It took about 6 hours to reach the opening title card of Cyberpunk 2077. It’s six of the 16 hours I played earlier this week, and even after adrenaline-filled shootouts, compelling conversations, and strangely rich dildos, I scratch under the surface of what’s here. I feel like I’m just getting started. Night City is dense and stunning. This huge RPG is packed with numerous mechanisms for exploration and a wealth of options for doing so.Like this ambitious and wide-ranging game, some parts are shining brighter than others (and due to frequent bugs in this still-developing build, it wasn’t released today as previously planned. (I’m glad) – But seriously, when Cyberpunk 2077 is launched, it Clicked, And now I just want more.
Prior to its launch on December 10, we used the developer’s CD Projekt Red to do a 16-hour hands-on in two days. From the beginning, I chose from three life paths (I went to Corpo, spoken by Ryan McCaffrey of IGN). I’ll explain it in a little more detail in his preview in June) and make my own character. There is no limit to what I can do beyond the time it takes to do it. At first I thought 16 hours was almost overkill for the preview (I wasn’t complaining), but Cyberpunk 2077 was a surprisingly slow write and with a huge amount of options. There is depth. By the end of that first day I really understood its pace and structure and spent a second calm on what the most anticipated game of 2020 really wanted to play.
Screenshots of the new Cyberpunk 2077 gameplay
To alleviate spoiler concerns, we’ll avoid publishing specific stories or points here, but refer to the overall plot path. The prologues that make up these first times are essentially a microcosm of the game itself, introducing both the character named V and the futuristic yet familiar world around it. It teaches you a lot of ways to explore, fight, sneak up, and approach specific situations, all of which are fun enough, but not until the end of the prologue (and). (Amazing) Immediately after spoiler sequence) Cyberpunk 2077 really sank that hook to me. I walk slowly until I get there, but all that setting makes the scenario much more appealing in the end, and then it doesn’t take long for me to fully invest in a bigger story. did.
From there, the night city expands greatly. You’ll be kicked out into the world with a very specific motive, some leads towards it, and a list of side quests that you can spend days before glancing at the main quest line (you’re yourself Unfortunately, if you do, story missions were some of my favorites). The quest sends you to certain buildings that may not be accessible otherwise, certain districts are more dangerous than others, but Night City itself seems unrestricted-and you The first time you enter a new neighborhood, you will receive a call immediately from Fixer (basically a merchant’s intermediary), and any additional things you do there will automatically begin to fill your map.
These range from where NCPD simply needs someone to deal with a small number of gang members, to the items and data they need to retrieve, to more complex missions that can span multiple areas. .. This is a story-driven main quest line, plus more personal side missions to defeat them, and niche activities such as Bare-knuckle boxing battles and finding special murals hidden around. Cyberpunk 2077 gives you a shopping list and just says “go”, and it empowers you in a way that only open world RPGs can really enable.
The story being told was also pretty good. The little ones are easy to forget, but in a grand sense, and to see how the main plot works, both in a certain impressive acting character that I’ve already grown up with. Is very excited. Side missions, whether they’re full of conflict about raiding enemy buildings, stupid like chasing a rogue AI taxi, or truly touching on going to a friend’s funeral. It was often a lot of fun. It’s a game that willingly bring intimate and human moments in a world full of excess and flash, and I’m very grateful. It’s impossible to say how to maintain what its quality looks like a really big campaign, but really enjoy what you’ve seen, from city-wide threats to small favors. I was there.
Unfortunately, as I said before, there are always some rough edges in such a wide range of games. The quests themselves are interesting, but managing them is probably one of the roughest I’ve seen. Cyberpunk 2077’s quest log is a very nasty list, and finding one of the many quests to pursue next can be tedious for several reasons. There are no signs of XP, money, items, or street crids that reward the quest. I don’t know how difficult the quest is beyond vague “danger” descriptors such as “medium”, “high”, “very high”, but do you punch a little above yourself with the actual level number? You can judge whether or not. Whether it’s weight; there’s little convenient way to find out what’s nearby, other than tracking the quest and then tabbing to a very busy map to see if the waypoints are nearby. In general I enjoyed whatever I chose, but if it gives me so much to do, I have a better tool to inform my decision about the order in which to do them. I wish I could.
Thankfully, one of my favorites in Cyberpunk 2077 wasn’t related to the menu at all. drive.. Simply put, Night City is great, and I don’t think I’ve seen any other video game city close to it in scope or style. Gorgeous and meticulous, it has a truly amazing verticality and scale, but I still feel it could be a real place. No, you can’t just enter the building or go through all the floors of the building. This is not the unrealistic horizontal bar you are trying to attack. But there’s still a lot to see here, and there are so many different places for missions to send you. The district can also change visually impressively, and despite the availability of a high-speed mobility system, I honestly felt like I missed it by using it. You can see how long it will last in a grand plan of things, but this compact (but still very large) map layout benefits Cyberpunk 2077 if the fast travel loading screen is slightly shorter than the drive. Useful for. A much worse view.
One thing I would like you to take from this preview is that Cyberpunk 2077’s playability is comparable to many other games. It’s definitely an RPG, and despite FPS combat full of flashy weapons, its pace is slow and intentional. But it’s still different from other open-world RPGs like Fallout 4 and The Witcher 3, thanks to one very important difference. Combat is not an essential part of travel. This means that in many open worlds, moving from point A to point B is often overwhelmed with fighting enemies along the way. Sure, you can stick to the road or try to run right next to the road, but you’re still at risk of getting lost by bandits on your way to your true goal.
Cyberpunk 2077 takes place in the city. Sure, it’s a violent and dystopian nightmare in the city, but it’s still a city. In other words, the trip itself feels like GTA, even though the surrounding structure feels like fallout.As a result, I was able to go from time to time time You can complete a mission with just a conversation or a little sneak, without having to pull your weapon all at once.Fights can be seen in almost every corner, collecting prizes and gangsters wearing hats to attack, but you have to go a bit look If it doesn’t come to you naturally, but if you want it, for trouble during the encounter of a big quest. This is a decisive difference in the mood of this world and influences the true focus on both the story and the player’s choices.
And frankly, I didn’t care about those big quiet chunks. They were slow, but not at all in a way that made things feel like they were being dragged. Moreover, combat itself is probably one of Cyberpunk 2077’s weaknesses. It’s not bad, but it’s probably disappointing when playing like straight FPS. The most annoying thing about it is that the enemy is in amazing health. In many cases, it acts as a bullet sponge that allows you to take multiple point blank shots on your head before it completely collapses. This made me prefer sneaky takedowns that could manage them, but stealth itself is no deeper than finding the right moment to crouch behind someone-using Quickhacks. Scouting enemies and setting up those opportunities was a lot of fun.
Did not fight Really By the middle of the second day, unlock some more abilities and find a strategy you enjoyed and start impressing me. By the end of playtime, you’ve got a powerful rifle that can charge shots and shoot through walls, as well as a legendary sword. Sneak into the room, use hacks to locate enemies, hide behind walls and pick them up based solely on the contours of their holograms, and if something ran to me, I Replaced with my sword and cut off their heads. The spongy health bar was still there, but I found this strategy great (and the gracefulness of the music in combat takes the pace to an even more exciting level).
I think that is the strength of Cyberpunk 2077’s combat. I wasn’t necessarily surprised by the heat of any fight, but the mood, style, and huge amount of choices available eventually made me find something that grinned from ear to ear. It’s done. Pistol vs Rifle vs Shotgun, Melee vs Ranged Attack, Stealth vs Brute Force: All of these decisions are personal and customize and support the most compelling tactics, including statistics-based improvements and statistics-based improvements. There are many systems that can be used. Enhancement of cybernetics. At one point I cleared the entire base on the 4th floor without firing a shot, but at another point the character’s high body status allowed me to tear through certain doors and poke my head first. And if you’re more interested in role-playing like this, it’s a tabletop RPG on which it’s based, and the path for you to lean on that path is literally clear.
Last but not least, seeing this game in action makes me happy that CDPR has chosen another delay (this peak only further stimulates my appetite). It’s a pity that there is). I played a streaming service running a host system on a PC with an RTX 3080 GPU and it ran very smoothly in terms of performance, Tons Of a bug.Of course, the version I played is still under development and may have taken extra time from the latest delay to confirm the problem I saw. Absent It was there at startup, but there were moments when the UI disappeared altogether, important mission dialogs didn’t play, and map waypoints didn’t work properly. CDPR is clearly aware of these issues and hopes that the extra time will solve them.
Still, I got hungry more away from 16 hours with Cyberpunk 2077. And with the feeling that there was certainly more to feed that hunger. It’s a gorgeous world that’s as radical as hell and you can absolutely get lost inside the way you choose to do so. Especially when it comes to menus, it’s certainly not without rough edges, but those scratches weren’t very effective at stopping it from shining brightly on its success. Even after two full days, I feel like I can hardly see what is here. The deeper I went, the more exciting I became.
Tom Marks is a deputy review editor at IGN and a resident pie maker.You can follow him twitter..