"Cyberpunk 2077 just needs a little more fine-tuning, then it's a brilliant open-world game, a gem for action role-playing games." This is roughly how the statements of many people who defend the CD Projekt development studio can be summarized. A co-founder of the studio also primarily addresses performance problems in a video. The truth could hardly be further. Because even with a smooth frame rate, no bugs or city dwellers in T-Pose, Cyberpunk 2077 is far from the right to praise. After 100 hours in Night City we reveal which features still have to follow if Cyberpunk 2077 doesn't want to go down in history as a prime example of "wasted potential". Which 7 features of Cyberpunk 2077 need fixes, extensions or even revisions?
Table of Contents
A much touted factor prior to the release of Cyberpunk 2077 was the clothes, the fashion and the fashion in Night City. But if you have played just a little, you will quickly notice: Values definitely come before Look in the ranking list. Thoroughbred corpos can quickly bite into the grass if they cling to their designer suit instead of wearing hot pants, neon leather jackets and welding goggles, which simply have higher armor values. A wardrobe feature is essential here, as has already been seen in Assassin's Creed Odyssey, WoW, Guild Wars 2, The Division 2, Dragon Age: Inquisition. Alternatively, you could simply optionally equip a style slot next to an equipment slot with another item in order to adopt this look.
But even without clothes, we should actually be able to adapt much more visually in the world of Night City. Hinz and Kunz wear impressive cybernetic upgrades such as mechanical arms, robo-eyes, silicone skin, armor plates and more. In addition to cool eye colors, a few wires in the face and the cyber upgrades for arms (gorilla fists, mantis blades & Co), we are hardly allowed to stand out. More should be possible here – even after the character has been created: In contrast to open world games such as GTA, Red Dead Redemption 2, Fallout4, Saints Row or various MMORPGs, we can't even go to a hairdresser in Night City. The futuristic world should definitely allow for body customizations and banalities like hair coloring. Even in The Witcher 3, the hairstyle change after release was made possible, although Geralt is even a clearly defined character compared to V.
Vehicle in Cyberpunk 2077 (buy now € 59.49 ) would theoretically also be an extension of our personal style. But we can't customize them in any way, despite the fact that promo videos have even talked about how good some cars are for swapping parts. So we have to make friends with certain colors when we buy / get a car while variations of the same model roll through Night City that we can only drive temporarily through theft. But driving through the streets of the dystopian metropolis is a topic in itself anyway …
Fun on Night City's streets
When we get behind the wheel of a car or motorcycle, there are sometimes more, sometimes less noticeable deficiencies in cyberpunk to be examined. Above all, the driving physics of many cars (especially faster vehicles) is rather chaotic: the rear of the car sprawls out uncontrollably, we regularly end up on the sidewalk when cornering. This is made even more difficult by the minimap, which hardly helps us with maneuvering, but reveals much too late that we have to turn. Mods have already shown what a zoomed-out view can do. Problems with the AI can be seen in road traffic, among other things: NPCs drive along fixed routes and stop indefinitely if an obstacle stands in the way. Just driving around or honking the horn would do a lot here.
Or to loosen up the action: Why don't armed gang members get upset and come out of their vehicles with guns drawn? Ha, it would be nice: have you ever seen the gangs of Night City outside of scripted sequences in traffic? The city's motorbikes in particular show that: Tyger Claws often have chic bikes at their meetings, but you will never see them on one of them yourself: NPCs also have to ride motorbikes, dear developers, otherwise we will quickly ask ourselves if they are something Knowing terrible things about motorbikes is missing out on us. Whereby the intelligence of the NPCs doesn’t suggest that they know anything …
NPCs and the annoying topic of AI
A bottomless pit seems to represent the NPC's artificial intelligence problem in Cyberpunk 2077. Because anyone who has played any open-world game in recent years will know that people won't stay seated, for example, if you shoot the chairs out of their backs. And not every wheelchair user is a simulant who runs away at the first sign of danger. It also becomes spooky if you attack an NPC and all other civilians in a radius crouch down and are afraid of an attack. In general, the citizens of Night City are a bit … cowardly? They don't fight back beatings, don't try to get back stolen cars, don't even try to run us over when we fire on their car. And if you see someone who eats about a portion of pasta, then you can watch them for hours or days – NPCs have no daily routines, although this was hinted at in some interviews before the release. But how should that be possible, after all, NPCs spawn and disappear just meters away from you. Briefly fire into the air next to civilians and turn around briefly: Almost all of the people running away have simply disappeared.
These deficiencies in the AI are particularly frustrating in the police search system: They cannot chase you in cars or drive you to the location of your crime, but simply teleport to you continuously. It can even happen if you kill someone in the Badlands, far from any population. The cops from Night City ignore any crime committed by gang members, the expected chaos of police vs. gang vs. V.
Fighting and balancing: that has to change
No question about it: The battles in Cyberpunk 2077 are often fun. As a mantis blade master, slicing through hordes of enemies, letting body parts fly with the shotgun or distributing headshots through walls – no complaints here. But the balance is very uneven. Armor protects almost perfectly against projectiles above a certain value (so that you only receive 1 point of damage per shot), but is meaningless in close combat and against explosions. Even a max-level character with over 1000 health points and an armor value of 5000 points can only withstand a few melee attacks and is guaranteed to die if an explosion happens next to him, be it from a car, a huge tank or a small propane bottle.
Significantly more balancing is also required for the so-called upgrade system. With this we can theoretically improve the values of items so that they are worthwhile for longer. However, upgrading is very, very expensive and only increases the values marginally. No item is worth upgrading, instead you should simply craft, buy or collect a new item. However, if you find legendary equipment that has multiple mod slots, you can use it for almost forever. Because the Armadillo Mod increases armor values and can be easily stacked. Accordingly, a legendary jacket can be equipped at the maximum level with four slots with up to 960 armor. The original armor value of the item itself is then completely irrelevant.
Revised skills: Too many perks are worthless
Many of Cyberpunk 2077's skill trees need a general overhaul. Almost every style of play has a mountain of perks that are completely irrelevant. Throwing knives for stealth characters sounds cool at first, but there is no knife ammunition, instead you use a melee weapon with each throw. This is expensive, weighs a lot and can ensure that you even destroy valuable purple or even legendary items. Or how about invisibility when you hide in the water? How often have you been in the water in Cyberpunk 2077? Melee characters again have a mountain of perks in their skill tree to improve the consumption and regeneration of stamina, but the fact that you are really out of breath is no longer a concern after climbing a few levels. This list could go on much longer, but this article feels depressingly long anyway.
Inventory Management: It Could Be That Simple!
The criticisms of Cyberpunk's inventory are comparatively harmless. But there are a few simple things that could significantly increase the fun of the game: How about, for example, the possibility of setting favorites and junk items? For example, we could easily classify white and green weapons as garbage and disassemble or sell them with one click. A favorite system would in turn protect beloved items from such a fate. In general, inventory management takes too much time from us, especially when it comes to crafting. The tech skill tree enables components to be converted later, but at some point we had to resort to a mouse macro and reduce the time to create an item in the game's ini file. Otherwise our mouse would have been junk by clicking and we would have spent hours with mindless crafting. A simple "make 200 at once" would be enough.
The choice of crafting is also a bit meager. For example, if you want to rely on LMGs, you have to look around the world, because even with all kinds of crafting recipes there is only one blue LMG that can be made. If we could simply fall back on more recipes or unlock them with the help of found weapons, the crafting fun would be greater.
More time in the beginning for the introductory story of Cyberpunk 2077, please!
In this article we consciously refrain from making any demands on the existing story. We are aware that in some cases it would hardly be possible to subsequently change story lines or adapt dialogues. What we think is feasible and useful, however, would be an extension of the story – at the beginning. Because Cyberpunk 2077 throws us forward six months straight into the story after a terribly brief glimpse into the beginnings of V (Nomad, Streetkid, Corpo) and an almost mocking montage.
From this point on, Jackie, Misty, Viktor and all fixers are supposed to be well-known characters, to whom we as players naturally don't have the appropriate reference. So what happens to these people cannot affect us as much as we thought. Our wish therefore: A longer game start with a little more quests in the Origin part of the story, in order to familiarize us more with the origin as Nomad / Streetkid / Corpo. This is followed by missions with Jackie & Co, in which, for example, we get to know the important players and fixers in the city who have previously called us the first time as if we'd already known each other.
But enough from our side: what do you think? Which features of Cyberpunk 2077 need further attention from the developers? Or which great feature of the game is often overlooked? Let us know in the comments!
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