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Cyberpunk 2077

Functionally underbaked

After long years of development, pushing through countless delays and setbacks, its full team working tirelessly to bring their vision to fruition, Cyberpunk 2077 turned out to be basically okay. The map's big. The graphics aren't bad. The writing's at or above par for the genre. The speak/shoot/sneak gameplay loop is functional, if repetitive. It's an entirely playable game with some high points, but looking at the history of its development, one thing's blatantly clear: CDPR shot for the moon with this project, failed to break atmosphere, and ended up landing in an ocean of other shooter-sandboxes in the vein of Far Cry and Watch_Dogs. It does not break new ground. It does not live up to its own expectations. It does not revolutionize the genre, bring you to tears with its writing, immerse you in a fully-realized world, or anything of the sort. It is a bog-standard ARPG-shooter sandbox with loot, perks, quests, and levelling in a wide, shallow map. The production values are high, but the ambition to innovate just isn't there; CDPR thought they could catch The Witcher's lightning-in-a-bottle a second time and came home with a glass of tepid, if drinkable rainwater to show for it. The game's not strictly bad, I should clarify; if you're in need of a way to kill 20 hours over the course of a week, it might be worth a look at a discount or post-patches (the game has some curious design decisions and numerous, occasionally progress-stopping bugs at time of writing), maybe full-price if you've already burned through or are uninterested in every other sandbox game that came out this year. That said, don't feel bad about sleeping on it or skipping it entirely, whether you bought into the hype or not.

6 gamers found this review helpful