Neon Dystopia’s Reaction to Cyberpunk 2077’s Gameplay Reveal

Oh boy, how long have we been waiting for this? It seems like forever, hasn’t it? But here it is in all its glory, the Cyberpunk 2077 gameplay footage. Before you continue, I strongly urge you to watch the footage before reading this article. Otherwise, here are my thoughts. Just a note (in case you missed it in the footage), everything presented to us in the reveal is a work in progress. There will be some gameplay that may or may not end up in the final product, same going for dialogue, talents, and storylines. Take this as a ‘here we are at the moment’ as opposed to being set in stone. Now, I’ll be splitting this article into two categories, gameplay and aesthetic. Whilst the gameplay is the most important aspect of a video game, I argue that for a world-building, role-playing video game such as this, the aesthetic aids in immersing the gamer into an authentic cyberpunk reality (obviously, our niche).   Gameplay From the onset, we are presented with the narrator stating that Cyberpunk 2077 is a first-person styled role-playing game. Most of us already knew this going into the game, especially as CD Projekt Red is well-versed in the RPG sphere (their notables including their critically acclaimed The Witcher series) and well, that it is based on Mike Pondsmith’s Cyberpunk 2020. However, I was initially taken aback by the game being an FPS. I was hoping for it to be a third-person game personally, but I am satisfied with the direction. The narrator claims that it will aid in ‘fully immersing’ the gamer into their dystopian world, and I agree, there is no better way to immerse a gamer that putting them behind the eye-sockets of the protagonist. As an RPG, it seems mostly stock and standard. Talents, perks, and an extensive character customization. However, there will be no set classes like in games such as Dragon Age and World of Warcraft. Instead, CD Projekt Red have incorporated a ‘fluid class system’ that allows the gamer to mix it up on the fly. Though this may irk some of the hardcore RPGers, I fully welcome this kind of system, especially in a cyberpunk themed game. Characters in cyberpunk worlds are supposed to be malleable and it appears that CD Projekt Red have understood this too. It also means that the gamer can fully embrace change and rework themselves in a literal sense if things appear to get tougher, or they just want to try something different without having to begin a different game. What I’m mostly exited for, however, is the multiple ways of approaching the story itself. Are you thinking of going combat heavy? You totally can! Want to do things mainly by the book and work out problems through diplomacy? Sure, why not! This is for me reminiscent of the much beloved Planescape: Torment and the Mass Effect series and I can only hope that I’ll be able to talk my way out of heavy situations that require the guile of a greasy pawnshop dealer. One of the most important features, if not the most important, just so happens to be the most awesome: the combat system. From this reveal, I can expect the combat to be a mostly fast-paced roller coaster, embracing bullet-time, body modifications, and an unusual assortment of weapons ranging from junky guns to corp-made technology. I initially thought the combat would be a little too similar to the Borderlands series, but to my surprise (and happily proven wrong), it is a lot more bustling and a feast for the eyes. You can shoot, quick hack into weapons, scan for weak points, climb on walls, the list goes on. Oh, and did I forget to mention that there will be car chase combat? Aesthetic This just so happens to be the fun part for me because I get to gush about the aesthetic of Cyberpunk 2077. Cyberpunk 2077 is a lavish spectacle and feast for the eyes. Every detail in every nook and cranny oozes cyberpunk. The titular sprawl, ‘Night City’, is masterfully and meticulously designed with nods to the cyberpunk greats such as William Gibson, Neal Stephenson, and Richard K. Morgan. Neon signs fluctuate whilst advertisements personally target the player character in relation to quests. Bums on the street harass you whilst you witness every day criminal activity amid the industrial chatter and music of Johnny Silverhand. CD Projekt Red seemed to have researched this genre extensively as their jargon is also on point and doesn’t feel forced at all. Night City is a sprawl that feels lived-in and authentic and is given my stamp of approval. There has been some dissatisfaction with the game visually appealing ‘too bright’ and even some remarks from William Gibson that states he believes the game to be just a glitzy Grand Theft Auto clone. I can understand these criticisms, but I cannot agree with them. I believe that the moody and dystopian appeal of the game differentiates it from GTA (as does the player choices that change elements of the story) and that the ‘too bright’ complaint is a facile complaint that only stymies creativity. Bleakness and darkness are not just a visual aesthetics, but ones that permeate the story, characters, dialogue, and action. Overall, I remain optimistic about the handling of Cyberpunk 2077 and think CD Projekt Red has bestowed a lovely little gem that will leave you wanting more and more. While I do stress that this is a work in process, my future certainly requires thick mirrorshades, a new mouse and PC, and possibly a port by the base of my skull to fully enjoy the breathtaking cyberpunk game we have waited for since Deus Ex: Human Revolution. You can keep up to date on the game via CD Projekt Red’s Twitter or the official Cyberpunk 2077  Twitter, YouTube, and Facebook page.