It is very difficult to talk about Cyberpunk 2077. This is one of the most anticipated games of the decade, the problems of which were visible from afar, and the consequences of the failure of the console versions have yet to be comprehended.
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Now, after several patches, it becomes clear that Cyberpunk 2077 was supposed to be an excellent game, but the tight deadlines, rework, the responsibility shouldered by the company and other factors did not allow this to happen. At the same time, one does not dare to call it a complete failure. But first things first.
Disappointing emptiness
The first minutes of the game depend on the choice of the background, but later all three branches of the plot still come to a common denominator. In the past, V may be a street bandit, corporation or nomad, but in the present, he is certainly a mercenary. The prologue, which includes V’s backstory and the first major case that ends with a bullet in the head and an “imaginary friend” in the form of terrorist rocker Johnny Silverhand, takes about six hours, after which access to the entire Night City is opened – huge, beautiful, charming. And at the same time dead and empty.
I think that I hardly need to explain anything: everyone saw a lot of videos with citizens emerging from the air, with how they, like lemmings, crawl under the wheels, how cars disappear, one has only to turn away, and other problems. And most of them cannot be attributed to bugs – they are still somewhat more fundamental.
This is not a GTA in the future, and not a Deus Ex in an open world with cars. The local “sandbox” simply does not allow playing with it. It makes no sense to go to numerous bars, since all have the same assortment, and besides, the game does not give you the opportunity to get drunk at the bar and have a heart-to-heart talk with the bartender. There are dance floors, but V refuses to come off to the music. Numerous food stalls work like regular shops – you cannot order food and eat it on the spot, and the public transport system is reduced to single points of movement – and so on. Even NPCs act as dumb witnesses, capable of giving out one and a half phrases when interacting and dying in an unsuccessful collision with a hero or a car.