2 reviews liked by elMatius


Cyberpunk 2077 is one of those games that has no doubt had and will continue to have "what happened" case studies and documentaries. It's a fascinating game in a lot of ways before even playing it. Riding high off the success of The Witcher III and the goodwill gained from that release and it's superb DLC it felt like the developer CD Projekt Red could do no wrong. Even a simple beep tweet on Cyberpunk's twitter account after a dormant time from announcement caused a lot of discussion and hype leading up to their next big project. Cracks under the surface though unknown to most with troubled development led to launching on platforms the game wasn't ready for. The game came out with performance, AI and balance issues in abundance. Overnight after it's rushed release CDPR's bubble burst. Noise about it for the PS4 specifically was so bad that Sony did the unthinkable removing it from the PSstore and handing out refunds. It stayed that way for months. Moral of the story here? never pre-order no matter who the developer is in this day and age.

So very quick background about Cyberpunk's history out the way, how is the game 3 years later after all it's patching, PS5 version release and 2.0 Update release? All in all pretty good though I have nothing to compare it to prior to this as I was waiting for it to be finished before I played it. So this will not be a No Man's Sky or FFXIV redemption story review. Simply one of how I experienced it as it is now.

First thing I have to comment about is that as a role playing game I still found Cyberpunk disappointing and to be honest I just don't count it as one. I remember in an interview when the game was still just an announced CGI trailer 10 years ago from a developer that the game would be dense and vertical. I clearly misinterpreted that taking it to mean it would be a bit more like Deus Ex but the end result is quite the opposite. This left it feeling extremely wide and flat with a few buildings to traverse at key points. It just feels like any other open world game with a Cyberpunk skin. This may be a me problem rather than a Cyberpunk 2077 problem but I just expected more to it than that. The level up and skill system is actually just bad and this is after it has been revised, stripped down and balanced as I understand from launch. Normal level up perk point skills seem pointless mostly. Slightly more damage, quick hack damage at 10%? It's all just a bit...boring. I think I would have preferred they scrap perk abilities completely and had all abilities attached to the Cyberware you install. Having gorilla arms that increase physical strength for melee attacks and forcing open doors? Legs giving double jumps? Optics for seeing enemies through walls etc. There are just more useful abilities that offer more utility for both exploration and combat. Additionally these type of upgrades fit the cyberpunk thematic a lot better to boot. Instead it's got multiple systems that feel uninteresting and tacked on. Equipment and Cyberware should have been the focus.

Now I know that so far I have come across as negative but the thing is I actually had a really good time with Cyberpunk 2077. I mean sure as an RPG it's pretty crap and the overall main story feels a bit disjointed but so much of the rest of it is a real blast. A lot of the characters and set pieces really build up Night City as a living result of a corporation only future which is often bleak with a large almost class divide. You play the role of V, a character who through misfortune ends up with a countdown clock dying and is trying to find a solution to that predicament. This leads you to finding fixers, mercs, prostitutes and corporation suits to try and save yourself. It's an interesting setting in that so much of it looks like a modern skyscraper idyllic future city covered in neon lights yet there is a constant layer of filth and garbage bags almost everywhere undermining it's more grandiose appearance at first glance. Many of the characters reflect the city coming across as guarded and jaded but with their own reasons underneath it all. Johnny SilverHand played by Keanu Reeves is a prime example. He is your companion throughout the game and for most of It I actively hated the guy, yet the game with the best ending in was through him in the end. I liked how the characters and city are unveiled and the shades of grey between them all.

From a larger gameplay perspective it's somewhat less interesting though that could be my build. Stealth silencer head shotting goons with an over powered pistol sweeping through areas. AI was pretty unimpressive but I enjoyed some of the abilities and weapons available. It lacks the depth of an immersive sim but jumping onto a roof, finding a hidden entrance, hacking a turret remotely to turn it on it's enemies whilst throwing grenades in to cause carnage is fun, if not especially deep. I guess what you need to know going into this game is where to set your expectations to. I didn't have any really going in and had a good time exploring around the vistas killing gang members and exploring the city. The technical side of things seem to have mostly been fixed. I had one crash and a couple of items fall through floors but otherwise this is a pretty fun open world game with a large amount of content. It's not the game I wanted, nor is it the game CDPR promised but it's not bad either. The characters and set pieces are good fun as is the combat but even fixed a few years later it doesn't reach the clear ambitions CDPR had when starting development. I hope they learned their lesson from this going into the sequel and their other projects.

Still, I got to ride a cool looking Akira motorbike with a katana drawn power sliding into enemies to start a fight. What other games can you finish a review with that in?

+ Night City is a cool looking location.
+ Fun set pieces and fairly interesting characters.
+ Johnny Silverhand is a likeable dick.
+ Akira bike.

- As an RPG it's pretty crap frankly.
- Lacks depth for combat, skills and level design.
- Some story beats and resolutions don't quite land at the end.

In 2017 Apple one of the world's biggest companies admitted to intentionally slowing down phone batteries. Referred to as "Batterygate" this action opened up a string of lawsuits that Apple were intentionally using 'planned obsolescence' to encourage people to upgrade their phones or fork out to apple for replacement batteries. Apple always denied this by all reports stating it was actioned to preserve the device.

Moving forward 5 years and we have Citizen Sleeper, an indie game made by a one person studio Jump Over the Edge. In this game you play as a Sleeper, an emulated copy of a person with no rights as part of a Essen-Arp Megacorporation contract. Through design without the right treatment your body will decay over time making you reliant on them in a form of indentured servitude. Planned Obsolescence of a copied person. You escape however ending up on the Eye, a self run Space station surviving after the collapse of the Megacorporation Solheim it and many companies were once part of. Somewhat lawless but welcoming, it's a perfect place for a Sleeper trying to survive.

The lore and world created here is a fascinating one. The way the game takes examples of situations like that of Apple as a form of consumer control but exaggerated into the extreme Cyberpunk Megacorp world really stands out. The characters you meet on this independent space station are broken, struggling, running and surviving but are a great cast to interact with as further world building about the outside universe is dribbled to you through these events.

The game actually plays akin to a visual novel mixed with a dice placement tabletop board game with a few light sprinklings of RPG stats on top. Each turn or cycle (as there is no day and night on a space station) you get several dice rolls based on your Sleeper's physical health condition. Each dice can be used towards actions, some immediate some building up charges to complete. Depending on the number result of the roll will depend on it's chance for success with a positive (5-6), neutral (3-4) or negative (1-2) outcome. These numbers can be bolstered with + values depending on the skill involved and you level in it such as 'engineering +1' to increase your chance. All along the station are different locations with different characters and events that can feed you, repair you or push along character quest lines.

How you choose to progress is entirely up to you after the opening couple of quests. It's a fairly open ended adventure with multiple different endings depending on who you interact with and when. This is both a positive and negative in my view having seen them all. Citizen Sleeper despite it's grand ideas for the outside lore of the world feels more like a slice of life story so each character questline is personal and don't interconnect with each other in anyway leaving everything feeling a little directionless. Additionally though your circumstances are in many ways quite dire it never feels that way in the writing which at times is a little too matter a fact. What writing there is though outside of that small caveat is excellent. The characters, their problems and events are all really interesting, I got rather absorbed into their lives and personal struggles which is why I went out of my way to see all the endings on offer.

My only real issue with the game is actually if you are wanting to see all events there is a lot of downtime mechanically. Initially every dice you use has to be really thought out in regards to survival / story progress balance but it soon becomes extremely obsolete meaning you are mostly just burning down clock cycles to get to the next story beat sometimes doing nothing. The thing is I am a board gamer and this reminds me a lot of a game called Alien Frontiers where you place dice for resources to build colonies. What I hope Citizen Sleeper learns from this is to use the full range of numbers for actions rather than high = good and low = bad. Have certain actions only available on a 1 or 2 etc. and smaller ways of knocking them up and down would have made the turn based element more strategic and interactive throughout.

When all is said and done though I had a really good time with this and the fact that it was made by mostly one person is pretty nuts. The wonderful character art, somber music and writing pushing this along make for a wonderful experience and I do look forward to the announced sequel.

+ Fantastic art, music and atmosphere.
+ Citizen Sleepers universe and lore.
+ Mostly excellent writing and characters.

- Dice mechanic could have been more interesting.
- Sleepers personal situation often felt detached from events writing wise.