In Cyberpunk 2077, there's a roller coaster you can ride. A literal one. Disused, but with a bit of tinkering, you get to ride it with your cyber-buddy Keanu Reeves. You get a dialogue prompt to hold your arms up in the air as you go down the big slopes.
Once it's done you don't get any achievement, any gun, any number-pumping perk. Just a pleasant moment, away from any quest markers, that's yours and yours alone (and cyber-buddy Keanu Reeve's too, depending on your inclination towards the man.)
Cyberpunk 2077, like the rest of CDPR's catalogue, is at its best when it's quiet. It might seem counterintuitive to their guns-a-blazing marketing and stoic, bad-ass white dudes on their covers, but these are really games about Hanging Out with believable, loveable characters. It's what carries
The Witcher 3: Wild Hunt [Wiedźmin III: Dziki Gon] through middling gameplay systems, many extraneous that dangle off it like lichen on solid oak.
Cyberpunk is no different in this regard, but it does not coalesce. Why? The gameplay is arguably an improvement, each mission a self-contained
Deus Ex level accommodating for all manner of playstyles, and the characters are almost all delightful.
As I see it, there are four main problems with Cyberpunk. One is easily remedied, the three others are not.
1. The GlitchesTo get the first and obvious one out of the way, the glitches
are a problem. Visual bugs occur on such a frequent basis that one learns to unconsciously look away from them, as if to protect the game's modesty. Just by walking around you can feel that the game is held together by twine, spit and a wish. This unreliable narrator erodes trust quickly, and you learn to not prod at the world too hard if you have any hope of maintaining even a few minutes of immersion.
By the time you might be reading this, this might be a past issue. However, the following might not be.
2. PacingA classic RPG problem: The universe is about to explode, but I want to go fishing. Somehow, game developers are grappling with this conundrum to this day. Cyberpunk 2077 is more guilty of this than most just by the sheer imbalance of Main/Side content ratio, and the nature of its plot. There's a ticking time-bomb in your head which you need to deal with
right now or you're gonna drop dead. Despite this, you're still eating dirt jobs for a living in order to nebulously "make it" in Night City. After thirty hours of spin-off episode shenanigans, it's easy to forget the sickly, desperate urgency the main story wishes to convey.
The fix for this would involve major rewrites to the plot, though feasible. I wish there was an actual in-game timer. How do you spend your remaining time? Choose wisely, you only get so many days to spend in NC. Do you focus on building your legacy, or caring for the ones you love most? The content is there, but it's just not contextualised as it should be. The game wants its cyber-cake and to cyber-eat it too.
3. Diegetic explorationI don't remember where I heard this argument, but it resonated with me a lot. The open world design here is as antiquated as Samurai's dad-rock rebellion. There is no reason to explore the city when it tells you straight-up where all the meaningful content is, letting you hoover up Ubisoft markers like smarties. The genre has mostly moved past this.
Assassin's Creed Odyssey implemented a hint-based navigation system which works wonderfully. Bethesda figured it out already in
The Elder Scrolls V: Skyrim with its radial compass, enticing the player to look to the horizon, to discover that undiscovered location.
This is perhaps a result of the game's rushed development, but it is much too eager to point you towards "the good bits," and treat everything in between as fodder. I think this is a reason why many people find the gameworld somewhat sterile.
4. The Bethesda ProblemThis is a big one, and one I was nervous about even before the launch of the game.
CDPR's writing has, in the past, relied heavily on the fact that you as a player are not you. You are Geralt. Geralt has history, personality and friends that are all established well before you step into his grimy shoes. This helps not only ease the player into the world through the eyes of someone already familiar to it, but deepens interactions with other characters as Geralt has clear motivations and goals.
With Cyberpunk, CDPR had the ambition of translating the Pen and Paper experience to the AAA-Shmooter-Shlooter. That ambition fell woefully short -- as essentially the only role you can play in the game is that of a Solo, a mercenary for hire -- but its tendrils remain. The protagonist, V, falls somewhere between player cypher and a defined character, with much of their background left vague and up to interpretation, but not vague
enough for a player to write their own background.
The game manages to make you care about the protagonist by the sheer strength of its character writing, but not having a defined identity is a massive problem in a game chiefly concerned with themes of identity and death.
And boy is it obsessed with death! Not since
Persona 3 have I seen a game so obsessed with it. Night City reeks like a corpse that's gotten a shotgun blast from the makeup gun. The other main themes of Legacy and Identity stem from its ruminations on death and nearly every side quest harkens back to one of these three topics. It's to the game's credit, but again, due to the character's lack of historicity, it doesn't hit quite as hard I'd wish.
The roller coaster mentioned at the start is the exception in this game, not the rule. It's where all my criticisms are met and rebutted. You're a dying person riding a dying roller coaster with your dead friend because you found it yourself, and wanted to do something nice for yourself before the final reckoning. It also doesn't bug out in some hideous way. I wish the game was a little more like that.
People kept bugging him for his opinion around launch so he said he wasn't a consumer of the medium and clarified his take was about the trailer he was shown.
But Gibson specifically doesn't like the the "cyberpunk aesthetic" that was birthed by Blade Runner and then ran with later in adaptations. He strongly dislikes the commercialization of Cyberpunk as an "aesthetic" and pushes back on anything that vaguely looks like that.
If he did actually play and review it though I'd be interested to read his opinions though, especially as a non-gamer.