Directly after the livestream of the Night City Wire Episode 1, all media around the world who have had the opportunity to play the real game have been given the green light to share what they think about Cyberpunk 2077. Consequently, there has been an influx of news about the game from all kinds of different websites including the PlayStation Blog, Eurogamer, Kotaku and Polygon. CDPR has also released a new trailer titled The Gig (which actually played at the beginning of the Night City Wire episode) on their official YouTube channel. What follows are the different articles floating around the web which talk about peoples’ personal experiences playing the game. Special thanks to UppedSolution77 for providing a summary of these Cyberpunk 2077 articles.
Cyberpunk 2077 livestream reveals the ‘braindance’ and Mad Max-style mayhem
This is an article by Polygon which talks a little bit more about the “braindance” feature as well as the Badlands. The braindance feature has roots in the original tabletop game and is basically a way of recording peoples’ memories so that they can be experienced or relived by other people. In the episode, one of the devs mentioned it as used for things like therapy and prisoner rehabilitation. They also mentioned that the feature serves primarily as a mechanic used to tell different stories of the game.
Night City is comprised of 6 unique and distinct districts with a 7th district known as the Badlands. It looks like a more rural area than the giant metropolitan city areas. In fact, I think it’s somewhat comparable to Sandy Shores from GTA V. This article also talks about a new enemy/character in the game known as Adam Smasher who also has roots in the original tabletop game.
Cyberpunk 2077 Gameplay
An article by Eurogamer written by Robert Purchese, which goes into depth about the world of Cyberpunk 2077 and how it feels to simply just explore the fictional universe they have created. Night City is definitely busier and likely filled with even more content than The Witcher 3. The game world is entirely different from the Witcher 3 in the sense that it is far more vibrant and populated. Robert did mention that the manner in which you meet Jackie, your friend in the game, differs depending on which background you choose. Either street kid, nomad or corporate. He mentioned this with regards to meeting Jackie:
Almost immediately, I meet Jackie, the friend you’ve seen in the gameplay videos, who begins to guide me around. Depending on which background story you choose for your character – Nomad, Street Kid or Corporate – Jackie can be introduced in various ways. I’m a Street Kid so I meet Jackie while trying to steal a car because he wants to steal it too, then the cops turn up and things start to go wrong. Pretty soon, he’s driving while I’m leaning out of the window shooting and we’re firm friends.
Another interesting thing about this article is that it directs criticism toward the driving of the game. Robert mentioned this with regard to his experiences driving in the game:
Driving, though, feels a little bland. The car looks nice, with a pointy front and winged doors, and pumps little jets of fire from the exhaust pipes when you go up a gear, but it – I don’t know – lacks detail. It feels a bit thin, a bit lacking in substance.
I find this pretty interesting because I was really hoping for the driving to be done well. An example of good or decent driving for me would be GTA V. Hopefully the driving is improved upon before release. Robert also talks about the combat, stealth and hacking but what I find particularly interesting are his details on melee combat:
Then there’s melee. It’s almost identical to The Witcher 3, especially when boxing, albeit in first-person view. You can strike (right trigger), block (left trigger) and dodge (B), either striking in quick succession or charging a big hit to break an enemy’s guard. But watch your stamina because if it depletes, your guard will drop. You can also time a block perfectly to launch a counter-attack.
The fact that it feels similar to Witcher 3 isn’t really a good thing. I was hoping that the melee combat in the game would have been done differently. Personally, I love combat systems where there is a heavy emphasis on parrying, so hopefully, this will be done well in the game as Robert does mention that you can block perfectly to counterattack.
Cyberpunk 2077’s mind-bending character progression systems explained
Another article by Polygon which goes into detail about skills and character progression available in the game, amongst a variety of other things. With regards to levelling, the article had this to say:
Character Level is easy: You complete missions, you earn experience, and eventually you level up. With a higher Character Level, you can take on harder missions and defeat enemies that would otherwise wipe the floor with you.
Increasing your Character Level can grant you an Attribute Point (how often you get these is still being tweaked). With these Attribute Points, you can increase one of the five main stats in the game: Body, Reflex, Intelligence, Technical Ability, and yes, Cool. In typical D&D terms, the first three equate to Strength, Dexterity, and, well, Intelligence. Technical Ability ties into hacking, while Cool impacts critical damage and stealth.
The article also talks lightly criticizes how little of the main character, V is shown during the early hours of the game. I for one, share this sentiment. A game I would like to make a comparison to is Kingdom Come: Deliverance. This game is only first-person playable, but you see your character almost every time you enter dialogue with an NPC and your character is shown in full third-person during cutscenes. I wish that Cyberpunk followed a similar trend, but it appears as though almost all trailers and dialogue will be shown from only the first-person perspective.
The article also speaks about character skills, which are slightly different from the attributes mentioned above:
Having a higher Cool stat grants me a few things. There are passive effects, like enemies taking longer to see me when I’m crouching in their line of sight. But it also affects the skills that are categorized as “Cool” skills: Stealth skills, for example.
I can increase my Stealth skill by, well, being stealthy. The more you do the thing, the better you get at it. So if I sneak up behind a guy and knock him out without being spotted, boom, I get some Stealth experience, which makes me even less likely to get spotted the next time around. The same goes for all the other skills in the game, from Blades to Device Hacking to Rifles.
But here’s the rub: You can only increase your skills as high as the corresponding Attribute. If my Cool stat is at 6, my Stealth skill will never rise higher than 6. So there’s a gated mechanism there. To get my Stealth higher, I’ll need to improve my Cool first.
Every skill in the game has between 20 and 30 perk options. These are usually passive upgrades that greatly increase your combat ability. One perk in the Stealth skill tree lets me move 30% faster while sneaking. Another in the Rifles tree dramatically increases the damage I deal when I’m further away from a target, making it ideal for snipers.
You’ll earn Perk Points to unlock these perks when you increase your Character Level, but many of these perks will be grayed out when you start the game. To unlock more advanced perks, you’ll need to spend more Perk Points in that specific tree. Advanced Stealth perks require basic Stealth perks, and so on.
They also go into some detail about street cred & cyberware, as well as the origin stories and aesthetics of the main character, V.
Cyberpunk 2077 hands-on: Night City is a playground of customization and player choice
This one is by the PlayStation Blog which goes into detail about the experience of exploring Night City, the verticality afforded in its open-world design as well as some of the quests that the player has experienced.
I found myself treating new encounters like a puzzle, trying to determine the best combination of hacking and combat to clear the room, gleefully watching my plans come to fruition.
It also spoke about a little about travelling around the world.
No character makes a bigger impression than Night City itself. Every inch feels alive, to the point that I could have spent my entire playthrough exploring its cramped alleyways, neon-lit clubs, and looming skyscrapers. The easiest way to travel around is on wheels, but I found myself hoofing it more often so I could turn down every corner, exploring steamy alleyways, decrepit dive bars, and the occasional sinful establishment. I lost count of the amount of times I stopped to take in an advertisement, or did a double take to see a hologram flashing something titillating.
That’s about most of what I found interesting but it is by no means all the news out there. There are probably tons more articles from other websites which each speak about the game with a different and fresh perspective. Overall, the game is looking great and I can’t wait to play it at the end of this year. I know the delay sucks, but just remember that it’s only 2 months and the alternative was CDPR releasing a game that they genuinely did not consider up to scratch according to their standards. They made the right choice as a developer. I really hope the game doesn’t get delayed again, but I personally think that is unlikely. You never know though.
Thanks for reading! If you enjoyed the article be sure to follow UppedSolution77 and his sub (OpenWorldGamers) in Reddit. In addition, be sure to check all the new games announced by Sony and some stunning screenshots from the Demons Souls Remake.