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"Just focus on tying up all your loose ends - then you and I are leaving this city once and for all." ~ Judy Álvarez

For many, Cyberpunk 2077 will always be remembered as the game with arguably the worst launch next to No Man's Sky. It was a bugfest and the console experience was so bad that refunds were provided from the developers themselves. But I'm not here to talk about the launch - instead I would like to share my personal experience after ~100 hours of playing and getting all available endings, entirely in patch 2.1 and right off the bat with Phantom Liberty (which I reviewed already).

Cyberpunk really shines in terms of presentation. The vibes are incredible, Night City nails the feeling of a dystopian and futuristic metropolis perfectly. You know, flashy neon lights and advertisements are plastered all over the city and the streets are always busy. Another thing that really helps the immersion here is the lighting. An often overlooked aspect, but it's probably the best ambient lighting I've ever seen in a game alongside Red Dead Redemption 2. Do yourself a favor and cruise through Night City on a rainy night, you'll see what I'm talking about. By the way, this is without Raytracing. RTX enabled is a whole different beast, but I didn't keep it on for long, because it was taking a serious toll on my frames and I'm a person who likes to enjoy games with a smooth framerate over graphical fidelity all day.

The main story is solid, albeit not very long. You could probably finish it under 20 hours in total if you're beelining the main quests and ignore the side content. Despite the short runtime, you'll find yourself in a lot of cool setpieces and get acquainted to many great characters, each with their own individual questline. I would definitely recommend playing those quests, since they're a lot more personal than the overarching narrative and really help understanding the struggles and personalities of V's friends better. Speaking of those friends, I think the fluff text messages you get every now and then are a great feature. Makes the world feel more alive and it's always nice to see characters being relevant outside of their own contained substories. Romance is also a neat little mechanic - I really like how CDPR provides extra text messages for your partner, so they ask about V's life every now and then. There's an unique quest where you can also hang out with them at your apartment and talk about stuff, this is repeatable, but unfortunately the dialogue repeats after the first time. Just use your imagination here and you're golden.

Cyberpunk's side content is mainly divided into two different mission types - gigs and side jobs. Gigs are one-time missions where you do a quick job for a fixer of choice, like breaking into an apartment to retrieve some data for a client. How you handle those missions is entirely up to you (unless there's an optional objective you'd like to complete), so you could opt for a stealthy approach or just shoot your way through the enemies. Combat in general is very diverse, you can have Mantis Blade implants inside your arms or blind enemies with hacks - there are so many possible builds. I went with a Netrunner/Gunslinger build, since not many games offer you the opportunity to weaken your opponents by just hacking them! And pistols just feel like the most comfy ranged option to me - a silenced one for stealth and another unsilenced one for loud combat. If you're still unsure on a build, I'd recommend testing some of the iconic weapons (basically the "legendary" weapons of this game), since they come with unique perks. There's a lot of them, so I'm sure some of them will appeal to you. Now, I didn't go in detail about the side jobs, but that's because they're more narrative-driven quests. Some of them feel like the Stranger quests in RDR2, while others have more complex tales to tell. So basically they are a great pastime if you're looking for more worldbuilding in Night City.

If you found yourself asking the whole time "But what about the bugs?", while reading this, then I'll gladly answer that for you. In my 97 hours of playtime I only had a single crash happen (right before writing this review ironically), but since the game autosaves often enough, it was a loss of like 3 minutes only. I haven't encountered a single game-breaking bug, just some small immersion-breakers every now and then, alongside two "real" bugs. This includes various items clipping into the hands of NPCs when they were supposed to put them away and NPCs in general teleporting on rooftops where they aren't supposed to be. The "real" bugs were my V glitching through a wall after a character crashed my car into that wall in a scripted cutscene (had to reload my save) and I've also had enemies walk through a closed garage door once - but that one was rather funny, despite being unfair. There's another problem I'd like to address, but I'm not entirely sure if it's a bug, so I'm not going to label it as one. It's related to quests starting through calls of certain characters. The game explicitly tells you "Wait a day until this character calls you back." and then sometime they just don't call at all, despite 24 hours having passed in-game. Worst offender was when I tried to start the follow-up mission to the companion mission "Off the Leash", the quest giver was supposed to call after one in-game day but it took me two real-time hours (after several virtual days passed already) for that character to call. For your own sanity I recommend doing other gigs or side jobs inbetween, because I'm very sure the calls will come on time if you don't just try to exploit the waiting feature to skip to those quests instantly. Try to let it play out naturally.

Are you a fan of the Edgerunners anime? Well, good news for you! The world of Cyberpunk 2077 also includes small nods to the series, like the graves of the deceased characters at the cemetery. There's also a side job where you can get David's iconic jacket and you can find Rebecca's famous shotgun out in the world too (if you remember the spot she left it in the anime).

The final point I'd like to address in this review is the soundtrack. (Yeah, there are other songs besides I Really Want To Stay At Your House.) While the OST in The Witcher 3 had a calmer, more comforting vibe, Cyberpunk's music fits the high octane combat accordingly, but some of the best tracks come from the sad and serious moments in the game. For car rides, the different radio stations allow you to listen to your music genre of choice. Speaking of the cars, I find it a lot more satisfying to drive to quest locations than to just quick travel there (which I regrettably did a lot in like the first 20 hours of my playthrough). It's just a lot more immersive and driving feels great if you have a car you like. (My personal favorite ride is the Outlaw, great speed and handles well.)

I have talked a lot about this game now. That's because I love it. So if you would ask me if Cyberpunk is worth it, I would definitely recommend you to pick up the base game on sale sometime and go for Phantom Liberty if you want to spend more time in this fantastic world. It's pretty much in a fixed state now and if what I described in this review seems interesting to you, why not give it a go? There were very few moments where I was actually bored, even the beginning is great and brings you pretty fast into the action (unlike a certain cowboy game I have named several times in this review already).

That's all I wanted to share - thanks for reading.

My mom asked if the dishes were done and I yelled "BETHESDA!"

She hugged me. She knew they were washed.

Nothing short of brilliant. Combines stealth and action perfectly to make a truly immersive experience, with unparalleled interactivity and worldbuilding.

Dishonored is one of the few games I've ever played where a direct recommendation of "play this with a controller/keyboard and mouse" cannot be made. Generally speaking, I enjoy playing stealth games with a controller. Stealth, like racing games, is a genre that benefits greatly from analog sticks. At the heart of a great stealth game is nail-biting tension and suspense. Vulnerability is stressed through risk outweighing reward. On a keyboard, all of your inputs are static. Are you pressing up? Good, you're moving up. Jolting an analog stick up can mean the difference between shuffling silently and bringing in nearby ears for inspection. Even in games where this choice tends to be an illusion, it heightens the already high stakes of weaving in and out of crowded spaces as little more than a specter in the night. If that's how you choose to play Dishonored, I recommend it. Leaning and inventory management can feel a little less natural than they would on a keyboard, but they're functional and aren't as distracting as they could potentially be. In the words of Godd Howard himself, "it just works."

The other side of the coin is this: combat-based playthroughs require vastly more precision than two analog sticks can allow. Far from the stealth game half of this game is, aggressive playstyles in Dishonored turn the game into a psychotically frenetic action-platformer about style. The ability to teleport goes from a neat tool for traversing large areas undetected to a weapon that allows you to change your position on the fly. Double jumping allows you to exploit the verticality of each level, creating moments where countering an attack means raising a blade from above as often as it does parrying a swing. Grenade kills are a gory spectacle that separates torsos from limbs and then torsos from themselves. But this brutality exists for more than shock value alone. Each decapitated body part can be picked up and thrown to be used as a distraction or to stagger oncoming attacks. Being of the same lineage of Dark Messiah, Dishonored features a host of supernatural abilities to go alongside teleportation, one of which allows you to throw enemies to the ground with a gust of wind. Paired with the ability to stop time completely, falling bodies go from quick executions to rather grim bridges used to access nearby rooftops. Also paired with the ability to turn the weapons of your enemies into your own, it allows you to disintegrate unaware platoons. As both a stealth game and a power fantasy, Dishonored succeeds.

As a narrative? I don't know what to tell you. This is where things start to get a little bit more complicated. At the heart of Dishonored isn't its cast of characters or the journey you go on but the morality of your actions. The choice to go silent or to leave bodies in your wake is one not only made for your character but the world he lives in. Going on a murderous rampage causes everyone to hate you while the world falls to shit. It's daring and bold, and I can't say it works entirely because this game loves to give you tools to just murder the fuck out of everyone. Your supernatural powers can be used to sneak around guards. But when upgrades can make my powers deadlier while others encourage me to go on thoughtlessly violent killing sprees, I don't know if I feel like the game is trying to instill any morals in me and succeeding in its job. Especially since the detail of this setting only makes me care about the characters I'm told to get rid of, the non-violent approach to Dishonored's narrative can feel a bit hollow.

Outside of that, though, this is one of the best immersive sims I've ever played. This is one of those quintessential 'reload your save every five minutes' games, and it's always a blast to revisit. I do wish its attitude toward women were a little friendlier. I wouldn't say it's the most misogynistic game I've ever played, but averypaledog's review hits the nail on its head.

Dishonored’s chaos system fascinates me. On the surface it’s a basic kill-counter, where actually using the fun lethal magic is punished with increased guard counts and a pessimistic ending, and this naturally rubbed a lot of people the wrong way. When given the ability to stop time, what people want to do is take down an entire squad all at once, queue up ten projectiles for when time resumes, move someone back down the stairs, and so on, not just sneaking past one particularly stubborn guard. When given the ability to summon a devouring swarm of rats, the idea isn’t to possess one and sneak it into a drain pipe, it’s to make an explosive and terrifying entrance. Dampening that enjoyment with negative consequences seems like an unambiguously bad move, but the narrative framing that surrounds it leads into an analytical hall of mirrors. These powers are granted by the Outsider, a manifestation of the indefinable void, and their reasons aren’t very clear. They state that it’s because our protagonist is interesting, and they’re curious of what will be done with these newfound abilities. Just as the Outsider grants Corvo powers and a burden of choice, so too does the designer give them to the player, which, to a degree, lets us correlate the ideals of the two. To craft these levels with smart patrol routes, entry points, optional objectives, and bonus dialog takes a ton of effort, so the hope was that players wouldn’t choose to miss that content. While they made it possible to do so, they don’t actually want players to walk in the front door, shoot everyone in sight, and finish the game thoughtlessly in two hours, so some level of punishment was implemented. Similarly, the hope of the Outsider is that Corvo isn’t going to be boring, he won’t just give in to his base lust for revenge, and will instead give some insight on the nature of humanity. Once the uninteresting aggression has been pared off, the choice is then between taking out the high-priority targets lethally or non-lethally, and this where the situation actually becomes nuanced. All of the non-lethal, low-chaos options for eliminating targets are arguably worse than death: being branded with a hot iron and cast into a plague-infested city, being worked to death in a mine, kidnapped by an obsessive stalker, or put up for the same kind of public execution Corvo was originally destined for. The optional dialog in each mission really hammers home just how horrible things will be for those who receive your mercy, with the same overseers who mention the heretic’s brand being the same ones who reveal its horrible implications, and the prophesying heart making it clear that the spared Lady Boyle will soon die in abject poverty thanks to your beneficence. I believe this is the dilemma that the Outsider, as a being outside mortality and time, wants to see. Corvo himself was almost executed outside the law, but now he has all the power in the world and nothing to lose. What perspective on life and death does that give a person? Would he see even the most brutal rat-swarm death as justice, and maybe even merciful compared to the torturous and prolonged alternative? How much is mere existence worth?

However, that perspective rests upon the ever-shaky foundation of determining the developer’s intent, and it’s questionable how much of this is simply overanalysis. After all, every one of those horrible non-lethal options contribute to the low-chaos ending, with its bright skies and optimism. What could have been a dilemma worthy of the Outsider’s interest, one with no right answers, ends up as a right-and-wrong binary choice. This might be another example of the full-lethality problem, where the developers wanted players to have a choice, but had to associate some options with punishment to force players into thinking. With this, we arrive at Dishonored’s infinite mirror, of asking why players are given a choice if one option is almost objectively inferior, which can be answered with the idea that this effect is deeply woven into the narrative, which can in turn be questioned when it means interesting dilemmas are made into binary choices with inferior options, and so on, to infinity.

To be honest, I don’t know what my takeaway about Dishonored’s chaos system and its story really is. On one hand, I love that I get to question these things, but on the other, I wonder if its choices being blandly sorted into high or low chaos was just a cynical move, an anticipation that players might not pick up on the worldbuilding details and say there was no point to it all. Giving the murderous players a dark and stormy final level was considered the best way to show that the world was reacting to their choices; non-lethality had to be rewarded with smiles and sunny days, the feeling of being patronized is inescapable. That sneaky bitterness of cynicism is about the only thing that keeps me from really adoring the game, since it does everything else so beautifully, the world is so unique and interesting, the levels intricate and the powers satisfying, it’s the exact sort of originality I love to see. I just wish I could be confident that the game thought as highly of me as I do of it.

I've played 6 hours already and, honestly, I don't feel like playing more. What a shame, the game is good. Maybe I will give it a chance in the future.
Edit: Played 9+ hours after that review, almost 100%. Utterly masochistic, trying to find the world objects that I didn't photograph, then the fucking scrolls, the unskippable text,... Some good scenes in the extra stories, the underwear mechanic should be there since the beginning instead of being unlocked after collecting all the girl's underwear (really like that g-string for the blonde and the red one for the flat mommy gf, my favourite girl). I have to say the game has grown on me tho, I really like all the girls, but that might have been because my 9h of play in one sitting made me have dehydration induced delusions. No kidding, my family commented I looked bad when I came out to eat dinner after finishing this piece of shit. I think the most insidious thing the game does is not keep track of the small things, you don't know what you have or what you have already accomplished beyond the photolog, which is far from ideal. I've played a total of 15h 43min to this, I feel like killing myself now. You know what is worse? I want to check some shit in the game still, I haven't tested the recollection room extensively and I would like to know what it offers.
EDIT2: 25min later I know what recollection does, at first I thought it didn't show scenes but you can indeed see them if you talk to girls. Other than that it's basically god mode, although limited. I am mad that I cannot see something as basic as naked or underwear sprites (for example, there are others), I know they are there and I think this should be a basic feature. It's also kinda infuriating still because they will change underwear before going to shower and every morning, or they will move after you set their position, or you cannot put them in public spaces (you cannot even do trios or quartets there) or in houses other then theirs. At least you can put them in the toilets or to sleep (you can't even force them to shower tho) Well, whatever, I am done with this game.
EDIT3: It's the next day, the damage wasn't permanent, although I've had some dreams that were weird as fuck. Something that has dawn on me is how little interaction is there between the women. In fact you can only have sex with one girl at a time, they can do nothing with each other or you cannot have positions that involve more than 1 girl. This is specially patent in a game that allows you to get up to 3 girls in an orgy. It would certainly multiply the workload for the creator so I understand why it's not there but it's still missed.

Ico

2012