Just started playing Cyberpunk 2077 recently, and I've got to say, it's one of the most deeply OK games I've ever played. Funnily the only reason I started playing it is because I got it when it came out, and I figured I'd play it before a full year went by...only just now I realized the game came out almost two years ago, so it turns out I missed that first year mark by a bit. Thankfully I bought the game during the Christmas sale Best Buy has, so what I spent on it on release was less than some places are selling it now.
This is such an odd mess of a game, and it would definitely be interesting to hear what they originally had in mind when they started, and what they had in mind in their most grandiose visions of what it could be.
I know it's been said before, so this isn't something new, but Cyberpunk 2077 really shouldn't have been open world. But that isn't coming from some place of "open world bad" or something, playing this, it doesn't even feel like it was originally designed to be open world. The open worldness of it all, the driving, that feels like an afterthought that was tacked on at the last minute. Which seems odd given I could've sworn they were talking about this game being open world, and having an online multiplayer aspect akin to GTA5 very early on. Even somethings like the interior view of all the vehicles, which are very nice looking, feel like something that wasn't meant to actually be controlled by the player to the extent it is in the final game. When you're sitting in the passenger seat while someone else drives you around, that's how it feels like they originally meant things to function; to the point it makes me wonder if originally the vehicles operated more like Final Fantasy 15, where you set a waypoint and the car autopilots through the city...which also makes me wonder if the open world wasn't actually originally an open world that you actually interacted with to the degree the final release has you do. I could definitely imagine a version of this where all your missions are sectioned off into zones, and then there's an "open world" you see while fast traveling to locations in your car. If that was the original idea, having the car work like FF15, I could definitely see the reaction to not having full control of the car in FF15 scaring them off.
Gameplay wise Cyberpunk 2077 wants to be Metal Gear Soild 5 so badly that CD Projekt Red should've probably looked into licensing out the Fox Engine from Konami. This really feels like MGS5 lite, as neither it's gameplay, nor the level design, or the degree to which the game lets you tackle missions however you like are anywhere near as strong as MGS5. But it's good enough to be OK, and it's enjoyable enough that I didn't just give up on the game like I did with Skyrim and Deus Ex: Human Revolution. The whole MGS5ness of the game does make it seem funny that you seemingly don't get to use that Militech Centaur, given I could easily see that functioning just like the D-Walker in MGS5.
The layering of clothing really sucks in Cyberpunk 2077, although being in first person, and not really having any player reflections, I guess that doesn't matter too much. But while playing this, and seeing that there's stuff it seems like you should be able to see shirts under that you just can't, just kind of sucks. Post Dragon's Dogma it also just feels lazy when bigger budget games aren't doing what Capcom did. Was also thinking about the clothing options in Fight for NY, how there's multiple ways it lets you wear your clothing, and let's you wear your hat in different ways. The clothes in this are kind of funny, because most of them are so stupid looking it's going to take a while before your character doesn't looking like some dorky jerk. Usually in cyberpunk stuff people look kind of cool, but in Cyberpunk 2077 it takes hours before your character won't look like a moron. Much of it looks so dumb it starts to feel like an intentional joke at some point.
The melee combat is kind of shitty. This is another in a long line of games that makes me wish more people played Breakdown.
Seems like a big letdown that you don't get different animations for all the other ripperdoc stuff you get like the first time. Originally that seemed like how it'd be. They showed you actually sitting in the chair scrolling through options on the screen attached to the chair.
Ideally I think this game wouldn't be open world like it is. You'd operate out of your apartment. You'd have an Internet as deep as Front Mission 3. You'd go out to locations (maybe by Fallout 1 & 2 style fast travel) sectioned off into zones...which wouldn't necessarily need to be small, in fact not being open world could've allowed them to make the areas you actually do stuff in bigger. It'd be more like MGS5, and you could switch between third and first person like MGS5; I'd even drop having an inventory for what MGS5 has, and just have you buy weapons and clothing off the Internet or some shop, which you can either modify yourself or pay someone else to do. Also seems like a letdown there's no big Netrunner aspect to the game where you're actually going into the Net. I mean they could've done it in this game as it is too, but in a version where they aren't spending the time trying to get a useless open world that serves no function operational, they probably could've spent that time creating some big Netrunner aspect of the game; could make it play like a turn based dungeon crawler or something.
It's kind of funny because I wasn't really expecting this to be as much like Fight Club as it is from The marketing. But very very quickly into this game, I was like: Oh, this is Fight Club. It's Fight Club with a explanation and ticking clock (at least as part of the story) from Johnny Mnemonic. It's also kind of funny how big of a dick Johnny Silverhand is given the casting of Keanu Reeves, and the huge Keanu lovefest that was happening at the time. Makes me wonder how many people were taken aback when they played the game.