I wrapped up my first run
of Cyberpunk 2077 with 70 hours on the clock. That included the time
I spent playing the alternative life path openings, and playing
through all of the different endings – aside from a secret one,
which I didn’t quite meet the requirements to unlock. I completed,
I would estimate, around 90% of the main side quests – although
it’s hard to say exactly, as I’ve not yet seen a complete list.
But I probably only cleared 20-30% of the available side ‘gig’
missions or gang related events.
I didn’t want to do
everything on this run because I wanted to save some content for my
next. And as much as I would like to jump straight back into
Cyberpunk, I’m going to wait for some patches to roll out that will
hopefully fix and improve on some of the issues I’m going to
discuss in this review. I also have Age of Calamity to play, so
that’s going to keep me busy in the meantime.
I don’t need to tell you
that Cyberpunk 2077 is buggy. It probably should have been delayed
(again) rather than release in its current state, particularly on the
base consoles. That said, I can’t say the bugs I encountered really
impacted my experience. They were nearly always visual, or animation
related. I didn’t experience a single crash in my entire time with
the game, nor any broken quests.
I’ve played far
more broken games than Cyberpunk at release – when I played Fallout
4, I had multiple crashes including a bug that prevented me from
entering a specific area of the map. I could only progress through
the quests related to that area by manually advancing the quest
stages via the in-game console. And I very nearly gave up on NieR:
Automata, which I now consider to be one of my favourite games ever,
because of the continual crashing I experienced the first time I
played that game through.
I’m not saying this to
defend Cyberpunk or convince anyone that it’s not as bad as some
people are claiming – just that my
experience hasn’t been that bad. Maybe I just got lucky. I don’t
know why I’ve not seen so many of the bugs featured in some pretty
hilarious compilation videos. But I didn’t, so I can’t really
complain about issues I didn’t actually experience.
But the priority for the
developers now, before all else, is to polish and fix these issues.
To eliminate these bugs and get everything working the way it should.
Once that’s done, the next priority should really be to improve
upon and fix the npc behaviour in the open world. I touched upon this
in my First Impressions post, so I won’t repeat myself here. But
the npc behaviour and reactions both in and out of cars needs to be
totally overhauled, as does the police ‘wanted’ system.


Beyond this, what the game
really needs is some small tweaks, fixes and additions to the
existing content – a walk/run toggle for PC, the ability to assign
more than 3 active weapons or a single grenade / consumable type
(because f**k me, having to go into a menu in the middle of combat
just to switch to a different grenade is really f**king annoying).
Improvements to the UI so it doesn’t take so many steps simply to
equip specific items / mods, or dissemble items into crafting
components. A change to the quest log so those annoying ‘car for
sale’ jobs can be hidden (including the icons on the map screen).
Even without the bugs,
Cyberpunk 2077 is a game with a lot
of rough edges to be smoothed out. These are mostly little things,
small oversights that might not seem particularly important but would
really enhance the overall experience if they were tweaked and
improved. After going back and watching a lot of the preview videos,
it’s weird how many little details didn’t seem to make the final
cut. They are only small things – such as V raising their hands to
protect against the glare of a bright floodlight – but these little
details all add together to create a more immersive experience.
In my FI post, I also
talked about potentially adding in mini-games or activities that you
could enjoy between missions. Whilst Cyberpunk isn’t GTA, that
doesn’t mean it can’t take a trick or two from that series.
Gambling, 8-bit arcade machines, shooting ranges, street races
(outside of the quest chain), recreational brain dances – because
that mechanic isn’t taken advantage of enough – the ability to
customise your appearance beyond the creation screen, including your
hair, but also perhaps, more advanced cybernetic visuals such as
mechanical arms / legs. Being able to preview clothing prior to
purchase. Or customise your weapon skins / car.
How about unique take-down
kill animations depending upon what weapon you have equipped? And I
really want more inhaler types beyond just health, such as combat
boosters, or reflex enhancers that trigger some kind of temporary
bullet-time without requiring cyberware. Oh, and why not some actual
drinking/eating animations when you’re at a bar / noodle stand?
It’s not like the game
needs
all of this stuff, but all of this stuff would massively enhance the
overall experience. It would turn what I already consider to be an
excellent game, into one of the best games ever made – a game that
might even sink Skyrim as my most played game on Steam –
particularly if it gets mod support.
I also wish the life path
choice had more of an impact on quest related choices / endings. For
the most part, it just adds a little flavour to your interactions.
The same is true of the skill based dialogue / environmental checks,
very few of which have a real impact on how you approach things /
missions play out. Once again, they typically only add a little more
flavour to conversations rather than changing the direction of how
things can go. This is certainly another area the game can improve
upon in future expansions.
My only other major
criticism of Cyberpunk would be that the quest pacing is a little
off. You tend to unlock the main side quests at the beginning of each
story act, but this includes several that only unlock when you reach
the ‘point of no return’. At this point, it feels kind of
important to press on with the main quest for reasons I won’t spoil
here, but to do so would mean ignoring some pretty lengthy and
important side missions which can also have a major impact on how the
endings of the game play out.
So as much as you might
enjoy doing those quests, it kind of kills the momentum of the main
quest just as it was building to its conclusion. It’s like you just
have to put it on pause and spend another 15 hours or so wrapping up
the other major side content, otherwise certain ending pathways will
be unavailable to you. Some of those quests, particularly those
involving Johnny and Rogue really should have unlocked earlier in the
game. And too many of them seem to unlock at the same time, so you
often get several messages in a row and it’s a little overwhelming
as to what content to tackle next.
The main quest of Cyberpunk
2077 is a real blast. I won’t spoil anything here, but it’s an
engaging tale that really hooked me from beginning to end. The
character dynamic between you and Johnny is a real highlight – at
times you like him, at others you hate him and you’re never quite
sure if you can trust him. I’m also really impressed by the variety
of endings on offer and how extensive and different each ending can
play out depending upon your choice. I guess you could criticise the
game for not taking that many decisions into account when it comes to
the endings – it’s really just what side quests you’ve
completed that ‘unlock’ the different options – but after
playing through every ending and epilogue, I have to say I liked them
all.
None of them are perfect.
None offers an entirely ‘happy’ ending, but then you shouldn’t
expect a perfect ending to a story like this. Some are more bleak
than others, but even the ‘best’ ending still feels a little
bittersweet. The important thing though, is that each ending feels
appropriate based on the choices you made. My first ending, though
kind of depressing, felt wholly appropriate for the path my Corpo V
had taken.
The side content is even
more extensive than the main quests, with many multi-part missions.
And they offer a pretty decent variety of content ranging from
action, to stealth, to just chilling out with people you’ve come to
know. And you won’t mind spending time with these characters
because they’re all pretty cool to hang out with. In fact, if I had
one other major criticism of Cyberpunk, it would be that some of
these characters feel underused.
Once again, I won’t spoil
anything, but it’s a shame you only interact with some characters
you encounter for a single quest because there’s so much more the
game could have explored with them. The most obvious example is the
Militech corpo you can choose to deal with during one of the prologue
missions. You think that interaction will lead to a Militech related
quest chain but sadly, it doesn’t. The Voodoo Boys also barely
feature beyond a single mission. Maybe something for an expansion,
eh?


Beyond the main quest and
the big side quests are the side ‘gigs’. These are essentially
one-shot mini-missions in the open world revolving around killing a
target, rescuing someone or stealing something. They’re like small,
Deus Ex puzzles you can approach and solve your own way. You might
think they’re just ‘filler’ type content, but I disagree.
I thoroughly enjoyed every
side gig I tried because each has its own unique story attached to
it, with it’s own unique location, enemies and objective. And you
do meet and interact with unique characters during some of these
missions, not to mention optional objectives to increase your pay.
They may not seem particularly deep compared to the main side quests,
but I can honestly say I had more fun with the majority of these than
the main missions in various other games – I’m looking at you,
The Outer Worlds.
In fact, I’m glad I
played and reviewed TOW before Cyberpunk because I would have
probably been more harsh on it than I was. I will say it does the
whole dialogue based skill checks a lot better than Cyberpunk, but
that’s about it. And I’ve seen a lot of people criticise
Cyberpunk for not comparing to the incredible open world of RDR2. I
won’t disagree with that criticism, but if you’re going to
compare both games, then you should also compare mission design in
which Cyberpunk is miles ahead.
For all the excellence of
its open world, the missions of RDR2 could be boring as all f**k and
vehemently opposed to any kind of player creativity or initiative.
There’s a reason I finished with RDR2 after 55 hours or so and
never want to bother with it again, whereas I immediately want to
jump back into Cyberpunk after 70 despite all the bugs and other
issues. And I can see so much potential for Cyberpunk going forward,
so much it can build upon, expand and improve.
I guess the only other
thing to talk about is the combat. I don’t think anyone expected
the combat of Cyberpunk to be as good as it is – seriously, this is
a great first person shooter. Once I unlocked the slow motion
cyberware and the ‘shoot whilst sliding / dodging’ perks I was
zipping about blasting goons like I was in a crazy Vanquish /
Titanfall crossover – particularly when I had my ‘smart’ pistol
equipped. Add in the double jump cyberware and all that’s missing
is a wall run ability.
There’s a lot of
versatility to the combat, with a lot of different weapon types and
options based around your perks. The weapons all feel punchy and
satisfying to use. Even the melee combat is pretty decent, especially
if you use a sword. Although I opted for stealth / hacking in the
majority of the main story / side missions, the smaller side ‘gigs’
and gang events were a perfect opportunity to cut loose and wreak
some havoc.
My only real issue with the
combat is the aforementioned lack of active weapon / grenade slots. I
know it’s not DOOM, but I really want to be able to switch between
my weapons / grenades more easily in combat than having to enter and
exit a bloody menu. I get that a controller may have limited buttons,
but I’ve got lots on a keyboard I’d love to assign if the game
would f**king let me. There is
a radial menu that lets you switch grenades / inhalers, but it still
pauses the game and it also doesn’t let you switch out weapons or –
what would be really f**king handy – attachments, such as a silencer
on a pistol. I have so many keys, let me use them!
Quick hacks are also useful
in combat. You can blind enemies, disable their weapon, and even
trigger a fatal neural shock. It’s kind of fantastic how dangerous
/ overpowered you can become by really focusing on hacks and their
supported perks / cyberware mods.
Anything else? The driving
in the game is also pretty good. The cars all handle differently and
feel different to drive. It’s kind of funny how a developer that
hasn’t made anything with first person shooting or third person
driving has done such a great job. Honestly, the combat in Cyberpunk
is better than a lot of shooters I’ve played and that’s something
I never would have expected. I thought it would be fine and
functional at best. But it’s really f**king fun and it lets you be
creative in all the ways I appreciate.
Visually, Cyberpunk 2077
can look stunning, even when it’s not running on the fanciest
settings. I was playing on mostly High settings at 1080p and as I
described in my FI post, my performance wasn’t perfect but
perfectly playable. And I hope, with patches, it will only improve.
The VA in the game is excellent and, contrary to what some others
might think, I thought Reeves was great as Johnny Silverhand. I
thought he fit the character perfectly.
Cyberpunk also has a great
soundtrack, particularly the combat tracks that are suitably pumping.
The radio stuff is also really good, although it seems strangely
limited given how often I kept hearing the same tracks. That said, I
never got tired of Chippin’ In kicking in whilst driving.
Okay, let’s wrap this one
up. It’s pretty hard for me to recommend Cyberpunk 2077 in its
current state. I’ve really loved it, but your experience may not be
quite as smooth as mine. A friend of mine couldn’t even launch the
game, let alone play it. So no, I can’t recommend it. Or, I’d say
it’s currently a ‘play at your own risk’ kind of situation. If
you can wait, I’d say wait. If not, you’d better accept this is
far from perfect in its current state.
But that doesn’t mean you
won’t enjoy it. I did. I had an absolute blast. And if the
developers can patch those bugs, smooth out those rough edges,
reintegrate a lot of those little immersive features they apparently
cut and introduce the new kind of content I’ve described here, it
will go down as one of the best games ever made. I guess the question
is: can they do it? I sure hope so.
8/10