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Cyberpunk 2077 Review: Complex, Deep, Perception, Reality

Through the terrifying power of 2020 Cyberpunk 2077 From the end of the previous generation, it has become one of the first huge games of the next generation. It’s as if expectations weren’t high enough yet.

Between the delay and the hype cycle that lasted most of the decade at this point, CD Projekt Red has the impossible task of successfully handling all the blanks filled by eight years of enthusiastic imagination. There is. Cyberpunk 2077 and Night City are vast, with similar levels of detail. But at the same time, it’s definitely not what I expected.

Corporate war

Personally, I didn’t understand how much it would be a shooter. Outside of the crackling chat, it’s always all action.

Throughout the main quest line and side stories, you’ve always bust into dive bars, dubious basements, dark alleys, etc., fortified with cybernets that steal laptops, rescue Corp prisoners, and boost luck. I take out gangsters. It’s a little too far.

And while you can opt for a quieter approach, sometimes grumpy stealth (you can snuggle up right behind Goon and don’t get a prompt to grab them properly) interrupts the foghorn and picks it up. Will be much easier. Peace later.

In fact, stealth is the weakest part of cyberpunk action and is feasible until you buy some completely optional upgrades that can slow you down when you’re about to be discovered by throwing a knife. I don’t feel it.

However, although there are some animations for stealth takedowns and kills, shooting is mercilessly much better. Tight and jerky right out of the gate, with quality and speed rarely offered in role-playing-focused games.

The way cyberpunk systems are built means that much of their diversity comes from certain loot carousels. After almost every battle, look at the detailed stats to switch to one with a DPS of 0.3 or higher. So, while facing similar targets many times, I do it with a different toolkit each time. Once you find the one that suits you, you can use your crafting skills to upgrade your favorite gun or create a familiar alternative.

Here are all the weapon types you would expect from a first person action game. Shotguns, automatic pistols, revolvers, sniper rifles, SMGs and more. In addition to deadly blades and non-deadly dull melee weapons, there are feature-based subdivisions such as bounce power, auto-lock smart, and charge-up tech guns, each with multiple brands and equipment skews.

It’s all said to ignore top-end cyberware such as the space-defining net-running quick hacks and forearm-mounted Mantis blades. Through expensive augmentations, you can arm yourself and chop people up to jump higher or mincemeat with just your bare hands. So, with a really huge number of choices, virtually every weapon at your disposal feels well-designed in terms of boom sound, futuristic look, and heavy weight.

With a pile of pondering attributes, sieving perks, and frowning buffs, Cyberpunk 2077 is full of these complex systems. Dark screens densely packed with small text and percentages, like The Witcher 3 mutagens, can be overwhelming until you just give up and waste your points.

In this sense, cyberpunk could be a replay-enhanced game. With knowledge of the skills available, you can move forward towards a more specific build. Skill resets in the second half of the game are possible, but at a cost.

Therefore, they are not best explained, but there are many experiments to be found by feeling your progress.

Your own mercenary

However, while these systems have a vast depth suitable for such large-scale games, they do not do much for role play. That’s another aspect of hype that feels like it’s diverging from reality.

Expect far more changes than your king in character creators, and you’ll be disappointed. There are only two body types. One is male and the other is female. You can change V’s face to your heart’s content, but they will always be the same figure. In the story, V is, in fact, as much a set character as The Witcher’s Gerald, and you’re guiding their choices rather than completely designing your own person.

There is a clear limit to the types of controls a player can have for a cohesive story, often given the illusion of choice or power for smaller plot points, especially in early games. Than a clear statement.

I think the decision to focus on a more rigorously designed story actually works, as there are a lot of really enthusiastic and intense set pieces that won’t work unless the game points you at them, Again, about managing expectations.

But I’m not saying it’s completely static. Some quests can be completed in a non-linear way, and the dialogue recognizes it and other changing situations. Quest providers often see in conversation how they have completed a particular quest. So while most of V’s line choices aren’t much other than role-playing flavors, the level of detail in these touches is impressive in very large games.

Another simple comparison is with Fallout 4. Created but full-voiced characters hone their shoulders in various factions, each fighting for power within a city-state that is mostly a character in itself. Much of your roleplay comes from the equipment and clothing you collect, and you explore the quirky side of dystopia with lighter side missions.

And there are many side missions. Whether it’s an action-focused gig for many fixers across Night City, or a talkative story with a diverse roster of secondary characters, it’s incredible to get lost. ..

It’s easy to see that CDPR takes the worship of The Witcher 3 side quests seriously. There are also many Easter eggs that run through the glittering skyscrapers and dark alleys of Knight City.

Urban metropolis

The architecture of Night City itself is one of the best parts of Cyberpunk 2077. The sense of scale and verticality achieved by the first-person perspective makes it feel great, even if you can drive relatively from one end of the game world to the other. quickly.

The size of the world and how seamless it is cannot be exaggerated. Occasionally used to get on the elevator and hide luggage, but they’re fast enough and you’re spending time at the TV company in the elevator playing night market news and entertainment shows, so you won’t notice.

The game gets you on track in the first few missions, but it relinquishes its control very quickly and completely unchains you. The game’s prologue consisted of hours of main story missions in one district of the map before the “Cyberpunk 2077” title card was displayed, but enjoyed the side content and got lost. It’s easy not to see the title card. Up to 5 or 10 hours.

Especially the crowd density is often very high, which seems to be at the expense of AI. As a result, in-game responsiveness seems to be tuned for a smoother ride. For example, swinging a cop after starting a shootout on the street or after installing a sidewalk when checking a cell phone is just a matter of burning a few blocks down the road. They never made a lot of resistance.

Scale is the main buzzword, but if you take a closer look, the details and mood of the world are created with great care. There are intolerable and shocking levels of detail used to depict Knight City’s dirty, overly sexual, overemployed dystopia. In this cyberpunk, sitting alongside the efforts of Rockstar Games in its immersive properties of the world, it feels relatively unmatched.

The game’s excessive attitude towards sexual freedom means that it’s definitely not a fire to show your grandma on Christmas morning. There are more dildos than a hot dinner and the first person sex scene is very ridiculous. But this is also in the context of other in-game ads that have something like controversial Chromanticore ads filled on almost every street or surface and, in fact, are played for laughter and Easter eggs. It means it gets worse.

Other issues that have been criticized before the release, such as reliance on stereotyped representations of non-white characters, also occur throughout the game and in its huge city.

Night City Light

In the midst of such intense expectations and scrutiny, it’s easy to get hooked on what Cyberpunk 2077 was. The final experience is more familiar than many predictions and has many imperfections, but with a detailed and engaging story. With so much to see and do, Cyberpunk 2077 is a type of RPG that has been blinking for hours and is what you need to end 2020.

5 stars

Review on PC, copy provided by publisher.

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Cyberpunk 2077 Review: Complicated, Deep, Perception, Reality

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