Could you go elaborate on the Deus Ex comparison? Clearly this isn't trying to be Gta cause the only similarity here is the 3rd person camera while driving in a metropolis. A very shallow similarity.
It doesn't try to be GTA, because GTA has a different focus. But it borrows heavily from GTA and creates much more shallow experience in the area of transportation and city interactivity. There's barely any pedestrian AI, no cop AI, almost non-existent physics etc. Large city and transportation aren't used in any way beyond riding from point A to point B.
Gta doesn't have this verticality, interiors and density, no progression system, gear, loot, crafting, a massive non-linear dialogue tree.. and everything else that is not Gta.
Because GTA is about racing and shooting. It's not an RPG or an immersive sim. GTA understands it's identity. GTA is all about transportation and vehicular action. Of all kinds. From planes, cars, and parachutes to boats, bikes and helicopters. There is verticality, as you can fly a large plane into the sky and skydive to some roof. Or can base jump from a building. It's not an RPG, never was, never aimed to be. But in case of Cyberpunk or any other GTA clone, if you introduce some mechanic, you need to flesh it out. So if you can ride through a city and hit pedestrians or you can start a fight on some highway, this has to work well. And if it doesn't, how do you propose people to react? "Oh, it's no big deal, because it's about dialogue trees?" It doesn't work like that. If you can't do proper and organic vehicular action and robust pedestrian system, don't introduce them in your game.
Sure Gta's pedestrian AI is better but that's what you get out of a rampage simulator as opposed to a narrative-driven, non-linear, immersive-sim that has the City serve only as a backdrop for the main focus: the non-linear narrative and the black-box missions. (Though I could get by the pedestrian AI but the police spawning system is just inexcusable.. ugh).
This is backwards logic. GTA is a rampage simulator alright, but it doesn't give us some half-assed dialogue tree to boot. And what dialogue tree are you talking about? CP77 is linear AF. If you want something non-linear, go play Witcher 2. When reply choices affect something meaningful. With barely-existing city AI and physics in CP77, it's hard to talk about immersion.
This can be compared to Deus Ex however as it is the main influence. It's not black and gold in terms of aesthetics but the immersive-sim gameplay is there. I notice a bigger pool of weapon varieties here though, fewer air vents and no item grabbing/throwing physics but still has an abundant amount of other options in tackling each mission. Some have much more options than others. Let me hear your thoughts about how it's less complex than Deus Ex.
It can and should be compared to GTA as well. Because mechanic is there. It's just insanely poor in comparison even to Watch Dogs. Which is ironic, considering that Ubi games are used like an example of "poor man's" or "how not to".
As for Deus Ex, last two games have much more refined stealth. Especially MD. It has less weaponry, but thanks to more tight game design, each of them has a purpose. There're no levels and stats. Just tools, that you can use any way you want. Non-lethal is properly defined. It's not some non-lethal ammo which is there for pure marketing. Takedowns have so much variety. Level design is also superior. You have many paths to use. And yeah, there are many vents, but it feels more like tradition of DX games, because the original has it's share of vents and other holes to go around. Looting in CP77 gives me headache. it's FAR better in DX games, because everything you pick up is useful one way or another depending on play style and thus looting things is interesting and exciting unlike in CP77, where you loot so much garbage and a million of guns with stats... Ugh. Coupled with poor interface, it's really hard to deal with itemization. Level interactivity is better in DX too. You can use environments much more by lifting and moving objects. And even use them to attack enemies, or black their path. Or hide. Add there genius idea to switch to 3rd person during locking to a surface, which gives it a super-cinematic yet practical feeling.
Where I feel CP77 is superior to DX is gunplay is more fluid and hacking is more interesting. Too bad it's too unbalanced and quickly loses it's appeal.