Cyberpunk 2077 | An Honest 50 Hour Review



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Before you say anything, I literally did not read any news on the game until I hit the publish button. Cyberpunk 2077 is the latest title of CD Projekt Red, a game studio known for the Witcher Game Series. My Cyberpunk 2077 review comes after 50 hours, where 20 were spent with the main quest, 20 with the primary side content, and another 10 were spent with the secondary side content. As always, I have to type like a robot to appease the YT Machine Spirit.

Sections:
00:00 – Spoiler Free
16:17 – Spoilers
22:19 – Conclusion

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35 thoughts on “Cyberpunk 2077 | An Honest 50 Hour Review”

  1. Nice to know that I wasn’t the only one who found the games side missions and main story jarring. I originally rushed through the main campaign, occasionally doing quick jobs because I thought I actually had around 1 week of in game time, only to realize in my second play through that the games narrative and world follow completely different paces.

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  2. Not a perfect game but certainly an interesting one. I've probably spent 150ish hours in it and got 100% and yet I can't shake the feeling that it is probably unfinished. I feel like act 1 had a lot of cut content. Maybe it didn't, I'm not sure if it would be a good idea to spend 30 hours before getting to the point your game is trying to make, but there certainly would have been more investment if you'd played V's first six months as a Night City merc rather than experienced it in montage form.

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  3. I love Cyberpunk 2077. I‘ve spent at least 120 hours in its world on one of the worst versions, the Xbox One version. The game has jank, the game tells its story oddly, and the devs didn‘t have enough time

    This would have been the best game I‘d played this year if not for a poor launch. I got this game for 8 bucks. Brand new. At a store.

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  4. I played Cyberpunk, then I played Warhammer 40k Inquisitor and xcom 2. Both of those were buggier, crashed more and had more game breaking bugs. It's almost as if everyone saw a 30 gig day one patch and went, "Nah I don't need that! Wait why are there bugs?"

    If you didn't drown yourself in hype, it was the best Fallout game I've played since New Vegas. Was pretty happy with it.

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  5. "Its a problem with no solution" arguably the solution is to abandon the open ended rpg style and make a more linear experience that doesn't have to compromise its message or gameplay loop and maintain its urgency. But obv that wasn't the game they were trying to make.

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  6. Bit late to the party here but I barged this game an launch to avoid spoilers and formulate my own thoughts before, as you said, “group think” took over. Even years before launch I remember thinking “there’s no way this can live up to the hype”. People just put it on a pedestal before even seeing anything.

    So going in with somewhat low expectations, I was actually pretty happy with my experience playing it. Bugs can always be fixed but there are just some core issues baked into the game itself. You could definitely feel the lack of communication between devs.

    I also think the driving felt good. Almost like gta4. Cars seemed to have some weight to them. Though you should have been able to put at least some of them in self drive while inside it.

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  7. i have a gripe with just about everything in the game, down to nitpicking about how Gerald from witcher could not craft armor/weapons, but V in 2077 can somehow craft literally anything while standing in the middle of a road.
    problem is as already stated, i am being torn out of the immersion at every turn.
    my agency, and freedom to choose who my character is, and what it does have been stripped away due to a Timer,game's obsession with killing good characters/plot, a death theme that is inherently flawed since i have already read the source material, there's ways V could have survived, plenty of them, none of them was revealed here, problem is as always, its all being shoved down my throat, instead of making something proper.
    the open world elements are not just stepped on at every turn, they are just about non-existent at less chasing guns or clothing that magically does more damage or got more armor despite being exactly the same.
    hacking works, but at a bare minimum, in cyberpunk you see everywere that people describe it as "an entirely different world"
    there could have been an overlay with the typical Node setup, some having information, some being people's cybernetics, etc but instead we get look at target, press button, select premade thing designed specificly for combat, and only combat…what?
    we have one mission were a netrunner is having trouble unplugging, stuck inside the net it gives the player clues, where is the part of the game were you surf though people,objects,routers,etc until you get bored or some defenses annihilate you and cause a game over?
    Combat looks great, but the more you look at it, the more its clear that the devs simply could not make something complex enough so they simplified it, but that's a problem with everything.
    Level design is really a mixed bag, at one end you have well crafted stuff, at the other end you have 2 models of oil pumps and towers copy pasted over a hundred times each in an area, without anything to spruce it up, and then there's the countless locked doors, all of these things to remind me that either there's so much not done, or they wanted to leave options for DLC inside the city by having locked doors every were, nothing wrong with that, it just means that its "buy the DLC for the complete game" and there's mixed feelings on that.
    i could keep going, and i forgive quite alot, but the game is a high fantasy game trying to be a dark sci fi but stumbling on every turn and even forgetting many of its old lessens.
    Modern review rating: 5/10 (because there's so many terrible games in recent time that the standard have gone down that much)
    Real Review rating: 2/5 the mechanics were bad, the side content were bad, the premise was bad, etc etc.

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  8. one year later, still no walk toggle, and the animation for the monowire is still broken in ultrawide. two really small problems that could be fixed easily but really take me out of the game. meanwhile CDPR takes a year and fixes things like the position V lays down in his bed (something you hardly ever see and really doesn't matter), and makes a big song and dance about the update.

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  9. I thought the assorted dialogue timers were annoying considering how lax the game is with V's open-world adventuring. Delay the heist for a couple of months but then in dialogues it hardly gives me time to consider the options. "Um, V? Hellooooo?" Or thinly disguised quicktime event "dialogue" like the All Foods guy who gets into a standoff with you over the spiderbot. There should've been more playable time between the lifepath intros and the Watson Lockdown. As it currently is, you get a fast-travel point out of Watson (to Jackie's bar) with the Streetkid, so mechanically that has the biggest advantage, even if it's a bug, to explore the map without being necessarily bobarded by the story. I enjoy the TTRPG and wish the game had more sandbox depth and less railroading. "Now I guess home is where you want to be." No, Wakako, I want to go to the Nomads' highly prized Library from one of the splatbooks (Neotribes maybe, I don't remember). I'll settle for fast-traveling to more interesting parts of the city.

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  10. It's nice to see that the game is actually looked at properly by at least some people
    This game murdered an entire studio, something like 80% of the people who worked on Witcher 2 &3 are no longer at the studio(almost all of the most pivotal people specifically the writers both story and dialogue)
    Meanwhile CDPR made a great starting point for a follow up game in the same universe that gives them a TON of more room to do what they actually wanted to do, but Pondsmith has to watch as millions of mouth breathers shit on his baby because everyone are just human versions of those seagulls from Finding Nemo
    Oh and can't forget how half the modding scene is for coomer garbage

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  11. You are often talking about sense of urgency. You shoud play mod for gohic 2 – chronicles of myrtana. It is whole difrent game. There are 2 main ending – one if you REALY DO ALL WHAT IS POSIBLE to help your brother and another if you do another thins like side quest (you even can chose only 2 of 4 ways to enter the main city, all other are to slow).

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  12. I enjoyed this game. But I get what you mean with urgency when I play Yakuza games and I hear npcs around me talking about some incident that is going on thats part of the main quest I always feel like I should be doing that instead of using a claw machine to give a little girl a toy.

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  13. Can't help but wonder if this game was over developed. Just like if you leave the oven on the food gets burnt, if you develop too long it's possible to ruin a game, because with that extra time you add a new feature which breaks everything. So you remove an older feature that was functional but which conflicts with the new feature. A tangled mess of code, leftover functions from older features. Eventually you're forced to waste time cleaning up the codebase, and your game is full of half-finished new features and glitched old features that used to work fine. Management sets a deadline at the worst possible time.

    Like, they may have had a stable product pretty much ready 2 years before release, but then continued working on it until it circled back to broken. Especially if there were major story changes halfway through development, requiring new mechanics that weren't in the design doc.

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  14. When you are talking about the urgency problem, I believe the word you are looking for is "ludonarrative" and you might specifically be looking for "Ludonarrative Dissonance" the latter concept being the out of sync problems between the gameplay(Ludonarrative) and the story(the actual narrative).

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  15. “You cant reset attribute allocations” man this review has a lot of things I disagree with, but this is one of the worst, wouldnt resetting attributes basically ruins some of them? People get tech tree for upgrades and shit, making attributes resettable basically ruins the idea of that tree

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  16. I didnt play this game for the same reason I dont watch SNL, if they are going to tie entertainment to a message, then expect me to endure a sub par experience on top of it, I am not interested. This is especially true coming from moderns with nothing interesting to say. I am happy to hear the number of bugs in cyberpunk isnt as bad as the comedy of SNL though so maybe the comparison isnt a good one.

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