Cyberpunk 2077 review — A look at the present, not the future
The way you interact with the city and quests is pretty much what you expect: Stealth past enemies or shoot them. If you have hacking skills, you can use those. If you’re physically strong, you can take more damage and rush at people with a katana. But don’t expect that you’ll be able to go much deeper than that. This is not a game where you try to talk your way out of fights. You’re not going to follow a guard home, interrogate him, and then infiltrate a facility using that information.
So despite how alive the city feels due to its mind-blowing ray-traced lighting, it’s still sterile. Things don’t just happen in Night City. At its heart, Cyberpunk 2077 is a map game. You choose a quest off the menu and then go and do whatever the developer designed for you.
This philosophy filters down into the world itself and how interactive it really is. You’ll find pachinko machines and arcade games, but you can’t play them. You can scan people to reveal information about them, but I never found a use for that. If you want to have sex, two sex workers appear on your map. You’ll find empty seats throughout Night City, but you can only sit in certain designated chairs and only when the game permits it. If the game wants, you can sit back and drink a beer with a friend, but this is not something you can initiate on your own.
All of this limits the potential for emergent storytelling. You aren’t going to stumble off the main quest line and into a series of unpredictable moments. Instead, CD Projekt Red is the one prescribing all of the action.
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