I expected a Witcher 3 in the future with guns and that's pretty much what CDPR delivered. Gameplay elements feel very familiar for Witcher 3 players, which is either a good thing or a bad thing, depending on your view of Witcher 3. Night City looks and feels amazing, even with the set dressing NPC's. Half of the game development must have went into making the city. It feels bigger than it is thanks to its layered structure. Incredible, mostly fleshed out characters. I could go for a beer or two with any one of them and have an interesting time. Guns feel punchy and combat is quite fun, but the challenge level needs a bit tweaking. At medium difficulty it's a bit easy and at hard you get shot in 2-3 shots while enemies take a few shots more (unless you're stealth sniping). Character development system allows for incredibly varied builds and gamestyles, increasing replay value. I've heard to main story is shorter than in Witcher 3, but that doesn't mean there's lack of content. If you play all the optional side quests as well, your game length could go well over 100+ hours. That's not including all the scanner hustles (which are similar to bandit camps in Witcher 3). Overall, it's a great game but not without flaws. I've seen t-posing characters once in my almost 100 hour run. No Man's Sky was also a mess when it was released, however I never liked its core gameplay loop. I like the gameplay loop in CP2077.
Thoroughly disappointed. I couldn't finish the game, it got so boring. Story is and quests are the most generic fantasy stuff you always see in fantasy RPG's. Characters are extremely shallow. Combat starts to get rather repetetive. Crafting is a waste of time. Also crashes randomly, for which there hasn't been a fix in two years.
Hangs around every 10-60 minutes, not very enjoyable. You either have to start the battle over or retreat and suffer penalties. Otherwise it's a typical roguelike with random encounters but with consistent outcomes. So memorising all the events helps a lot. Combat feedback could be a little clearer, as seeing where you could move without getting shot would help immensly.