Cyberpunk 2077 User Reviews & Impressions

+
I pre-ordered this game for PS4 and put it aside for years because of how bad the launch was. I finally picked it up again, and my feelings are mixed leaning towards more positive. Overall, it's a fun game, but like any shooter, it gets very repetitive quickly. I chose a stealthier, hacker-style approach to mix it up, and I enjoyed that for a while. Towards the end, I was getting bored so I switched to being more of a shooter. I was hoping the futuristic setting would bring more interesting weaponry and tactics, but I think the devs bit off more than they could chew and had to settle for a run-of-the-mill game with few interesting variations.

The storyline was alright, but a bit predictable. The big, bad corporations theme has been done plenty before. In real life, everyone knows what we are heading for, but no one will do anything about it. We aren't willing to sacrifice anything to forge a better path. But I digress. What kind of ruined it for me was the ending. I don't mean because it was sad. I expected that. I honestly got bored. I'm usually the type who plays every optional conversation and does every optional task, but by the end, I was trying to click any button to fast forward. I felt trapped. I don't want to give any spoilers. Suffice it to say that it should have just been a cutscene, not a pseudo-interactive crawl to the finish line.

What I liked:
  • The huge city that feels almost alive (although a lot of the NPCs were clearly copy-paste, they can only do so much)
  • The variety of main characters and personalities
  • The music. It wasn't all my style, but it added a nice touch to the game.
  • My choice in playstyles. I hope they expand on this for the next game.
What I didn't like:
  • The timed dialogue choices. These were bad in Witcher 3, worse here. So pointless. Don't bring them back.
  • The daemon puzzles. Blah. But I felt compelled to do them for points.
  • The bloated feeling. I could see where the devs were going, but it was too much. Many features, like crafting, seemed largely pointless. I quickly amassed a huge amount of materials I had no use for. There were so many vehicles and weapons that didn't feel any different. Less is more.
What I felt indifferent to:
  • The dialogue choices. Really, does it change the game that much? I've tried playing other games with different playthroughs, but the core game still felt the same. The choices don't really matter that much to me.
  • The minor jobs. The punching (Beat the Brat), racing, and shooting tasks are in every game, and I never understand why. As long as they are skipable, I'm fine.
  • The character customization. I found it funny that I could customize....ahem....so much for a character I'd hardly ever see.
I'm sure I'll buy Phatom Liberty, but that's more because I love Idris Elba. I'm looking forward to Witcher 4 and Cyberpunk #2. I hope they learned a lot from these and both turn out to be fantastic games.
 
This game is perfect ....... except ..... for .....DRIVING. (edit) furthermore, who thought this was acceptable to ship with vehicles driving like they are on ice all the time with no traction and swerving wildly out of control. Surely someone has played need for speed. so disappointed because driving is actually ruining the game. I have tried completing the dream on quest for about an hour and I can't get to the van because when I need to move in traffic, thanks to the absurd and insane sensitivity, I find myself crashing into a wall, fence post, etc. I am beyond pissed off at this.
 
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This game is perfect ....... except ..... for .....DRIVING. (edit) furthermore, who thought this was acceptable to ship with vehicles driving like they are on ice all the time with no traction and swerving wildly out of control. Surely someone has played need for speed. so disappointed because driving is actually ruining the game. I have tried completing the dream on quest for about an hour and I can't get to the van because when I need to move in traffic, thanks to the absurd and insane sensitivity, I find myself crashing into a wall, fence post, etc. I am beyond pissed off at this.
I wouldn't say this is the worst part of the game, but I did skip the vehicle contracts in Phantom Liberty because of this. These types of missions are very boring to begin with. (I'm in a futurist world, and my mission is to drive a car really fast for a few minutes?) Add in the poor driving mechanics, and it just isn't worth it.

I did like the auto drive feature for sitting back sometimes and enjoying the scenery before the next mission. This feature is really buggy though. It only works on nearly empty streets. It slams full speed into other cars or walls for no apparent reason.
 
The Delamain hq quest is beyond frustrating, confusing, irritating, and is ruining my enjoyment of the game. The driving is one thing, this quest design is inexcusable!
 
I come as a W1, W2 and W3 superfan. Played on PC
Very much disliked the game. Calling it a game is a stretch. A boring non-agency dialogue simulator is more appropriate.


I reached the last mission and it wouldn't trigger. I have to google search (nice immersion breaking) and realized I had to complete the Voodoo boys quest. I was on "M'ap Tann Pèlen" and after listening to yet another random NPC forcing me to do a random job for him whilst I am about to die AND I had dialogue options but they didn't change the outcome of the conversation, I just quit on the spot and uninstalled.
Couldn't take it anymore. Even on the cusp of the last mission, I couldn't take any more info dumps and boredom.



First game ever I quit at the last mission. Hopefully the last. I just couldn't take any more boredom.



PROS

1- Nightcity

The city is immense and feels like a city. There's some charm to it, I must admit.


2- Driving
Driving was kinda fun, I won't lie. Not too realistic, but fun. That's a + on my book.



CONS

1- The UI

It is terrible. With Mouse and board or with the controller it is awful to navigate. I am fighting the menus, not using them. How come such an atrocious UI navigation was allowed on launch day is beyond me.


2- Absent agency
We are just along for the ride. That in and of itself isn't bad per se. Lots of games do that and lots of game have long cutscenes (Clair Obscur recently). The issue is that CDPR tried doing a RPG with choices but the choices are irrelevant. It's not a RPG, it's a dialogue simulator in which the choices always end up with the same result.


3- Gameplay
The gameplay is kind....boring and shallow? I was playing on the second most difficult setting, barely upgrading anything, a total noob and was crushing NPCs, police, every mission without a care. Which in turn makes the options feel as if they are meaningless.
There was never a challenge, enemy AI was a joke, I could take special policeman and uber stomp them, destroying the immersion.


4- Info dumps
The story relied on endless tutorials and info dumps. A lot of times I'd sit on the passenger seat and listen to an info dump, just to arrive on the spot, kill everything too easily and another info dump later.
Or long and meaningless messagens on the phone about some random people when the main-character has time-bomb on his head?


5-Story
Story had some interesting ideas, especially Silverhand but the pacing was all wrong. Having a time bomb on your head but then getting thrown on an open world destroyed all sense of urgency that the story was going for. It reminded me of AC: Valhala all over again.
A more on rails experience like God of War, Expedition 33, etc... would have made the story tighter and with improved pacing.
As it is, it misses its mark altogether.




6-Boring
The worst issue. The game is boring. Very boring.
I quit at the last mission, I just couldn't take anymore info dumps and stupid NPCs forcing me to do a random job when I have a time bomb on my head. It's boring, it's repetitive and it's just not fun.
Tutorials...jesus, some games do a good job and some games do a not so great job with tutorials....but then there's Cyberboring 2077 and the Brain-dance tutorial. Jesus....What is there to say other than: why didn't anyone raise their hand during a meeting and say that it was simply too long and too boring of a tutorial?




For me, number 6 is the worst - the game is utterly boring. I wanted to enjoy the game, but it seems the game wanted me not to enjoy it.
How come the Devs didn't realize that their game was just not fun, nor hard, nor innovative but just...boring.
I regret buying this game and this comes from a long time CDPR fan. I could live with a bad game but a boring game that relies on info dumps?
I would never and will never recommend this dialogue simulator to anyone.




TL;DR- This was one of the most boring games I've ever played. It was so boring that I quit on the last mish. Yes, on the last mish! It was THAT bad. I just couldn't take any more info-dumps, long ass tutorials that we don't need (looking at you Braind-stupid-dance) and pseudo options that don't do anything.


I wish I could have my money back not because I need it but because this was not a game, this was a non-agency dialogue simulator. A boring one at that.
 
Feedback: Cyberpunk 2077 Leveling Curve

Hi, I’m new to the forums and posting here as instructed. I wanted to share feedback about Cyberpunk 2077’s leveling system.

In my experience, I reached max level long before finishing the majority of quests, which made progression feel uneven and reduced the sense of growth. Even without Phantom Liberty, the XP curve feels mismatched — like finishing the “hot dogs” before the “buns.”

To explain what I mean: if Cyberpunk 2077’s XP curve were evenly balanced around completing all content (main quests, side quests, gigs, hustles, cyberpsychos, etc.), V would naturally end the base game around level 85–95. That’s simply how much content the game contains.

Then, if Phantom Liberty were added on top of an already‑even base game curve, V would reasonably end around level 100. This isn’t about mods or cheats — just a hypothetical where XP rewards match the amount of content in the game.

Of course, raising the level cap would require rebalancing cyberware capacity, perk trees, enemy scaling, MaxTac difficulty, and Dogtown encounters. I understand that’s a huge task. My point is simply that the current cap of 60 feels low compared to how much content the game actually offers.

I’m offering this as constructive feedback, not criticism. A more balanced XP curve or optional leveling modes would make progression feel more consistent and rewarding.

If this belongs in the Gameplay section, please feel free to move it.

Thank you.
 
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