We see nothing, absolutely nothing, in the demo to indicate the slightest attention was paid to CP2020's combat mechanics, it's pure shooter.
Yes. And it's not just combat either. The gated skillchecks is another thing. Apparent lack of social skills and stats (even though they've said there are 'some' skill influence in dialog, they've also said they do not want to gate dialog behind skillchecks).
All in all... There's trememdous amount of focus put on world simulation and visuals, they've hired shooter specialist to tune their combat, they have very tight focus on storytelling and quest desgin.... But then, it seems the RPG systems and their application seem more like a necessary evil than something to actually put creativity and effort in (be it combat or otherwise), let alone put effort in them resembling 2020 mechanics somehow. That's the gist I'm getting so far.
We have stats limiting skill levels, levelups to increase stats so that you can learn more. Leveled enemies, MMO-style loot with peculiar subtitles "rare weapon", "uncommon item", "epic weapon".
There's arcade boss fights about shooting a highlighted weak spot while the boss is locked into a momentary trance of shooting at empty terrain.
All this screams cheap systems while huge amount of effort is put on stuff like the day/night cycles of AI bots that nobody notices and nobody can do anything with as the bots can't be interacted with.
I could be dead wrong here (and I hope I am too), of course, and the game is completely different when it releases, but this is what I'm getting right now from everything that's been shown and said. It sounds like a fine action adventure in a finely tuned city simulation, but it doesn't sound very much like an RPG.
And realistically we know that's not going to change. Shooters are popular with a large segment of the gaming audience. We just want the option to play the game like an RPG, with a different, separate, set of mechanics.
Yeah, it isn't. But the games shouldn't be advertised as RPG's then, let alone RPG's inspired by PnP games.
I'd really like a set of different mechanisms (not just combat either), but I don't think that's going to happen. It means so much extra work in designing and tuning them and balancing the game twice for separate gameplay styles.
What I'd rather see in place of different systems is a completely new game (say, an AA old school spinoff). But here, with 2077, there have been plenty of good suggestions and ideas on how to manage with the current setup, and make it work more like an RPG. The question just is, has any of them or the various criticisms been picked up even as a broad stroke scetches "Hey,
something like that might work here"? I do not know. CDPR has their vision about it - what ever it is; what was in the demo was anything but promising - and Sard has reminded me a couple of times that systems heavy design will likely be out of the question. I don’t really even know what to expect nor what’s plausible to hope for.