Before Witcher 3, CD Projekt Red was not on my radar. I’d heard of The Witcher 2, but it was an Xbox game when I was solely on PlayStation. They built up some good will with me during their Witcher 3 run and so I was interested in Cyberpunk 2077. Of course, this game has a well-known reputation of being a buggy mess, with CDPR abandoning support for the PS4 version of the game. Though I’d heard they were still supporting the PS5 version, so this game was on my list of PS5 games to play.

The first thing that struck me about Cyberpunk was how radically different it felt from the Witcher games. It’s not bad that they’re different, it just really stuck out to me. Like when I think of different series developed by the same studios, there’s usually a lot of similarities between them. For Bethesda: Elder Scrolls plays like Fallout plays like Starfield or with Ubisoft: Assassin’s Creed is similar to Ghost Recon is similar to Watch Dogs is similar to Far Cry. Playing through Cyberpunk, there were several times I had to remember this was from the Witcher developers, because I noticed no DNA shared between the two, gameplaywise at least.

Cyberpunk is played from a first-person perspective with a focus on gunplay. The shooting feels responsive, and the combat is varied. While I played as a rifleman, you can also build a character who specializes in melee weapons. There are some combat encounters where your best tactic is finding cover and popping out from behind it to hit baddies, sometimes you have to be mobile and play it like a movement shooter. While there are a lot of mobility options, like double jumps, slides, dashes, I found the controls to be awkward. The dash button is also the crouch button, so any dash included crouching and uncrouching. It made dashing around during fights less appealing. As long as you upgrade your guns and gear as you progress, most enemies are easy enough to dispatch, only taking two or three headshots from a pistol to drop. The boss enemies are the only time the game gets bullet spongy with its baddies. These are also usually the most mobile enemies, so trying to dodge around their heavy hitting attacks runs afoul of the awkward dash controls.

There’s an extensive upgrade tree and cyberware modifications used to buff your character’s stats. The upgrade tree is a fairly standard RPG fare. There’re upgrades that just bump up stats, others that add skills. Nothing that radically changes how you play, just improves upon previous skills. The cyberware mods are where you can get some unique abilities. Again, some are just stat boosts, but you can also buy gear that lets you heal automatically mid fight or jump 3 stories high. Cyberware is also how you increase your armor rating. Clothing is entirely cosmetic in Cyberpunk, instead you buy cyber skin enhancements. I do like games that let you play dress up with your characters without worrying about stats. It lets everyone’s end game characters look different.

To travel around the world of Night City, the game has vehicles. You are allowed to drive in either 1st or 3rd person. The car controls are a spot where CDPR’s inexperience in this setting shows. A lot of the cars are very floaty on corners and the brakes seem a bit soft. Trying to whip around a corner often had my car drifting into a light pole or side of a building. Maybe they were going for a realistic style of driving, but I felt more annoyed by the constant smacking into walls or spinning around trying to turn. I found the heavier cars to be easier to drive, while the sporty cars often drifted all over the road. The poor car controls were often the reason I had to flee the cops. I had a bad habit of drifting through a turn and hitting a cop car or pedestrian. The wanted system is the standard 5 levels of escalation that a lot of games use. Luckily, I never got it above a two star and the chase timer is short, so there’s not minutes spent waiting in alleys for the cops to give up.

By this time, a lot of the bugs that plagued Cyberpunk’s launch seem to have been ironed out. I only noticed one or two glitched NPCs. The game did crash on me a few times, but luckily the save system is generous. While not a glitch/bug, one thing I did notice that was a bit immersion breaking, is when you call in your car, it pops in behind you, which that’s fine, it’s an old video game trick, but it doesn’t pop in at street level. Instead, it spawns 15 ft in the air and crashes down onto the road. It’s a little goofy and does mean your car usually starts with a little bit of damage.

Much like the Northern Regions of the Witcher 3, Night City is a sprawling map you can explore. CDPR did a good job creating a city that was vast, but not annoyingly large. Night City’s roads are winding and twisty with futuristic skyscrapers overhead. I have found city centric open worlds lose their luster fairly quick. It’s a lot of similar streets with similar looking buildings with the only unique buildings in the city being used for one-off story missions, then locked up forever. Cyberpunk does a good job of giving you more unique buildings you can explore and drive by. While many are only used for main missions or side missions, there’s other world spaces that are always available, like mega apartment buildings, stores, clubs, etc. Even the more generic buildings pop a little more thanks to a coat of Cyberpunk paint. And there’s an expansive area outside of city limits to explore. You drive through the acres of garbage that surround Nighty City until you finally hit the desert wasteland. There’s no small towns to explore here, just small pockets of scavengers, a few farms, and a hotel. Exploring the badlands were a nice break from the bustle of Night City. There is a nice vibe of Night City though, I loved riding shotgun or taking the city’s metro system just to watch the city pass by. And there’s a variety of radio channels that play various techno, lo-fi, and rock music, with the jazz music channel being an outlier.

I will admit, Cyberpunk as a genre was something I never really got into. The genre tends to be “edgy” and I generally prefer games set in the past. When I do go for sci-fi, I tend to go for the space exploring kind. Had 2077 not been developed by CDPR, I’d’ve probably given it a pass, like the Deus Ex series. 2077 is based off the Cyberpunk TTRPG, which has a distinct style. It may have been the originator of the term ‘cyberpunk’, as the world is a mix of dystopian future and punk fashion circa the 1990s. CDPR does a good job imitating that look in the design. There’s lots of those bright, garish colors on buildings and clothes. Everyone wears high top sneakers and pants with too many belts and chains on them. Japanese culture permeates everything in Night City, including cars based off 90s era exotics street racers. Everyone uses goofy street lingo, like “gonk” or “choom”, that, to me, felt very 90s. I hummed the song every time I walked by a Tom's Diner. But the world doesn’t feel outdated. There’s still enough ‘new’ mixed in with the design to make the world unique. Technology is both futuristic and charmingly retro. Arcade cabinets are still popular, but people also watch movies in their minds. And there’s the overriding themes of corporate greed and rampant capitalism. Everywhere you go is plastered with adverts and TV screens, from your own apartment to doctor’s offices, or temples.

This game shows CDPR can still excel at developing interesting characters, even when they don’t have novels worth of pre-established characters to pull from. Though a lot of the characters in Cyberpunk follow familiar archetypes. You play a V, an upcoming Night City merc. In this world hiring a merc is as easy as buying a pizza. During character creation you can pick V’s backstory, was he a street kid who joined a gang, a corporate ladder climber, or a nomad smuggling goods out in the wastes. I went with the Nomad background for my playthrough. Leaving the Nomad life, you become friends with Jackie Wells in Night City. Jackie is a character that quickly endeared himself to me. Guy who loves life and wants to make it big. The comradery between V & Jackie felt natural. Your ripperdoc, the guy who installs cyberware, Viktor Vector is an old boxer who uses tough love & is the closest we have to a father figure for V. Each district in the city has a “fixer” that assigns V gigs. They are minor characters, but they do get used throughout the main story. It was neat to see these characters, that in most games are just quest givers, used in the main plot. It makes the city feel more connected and real.

Some of the early characters you meet are either passively hostile, like Rogue & Judy, though they both warm up to you later on, or only tolerate V as far as he’s useful to them, like Dex or Takemura. When I was introduced to Panam & the Alecaldo Nomads it waas a refreshing moment in the story. They were one of the few factions that felt like they were honest folks who were being straight with V and not trying to use him. The Alecaldos, and most nomads, are the descendants of farmers & other rural folks, so I’m already predisposed to like them. You’ve got Panam, the tomboy with a temper, & Mitch, who's the grumpy old uncle that’d take a bullet for you. I did notice some of Panam’s more expository lines were a bit awkward and wordy. It was the one time I noticed the writing felt a bit amateurish. I romanced Panam, because, well, I don’t need to explain myself. Romance is more than just a couple missions and a sex scene. Throughout the rest of the game, your love interest will text you randomly to either ask advice, just check in, or do a little sexting. And people will occasionally bring up your partner in conversations.

Of course, the biggest draw in the character department is Johnny Silverhand, voiced by Keanu Reeves. He is V’s devil on his shoulder. His character fills the typical role of a handholder, giving you objectives during a mission, but that’s not what Silverhand is interested in. He has his own agenda, so it’s not always in your best interest to blindly follow his advice. It’s a twist on the typical gaming formula. It led to me accidentally letting Takemura die. Silverhand was a rock activist who was popular in the underground scene. He is very much the stereotypical rocker: loud music, fast women, & mixing drugs with tequila. As you spend more time with Johnny, he does become your bro and evaluates his life and the mistakes he’s made. Hiring a big name celebrity for your video game is definitely a gamble. I recall most celebrities in games give phoned-in performances at best. Reeves is fairly flat through most of the game, but that’s also kinda Keanu’s style, so I don’t know if it’s bad or a choice. He does seem to be trying and is featured heavily throughout the game, this isn’t a Matthew Perry in New Vegas situation where he’s only in a few scenes. Overall, I’d say Keanu does a fine job.

There’s also a lot of side quests in Cyberpunk. There are gigs, which 75% of those are simple “go here, do X” tasks, but a few have small story beats to them. The real side quests are side jobs. These can be one off quests, or whole quest chains that range from thought-provoking to goofy. Most of the goofier quests are used for cameos from internet personalities. I recognized one of them as a podcaster I listen to. Even the goofier aspects of this world are not immersion breaking. That’s one thing I disliked about the GTA games, which also satirize capitalism and America. The satire is very juvenile and quests end with cynical twists in GTA V. If Rockstar did Cyberpunk, I’d expect the Arasaka logo to look like a dick. Cyberpunk has humor, but they play it much closer to the chest and I think it comes off much better. There’s also a lot of references in this game that I wasn’t expecting, you can drive around in a futuristic General Lee, reenact the Hidetoshi Yakuza surgeon bit, and find the three seashells. A lot of the poses in photo modes are meme recreations.

There were several quests where I had to take a moment afterwards to decompress or just be in the moment. On the more bittersweet end, finishing Judy’s last side quest, so spoilers, sees us talking about life on the dock of a small lake while drinking coffee in the morning. She was baring her soul, there was melancholic guitar music, and the lake was bathed in the sunlight of dawn. After that conversation, I just took a moment to walk down the dirt road, take in everything. It felt wrong to just speed off to start blasting bad guys. Panam has a mission where you camp out for the night and as you sit around the campfire, she snuggles in and makes a bad pun about Big Dipper. It was a real moment among this sci-fi world. On the other end of side quests that made me feel uncomfortable, was the Sinnerman quest. Here you help a death row inmate who’s a born-again Christian. He’s decided he wants to be crucified as a way to proselytize his faith. A film producer wants to film it as a bit of Christ-ploitation. During the quest, there is a question on whether the convict is doing this for his faith or for his fame. The quest string ends with V attending the crucifixion. I’m a backsliding Christian at best, but even I felt hinky watching him being nailed to the cross. It’s staged so well, that it’s one of the first times in a long time I felt legitimately uncomfortable while gaming. I sat the controller down for a bit after that.

Now to the main story, so major spoilers from here on. It kicks off with V & Jackie being hired by Dex, a famous fixer who's back in town, for a risky job stealing a brain chip from the CEO of a major corporation. It’s established quickly that V is streetwise & levelheaded, which makes it odd he goes through with this job. From jump street, this whole heist is throwing up red flags. I can only imagine V isn’t being as critical about this job because he’s buying in a little to the fact that this could be the job that makes him. The heist ends up going fairly well, until V & Jackie witness the Arasaka CEO being killed by his son. During the escape, Jackie ends up dying and V sticks the brain chip in his head. Dex shoots V and dumps him in a junkyard, but the brain chip saves his life and saddles him with the virtual ghost of Johnny Silverhand, similar to the Joker in Arkham Knight. It makes sense to have a loud personality like Johnny, especially if you try to play V as a paragon. Johnny is always there to tempt you into the renegade options. It would be a lot less interesting if it was the ghost of an office clerk or fry cook. The only other character type I could see working would be a cutthroat corporate executive.

The main quest from there is finding a way to get Johnny out of your head before he slowly takes over your body. There’re a few options you can chase down, but each one cements the fact there’s not much hope for V. Luckily, Cyberpunk felt like a much shorter game than The Witcher 3. It hits that sweet spot in terms of length. As the story progresses, V becomes more ill as the chip kills off his body, and Johnny takes control more often to do what he wants. Finally, we learn that Johnny’s ex, Alt, invented the chip in our head and the ‘antidote’ to it and she now lives as an AI in cyberspace. Arasaka uses it to make copies of people that can be uploaded into chips to allow them to be ‘immortal’. I do find it odd why the CEO of Arasaka chose to make their first prototype chip using Silverhand’s personality. Silverhand was a middlingly famous rocker who was totally anti-Arasaka. We have to break into Arasaka tower where they are storing the program that can split Johnny from our psyche. How you get to the tower is determined by who you accept help from. You can get in good with the daughter of the late Arasaka CEO, join up with Johnny’s old merc group, or ask help from the Alecaldos. I chose the third option, and we get a nice moment where we spend the night at the Alecaldos camp, the calm before the storm. V gets inducted into the family and have some more of those little moments to catch up with everyone, including Panam. The following morning, the whole clan rides out to break into the tower.

At the end of this journey, we are faced with a choice. Between V & Johnny, one has to go into cyberspace with Alt while the other goes back into V’s body. Beforehand, Johnny promised to leave V’s body. But we learn that because Johnny’s programing has corrupted V’s body so much, if V goes back, Alt only gives him 6 months to live, at most. Johnny insists we stick with the plan. It’s a hard moment for V, giving up his life to live forever in cyberspace. I found the choice easier to make. In the end, Johnny isn’t really Johnny, he’s more a computer program of Johnny’s personality. Even with his terminal illness, I decided to send V back to the real world. The game ends with V, Panam, and the surviving Aldecaldos leaving Night City, heading to Arizona, their home turf. You leave town with Panam, a slow jazz tune on the radio as you both reflect on your time in Night City, the sunsetting on the skyline. It’s a nice epilogue that wraps the game up with a bittersweet note. The ending didn’t hit on the whole “6 months to live” thing as hard as I expected. I was expecting a Red Dead 2 type of ending where V didn’t make it out of the game alive. Glad that isn’t what happened though.

The big theme I got from Cyberpunk’s story was freedom and fresh starts. Johnny wants a chance to leave his virtual prison and make amends for his former ways. V has given up on his dream of being a Night City legend and wants to get out before the city eats him alive. Judy tries to help Night City’s downtrodden only to have it backfire on her, so she leaves town to do some traveling and soul searching. In the end, V is able to find that freedom with the Aldecaldos. It is interesting that I played Star Wars Outlaws before this where the theme was commitment to a cause and running from your problems isn’t freedom, the opposite of Cyberpunk’s themes.

All in all, as someone who isn’t super into the cyberpunk genre, I enjoyed my time in Cyberpunk 2077. The gameplay is solid with a lot of options in approaching situations and good RPG systems. The story kept me engaged through its run, the world of Night City felt connected, and the characters were all distinct. The quieter moments are the ones I’m more likely to remember when thinking back on my time with this game. I am interested in checking out the Phantom Liberty DLC & I do hope CD Projekt Red isn’t totally put off on doing another Cyberpunk game. If you are someone into cyberpunk or CDPR’s work, I can recommend this game for whatever price it’s going for now.