No one else found CP77 dull.
No one else found CP77 dull.
Yeah, my friend is really dedicated and spends a lot of time on it, but I only have around 5 hours. The missions felt too boring for me. I’d drive to A, talk to someone, then drive a short distance to B, do something like kill people or collect items, and sometimes go all the way back to A. It felt repetitive. Plus, I had to search for tutorials on almost every game mechanic, which didn’t help much since they weren’t explained clearly.
It's interesting, but it seems I recently played it and felt completely immersed. I was a bit overwhelmed by the cyberpunk elements after not exploring Phantom Liberty yet, but I'm sure I'll revisit it later. The characters, plot, and world were engaging—there wasn't a sense of monotony like I felt in Far Cry. I still enjoy the FC series, though FC4 has always stood out to me. FC6 came as a nice change after the disappointing 5th game. The main letdown with CP2077 was the weak RPG and decision-making features; it didn’t really stand out compared to Starfield, which offered a much stronger system. Back in the day, I recall friends and I played SF, and we each took different paths to solve missions, showing how varied our approaches could be. The gunplay in CPs was entertaining, but the sheer number of weapon options felt overwhelming. Of course, I’m not a fan of GTA titles—they focus too much on driving, the controls are clunky, and there’s no meaningful progression system. I own GTA5 on Steam, so I’m curious to see what’s coming next. For me, the most compelling experience would be a game like Horizon, with its captivating story, memorable characters, and diverse combat options. Zero Dawn grabbed me instantly, and Forbidden West pushed the boundaries even further. Honestly, if they make a third installment, I’m not sure how they’ll improve on what came before.
I also recalled the top cyberpunk vibe game Ghostrunner, though its gameplay is really enjoyable and its look matches the style you'd expect from cyberpunk.
So Judy Alvarez is definitely the best character in Cyberpunk 2077. After reviewing the early versions, I really appreciated the loot system back then—it was solid and fun. I played through the whole game twice before it launched, spent a few months just grinding for gear, and then waited for the DLC. I’m not sure if Phantom Liberty completely changed things, but it did bring some improvements. The new loot mechanics felt a bit rushed and forced, which made me lose interest. I spent a lot of time trying to get the best cyberwear, but it didn’t feel rewarding. Overall, I didn’t enjoy the updated loot system enough to recommend it, even though I love Cyberpunk in general. It’s a shame the changes hurt the experience, but I’m glad I didn’t end up spending money on something I wouldn’t play anymore.
We have another 10/10 character here, sir. You seem to be someone with a rich culture.
This could definitely spark a lively discussion! I believe I could discuss CP2077 for hours, but as @Mark Kaine pointed out originally, the mix of missions and variety might have been a weakness. In the game's later phases, I didn't really focus on planning a mission approach. Just rush in and go all-in. HZD and HFW kept me alert even when I was fully prepared.
I think comparing it to Deus Ex might not have been the best approach. I believe the game could have thrived as an immersive simulation rather than just an open-world action experience. It offered varied gameplay mechanics and thoughtful level design, suggesting the developers put effort into it. However, it often felt constrained in its freedom, with some story elements leaning too heavily on predictable structures. The RPG features seemed like simple progression boosts rather than meaningful choices.
I approached it similarly to how I tackle immersive simulations—by playing without lethal force. It was surprisingly accessible, especially with hacking mechanics that let you disable entire areas from the outside using surveillance feeds. Once inside, you could switch between cameras and neutralize threats without harming anyone. The augmentation option was particularly appealing, letting you treat weapons non-lethally and play like a game of Doom.
The side quests were engaging from a storytelling angle, delivering some impressive sci-fi concepts that matched the depth of Philip K. Dick’s work. The main narrative was tightly crafted, offering a focused experience despite its narrow scope.
The game’s expansive map was overwhelming and hard to remember, making it less memorable compared to other titles I’ve played. Many recent open-world games suffer from similar issues, leaving players with a vague sense of place.
Overall, it fell short in execution and felt rushed during its release. The development team likely faced significant challenges, but I hope future projects avoid those pitfalls.
Same tale, I recall being taken aback by how many bugs and crashes came from vehicle interactions. Probably after the third patch. It's fascinating that even the core vehicle was a costly purchase. The playthrough felt uneven—skills and loot systems were present but not fully balanced or refined. You either focused on tech/hacker work as a stealth arch sniper, tearing everything apart, or you went all-in on hard mode and got hit. There weren't many chances to re-spec. Back then, people's top builds were pretty distinct. Nowadays, every build feels rewarding. Submachine guns or the chaotic melee edge-ninja mod offer endless respecs, especially on tougher settings. 'Consumables' have evolved beyond just a simple tracking number.
It seems the game or theme isn't what you're looking for. I'm thinking of a GTA clone, but there are many similar titles. Those aren't necessarily worse than GTA. I enjoy GTA, but calling it overhyped might not fit it well. You seemed confused about OW too.