Ok... so a friend lend me his account and I played through the game...
Got about 40 good hours out of it. Yes, despite those hours being good I don't think it's quite enough to justify paying full price. I also don't have any desire to come back. With the risk of sounding ignorant - I struggle to imagine how people can put more than 100 hours into this game.
I don't see how the open world benefits the game. That's a ton of resources poured into making what is actually a very good representation of a city with it's surrounding areas. NC is really good. But considering the vast majority of people, myself included, would just use fast travel and go through a loading screen, the open world doesn't really offer any advantage to a hub/instance-based world.
There's a mind-boggling amount of extra gigs and side stuff/grind and it's all voiced and coded. But the really good parts of the game are all linear. Take for example the Voodoo Boys and the Pacifica Mall situation. Why not reduce the extra, repetitive, boring but numerous side stuff and pour all that into making a truly good main quest? For example, when you first meet Placide you go outside and see someone openly shooting an NCPD vehicle away. Such moments are incredibly impactful. Speaking of Placide - he's quite a good side character and the whole quest really has a lot of potential for multiple solutions - if you're a techie you could crack the Netwatch code, negotiate with the agent, have and aggressive/peaceful/neutral resolution with the Voodoo Boys, ect. That sort of stuff.
I like my shooters, but Cyberpunk isn't a good shooter game. The most fun I had with the gameplay(max difficulty, btw) was shooting my own grenades while they were flying over enemy positions to flush them out. You can chain stun enemies that way, but that just gets old real quick. Using a high pellet number shotgun allows you to inflict status on enemies while detonating your own 'nades. It will demolish any opposition quite quick, apart from the rare exoskeleton/boss/mech. Also, crafting a ton of 'nades is easy.
My top favourite characters in the game are Hanako and Mitch. Hanako is what the strong woman everyone rages about should be. She shits the pants when she chooses to oppose her brother but doesn't show any weakness. Despite being willing to manipulate and even threaten V she manages to remain neutral without taking on the mantle of an antagonist. That humanises her in an interesting way. Mitch is a bro. The grizzled, old-time vet is well done here despite being a cliché. Wish there was more interactivity with him. Cassidy and Vik are two other characters I have a soft spot for, but unfortunately not enough interaction.
Johnny Silverhand... Killed 11 000 people in the bombing of 'Saka Tower. Seen people deprived of land and water. A friend of his took a bullet for him in the war. An Edgelord. It's really too bad that a lot of what should be making this character interesting is tucked away and not elaborated on. He killed 11 000 people. The player only hears about 1 of those 11 000 that he didn't want to kill. There's a lot missing about Johnny Silverhand which would otherwise make his character much better. I can see that they were trying to make him complex and nuanced... but a lot is just flat out missing. We're told... and that's it.
V... just give me my damn silent protagonist. It would also reduce expenses and allow for more interactivity and reactivity.
My favourite ending was the easy way out because unlike all the others both V and Johnny agree on something and find peace in that decision. It's true - it's hard to see how anyone's sacrifice would be worth it for the man who detonated a nuclear bomb in the middle of the city and a blood-money merc who does wet contracts for... well... money. That does not necessarily mean they are bad, but I think there should be more about their dark sides. It's only in that ending that I think both V and Johnny manage to reconcile that side of them with their being.