hot chicks dissect the shit out of the bad guys." Perhaps no other concept more aptly describes the underlying societal ethos when this game was released.

Especially worthy of note is the repetition in cutscenes of the rockerboy motif, through which the protagonist reinterprets their engrammed reality. One example of this convention's flawless implementation appears in the quest "Disasterpiece": the scene in which the powerful Adam Smasher disembodies the arm of Johnny Silverhand - as played by the transcendently wooden Keanu Reeves - demonstrates in brilliant form the duality of the human and transhuman condition. On the one hand, Johnny loses his cybernetic prosthesis - a symbol of both his tragic past and the ongoing techno-ontological conflict within his psyche; on the other hand, it is precisely due to this dismemberment that Smasher is blown to bits of scrap by a sensational RTX explosion sequence.

And the final disintegration of the antagonist's body into a bloodspray of metallic gore... how should this be interpreted? It is a metaphorical cry of deeply rooted despair, a manifestation of the personal transgression. This fragmentation of body could likewise be interpreted as a fragmentation of the individual mind, thus provoking the question: Whose mind? Indeed, had everything the player seen of Johnny's struggle been, in fact, a personified, embodied fear? Had he not been embroiled in epic battle with a vile corporation, but rather only with himself? Could the entirety of Johnny-V's narrative have only been a manifestation of some cyberpsychotic dream-state?

Among all the depth and nuance that has defined this franchise since its inception, only one thing is truly certain - Cyberpunk 2077 has forever changed the world of video games.

A complicated mess that requires a more complicated assessment than my tiny brain can offer. It is VERY clearly unfinished, you can practically feel the lingering absence of certain mechanics - almost as if the game is riddled with holes from when they were ripped out during the crunch phase. What awful turbulent development did this game go through for it to take 7~8 years to make what is essentially just Rage 2. It's neither a pointed immersive sim or a sprawling interactive open world.

There's stuff to like here, I'm immensely endeared to the sheer level of detail in Night City's design. It's not often an open world lends itself to a sense of verticality with wonderfully designed multi-level roads and walkways that bob and weave haphazardly through the skyline, entirely different styles of colour scheme and architecture when you across districts. Walk from one end of a street to another and be greeted with a new vista. It's genuinely gorgeo. Keanu gives his best performance since Bill & Ted and I'm not even kidding.

I just hate Borderlands DPS-FPS design so much. A litter tray of skill tree perks that make invisible percentile changes and shooting guys just to watch numbers pop out of their heads until they die. Itā€™s never been satisfying, I never win an encounter with a sense of accomplishment, just that I had a gun powerful enough for the task at hand. Why have we done nothing but regress from what FEAR 1 accomplished?

The narrative design is weak overall, each character archetype being funnelled into the same canned timeskip sequence and starting point is about all you need to know you're not freely role playing at all. I love going to undiscovered side gigs with the flavour text "Who knows what you might find?" only for a phone call to completely spell out the entire mission when I enter its proximity. Really keeps any sense of adventure and wonder intact. The only sidequest I didn't complete was the one that I couldn't get working, which it turns out was about a character voiced by Grimes lol. Fuck outta here. What really takes the cake is that every significant-feeling moral choice I've made has absolutely no payoff ingame, and essentially feel like DLC bait. The game aint fucking done.

Is it the best often-delayed and buggily released open world game where you play as a person with a bunch of tricked-out gadgets who is fighting against time to remove a parasitic person in their head who appears as a snarky vision that leans on walls and makes fun of you, but is actually going to end up replacing you and has a bunch of unnecessary driving segments that nobody really likes I've ever played? No, that's Arkham Knight.

Considering the game is riddled with as many craters as the moon, I'm trying to cut some slack and credit the creators for what they ACTUALLY accomplished in spite of soulcrushing crunch. This is the forty-hour sunk cost fallacy sinking in;-

Being worse off financially for taking moral high roads in missions, cops being so ineffective that they pay you to do their work for them (of course the wanted system is shit, they can't chase you if they wanted to). Living ethically is a luxury you don't always have a choice to make. You have to shred your humanity to pieces with body augmentations just to stand a chance. When the game isn't trying to be a visual wonder or a David Jaffe-esque piece of tryhard shit, its systems compound into something a little more meaningful than I think I gave it credit for in the beginning. There's stuff here, it's hard to stomach, but I like that they did it.
Cyberpunk speaks clearly against the way society dehumanises us, it points a condemnatory finger to the corrupt systems that nourish it, and does everything in its power to make you feel chained to your complacency. It tells you again and again that the system doesn't work, it shows the people who idolise it dying senselessly and unceremoniously, it's telling you that we should do better - that the monolith of human achievement in the form of 2077's Night City is a smoke and mirrors act that disguises the same problems plaguing our world today. I'm no genre genius, but if this is "Cyberpunk", then go the fuck off. Some of these questlines struck a nerve, genuinely good pieces of writing, they just didn't need to be in a game that is this fucking bloated.


i get no enjoyment from playing this game. i canā€™t believe the game everyone hyped to hell is literally just borderlands but with way worse combat and no co-op.

it's not another no man's sky

it's another vampire: the masquerade - bloodlines

I finished this game when it first came out. Now it still seems the same. I downloaded it again just to play the DLC but I wanted to start again and catch up with everything while enjoying the newly added things with Update 2.0. This wasn't the case. I did not enjoy it. After some while, I started using a trainer and I still couldn't enjoy the damn game. If I was personally in that crime-ridden hellish dystopian cyberpunk world I would be happier living in it than playing the actual game. Deleted the game midway through story... It's a shame I could not get to see those new hot Panam scenes in my flat. I'm a sucker for Panam.

While it certainly didnā€™t set the world on fire as CDProjektRed hoped it sure set someoneā€™s PC on fire.

The best way to describe Cyberpunk 2077 is that it couldā€™ve been a solid mid-next-gen game that got released way too prematurely and suffered because of it. While I can respect the technical ambition with pushing hardware and graphics, even on mid settings itā€™s still fairly commendable, bugs, flaws, and all, bumping the lamp can get you so far until the real blind-spots of the game start creeping up.

Thereā€™s a lot of games to compare to Cyberpunk in whatever itā€™s trying to achieve as a game. It has the open-world sandbox approach of a Rockstar game, the cinematic non-interactive walk-and-talk sequences reminiscent of a modern Naughty Dog game, the sprawling story-based approach of a BioWare game, the walking simulator shoot-and-loot idiosyncrasies of a Bethesda game, and the unloaded gameplay garbage of any Ubisoft game. Out of all the games I can compare Cyberpunk with the two that stick the most throughout my 30 hour playthrough are the Deus Ex games (obviously) and Vampire: The Masquerade - Bloodlines. Bloodlines especially since both were based directly from tabletop role-playing games. Along with starting out as a player navigating their way through the criminal underbelly of an urban city where factions and notable people are vying for power, the antagonistic force being a high society upstart wrestling control over the city, the MacGuffin basically involving a dead corpse (more or less), and even Vā€™s journey of grappling with their mortality and individuality is strikingly reminiscent of the playerā€™s in Bloodlines. Itā€™s a worthwhile comparison to make because of how these games translate their source material. Bloodlines took it to become a worthwhile if imperfect first-person RPG, while Cyberpunk 2077 only really takes the lore and names of the systems?

I started off trying to play it like an RPG but midway through I stopped because the RPG systems themselves were just useless. The perks you get fall into the mainstream AAA camp of being arbitrary stat bonuses and percentage increases. It became mechanically spread super thin that it hardly became worth investing any points into. I donā€™t know why the game continued to keep up the pretense that itā€™s an RPG through the quest structure, dialogue tree, and mechanics if it hardly commits to any real player choice or freedom until the endgame.

On the related subject, whatā€™s the point of having a Commander Shepard/Adam Jensen/Geralt protagonist if they neither feel like their own character or one purely created by the player? Vā€™s clearly supposed to feel like their own character that we define/shape except for when theyā€™re not? We never see them like one because everythingā€™s strictly first-person which implies theyā€™re completely our creation but then why give them a voice and set personality?

Then I started to just play it more like GTA where I drive around Night City and wreak havoc and do what I want. Sadly, this experience barely lasts because of how much of a joke that police AI was, how miserable driving feels, and how static this world felt. I canā€™t quite put my finger on what specifically tore the illusion of immersion apart, but Night City, for all itā€™s hardware ambition, feels just so unresponsive and boring to be in. It has good characters with quests (mostly Panamā€™s) that are worth doing, but itā€™s all a drop in a bucket full of shovel-ware radiant missions that were a chore to do.

I guess the problem stems from how uninteresting Cyberpunk 2077ā€™s setting is for me to care about. As far as cyberpunk settings have gone in the genre, this feels like a 16 year oldā€™s idea of what cyberpunk is. Itā€™s a game that only pushes neon street grunge visuals and behind that shallow aesthetic completely avoids any attempt at a critique of capitalism other than having Keanu Reeves say corporations are bad in different ways. This is probably why I enjoyed Panamā€™s quests because pretty much all of it took place outside of the actual cyberpunk setting.

Near the endgame, I just gave up on whatever way I was supposed to play this game as the developers intended and played it like it was Deus Ex because stealth seemed the most engaging gameplay wise. For all the patches and continued promises CDProjektRed made in hopes of doing a No Manā€™s Sky rebound of delivering the game they promised, I donā€™t think itā€™s going to achieve it anytime soon. The newest patches can tweak driving and add stuff like being able to buy apartments which I guess is cool but they feel so minuscule to the real meat that Cyberpunk 2077 severely lacks as a game to become a genuine game changer.

You see samurai. One day you will be the at the top of this Night City.

But today is not the day.

When this game was first revealed, like everyone I was hyped, not as much as everyone else but still I had a desire to see the game. But when they announce the delays and especially the last delay after it gone gold made me hesitant. Because that meant "gold" wasn't the finished version.

And I was right. It was a mess of a game and I stayed away from it for a long time.

Then why did I play it? To be honest I don't know why I played this game even tho I am not big fan of Witcher 3. I guess I believed the lie of 2.0 fixes everything to the point it makes it a pure masterpiece.

At least I had a little bit more fun than witcher 3 so that's what it's counts right? Fun?

Anyway if you want me to go delve into deeper you can read my Witcher 3 review. It's gonna be essentially the same review anyways.

Overbloated world with copy paste enemy camps that kills the entire exploration curiosity? Check.

Main story is not much other than it's beginning and ending? Check.

Weak villains that isn't even remotely interesting? Check.

"Rpg choices" that only big change you can do is the last 20 minutes? Check.

A side mission collection with fun characters that sometimes can better than main story? Check.

I said I had a little bit more fun than witcher 3 because unlike Witcher 3, this game actually have rpg classes to choose be it melee, be it hacker, be it gunkata etc. And being able to mix and match them actually made me enjoy this game a bit longer.

But of course even that thing comes to an end when I realized how idiot the ai of this game and just taking a silent sniper or sticking a corner with shotgun enough to conquer an entire area that deletes the entire challenge of this game even in HARD mod.

Not just that this game's main story is a giant mess. It's filled with hundreds of side quest like character stories that nothing to do with this game and If you remove the forced side quests from this game what do you left with? 5 hours? 6? Really? And in that time only thing you engage properly is just an angry samurai looking man called takemura and his revenge missions for Arasaka? That's it? That's the story? What the hell that's even more disappointing then badly paced witcher 3...

So yeah that's witche... Sorry Cyberpunk 2077. A game where priorities lie on being everything and also nothing. There is no focusing on one thing and expanding on it to push it's limits.

Look I am gonna admit one thing and it does one thing good and that is it's sidequests and the reason that makes this game better than most of the ubisoft junk. For example sinner side quest that comes to my mind first and showed to us the grim reality of how religious people get used by the media and I can say I got invested more than the main story and that is one example.

But you see, I am a main story person and always is. So I am not happy with this... Badly paced... Disappointing... Feeling both too damn short and too long... Main story.

You will probably say what expectations did you had with the story tho? Witcher 3 was like this too isn't it? And I will say they managed to satisfy me with their main story actually before. With the Witcher 2. But it wasn't an open world game so maybe that's why.

Anyway I am mixed against this game with it's clashing highs and lows but if you do love it, I can do nothing but respect.

But when it comes to people that finds this game perfect I just don't understand. You are either blind when it comes to glitches (my game crashed 2 times and one time a quest completion glitch resulted forcing me to return to an older save just like witcher 3, I don't even want to talk about countless of stutters or visual or combat glitches) even in the later 2.12 update. Or you are just a weird hardcore cd project fan that believes everything they will do is equals gold.

What can I say then nothing I guess. But even with they somehow "redeeming" themselves on most of the people's eyes, you can be sure that their next game also gonna have a rocky launch and more so with them using unreal engine and it's " Shader Compilation issues ā„¢ " that plagues every game it's made with. You can count on that.

Night City Ć© embriagante: a cidade Ć© enorme, opressora, avassaladora. Ɖ o caso em que as maravilhas tecnolĆ³gicas realmente funcionam: a cidade nĆ£o Ć© viva de verdade, mas engana - vislumbro verdade em cada raio de luz cortando a fumaƧa da barraquinha de espetinho, sendo raytraceado gloriosamente para refletir num morador de rua tendo um espasmo num beco. Um padrĆ£o que eu nĆ£o havia encontrado antes para esse nĆ­vel de apresentaĆ§Ć£o em um RPG de mundo aberto AAAAAA, verdadeiro banho de atmosfera, o FPS variĆ”vel que se dane.

Uma surpresa. O elenco Ć© um de seus maiores fortes: personagens carismĆ”ticos, expressivos, todos em sua forma vivendo como podem em um triturador de cidade, intersecionando o moribundo V em suas crises e sonhos, e dessa relaĆ§Ć£o sempre saindo algo muito maior do que um item especial ou um punhado de experiĆŖncia. Posso nĆ£o estar aqui logo cedo: ainda assim, busco crescer com aqueles que cruzaram seu caminho, e, como heranƧa, deixĆ”-los uma cidade um pouco mais digna.

Mergulhado no miasma, Phantom Liberty me tirou da ilusĆ£o um pouco: essa nĆ£o Ć© uma histĆ³ria para presidentes maneironas e agentes secretos atuados por galĆ£s. Me fez lembrar que por mais punk que Cyberpunk se porte, nunca deixarĆ” de ser uma produĆ§Ć£o zilionĆ”ria com alguns muitos acionistas pra agradar e OKRs a bater - Idris Elba e Keanu estĆ£o aĆ­ pra ajudar nisso - o que deixa tudo com um gosto meio amargo na boca. E muito deste corpospeak seguro transborda no jogo principal tambĆ©m: ainda que nĆ£o tenha medo de mostrar o lado sujo de seu futuro horripilante, sempre apolitiza a luta de V e atĆ© a de Johnny, procurando cooptar estĆ©ticas revolucionĆ”rias, balanƧando-as como uma cenourinha anti-establishment que nunca Ć© alcanƧada. NĆ£o cobro deles que possamos derrubar Arasaka e estabelecer uma comuna ecofriendly, e sim lamento que nĆ£o nos permitem nem um grito surdo diante de um sistema implacĆ”vel: a revolta e o horror distĆ³pico sĆ£o apenas uma vibe, matĆ©ria secundĆ”ria que nĆ£o Ć© cerne para um mundo de robĆ“s maneiros que dĆ£o double-jump, conseguem ativar bullet time e refletir balas com uma katana (isso Ć© foda mesmo). Precisamente, em outra distopia, Joyce Messier jĆ” nos havia dado a palavra: o capital assimila todas suas crĆ­ticas em si mesmo, e se fortalece atravĆ©s da produtizaĆ§Ć£o das mesmas.

Cyberpunk caminha, entremeando entre sua genuĆ­na voz e sua realidade material como obra que nĆ£o existiria sem o prospecto de gerar montanhas de dinheiro pra muita gente, e todo o peso que vem com isso. Assim como Night City, sua efĆ­gie: um emaranhado de zigurates construĆ­das para deuses falsos, monumentos Ć  soberba do capital; entre suas ranhuras, nos becos sujos e indesejados de sua arquitetura, prospera maravilha, desespero, esplendor, e todo tipo de meleca que nos torna humanos.

cyberpunk as a genre should have been gatekept from these freaks

Se fosse apenas questƵes de bugs ou glitchs visuais provavelmente eu nĆ£o ficaria tĆ£o incomodado como fiquei, mas nĆ£o...

Cyberpunk 2077 Ć© um daqueles jogos que mesmo com tanto Ć³dio encima por parte do pĆŗblico, ainda atrai com o seu charme. A fantasia de se estar em universo Cyberpunk em meio aos conflitos tecnolĆ³gicos e sociais; o sonho de se estar imerso em Night City enquanto pilota a sua moto, e Ć© banhado pelas luzes dos Neons provindas de bares e boates. Todo esse desejo foi o que tornou Cyberpunk 2077 tĆ£o atraente para mim. Eu nĆ£o me importava se a histĆ³ria era boa ou nĆ£o, e tampouco iria deixar bugs e glitchs me atrapalharem. O que eu queria ser Ć© um com o universo; fazer parte de sua ordem natural; ser o V.

PorƩm a realidade Ʃ uma merda nƩ?

Sistemas de loots que nĆ£o agregam nada Ć  obra; Sistemas de progressƵes que vai em contramĆ£o Ć  maneira como o jogador se expressa; Builds tĆ£o desbalanceadas a ponto de me chocar por simplesmente os devs nĆ£o terem ao menos percebido isso. Em sĆ­ntese, um jogo que aparenta querer se provar como um RPG utilizando os diversos clichĆŖs que hĆ”, e tampouco se importa em como esses sistemas se interagem, e o que podem proporcionar ao jogador.

E o pior... um mundo vazio e desinteressante; uma Night City que no final Ć© apenas mais um daqueles Open Worlds playground de seguir marcadores de missƵes. Se ao menos a sua estĆ©tica fosse vibrante... mas nĆ£o, sĆ£o apenas polĆ­gonos mortos sem alma cujo o seu propĆ³sito Ć© apenas simular uma estĆ©tica Cyberpunk. Me Ć© broxante ver um universo complexo com inĆŗmeras possibilidades, que poderia muito bem criar experiĆŖncias Ćŗnicas e saciar o desejo de se estar em um mundo Cyberpunk. Entretanto, no final nenhuma dessas possibilidades sĆ£o atingidas; um potencial desperdiƧado. Apesar que seria injusto de minha parte dizer que o jogo completamente desperdiƧa os elementos de Night City. As missƵes principais geralmente exploram bastante o universo. PorĆ©m, Cyberpunk 2077 nĆ£o Ć© sĆ³ um jogo composto por missƵes, hĆ” mais do que isso. Principalmente na maior parte do meu tempo foi explorando a cidade, seguindo do ponto A ao ponto B, do B para o C, do C para o D, do D para o E... e assim por diante; uma exploraĆ§Ć£o monĆ³tona, totalmente alienada pelo simples desejo de upar e quebrar mais ainda o que jĆ” estava quebrado.

Vejo muitas pessoas alegando que sua histĆ³ria Ć© boa, e de certa forma Ć©. PorĆ©m, a sua narrativa ao meu ver Ć© falha. Narrativa para mim Ć© muito mais do que o ā€œsimples contar de uma histĆ³riaā€, para mim Ć© muito mais sobre a obra em seu total, sobre como a obra em si se apresenta Ć  mim, um mero jogador que deseja contemplar novos universos e adquirir novas experiĆŖncias. Nesse sentido, penso em como me vejo diante de sua narrativa; e o que presencio Ć© uma espĆ©cie de aberraĆ§Ć£o similar aos jogos da sĆ©rie Assassinā€™s Creed pĆ³s Syndicate. A histĆ³ria pode ser interessante e boa, mas pouco me importa diante da narrativa, e estou cagando se os diĆ”logos sĆ£o bons; roteiro nĆ£o faz um jogo. Ademais, essa questĆ£o de ā€œAh, o que vocĆŖ prefere, histĆ³ria ou gameplay?ā€ sĆ³ Ć© a parada mais imbecil que hĆ” em qualquer mĆ­dia.

Entretanto, Cyberpunk tem ideias interessantes. Todo o sistema de modificaĆ§Ć£o do corpo, bem como os sistemas relativos ao Hack sĆ£o interessantes, e poderiam muito bem ter tido um foco maior. AliĆ”s, Cyberpunk poderia ter sido um jogo bem mais interessante se nĆ£o apostasse tanto nos sistemas de RPGs vazios; seria muito mais foda e divertido se tivesse uma pegada mais Immersive Sim. E eu estaria mentindo em falar que nĆ£o estava me divertindo. Por um tempo suficiente me vi divertindo bastante dando Hit Kill nos inimigos com uma build que nem ao menos pesquisei sobre e fiz no fodase (serio, eu nĆ£o sei como os Devs nĆ£o percebaram isso). Contudo, na medida que foi passando o tempo (mais especificamente 30 fodendo horas), aos poucos fui parando de me divertir. A Ćŗnica coisa que eu sentia era nada; um simples impulso de jogar e sĆ³. E agora estou aqui escrevendo sobre como os meus sonhos foram despedaƧados por essa obra tĆ£o medĆ­ocre que detinha um grande potencial para ser algo.

Em conclusĆ£o, eu nunca vi um jogo tĆ£o broxante como esse.

"VocĆŖ prefere viver na paz como um ZĆ© NinguĆ©m e morrer de velhice? Ou apostar tudo pra ditar a histĆ³ria e nem chegar na casa dos 30."

Umas semanas atrĆ”s eu estava dizendo "Me recuso a jogar esse jogo", mas do nada me vejo jogada e totalmente imersa (talvez atĆ© demais) no meio de uma vasta cidade cheia de ganĆ¢ncia corporal e diversas questƵes morais fascinantes.

Sua historia Ć© maravilhosa e cheia de camadas, o mundo e toda a construĆ§Ć£o feita parece ameaƧar, desde prĆ©dios monumentais atĆ© cidades que parecem ter passado por um pĆ³s-Apocalipse.
E quanto mais vocĆŖ anda por esses lugares cada vez menos humanizadas as pessoas parecem ser.

A incrivel cidade de Night City transborda de beleza e uma estƩtica sem igual.
Tive o privilĆ©gio de presenciar pouquĆ­ssimos bugs, foi extremamente divertido e cada minuto explorando o mundo de Cyberpunk foi Ćŗnico pra mim.

NĆ£o me arrependo de nĆ£o ter jogado antes, e estou muito contente por ter tido uma experiĆŖncia ƓTIMA.

used my imagination to play this, pretty good

"Just focus on tying up all your loose ends - then you and I are leaving this city once and for all." ~ Judy Ɓlvarez

For many, Cyberpunk 2077 will always be remembered as the game with arguably the worst launch next to No Man's Sky. It was a bugfest and the console experience was so bad that refunds were provided from the developers themselves. But I'm not here to talk about the launch - instead I would like to share my personal experience after ~100 hours of playing and getting all available endings, entirely in patch 2.1 and right off the bat with Phantom Liberty (which I reviewed already).

Cyberpunk really shines in terms of presentation. The vibes are incredible, Night City nails the feeling of a dystopian and futuristic metropolis perfectly. You know, flashy neon lights and advertisements are plastered all over the city and the streets are always busy. Another thing that really helps the immersion here is the lighting. An often overlooked aspect, but it's probably the best ambient lighting I've ever seen in a game alongside Red Dead Redemption 2. Do yourself a favor and cruise through Night City on a rainy night, you'll see what I'm talking about. By the way, this is without Raytracing. RTX enabled is a whole different beast, but I didn't keep it on for long, because it was taking a serious toll on my frames and I'm a person who likes to enjoy games with a smooth framerate over graphical fidelity all day.

The main story is solid, albeit not very long. You could probably finish it under 20 hours in total if you're beelining the main quests and ignore the side content. Despite the short runtime, you'll find yourself in a lot of cool setpieces and get acquainted to many great characters, each with their own individual questline. I would definitely recommend playing those quests, since they're a lot more personal than the overarching narrative and really help understanding the struggles and personalities of V's friends better. Speaking of those friends, I think the fluff text messages you get every now and then are a great feature. Makes the world feel more alive and it's always nice to see characters being relevant outside of their own contained substories. Romance is also a neat little mechanic - I really like how CDPR provides extra text messages for your partner, so they ask about V's life every now and then. There's an unique quest where you can also hang out with them at your apartment and talk about stuff, this is repeatable, but unfortunately the dialogue repeats after the first time. Just use your imagination here and you're golden.

Cyberpunk's side content is mainly divided into two different mission types - gigs and side jobs. Gigs are one-time missions where you do a quick job for a fixer of choice, like breaking into an apartment to retrieve some data for a client. How you handle those missions is entirely up to you (unless there's an optional objective you'd like to complete), so you could opt for a stealthy approach or just shoot your way through the enemies. Combat in general is very diverse, you can have Mantis Blade implants inside your arms or blind enemies with hacks - there are so many possible builds. I went with a Netrunner/Gunslinger build, since not many games offer you the opportunity to weaken your opponents by just hacking them! And pistols just feel like the most comfy ranged option to me - a silenced one for stealth and another unsilenced one for loud combat. If you're still unsure on a build, I'd recommend testing some of the iconic weapons (basically the "legendary" weapons of this game), since they come with unique perks. There's a lot of them, so I'm sure some of them will appeal to you. Now, I didn't go in detail about the side jobs, but that's because they're more narrative-driven quests. Some of them feel like the Stranger quests in RDR2, while others have more complex tales to tell. So basically they are a great pastime if you're looking for more worldbuilding in Night City.

If you found yourself asking the whole time "But what about the bugs?", while reading this, then I'll gladly answer that for you. In my 97 hours of playtime I only had a single crash happen (right before writing this review ironically), but since the game autosaves often enough, it was a loss of like 3 minutes only. I haven't encountered a single game-breaking bug, just some small immersion-breakers every now and then, alongside two "real" bugs. This includes various items clipping into the hands of NPCs when they were supposed to put them away and NPCs in general teleporting on rooftops where they aren't supposed to be. The "real" bugs were my V glitching through a wall after a character crashed my car into that wall in a scripted cutscene (had to reload my save) and I've also had enemies walk through a closed garage door once - but that one was rather funny, despite being unfair. There's another problem I'd like to address, but I'm not entirely sure if it's a bug, so I'm not going to label it as one. It's related to quests starting through calls of certain characters. The game explicitly tells you "Wait a day until this character calls you back." and then sometime they just don't call at all, despite 24 hours having passed in-game. Worst offender was when I tried to start the follow-up mission to the companion mission "Off the Leash", the quest giver was supposed to call after one in-game day but it took me two real-time hours (after several virtual days passed already) for that character to call. For your own sanity I recommend doing other gigs or side jobs inbetween, because I'm very sure the calls will come on time if you don't just try to exploit the waiting feature to skip to those quests instantly. Try to let it play out naturally.

Are you a fan of the Edgerunners anime? Well, good news for you! The world of Cyberpunk 2077 also includes small nods to the series, like the graves of the deceased characters at the cemetery. There's also a side job where you can get David's iconic jacket and you can find Rebecca's famous shotgun out in the world too (if you remember the spot she left it in the anime).

The final point I'd like to address in this review is the soundtrack. (Yeah, there are other songs besides I Really Want To Stay At Your House.) While the OST in The Witcher 3 had a calmer, more comforting vibe, Cyberpunk's music fits the high octane combat accordingly, but some of the best tracks come from the sad and serious moments in the game. For car rides, the different radio stations allow you to listen to your music genre of choice. Speaking of the cars, I find it a lot more satisfying to drive to quest locations than to just quick travel there (which I regrettably did a lot in like the first 20 hours of my playthrough). It's just a lot more immersive and driving feels great if you have a car you like. (My personal favorite ride is the Outlaw, great speed and handles well.)

I have talked a lot about this game now. That's because I love it. So if you would ask me if Cyberpunk is worth it, I would definitely recommend you to pick up the base game on sale sometime and go for Phantom Liberty if you want to spend more time in this fantastic world. It's pretty much in a fixed state now and if what I described in this review seems interesting to you, why not give it a go? There were very few moments where I was actually bored, even the beginning is great and brings you pretty fast into the action (unlike a certain cowboy game I have named several times in this review already).

That's all I wanted to share - thanks for reading.

I see why people have mixed feeling about this game. It's inexcusable how CD Projekt Red realeaseded Cyberpunk after so many hype on the community but now we can finally have what we deserve.

The game is not expetacular as everyone was expecting but it's really good. I'm not a huge fans of FPS but I see why they decided for it here.

We have a good plot and a fun gameplay. The first hours are really fun. I liked the caracthers and how my romantic relationship gave the oportunity to finish the game with a different quest.

Give it a chance now!

No matter where we come from weā€™re all headed to the same place.

The eternal oblivion is an inevitability every human must grapple with, the concept of death is terrifying and for much of our lives we will spend many years pondering the idea and coming to terms with the inevitability of such a fate. Itā€™s our choice whether or not we will waste those moments or if we will face down death and live our lives to the fullest despite our eventual fate. Cyberpunk is a game about life and death, how we grapple with our mortality and what will use our remaining time on this planet doing. Will we push away the ones we love to avoid hurting them or will we spend our final weeks making the most of that time with our loved ones?

The dilemma of the ticking death clock on V is what truly makes this game special, weā€™re faced with the inevitability of death and it forces the player and V to make the most of their time, there is no guarantee that V will survive and find a way out so we work under the assumption that we must make the most of our time on this Earth before we die. That limited time is what makes this game special to me, weā€™re forced to live life to the fullest and in spite of all of that V keeps fighting, not only for themself, but for their friends, the ones they lost, and for a better future, even if itā€™s a future that they wonā€™t live to see.

Cyberpunk for all of its flaws is still a beautiful game and one I will never forget, itā€™s a powerful experience that will sit with me for many years to come. The bonds I formed in this game, the time I spent in Night City and the Badlands, the story I experienced, itā€™s all truly unforgettable.

Arguably the greatest open-world RPG I have played, it sits among greats like Morrowind, New Vegas, and Daggerfall.

ā€œV, never stop fighting.ā€
-Johnny Silverhand

the whole uproar about its premature release aside, i would say that (both collectively speaking and for myself) the primary grief with cyberpunk 2077 is its familiarity. there isā€”understandably, i thinkā€”a sort of unspoken and paradoxical desire for cyberpunk to simultaneously push boundaries and somehow return to what most would see as its conceptual roots: neuromancer, blade runner, and other works which set forth the feel and iconography of future worlds run by tech and overwhelming corporateĀ power and corruption, as well as a profound posthuman interest. all of these ideas are well beyond familiar, now. this doesn't mean there aren't new frontiers for the genre... it just means that cd projekt red opted for nostalgia and pastiche. this isn't entirely a bad thing. (even those recent shadowrun games were very character-driven, nestled comfortably in their established and frankly derivative universe. and they're great!) it's a perfectly serviceable backdrop for character-driven stories, and for better or for worse, 2077 is abundant in this realm. for the most part, i think it's all really good! i mean, i really like some of these characters and enjoyed spending time with them unreservedly. to the point that... well, the culmination of my time with some of them almost left me feeling a bit empty, knowing there would be little left to look forward to outside my own imagination. (sux 2 b lonesome... heh heh.) maybe there is something "cyberpunk" about playing a game that makes one feel so forlorn in this era of everyone being so terminally online, connected by tech, yet no closer for it... seriously, i fuckin dream every night of finding someone who loves me and... uh,Ā i kind of love those dreams despite the bittersweet aftermath of awakening.

The "objective review" does not exist.

There's an ongoing debate about whether or not the current cycle of praise for Cyberpunk 2077 is blatant revisionism or valid. Either the game was always good or it was always sucked. The game's in a better state, no doubt. But it's still unpolished in really small ways that add up to a greater whole. There are still no gender-neutral options, and while the one trans character in here is well-written, the in-game ads are still a bit tasteless to anyone not comfortable with that line being crossed. If you want to spark a divisive conversation with your friends, talk about Cyberpunk 2077. If this review brings those same responses out of the woodwork, so be it.

I really, really like Cyberpunk 2077. About a year ago, I called it a diamond in the rough; "the best damn 7/10 I've ever played." The issue with that statement is that it's misleading. If review scores are subjective, what good is a 7/10 if the game you're giving it to is something that's earning high praise from you? Cyberpunk 2077 is a diamond in the rough, no doubt. But it's the kind of scratched-up jewel that still holds beauty to me.

Underscoring its bleak world and grim atmosphere, there's a beating heart inside Cyberpunk 2077. For a game that has most of its side-quests involve killing people, it's a game that treats the individuals at its core like people. Whereas most games of this sort would cut the fluff and get straight to the killing, there are several side-stories here that just involve... talking. Two out of my three siblings practically dropped this game because they got sick of skipping dialog, and I wouldn't have it any other way. Pyramid Song, the quest where you uncover a sentient vending machine, hell, the five minutes you spend fixing a roller coaster in Pacifica so you can ride it are among some of my favorite gaming memories from the past five years or so, and those are all small fish in comparison to the much larger questlines stuffed in here. Most of it is, at the very least, intriguing. As for the quests that involve fighting people, I actually enjoy the combat here. I love the way Double Barrels knock people on their asses, the feeling of a rip-roaring machine gun in my hands, piercing through walls with a charged shot to deliver a killing blow, and slicing and dicing my way through a crowd with a katana. I love the dynamic that hacking brings to the party and all of the unique ways you can play the game just by saving your money to chrome up. Double jumping around Night City is the sort of fun very few games capitalize on. Seriously, try turning off your mini-map so you can get to your objectives by jumping around. It's a delight that rarely gets old. I swear to god, I'm not bootlicking here. I just really can't get enough of how much fun this game is to play.

And yes, it is buggy. The police system is barely there. You can chalk that up to the hilariously absurd solution they have cooked for that in there currently. But while I've praised this for being a very fun time, its mild GTA-flavoring belies that a lot of what's adjacent in here feels like it's been included out of obligation and not desire. The police system is a great example of that, but I'd also argue that the ability to steal cars is also indicative of this. Unlike GTA, you almost always have a car in your possession that you can have spawned right next to you at any time. You can technically level your specs high enough to steal some of the most debonair cars in the city, but by that point, you've probably unlocked a few of those from sidequests. Likewise, while I'd argue that unlocking the cars of certain characters by doing quests related to them is a delicate touch, the fact that you can't customize any of the cars you own makes it so a few of the cars you unlock feel obsolete past a certain point. But the kicker is this: if you want a decent example of what this game succeeds at, it's the gigs. They can start to feel like a case of quantity over quality at a certain point. But a majority of them stress the far less linear aspects of this game to the point where they almost make this feel like it's as much of an immersive sim as it is an Open World Crime Game in the Wake of Grand Theft Auto IIIā„¢. I wouldn't say it excels at being an immersive sim; owing to the linearity of its main quest and a few areas where the player's agency is reduced outside of it, going into Cyberpunk expecting Deus Ex will only yield disappointment. But it apes the basics successfully enough for me to say that the bulk of what makes this a great experience outside of the story-centric quests are those gigs. It's a bummer that that's not the exact impression many had going into this, and it's a huge stinker that that's the way they marketed this, but that's that. I hear they're patching this to include a better police system and drive-by mechanics, which is neat enough for me to maybe reconsider my stance on this when it drops. Until then, though, don't think of Cyberpunk as a Grand Theft Auto and Blade Runner crossover if you want to value your experience with it.

However long it takes for CD Projekt Red to make a sequel, I will try my hardest to be here. As long as the developers are treated right and the game isn't rushed out the door in a questionable state, and they hone in on the very obvious immersive sim inspirations more, Cyberpunk 2 could have some serious heat attached to it.

And yeah, I thought Edgerunners was cool.

A game that tries to do everything and achieves nothing

MINOR SPOILERS

I was told over and over again that Cyberpunk didn't have anything to say, but after finally playing the game I have to respectfully disagree with that take.

Cyberpunk is one of the most politically heavy-handed and thematically cohesive games I've ever played! Night City depicts the logical endpoint of hypercapitalism, a world where businesses and corporations have successfully subsumed every aspect of American culture, creating a country where the bottom line supersedes any consideration for human life.

This game is CONSTANTLY touching on hot button issues like universal healthcare, police brutality, worker's rights, the dehumanization of sex workers, immigrant labor, political corruption, gun violence, poverty, and social inequality - constantly exploring how these issues would look if they were to go unfixed 50 years in the future.

Could you imagine a world where corporations are legally allowed to discriminate towards employees and even force them to undergo cosmetic surgery? Or where snuff films are a popular form of entertainment for a population that's become emotionally numb to constant gun violence? Maybe a world where a privatized police force drops any facade of protecting the peace and opts to brutalize anyone who gets in their way? Where sex workers frequently wipe their memories to avoid the psychological fallout of dealing with abusive clients?

This isn't the 'apolitical politics' of Far Cry where the game dunks its head in the sand and pretends its narrative has no ties to the real world.

This isn't the milquetoast commentary of Bioshock where the game vaguely gestures towards complex ideas while saying nothing of value.

And this sure as hell isn't the misanthropic satire of GTA, aimlessly shitting on anything and everything without a hint of humanity.

Instead, Cyberpunk is making pointed criticism towards Capitalists, abusive power structures, and the hollow promise of the American dream while still managing to show empathy to those suffering from this broken system.

This game sounds like itā€™s all doom and gloom, but it still finds time to tell deeply personal and intimate stories about the people of this world. Nearly every quest is about trying to find peace and comfort in the apocalypse, trying your hardest to do right by others when the system has beat any sense of happiness and love out of them.

One mission has you checking on a neighbor who has shut himself off from the world and refuses to talk to friends or family after witnessing the widespread corruption of the NCPD

Another mission has you comforting a death row inmate who wants nothing more than redemption and forgiveness for his actions and struggles to give back to a world that only wants him dead

Sometimes you're snuggling up to your best friend on a couch, babysitting a single mom's kids as she cooks dinner, helping an old friend come to terms with their fading legacy, convincing a soon-to-be father to stop his risky money making schemes or - my personal favorite - leaving messages on a friend's voicemail as you come to terms with their passing.

It's rare to see a game depicting such a dark and cynical world while maintaining a deeply emotional core. And it does it all with a concise script that drip feeds character development, world building, and plot without relying on fat exposition dumps - the writing in cyberpunk is snappy and lean, fitting an expansive rpg adventure in a 30 hour runtime without feeling rushed or underwritten. Thereā€™s a large cast of characters that get little screentime but immediately leave a lasting impression through their back stories, personal beliefs, and excellent performances. To top it all off, Night City is a beautifully realized world with an incredible attention to detail - everything you see has a history that steadily unfolds the more you slow down and pay attention to the environmental design, codex entries, and optional dialogue. Where are all the animals in the city? Why are buildings on the edge of town obscenely tall? What the hell is a braindance? Slowly piecing together answers to these questions was extremely satisfying and gave me the same feelings I had when discovering the RPG worlds from games like Mass Effect, SMT IV, and Fallout.

While I have a 1,000 great things to say about the narrative, the gameplay systems are consistently mid

Combat is a simple run 'n gun shooting gallery that's largely devoid of strategy - just walk into a room full of baddies and click their heads til they die. You can approach levels from multiple directions and use stealth/hacking abilities to spice things up, but each of the routes are functionally samey (and typically converge into 1 path anyways), stealth is incredibly slow, and hacking is nowhere as fun or efficient as just shooting people.

That being said, even though the combat is shallow and lacks the systemic depth of something like Deus ex or Prey, its fast pace and solid kinesthetics make it enjoyable in a ā€˜dumb funā€™ kind of way. Personally, I would take cyberpunk's mindless run n gun nonsense over the flacid gunplay or janky melee of similar rpgs like Fallout or Vampire The Masquerade: Bloodlines. It also helps that combat is rather infrequent! If you stick to the questlines and ignore the dozens of random filler mercenary gigs (jesus thereā€™s SOOO much filler), you'll find that combat is rarely the focal point. Most quests actively discourage conflict or have zero combat altogether, opting to focus on the narrative and world building instead.

There are other flaws like the game's insistence on hand-holdy setpieces that disregard player input, or a dull skill tree centered on tiny statistical buffs (+2% dps! Wow!), or the gameā€™s need to signpost everything with gaudy quest markers - but they're easily forgivable compared to the game's AWFUL LOOT SYSTEM. This system is a poor manā€™s Diablo, centered on number bloat and raw vertical progression rather than meaningful trade offs or interesting synergies.

You find level 3 booty shorts only to replace them with level 4 booty shorts and then level 5 booty shorts - so on and so forth.

You find a level 6 handgun and feed it crafting materials until it's level 7, then 8, then 9, all the way up to the cap of 50.

Finding loot doesnā€™t open up new abilities or strategies or playstyles, youā€™re just inflating defense and attack stats in a linear fashion, making combat at level 50 nearly identical to combat at level 1. To make things worse, youā€™re absolutely DROWNING in loot with no way to filter rarity or instantly sell all.

This system is bad and does nothing but introduce tedious menuing and arbitrary difficulty spikes. Dying to an enemy who's 10 levels higher than me and kills me in 2 hits isn't fun or interesting or give me anything to learn from. Opening my inventory to sift through 100 similar pistols is boring, boring, boring. This might seem pretty tame to some people, especially since most AAA games have similar systems, but I think a system that actively detracts from a game without adding anything of value shouldnā€™t exist in the first place. This is cdprojektRED's 4th rpg and they STILL struggle to provide interesting itemization despite decades of crpgs providing examples of how to do it right.

I have problems with Cyberpunk and I wouldnā€™t blame anyone for hating the game (especially if you got scammed with the ps4/xbox one versions), but it has some of the best writing and world design Iā€™ve ever seen in a videogame and stands with Yakuza, Disco Elysium, and Mother 3 as one of the few narrative games that left an emotional impact on me. Hopefully the game gets more attention once itā€™s fully patched cause I would hate for it to get forgotten.

Even though my score might not reflect this, I have never felt as conflicted with a game as I did with Cyberpunk 2077. Itā€™s no secret that Cyberpunkā€™s release was rough and even now after all the updates and patches it still has some of that roughness. But in between those rough edges lays a game I couldnā€™t put down and loved playing all the way through.

Cyberpunkā€™s strength lies without a doubt in its quests, both the mainline and side ones. Theyā€™re filled with amazing stories, well-written dialogue, and characters that youā€™re going to fall in love with no matter what. The gameplay that accompanies you through those quests is fun enough, nothing ground-breaking but it does its job. Shooting things felt good and while it took me some time to get used to the driving it also became fun after a while and I choose driving everywhere over using the fast travel system.

The game is marketed and pushed as an RPG, but it rarely feels like one. The skill tree doesnā€™t have any meaningful impact on your gameplay, or at least it didnā€™t feel like it had, and the same goes for the implants except for maybe the gorilla arms and double jump (seriously a double jump makes any game at least 95% better, thatā€™s just facts). I think the game couldā€™ve been a lot better if they merged the skill tree with the implants but did not have both at the same time. Make it so that the implants really change how your character plays and looks, make synergies between implants, let the player do an ā€˜implant-lessā€™ run, etc. Go full Cyberpunk with those implants. Right now it feels like they have a lot of missed potential and thatā€™s kind of disappointing. In general, Cyberpunk could use a lot more customization and variety. That goes for weapons, clothing, and cars, ā€¦ Maybe thatā€™s all too ambitious for the game, but isnā€™t that what they promised us?

But even with those lacking systems, some glitches, visual bugs, and my game crashing multiple times throughout my playthrough, I could not put the game down. I really enjoyed being in Night City and getting to know its inhabitants and learning their stories. From a cop looking for his nephew with one of the most disturbing endings ever to a rogue AI-cab-company-thing that needed your help. I loved going through all of them. A cool thing Cyberpunk does, and one I wished more games would do, is keeping you updated on those characters through text messages and phone calls. It made the relationships you built with those NPCs feel more important and real. I even completed all the gigs and NCPD missions and had a ton of fun doing them. Thereā€™s something within Cyberpunk that hits just right but I canā€™t quite put my finger on it.

Iā€™m going to think about this game a bit more and my score might change over time, but Iā€™ll settle on this right now. If I could, I would give this an 8.5 but since we're stuck with a 5-star rating system this will do for now. With all the problems I had with the game, it might seem high but it somehow feels right, donā€™t know if that makes sense. I really loved this game, ok?

TL:DR
Cyberpunk 2077 is a game with some high highs and low lows but for me, the highs had a lot more impact on my enjoyment.

Was gonna comment about the game being pure aestheticism but then I realized forcing crunch time on your workers and then releasing a broken game is actually incredibly cyberpunk

Fascinating in that it loses it's identity by trying to be a pastiche.

A game with anti-capitalist rhetoric that is such a "product" in the business speak sense. A game made from the pain of those who made it.

I am judging the game world only. The gameplay and story were very unmemorable.

There are many parts I enjoy of Night City, but they are made lesser by existing in a world that feels so hollow.

It is a shame to all those that gave their passion and voices to it, only for them to be drowned out by a game too toothless to do them justice.


I adore this game so fucking much, and it's a damn shame what happened to it on launch. I recently finished a 2.0 save with 80+ hours tracked, something I haven't done in a long time with a game, and I enjoyed every minute I had with it. Not only that, but I always thought the game's overall story and message were incredibly well-written, though they were lacking in the optimization department which would cause game-altering bugs that would ultimately ruin the experience; As I'm sure everybody who knows about this game is well aware of what I'm talking about.

Now here we are with 2.0, and it seriously brought so much life to the game. I really couldn't be happier with the amount of shine and praise the game has been getting recently. Edgerunners, I believe, had a huge role in its recent praise over the last year as well, due to the show reaching audiences that were never even considering playing the game. This caused hundreds of thousands of new cyberpunk fans, which no doubt led to 2.0 being as successful as it is. Overall, the game's enjoyability is absolutely through the roof, and I would HIGHLY recommend anyone play or replay this game, as 2.0 just really brings out the vision the developers had initially desired. I have yet to play Phantom Liberty, although anyone I've talked to has said it's just as good, if not better than the main game. I'm very optimistic to see where CDPR takes Night City and how they'll continue to flesh out one of my favorite settings in a video game!
-----
Side note - I will say that I and many others have experienced a good number of crashes on PC recently, and seemingly the 2.01 patch made it worse? At first, the game and its performance were amazing, but then, around 30ish hours into my save, I kept getting crashes every other hour. This seems like a PC issue at the moment, but I've heard turning off Cloud Save can fix it. I'm sure it's going to get fixed, but that was the ONLY problem I've had with 2.0 so far. I highly recommend it, and as time goes by, I can easily see this game being an all-timer for me!

This is what happens when you take raw creativity, push it through a corporate grinder and stuff it in an investor-friendly casing.
A tasteless sausage, pretty to look at but just the same as all the other sausages that came before.

Cyberpunk 2077 (ver. 2.0 onwards) is a technological, narrative, gameplay, and visual masterpiece. CD Projekt Red clearly poured their heart and soul into fixing this game up, and in doing so, they made the new gold standard for western RPGs. With all the noticeable bugs out of the way, I can finally appreciate everything this game has to offer. The story is heart warming and heart wrenching, Night City feels so alive and lived in, combat is experimental in the best way possible, and the things they managed to pull off were mind blowing. Everyone should forget what theyā€™ve heard and play this ASAP. The game is fixed.