Improved car physics and other joys of life: 16 hours of experience in Cyberpunk 2077

Improved car physics and other joys of life: 16 hours of experience in Cyberpunk 2077

Earlier this week, CD Projekt RED invited us to a private demonstration of Cyberpunk 2077. The 16-hour session was held over two days in two sets of eight hours. The game was launched remotely on a PC in Warsaw.

In June, we already shared our first impressions of Cyberpunk, but then the session lasted only 3.5 hours, and the game world was limited, so we described only General impressions. Despite this, the previous text is still relevant — with the exception of criticism of driving mechanics and melee.

Now we were given complete freedom, so we delved into the cyberpunk device and tried to explain in detail how It works. In addition, it was important for us to understand what has changed in the game over the past time, and whether the Studio listened to the comments of journalists.

Despite the fact that we managed to advance the story, the text is devoid of spoilers. The only exception is that at the very end we talk about a key conflict that gives impetus to the main storyline and explains V’s motivation. Just in case, we left a warning for those who don’t want to know anything about the history of Cyberpunk 2077.

Shooting is still nice, and close combat has been significantly improved

In the June preview, I noted that Cyberpunk has a nice shooting experience: the recoil, sound, animations, and reactions of opponents create the feeling that V has a real weapon of death in his hands. This time I was able to try a lot of different pistols, machine guns, rifles, and shotguns. And I can say that the first impression was not wrong-shooting in Cyberpunk 2077 is not inferior to shooters in terms of development.

There are three types of small arms in the game: power, technological, and “smart”. Power guns differ in that bullets can ricochet off surfaces-this allows you to hit opponents hiding behind shelters. But I almost didn’t use this advantage: I didn’t have an improvement that shows the trajectory of bullets, and also rarely found suitable surfaces for ricocheting. So I used it as usual.

Technological weapons allow you to pre-charge the shot and release a reinforced bullet. Perhaps, for me, this type of gun has become the most effective because of the ability to break through obstacles. At the same time, you can shoot through not only small shelters but also walls.

This weapon becomes especially powerful in conjunction with the ability to see opponents through walls — it is automatically available on some guns. In this way, I instantly killed carefree guards who were not only in the neighboring rooms but also on other floors! Sometimes it is enough just to stand in the right place to destroy a whole squad of enemies entrenched on the floor below in a few seconds.

Therefore, these guns are perfect for firefights in rooms with many walls. The developers confirmed that the opponents can not use this advantage-otherwise it would be uninteresting to participate in skirmishes.

The main feature of “smart” weapons-homing bullets. But they are not so simple. On the one hand, bullets fly at the target, so the player does not have to aim very much. On the other hand, you can’t make a headshot yourself and cause huge damage to the enemy. Therefore, shooting with “smart” weapons often turns into a small lottery — you always hope that the bullet will hit the enemy in the forehead, but you can’t influence the outcome yourself.

Often in an action RPG, there is a problem with a lack of ammo. In Cyberpunk 2077, I actively shot, but not thoroughly searched the dead bodies of enemies. Despite this, I have never been in a situation where I would have completely run out of ammunition. They are always available in excess, so you do not need to save them.

Compared to the June presentation, close combat has improved significantly. If earlier attacks on opponents were almost not felt, and the enemies themselves reacted improbably to them, now such attacks have a completely different impression. If you hit with a katana, the enemy will spray blood, and he will recoil back, recovering from the blow. But most importantly-a beautiful final blow, which V blows off the head of the enemy. The developers didn’t lie when they said they would fix this aspect.

The most interesting thing is to combine different styles of passing

Despite the fact that the shooter mechanics are implemented perfectly, you should not rely solely on them — often stealth and non-runner abilities are much more effective than a direct collision. In my game, I pumped mainly “Strength” and “Reaction” – these characteristics just increase efficiency in open combat. But twice I found myself in situations where these abilities were almost useless — there were too many opponents, so they were killed in a couple of moments.

In the first such situation, I just quietly slipped past the enemies: hacked the cameras to find a suitable passage, used a silencer to neutralize a sudden threat, connected to several objects to distract the opponents, and so on.

In the second case, I used stealth to change my position: initially, I was in an open space where it was impossible to hide from snipers and drones. I quietly approached the enemy’s fortifications, found an advantageous position with narrow passages, and started a bloodbath.

Despite the fact that stealth is not a specialty of my V, and the “cool Head” characteristic was the worst developed, I could hide quite effectively in difficult situations. But sometimes it is simply impossible to hide — the plot and gameplay itself lead the hero into a shootout.

One of the main features of Cyberpunk 2077 is the ability of a NETRUNNER. They are equally effective in both stealth and open combat-it all depends on what programs the player uses: they are sold as regular weapons. Hacking and downloading viruses (here they are called “demons”) is quite simple: if you hold down the desired button, the time in the game will slow down, and the hacker interface will appear — in this mode, you need to aim at the object of hacking and click the interaction button.

If the object has protection, then you need to pass a small mini-game — the user must choose the correct sequence of letters and symbols. Most often, this protection is on technical devices, but people usually do not have it — in this case, the “daemon” can be downloaded almost instantly.

Then it all depends on the player’s goals and what “demons” are in the inventory. For example, to quickly remove a drone from combat, I loaded it with a “demon” that overloaded the internal systems. On another occasion, I disabled an opponent’s vision, making them an easy target. I also had access to the “demon”, which causes amnesia in the NPC, because of which the enemy can forget that he participated in the battle-very useful if you need to calm down a character who should not be angry.

One of the most interesting features of the battle in Cyberpunk 2077 is that enemy netrunners can also hack the main character. In such situations, your character will have a scale that shows how soon the hacking process will be completed. If the hacker is not neutralized in time, the enemy “demon” will cause damage to the V.

For example, I was repeatedly loaded with a “demon” that overheats the system — because of this, the hero starts to burn. Another “demon” called “Vasyan” just causes a lot of damage to the VI — it is important to guess the moment when the attack will be made in order to have time to use the first-aid kit.

Netrunners are not just another type of enemy with different armor or weapons. If you entered the battle and revealed your location, they will definitely find you and strike: hackers can see and hack the hero even through cameras or their allies. Netrunners work at a distance, so you can’t just hide behind boxes.

In skirmishes with hackers, it is impossible to dig in at an advantageous position and calmly shoot back — they force you to rush into battle and constantly move forward.

RPG mechanics will not surprise you — they are familiar and understandable

Cyberpunk 2077 is based on traditional genre mechanics.

Experience and levels. When a player kills, hacks, or performs other effective actions, they gain experience points. If the scale is filled to the maximum, the V gets a new level: it becomes available to one point of improvement of characteristics and one point of skills. The level also affects what items the hero can use. For example, I had a rifle in my inventory for a long time, which becomes available after reaching level 20.

In total, there are five characteristics that can be improved: “Strength”, “Reaction”, “Technique”, “Intelligence”, “Coolness”. Each of them hides a pumping tree with several tabs. For example, “Strength” has three skill tabs: the first one is responsible for athleticism (the amount of health, endurance, load capacity, the ability to shoot in a tackle, and so on), the second — for the effectiveness of some weapons in battle (reducing the recoil of shotguns, increasing damage when hit in the body, and so on), the third — for fisticuffs.

Stats are also used to test skills during gameplay. For example, to open some doors, you need to be pumped “Strength”, and sometimes — “Technique”. The characteristics also open additional dialog options.

The skill tree is also not unique: to unlock a skill, you must invest one point in it. However, it is important that the previous skill was already opened, and the characteristic was developed to a certain level. For example, to unlock the ability to recharge during a sprint and tackle, you need a “Strength” of at least 11.

Reputation is an indicator that determines how much V is “respected” on the street. It increases when completing quests, orders, and street stories. The level of reputation determines which items are available for purchase in stores. For example, I couldn’t buy a rifle from a gun seller because it required a level 20 reputation, and I only had level six. The same applies to a variety of implants. Also, with an increased reputation, more tasks are opened on the world map.

Despite the fact that there are many gangs and groups in night city, their attitude to V does not depend on His reputation.

V’s inventory contains all the items he is currently wearing. There is a load capacity limit that can be increased by using implants or increasing the corresponding skill. All items in the inventory are divided into categories. You can also sort them by different parameters: weight, price, name, and so on. Items can be disassembled for resources or sold in stores and post machines.

Loot collection has been significantly simplified compared to the June presentation. Now there are icons of different colors above all items that you can put in your inventory — so you can determine the value. All chips with text materials (notes) are also marked with the corresponding icon. To collect loot from the enemy’s corpse or chest, just go up and aim the sight — then a small window will appear with the contents, from which you can pick up only the necessary items.

Icons over loot — a surprisingly simple and effective solution that saved players from the annoying routine of searching for dead bodies or chests with first-aid kits.

Crafting is available directly in the character menu. To make an item, you need a drawing and appropriate resources. There are eight types of resources that differ in value. The player gets them when collecting loot on a level or disassembling items. For example, to get rare resources, you need to destroy rare weapons. Schemes for crafting can either be purchased or found when exploring locations.

Crafting is especially useful when creating consumables: if for some reason you are left without ammunition, first aid kits or grenades, you can quickly fill up their number with the most common resources.

There are a lot of activities on the map, but the gameplay variety is not enough

There are several main types of tasks in Cyberpunk 2077. There are story missions — these are the main lines that run parallel to each other. All lines are displayed separately in the character menu, and the percentage of passing is indicated under each of them. In 16 hours, I opened three lines: the first was completed by 30%, the second and third-by 10%.

Story quests are made of very high quality — they are interesting and diverse. Sometimes unusual gameplay elements appear in missions: for example, in one quest you need to give instructions to the robot using the camera, and in another — to conduct reconnaissance using a drone and control the turret during the trip. Usually in such episodes, the character can’t move.

In the main missions, there are often directed scenes: for example, car chases, narrative episodes, any active actions. They look really exciting, but at such moments, little depends on the player. For example, during the chase, I had to shoot back from a cyber-killer who got on our car. I fired more than one round at his head, but he didn’t care. As a result, he died according to the scenario — from a collision with a lamppost.

Obviously, the developers had to go to such restrictions so that the players did not break anything. I was able to test the variability of completing quests on the example of two tasks. The first is the “Fall to Maelstrom” mission, which I already studied in June. This time I tried to act in a new way: thanks to the background of “Korpo”, I learned from Meredith stout that there was malware on the chip with money that she wanted to slip to the gang. I hacked the chip through the character menu and removed the virus.

In a conversation with the gang leader, Royce, I told him about the chip, which made the Maelstrom side with me. Then the location was attacked by stout operatives: together with the gang, we repulsed them.

This version of the passage is characterized by high dynamics and spectacular scenes — especially for the final shootout, in which Royce in an exoskeleton fought with two military robots “Militech”. As a result, stout lost her power during this operation, so the final conversation took place not with her, but with her fellow opponent. Also during the quest, I freed the previous gang leader, but so far I haven’t seen the consequences of my decisions.

The second quest, in which I saw different options for passing — is a search for information in the institution “Clouds”: I managed to sneak past all the cameras and opponents, and then talk to the owner and calmly get information. But there is also the option of passing with a fight.

As I wrote above, sometimes developers restrict the player’s freedom so that they don’t break the narrative. For example, some areas cannot be entered by transport — a car or motorcycle just stops and goes only back. According to the developers, this is done so that the player can not run over the key characters.

Each quest has a note on how difficult it will be for the hero, but there are no restrictions on the level — you can start passing any available mission. But sometimes you still have to slow down: for example, when completing one main quest, I had to pay 15 thousand Eurodollars to get information — this was all my money. Obviously, I wouldn’t have been able to advance the story if I didn’t have this amount.

Of course, the game has secondary tasks. The developers said that the main and additional missions are connected in an interesting way: the more side quests players complete, the more endings will be available to them.

According to the developers, they wanted to make sure that the side quests were of the same quality as the main ones. This is true: I passed a couple of tasks from the line of Elizabeth Perales, who asked me to investigate the murder of the previous mayor of the city. And these missions were in no way inferior to the mainline.

However, the order Perales appeared only at the 12th hour of the passage — after I had made significant progress on the main story. Up to this point, all the “sides” were more like small stories that tell about the world and characters of the game.

Also, additional tasks include various urban activities: racing, neutralizing mad taxi drivers, fistfights, shooting competitions in the shooting range, and so on. I admit that I spent very little time on such tasks: I was twice beaten in fistfights, which discouraged all desire to continue trying. I can say that each of these missions has an interesting and colorful character, but it is difficult for me to assess how good the story is.

The third type of task is orders. If the previous tasks have a big focus on the narrative, the orders focus on the gameplay. Of course, each order has a description and a brief history that sheds light on the customer’s motivation, but you shouldn’t expect more.

Initially, all orders on the map are marked with question marks. When V drives up to the marker, the fixer calls him and tells him the essence of the case. Orders are also divided into several types, but most often the tasks are reduced to killing someone, taking something, or blowing something up.

The fourth type is urban history, which is littered with an all-night city. These small tasks include a variety of activities that are not particularly valuable from the point of view of the narrative. Among the stories, you can find quests to subdue street bandits, prevent robberies, and collect strange graffiti. Such tasks are not even shown in the quest list — they are only shown on the map.

Among the urban stories I especially liked the job to pacify cyber psychotic — they look like short boss fights. For example, my first battle took place in a small enclosed courtyard that was ankle-deep in water. Distraught corporate caused rapid galvanic shocks, from which it was very difficult to Dodge, as the electricity passed through the water. So I had to jump on the sides and avoid any contact with the water to avoid getting additional damage.

As the developers noted, the ability to transmit electricity through water is not a system mechanic: it was implemented specifically for this story. Most likely, other tasks have equally interesting conditions.

When a player completes an order or a street story, they must report to the customer about completing the task. Most often, this happens verbally — through a phone call.

But sometimes you need to send a quest item, so the developers added a system of post machines: to pass a quest item, you do not need to go to the customer — just send it through the nearest point. These machines are scattered throughout night city, which greatly simplifies the process of completing tasks.

But I had problems with another order. I had to report to the customer about the elimination of cyberpeople. It turned out that to complete the quest, you had to go to contacts via the character’s menu, and then click on your message to send it. However, the game did not give any explanation of how to do all these actions.

The city lives by its own rules and knows how to fight back

In the world of Cyberpunk 2077, nothing restricts the player — all 16 hours I could freely move around the city and leave it. Every neighborhood in knight city is unique: they differ greatly in architecture, institutions, cars, and residents. And this difference exists not only for the sake of aesthetics — such a contrast shows the incredible gap between the layers of the population. While luxury prevails in the affluent quarter, it is as if the Apocalypse has happened in the Pacific area.

Night city really feels alive. And it’s not just the crowds that walk the streets: various urban elements play a significant role in creating continuity of traffic. For example, advertising holograms towering over the tallest skyscrapers, ships floating on the river, soaring airships, and spinning windmills.

At the same time, the night city is complemented by many stories that deepen the understanding of this world. For example, on the way out of Pacifica, I came across a lot of bodies at a garbage truck — two gangs were trying to make a deal, but something went wrong, and as a result, everyone died in a shootout. As a result, I got all the loot and the story of their failure, recorded in a text chip.

In fact, such situations are commonplace for Cyberpunk. As mentioned earlier, street stories are scattered everywhere, so V faces shootouts and robberies at almost every turn. But at the same time, it is the player who decides whether to take part in them or not.

If the user himself starts shooting on the street, then he will instantly find justice — he will be chased by the police. For example, if you accidentally hit a pedestrian (and they often throw themselves under the wheels if you are driving next to the sidewalk), the alarm level will increase to one star. The more damage V does, the more he Angers the police: the maximum number of stars is four. In this situation, the player will have to deal with heavy units.

But it’s easy enough to get away from the chase by car: the alarm is quickly reset to a minimum. It’s almost impossible to get away on foot — even with one star, the cops do a lot of damage and can kill with two or three shots. In this case, you will have to reboot, because there are no hospitals like in GTA.

Another source of danger is gang members. Most often, they behave calmly, but if you accidentally push them, knock them down, or go where V was not invited, then the shooting will begin, which will bring bandits from all over the area. So it is better to be careful on the street.

Driving corrected

In a June preview, I noted that ” driving and car physics are the most frustrating part of Cyberpunk 2077.” Over the past six months, developers have done significant work on bugs. Now the cars feel the weight, they are skidding, they do not throw other cars so much in collisions, and when maneuvering, inertia is felt.

The developers managed to find the right balance between arcades and realistic-cars are more difficult to control, but this only made driving more fun. Despite the fact that most of the shortcomings have been corrected, some cars behave unpredictably: they turn too sharply or drive directly into other cars. I even had a case when I accelerated in a sports car and flew into a small car — my low car turned into a springboard, thanks to which the second participant in the collision went flying.

Motorcycles feel great, but you need to get used to them — it is difficult to turn at high speeds, and they accelerate very quickly. There is also always a risk of flying out, although you need to gain almost the maximum speed. Motorcycles are great for first-person driving: they are small, so it is much easier to take into account their size on the narrow streets of the night city.

The main character has his own transport, which can be called at the touch of a button — it’s like a Roach will come to the hero on autopilot. Personal cars and motorcycles are stored in the garage — the player can choose what will come to him at any time. To put a vehicle in the garage, you need to buy it or purchase it in another legal way, for example, to get it as a reward for a quest.

Personal transport can not only come on call but also allows you to use the home storage of items. Here the car is a mobile wardrobe and Arsenal.

V can also steal vehicles — you can’t take them to your garage, but you can use them as a temporary means of transportation. However, the theft is not so simple. You can only get into the simplest cars without effort. But for more expensive and faster models, you will need a pumped-up “Strength” indicator. For example, to steal a sports car, you will need “Strength” of at least ten. I didn’t find any such restrictions among motorcycles.

An alternative to transport is fast travel points scattered all over the map: you can’t take the metro, but fast travel has not been canceled.

Erotic scenes are quite explicit, although they do not show genitals

To have sex in Cyberpunk 2077, you do not need to try too hard: just go to the street and hire a prostitute-you can choose a woman or a man. Each such scene is a small cut from the first person, which lasts about 15 seconds-first a small Striptease, foreplay, and then several consecutive episodes of sex in different poses. The genitals are never shown.

My V had a male build and a vagina. I tried sex with both a woman and a man — the scenes differ in animation and staging. But I got the feeling that V with a dick would have had the same scenes — the movements are clearly suitable for both types of genitals.

Such sex does not bring anything to V: neither an increase in experience nor an increase in indicators. This is just fleeting entertainment for a hundred Eurodollars.

More sophisticated residents of night city will be interested in the institution “Clouds” — from it you should not expect just ordinary sex: local workers and female employees have special implants that increase empathy and allow you to understand the true desires of the client. When I got to this place in the course of the story, I got to an angel — a beautiful and pumped-up man with pink hair and eyes. He did not offer V sex: instead, the angel asked about the problems that plagued the hero, about his aspirations and values.

And with each new remark, V’s personality was revealed a little more — the angel turned into a guide who led the player through the inner world of the character. In just a couple of minutes, V’s distant demeanor changed to one of confidence, and the characters became so close that they lay down next to each other on the bed.

As a result, a small conversation with a stranger turned out to be much more emotional, meaningful, and intimate than fleeting sex with a prostitute.

Now about love lines. I didn’t manage to get close enough to any of the characters to start a relationship, but the developers shared some details with me.

To start a romance, the main character must match the preferences of a potential partner. For example, for some characters, it is important that V’s body type and voice are female. For others, on the contrary, the body and voice should be male. Some characters are less demanding, so any option is suitable for them.

However, the type of genitals does not affect whether you can enter into a relationship with a specific character. It seems that in 2077, people are much less concerned about what genitals their sexual partner has. The developers also said that the sex scenes in the love lines are unique — they are important in terms of the plot and the disclosure of the characters.

Prologue “Korpo” – a boring story that allows you to plunge into the world of cyberpunk

This time I started playing for “Korpo” – an employee of the Arasaka Corporation, who has confiscated all accounts, disabled implants, and thrown out on the street. The prologue itself is hardly exciting or dynamic: all you need to do is walk around the location and talk to the characters. While in the prologue of “Nomad” there was an opportunity to drive a car, shoot and get away from the chase.

Nevertheless, the prologue “Korpo” perfectly shows one of the most important elements of the game and the entire genre — the internal disassembly of corporations and their permissiveness. It is this story that allows you to feel and understand the difference between our reality and the world of cyberpunk.

The origin of “Korpo” opened up additional dialog options for me — such a V has enough knowledge to see the true motives of many characters. Also, the background effects “passive” dialogues — when the player is not given the opportunity to choose a replica, and the hero independently talks to the interlocutor. At such moments, various details about V’s personality and outlook on life are heard.

According to the developers, each backstory has its own personal quest, which will open further in the story.

There are bugs, but none of them were critical

Despite the fact that the game was repeatedly moved, it still has bugs. However, none of them was critical: for 16 hours, the game never crashed, and all the saves were in place. Those bugs that I encountered usually concerned some small things — somewhere a bottle hung in the air, and somewhere a package. Twice there was a bug with the lighting in the room, which caused the skin of the characters to turn gray. And the textures on some vending machines were not loaded.

So all the errors that I noticed were primarily related to the visual part of the game. And none of them affected the gameplay.

Tracing “deepens” night city, but the game is beautiful without it

I spent almost the entire game session without ray tracing — I was enabled only in the last half hour of the game. Thanks to ray tracing, the entire game world seems to have become more “deep” and believable. The interior of the bars and the night panorama of the city by the water were particularly impressive.

All objects in the environment are rendered in reflections: even distant buildings are displayed correctly. The only exception is the main character: he is not in any reflection. Of course, except for those that are available for viewing in the version and without raytracing.

The developers told us that the game uses transparent reflections in full resolution and opaque ones in 50%-using chess rendering to save resources. They will show objects at a distance of up to two kilometers — although it is not yet clear with what detail the objects themselves are. In the repeated reflections use cube maps.

The Duo of V and Johnny Silverhand is one of the best parts of the game

Johnny Silverhand is a rocker and terrorist, as well as a very colorful character who adorns almost every scene in which he appears. Their conversations with V consist mostly of endless mutual banter. According to the developers, the game has entire quests that are dedicated only to the relationship of these two characters.

But this does not mean that V and johnny should befriend — the player has the opportunity to turn Silverhand against himself. Moreover, in the beginning, johnny appears almost as a real antagonist, although this impression quickly dissipates.

Johnny and V are connected-Silverhand is in the hero’s head, so he is constantly present and often inserts his comments. It appears in a variety of situations: it can occur while walking around the city, near an interesting place, when talking to other characters, and so on. But from the point of view of gameplay, it is not useful.

There are also missions for johnny that represent his memories. At such moments, Silverhand justifies the title of “legend” — he kills opponents almost with one shot, sees and shoots through walls, his health is constantly restored. Yes, he even reloads the gun cool!

Acquaintance with johnny takes place about the fifth hour of the passage. This is when the main conflict that underlies the story of Cyberpunk 2077 becomes clear. If you don’t want to know the plot, go straight to the conclusion.

In V’s head is a biochip that contains an engram of Silverhand’s personality. The hero can not get it, because in this case, he will die. But you can’t leave it in your head: the chip changes the host’s brain, and johnny’s personality gradually replaces V’s and takes over His body. This does not happen at the will of Silverhand — the chip works automatically. Therefore, the main character has only a couple of weeks to find a way out of this situation.

From the point of view of gameplay, there is no timer-the player can postpone the completion of story missions and engage inside tasks as much as necessary.

Summing up, we can say that the transfers were good for the game. Even in comparison with the build that was shown six months ago, the difference is noticeable. And the developers did not only deal with those aspects that were criticized — the team added some things that improve the gaming experience.

  • Over the past six months, the Studio has fixed the most obvious shortcomings: driving and melee. Otherwise, everything was fine.
  • During dialogues, there is no desire to skip the characters ‘ lines — the conversations are interesting, informative, and often funny. There are a lot of colorful characters with whom it is just interesting to have a conversation.
  • The game is based on simple and clear RPG mechanics. If you have played other action RPGs, you are unlikely to have any problems with leveling, inventory, and characteristics.
  • Shooting mechanics are not inferior to many shooters in terms of quality of implementation. I was able to verify this with the example of different types of guns.
  • The game still needs polishing. I’ve seen a few bugs, but none of them were critical or affecting gameplay. Now the team is actively correcting errors, so the quality of the game will probably improve by the release.
  • Cyberpunk 2077 has a lot of content, and the storyline is really long. Despite the fact that I spent 16 hours in the game, I got the feeling that this is just the beginning.
  • Some minor tasks are not inferior to the main quests in terms of development.
  • Cyberpunk 2077 has high replayability due to variability and different backstories. For example, the prologue “Korpo” influenced the game throughout the entire passage, and not just at the beginning.
  • You will always find something to do in the game the world map is full of different activities. The only problem is that most often the purpose of orders and street stories is to kill someone, steal something, or find something.
  • Some things in the character menu are too unobvious, so the stage of familiarization and getting used to the interface will be painful for many.
  • Ray tracing definitely improves the overall image, making the world look even more complex and detailed. But even without raytracing, the game looks great.

The release of Cyberpunk 2077 is scheduled for 10 December. At least at the time, this article was published.

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I was born to Play games. I related to Tokyo, Japan. Playing on Nintendo Switch is my hobby. Playing games is in my blood

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