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Tags: CD Projekt; Cyberpunk 2077
By the usual standards, CD Projekt's latest mega-AAA hit Cyberpunk 2077 should have been considered a huge success. It reviewed well enough on PC and managed to recoup its entire development cost via pre-orders alone. However, the game's console ports were a disaster, and in a year when we all had enough too much free time on our hands, it was enough to generate a massive negative publicity firestorm for the company, including class action lawsuits and an investigation by the Polish government. Several days ago CD Projekt published a video with CEO Marcin Iwinski apologizing for the poor state of the game, and a few days later it scored a comparatively pathetic seventh place in our all-important Codex GOTY poll. Now would be the perfect time to publish our own official review of Cyberpunk 2077, and thanks to a surprise contribution from esteemed user lukaszek, we actually managed to pull that off. It's a thorough examination of the game, including character building, combat, open world elements, quest design and itemization. Here's an excerpt from the review:
Read the full article: RPG Codex Review: Cyberpunk 2077
By the usual standards, CD Projekt's latest mega-AAA hit Cyberpunk 2077 should have been considered a huge success. It reviewed well enough on PC and managed to recoup its entire development cost via pre-orders alone. However, the game's console ports were a disaster, and in a year when we all had enough too much free time on our hands, it was enough to generate a massive negative publicity firestorm for the company, including class action lawsuits and an investigation by the Polish government. Several days ago CD Projekt published a video with CEO Marcin Iwinski apologizing for the poor state of the game, and a few days later it scored a comparatively pathetic seventh place in our all-important Codex GOTY poll. Now would be the perfect time to publish our own official review of Cyberpunk 2077, and thanks to a surprise contribution from esteemed user lukaszek, we actually managed to pull that off. It's a thorough examination of the game, including character building, combat, open world elements, quest design and itemization. Here's an excerpt from the review:
You might wow an NPC in dialogue with your tech knowledge. All it will accomplish is the NPC not coming up with the same solution in the next sentence. In most cases it doesn’t matter what you say, as the outcome will be the same. The quest design formula is usually as follows (main story quests included):
On rare occasions the game will surprise you. Instead of following the quest marker on autopilot, there might be hidden objectives for you to unlock if you step off the marked path.
The start of the game is like Dragon Age: Origins. You get 3 origins that all forcefully converge into one path – one of the street kid. Without spoiling too much, you’ll get a choice at the end of the main storyline that mirrors each lifepath, but has nothing to do with your original choice. It’s all about flavor and some unique responses that, as I stated, usually don’t matter. The corp path is quite sad as you’re a suit for a few minutes, but the rest of the game has nothing to do with it. In that prelude, you’ll be forced to play a weakling vomiting from stress in the bathroom, while corp lines are usually about strong-handling NPCs to make them do what you want. Nomads and Street Kids can sort of continue their life. The corp origin also gets the weakest extra quest compared to the other two (although you do get the best tech pistol in the game).
Endings are not like in The Witcher where you have to live with your choices. You get a special save point, and after you end the game, you return to that save with a unique item based on the choice you’d made during the last quest. You can rinse and repeat to experience and obtain everything. A few endings are locked behind certain characters liking you, meaning completing their optional quest chains and not annoying them during dialogues. This is the only lasting consequence to your actions that I’ve found.
For example, consider blasting a powerplant during the main story – all you’ll see is a news flash during the loading screen or while waiting in an elevator. Side quests don’t get even such mentions.
- You speak with a fixer. It’s either a recorded video message or a long dialog. If you get a chance to speak, there’ll be many options to pick, but nothing will matter, as you’ll get your objectives anyway.
- You follow the quest compass and there might be a locked door. If it’s locked, you might be able to unlock it. If you can’t – go jump out of the nearest window. Do it at full speed and without checking what’s behind. You will land safely on a balcony and will clearly see how to jump or climb to another open window. Sometimes it will be a ladder in the back of the building, but you get the idea.
- There will be enemies. Kill them silently, go blasting, sneak past them – it doesn’t matter.
- Approach the objective. There might be an optional pacifist option here, but that’s rare.
- Escape the area.
- Get a phone call.
On rare occasions the game will surprise you. Instead of following the quest marker on autopilot, there might be hidden objectives for you to unlock if you step off the marked path.
The start of the game is like Dragon Age: Origins. You get 3 origins that all forcefully converge into one path – one of the street kid. Without spoiling too much, you’ll get a choice at the end of the main storyline that mirrors each lifepath, but has nothing to do with your original choice. It’s all about flavor and some unique responses that, as I stated, usually don’t matter. The corp path is quite sad as you’re a suit for a few minutes, but the rest of the game has nothing to do with it. In that prelude, you’ll be forced to play a weakling vomiting from stress in the bathroom, while corp lines are usually about strong-handling NPCs to make them do what you want. Nomads and Street Kids can sort of continue their life. The corp origin also gets the weakest extra quest compared to the other two (although you do get the best tech pistol in the game).
Endings are not like in The Witcher where you have to live with your choices. You get a special save point, and after you end the game, you return to that save with a unique item based on the choice you’d made during the last quest. You can rinse and repeat to experience and obtain everything. A few endings are locked behind certain characters liking you, meaning completing their optional quest chains and not annoying them during dialogues. This is the only lasting consequence to your actions that I’ve found.
For example, consider blasting a powerplant during the main story – all you’ll see is a news flash during the loading screen or while waiting in an elevator. Side quests don’t get even such mentions.
Read the full article: RPG Codex Review: Cyberpunk 2077