CyberPunk 2077: Meeting My Expectations
I avoided the hype. Stuck to what I understood about CD Projekt Red.
Recognized that this was an 8.5 year development. Didn't stick to the lore. And admittedly, Cyberpunk 2077 met my expectations which, to be transparent, weren't all that high. The first demo I saw at E3 was arguably the worst demo I've ever seen—unresponsive AI, a crash mid-demo, and a poorly-matched pair of people representing the game—and so I felt a lot of problems might carry forth into the finished game. Whether or not I could stream the game on Twitch was also a concern, because if a game is going to launch poorly, you won't be getting much of an audience either.Sure enough, Cyberpunk 2077 launched unfinished. 8.5 years is a long time for a single release, and at that point, you have to wonder what's cooking in the kitchen. But I'll approach the most important question about the game that's on a lot of peoples' minds that haven't read much about the game or haven't played it either.
Is the game good? Yes.
Cyberpunk relies on the absolute immersion of the world. Everything from how people talk, to the news on TV, to the advertisements, to the in-car radios, to what's lying on the street—it's a pure mechanical dystopia, where everything is computerized. I've yet to visit the City Center yet as I'm still in Watson (if that's the correct name of the city), but I can only imagine that playing the main storyline will eventually drop me in City Center, just more of the same that Cyberpunk totes—a shiny, Matrix-like Neo-Tokyo that screams polish and pomp.
The most difficult part of the game is understanding the most effective paths of your character. I have a lot of points put into technical aptitude and intelligence, giving me perks to craft things and quickhacking abilities. However, I'm nervous about my selections with attribute and perk points because I'm not sure if they're useful or not. There's a perk that auto-deconstructs "junk" items that are picked up and used for crafting, but I'm not sure if that was a hasty, useless purchase.
I often compare character creations with Arcanum: Of Might and Magick which continues to be one of my favorite games today, despite that I haven't actually finished the game. Certain skills your character could have absolutely nullified others. For instance, pickpocketing allowed you to steal a shopkeeper's key, open their shop at night, steal all of their items, sell all of their own items back to them to take all of their gold, and then steal all of their items again. Essentially, you could rob people blind, taking care of most high-end merch problems and all gold problems.
It's hard to figure out what path would be best to take in Cyberpunk, and given the game's nature I don't think it warrants a second playthrough once you're finished with the main storyline. So starting off can be a little overwhelming where you're thrown so many game mechanics at once. I want to use quickhacking with my cyberdeck, but I also want to be efficient in submachine guns, but I also want to be stealthy at first, but I also want more holding capability—being well-rounded lends a question of what abilities to use and which ones to skip in lieu of others. Plus, which ones are the most entertaining? Which ones are the most useful? It's kind of a shot in the dark, which seems like both a strength and weakness. It begs for a replay, but that probably won't be happening. As they say, so many games, so little time.
Cyberpunk's world is difficult to get used to because conversing with characters almost needs some exposition—money is referred to as "eddies," fixers are "job givers," and ripperdocs upgrade your cyberdeck, which gives you technical abilities in the world. I was utterly lost at first with so many terms thrown around, but folks that have learned the lore and jargon ahead of time had an advantage here. I think a lot of new players opted to re-roll their characters to get an understanding of what the game's about.
There are three "roles" you can pick when you start, those being Nomad, Corpo, and Street Kid. I chose Corpo which gives me certain dialogue options likely not available in the other roles. However, I think that's the only effect of what you might see moving forward in terms of story. The Corpo option gives you more "You're not in the position to tell me what to do" options which turn some options in your favor. These life paths don't seem at all pivotal for the game, but pick what you will. To echo my thoughts, I call upon Yoda who is quoted "It matters not."