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Meditation inside the Himalayas: Why the best option?
Cyberpunk 2077 may not live up to expectations, but the strengths lie within its core. There’s a great game here, deep down. There's a lot of surface detail that is just set dressing, yet still provides one of the most realized worlds ever. If you don’t mind a number of bugs or lack of polish, then CP2077 is one of the best games out there, but only if you're willing to put in the work.
The sky above the city was the color of television, tuned to the latest pop channel.
Hopefully that paraphrased quote from William Gibson’s Neuromancer sums up how Cyberpunk 2077 - the latest game by legendary developers CD Projekt Red - handles the Cyberpunk genre as a whole. At times it feels more like action sci-fi than tech noir. It's definitely not Blade Runner or Neuromancer, though it clearly takes inspiration from each, and it definitely takes some liberties with the Cyberpunk genre as a whole: It's much more colorful and action packed than what you would expect from most Cyberpunk media.
That said, it’s certainly not a parody, or a gross copy, or even a sleazy imitation of anything. It has its roots in a lot of other media, but CP2077 stands high above on it’s own feet. Whether it’s the kind of corporate espionage, or lack thereof I should say, that you were expecting is another question.
The topic of audience expectations in media has been cropping up a lot recently surrounding Cyberpunk 2077’s launch, so in order to truly get to grips with the game and experience it mostly for what it is without as many bugs as possible, and to let the wave of enormously high expectations subside, we held off a little bit from dropping a review on launch day and perhaps not getting the right side of a game with this much hype.
First up, what is Cyberpunk 2077? Like we mentioned above, it’s an open world RPG, but at times also feels like an open world sandbox, or a looter shooter, or even an immersive sim. It’s a lot of things, but RPG describes it best. You play as V, a merc in Night City looking to make it as a big time hotshot and pull off the job of a lifetime.
Obviously things don’t quite go according to plan and you end up in a life threatening situation. The clock is ticking and you only have a short while to figure out what to do and how to do it before, hopefully, surviving the process.
The main quest then takes you through the very depths, alleyways, and outskirts of Night City. You’ll meet a diverse cast of unique and interesting characters, and engage in a variety of side content that could have your head spinning for days at the amount available to you at any given moment.
It's been said so much already that it's almost a joke at this point, but CD Projekt Red puts so much care and attention into the writing in every aspect of the game. The main story is incredibly engaging, and definitely only a story that could be told in a Cyberpunk world. That said, it is surprisingly short compared to previous games by CDPR and given the size and scope of Cyberpunk itself.
Granted, I did put a lot of hours into side content before finishing off the main story. Even still, I managed to reach the ‘point of no return’ at an incredibly short time. If all you play is the main story of Cyberpunk 2077, and you don’t engage with any of the side content, you could easily finish it in 30-40 hours which is definitely a little disappointing. But that just reflects how much you will yearn for more, once the game has you.
On the other hand, there’s an overwhelming amount of side content to complete. You have the usual side quests that almost feel like extensions of the main story at points - that’s how good they are. But there’s also gigs and optional activities, which are more minor in terms of story content than side quests, but they still have lots of story attached to them.
It really goes to show how much passion and care gets put into the writing in a CD Projekt Red game though: every side mission is given the exact same amount of attention and quality that the main quest does. Even clearing out a small den of enemies that is in no way connected to any other side mission will reveal little story moments that can offer more context to the location and enemies you just defeated.
Based on previous trailers and gameplay released up until launch, I knew that a certain character was going to die early on in the story. I didn't know exactly when or how, but I knew this was going to happen.
Despite this, when the moment happened I still couldn't help but tear up a little, because up to that moment I had made a real connection with this character. It felt like we were friends who would stick by each other to the end. Which only made their abrupt death all the more impactful.
I have a particular anecdote here which contains a very minor spoiler that has already been revealed in gameplay/trailers leading up to Cyberpunk 2077’s launch. So if you haven’t played CP2077 yet and have been avoiding everything you can in order to go in as blind as possible, then skip the next few paragraphs just in case!
For instance, at some point early on in the story you meet an important NPC that becomes entangled with you. This plays a huge role in the main storyline, but to my surprise this character makes an appearance in a lot of the side missions you do as well. And it's not just a quippy one-liner here and there, he talks to you, converses with you. He gives valuable advice and reflects on the situation at hand, sometimes even having a major impact on the choices you make and the insights you can learn. Sometimes he’s there to make a short comment, other times he plays a major role in the story.
Stuff like that makes you realize that this isn’t just the usual copy and paste side activities you see in many AAA games at the moment. Each mission is unique in it’s own way, and due to imaginative writing can go in directions you weren’t expecting.
One quest had me tasked with killing a man, but just before we made the hit the plan went to shit, and I instead found myself conversing with the very man I was meant to kill. This then led to another series of missions that dealt with the subjects of death, religion, repentance, and the implications of corporate intrusion.
None of that I was expecting, especially from an ordinary side gig that I had just accepted for quick cash and experience.
CD Projekt Red have also done a fantastic job of adapting Mike Pondsmith’s world of Cyberpunk 2020. Dialogue feels grounded and real thanks to the great use of street slang. People talk like they would talk in this world, in this era. There’s a whole history of this world that you can either spend hours delving into or completely ignore.
However, I do have to address the bugs here. As of writing this there’s still an enormous amount of bugs to fix. Not only that, but there’s also a lot of polish that still needs work; from odd pacing issues, to long walks and drives of silence, to awkward pauses and cuts in dialogue/cutscenes. Interestingly most of these issues were prevalent in the first 10 hours of the game, which is a bit odd, considering those would be the most important and probably most played by the QA team.
It's like CD Projekt Red actively tried to cull a fair portion of the player base who would not enjoy this game as much as some other hardcore RPG players. Because for the first 10 hours of Cyberpunk 2077 I honestly thought it was just... okay. The story was interesting for sure, but the execution wasn't handled very well. I'm not quite sure if this was purely down to the frequent immersion-breaking bugs that cropped up, or the odd pacing issues, but they certainly didn't help.
But