I'll say this in the most neutral and respectful way possible about "missing content" and the difference between ones expectations and the "real" product we got :
First, I want to remind everyone, it's a bold move CDPR has made to switch from 3rd person coutryside oriented open world to a 1st person open world in an urban setting. This alone should be kept in mind when discussing the game. The lack of experience of the studio in this area shows as a consequence in many threads on this very forum and around the web :
- Back and forth in the design process took some precious developpement time away from the team. We all know now that most of the early designs of the game from 2013 were scrapped because they weren't ready to make the switch to a 1st person game. Back then they were considering 3rd person and tried it. Plus, they didn't have any experience at all in 1st person games. And on top of this, they had to build new assets, familiarize themselves with new lore. It takes time to build a new IP. This fact can't be ignored and this impacted the game as a whole.
- As a consequence, you can see in the marketing campaign how the game was trying to find a genre in which it would fit, but the devs didn't even know when they started advertising it where it would land. They tried to make it appealing to GTA fans first, then to first person shooter lovers because some were having fair doubts about the gun gameplay, then they felt they needed to bring it back to their older hardcore RPG fans. This hesitation and lack of a strong vision in the early stages of the process made it hard to showcase the game. Now finally, the game has launched and the world knows what to expect, so they can focus on a more "streamlined" developement without this back and forth design process.
In my experience, games trying to fit into several caterogies at once end up being disappointing to most players. It would have been far easier for them to just milk out the Witcher franchise, given most people came up to the franchise with the 3rd episode and thus wanted more. I think CDPR needs some praising here for not taking the highest reward/lowest risk road where they just could have made Witcher 4, fill it with a meaningless online option (looking at you RDR2) and bring in microtransactions to secure even more money.
But they went for a new ambitious project and that also need to be reminded, because the management here, to my eyes, made the right decision. Not all the troubles the game has experienced are to be brought on their heads.
Now about the game itself :
- it lacks some polish (bugs and UI), sure, just as the Witcher did. User experience hasn't been a strenght for CDPR games. Look at every game they made, they were all clunky when they got out. What has been a strenght though, is how they're able to improve on what they built. I'm sure they'll do the same here. I've seen nothing they can't fix on that matter. The Witcher 3 was mostly polished by the release of the first expansion.
- about the so called "lack of choices". I find this game on par with the Witcher 3. An overall story which won't be changed except for a variation of endings, which will trigger depending on choices you make at the very end (basically how you treat Ciri at the end of the game). Every choice you make in the Witcher 3 before that is just here to give some more flavour (how the Bloody Baron is going to end, who is going to rule over Skellige, how Novigrad will end up being....). Doesn't change the story of Geralt by a bit though. Those are facts. It's the EXACT SAME thing with Cyberpunk. You have flavour options all over the game which brings consistency to the world and your character. You can choose to spend your time trying out "blue" dialog options (in the Witcher 3, those were "white" dialog options, providing you with flavour dialogs but no choices on the overall thing) or just move the story forward with one or two impactful choices on every side / main quest which are contained within those quest lines. It won't impact the overarching story (just as in the Witcher 3, it won't impact the plot, the way you'll find Ciri, the way you'll help her fleeing...). But it's there to give you a taste of the world and to help you sink in it. It's gratifying. It won't change the general plot, but you might feel a bit better because of how you handled a specific quest, a NPC happens to live and thanks you. And texts you after that. Or when you help a friend in need, she kisses you on the cheek because of how you chose to eventually help her through your choices, even if it doesn't change the general plot. It's about that extra line of dialog option you get when you have chosen your path of life. It's about that character who reacts through two or three dialog lines after what you did on an unrelated mission. It's about how one character from a seemingly unrelated unimportant quest comes into play in the main story. How it all intricates together. That's called world building, and Cyberpunk is just as stellar in this as in the Witcher. It's even better from an immersion point of view thanks of the way 1st person works. The game does a fantastic job as bringing those old school tabletop feelings you have when you get briefed about a mission by a great DM. When you enter that car with Dex, you're in the car, not watching a custcene. You can almost feel the smoke of his cigar burn your eyes. When you get to a new location, you can spend so much time just looking at the little details - what's on the table, what's written on the wall... And the animations are stunning when displayed in front of your eyes. You see the characters you're talking to rolling their eyes when you say something they don't agree with, you see them chuckle a bit when you say something clever... Switching to a 1st person setting is by far the best decision management has made for the game, and it comes from a 3rd person game fan. I was afraid Cyberpunk would be unplayable for me in 1st person. I'm so glad I was wrong.
- About world interaction (police) and side activities. Cyberpunk was never meant to be a GTA like game. It may have sounded like it in some interviews, but as I've stated in this post, I think the devs weren't even sure of the end product they were making when they started advertising for it. If there are some people who enjoy a sandboxy game which allows them to cause mayhem in cities and just have fun with it, there are on the other end of the spectrum also people who hate that genre because they find it shallow. In RDR2, I hated how when you were enjoying a sweet ride on auto drive, you would sometimes run into another horse and that would result in a never ending chase with cops everywhere. Or when you tried to focus on doing a mission but ended up screwing up with the police mechanics and had to start all over again. Not fun to me. It draws me out of the story. It feels like cheap padding to add more longevity. When I want to experience the story first and foremost, I don't want to be distracted from it with what I would call "cheap mechanics". CDPR games focus mostly on story elements, so I'm not surprised they didn't bother including such a design in their game. Sure, it might be fun occasionnaly to have side activities, but if you read the forums carefully, most people actually want those activities to be tied with the story. We want to go to restaurants, sure, but we want to go there with our romanced characters. We want to go to the pool , why not, but we want to bring one of our contacts with us. Which makes me think that CDPR actually did a wonderful job with establishing strong and memorable characters living in a believable city in the game, and the outrage about the city being liveless is proportional to the immersion the game is able to provide to us when everything falls right. And that's perfect material for DLC's and expansions. I can't wait to get more chill scenes with characters I care about, just to be able to live in this wonderful city a bit longer. To me ? A single scene with Jackie or Judy eating pizza and randomly bantering for about 10 lines of dialog would be much more valuable than including random cop/thief mechanics, and one can argue most people would love that too.
So all in all, this game is indeed one raw, bright, ableit unpolished, gem. If you pull yourself out of the internet and how buzz/badbuzz work and just listen to the word of mouth, you'll realize most people around you enjoyed the game and are only asking for more, and that those who feel cheated by the game or are being harsh about it are feeling this way because they actually see the unexploited potential the game is filled with, and it pains them. All in all, I just wish those persons would be optimistic and supportive and constructive, because that's what eventually matters most if you want to improve something.
And as for myself, I find the game to be lacking some of the things I expected, like impact of implants how they affect your humanity, but yet... despite all the flaws one can pinpoint, I just forget it all when the story manages to catch me by surprise and make me feel real emotions. I'll gladly give up on some lack of polish or interactivity or weird AI to have a chance to experience scenes like in Pyramid Song or Riders on the Storm all over again.
Those moments and characters stick with you, far more than all the controversy about missing features. You just have to give them a chance.