With nearly 40 hours
clocked, I figured it was time to drag myself away from Cyberpunk
2077 and share my initial impressions. I guess the question is: does
it live up to the hype? To the 8 years of anticipation and
excitement? The answer to that question will really depend upon your
own expectations. What game did you
want Cyberpunk 2077 to be?
It’s not GTA: Cyberpunk.
The open world isn’t a chaotic sandbox and you can’t go bowling
with your cousin. It’s not Yakuza, with 101 mini-games. It’s not
like The Elder Scrolls, in which you play as an entirely blank slate.
Cyberpunk 2077 is, at its heart, an open world Deus Ex game with a
dash of Mass Effect and (believe it or not) the original Watch_Dogs.
It is, for the most
part, exactly what I
wanted it to be. So yes, for me, it does live up to the hype.
But does that mean it’s
perfect? Hell no! I’m already compiling a list of all the things I
feel the game could improve upon. Cyberpunk has plenty of rough edges
– and I’m not just talking about the bugs and performance issues.
In some ways, I wish Cyberpunk was a little more GTA-like, at least
in the open world sandbox aspect.
The civilian npcs only seem
to exist in three states – walking, fleeing or cowering in terror.
And they all share the same ‘cower’ animation, so it’s pretty
funny watching large groups of them all crouch and cover their heads
in perfect unison. The npc car AI is also pretty terrible to the
point that I wonder if it exists at all. They don’t react if you
crash into them or even park your car in the middle of the road –
they just stop and stare at you. They don’t try to drive around,
honk their horns, yell or swear.
And then we have the police
who, if you happen to catch their attention, randomly spawn into the
road and take pot shots at you until you leave their field of view at
which point they forget you exist entirely. Cyberpunk 2077 could also
do with some Yakuza style mini-games of its own. Some fun little
activities in the world you can enjoy between missions – gambling,
old-school arcade games, shooting ranges etc.
I wish I could preview
clothes before I buy them. I wish I could have more than 3 active
weapon slots. I wish I could customise my ride and my apartment, or
change my hair style. I wish I could have more than one grenade /
consumable type active at a time. I wish some characters had more to
do, more missions and interactions. I wish the ‘life path’ choice
actually had more of an impact on mission / dialogue choices.
So yes, there’s a lot of
areas Cyberpunk 2077 can improve upon beyond just fixing the bugs and
performance. The good news is that the core of the game – the
really important stuff – the general gameplay, the story, the
characters and the quests are all fantastic. The foundation is solid.
It’s now just a question of how they build upon it going forward.
I can’t say the bugs have
really impacted my enjoyment of the game (at least so far) – of
those I’ve encountered, only one caused an issue with a side quest
in which I was unable to interact with an npc. Fortunately, it was an
optional objective so I was still able to complete it. Aside from that,
every other bug I’ve encountered has been visual / animation
related – npcs popping into existence, characters walking through
the floor, cars floating in the air, animations failing to trigger so
characters appear to ‘slide’ their way to their objective and,
most amusingly of all, T-Pose enemies.
Performance has been . . .
okay. I’m playing at 1080p with a 1080 on High settings and getting
between 45-60 FPS depending upon the environment / situation. It’s
not perfect, but it’s perfectly playable and I’m pleased to say
I’ve not had a single crash. That said, a friend of mine who also
picked up the game couldn’t even launch
it without it crashing, so your mileage may vary depending upon your
hardware and your settings.
Despite all the open world
issues, Night City is, without a doubt, one of the most incredible
open worlds you’ll ever experience. It’s vast. It actually feels
like a city.
40 hours in, and I’ve barely scratched its surface. It’s visually
stunning, vibrant and the attention to detail is fantastic. And the
city is absolutely full of content – so much that it’s almost
overwhelming.
And none of this content
feels like the typical open world ‘filler’ that you might expect.
Every side job has a story attached. Every one feels unique. Yes,
they do mostly follow a similar set of core objectives revolving
around killing someone, rescuing someone or stealing something, but
every location and challenge is unique in how they’re set up. Some
are short, but others are longer, more elaborate affairs that later lead
onto more
missions.
And even the ‘crime’
side content in which you must take out various gang members across
the city serve a fun purpose – they give you the perfect
opportunity to try out new weapons, cyberware and abilities. 40 hours
clocked, and I’ve still not even cleared a single
district of the city of side content. And I want to do all
of it, because everything I’ve done so far feels worth doing. None
of it feels like filler. None of it feels tacked on to artificially
extend the experience.
I think one aspect of the
game everyone was concerned about prior to release was the combat.
But, funnily enough, that’s now the least of everyone’s concerns.
The combat is really
good. You have a great range of options available to you with regard
to weapon types and abilities allowing you to build your character to
fight in a way that feels fun and satisfying for you. I’ve been
focusing on pistols and revolvers and having a real blast.
The ‘hacking’ aspect
feels very Watch_Dogs as you can ‘quick hack’ not only enemies
but various environmental objects. You can take control of cameras,
mark enemies, distract patrolling guards, trigger overloads, disable
enemy weapons or even blind their optical implants. Sometimes,
enemies try to hack you
and do the same – although, sadly, not very often.
V, who you play as, isn’t
a blank slate but more like Shepard from Mass Effect. They have their
own personality, but it’s a personality you can shape through your
choices. Make no mistake, V is very much a character
in Cyberpunk 2077. They’re not like an Elder Scrolls / Fallout mute
weirdo.
Oh hell, what else? There’s
so much to talk about in Cyberpunk that I’m not sure what else I
should cover here or save for my review. Maybe I should just wrap
this up. I could talk about this game all day – all the things it
does well, all the things it doesn’t and all the things it can
improve upon. Yeah, I think I’ll leave this here. It’s a little
scattershot, I know, but I’m sure I’ll be able to put together a
more coherent review when I’m ready.