Why should C2077 copy from something which is not an RPG?
I don't think the OP is saying that Cyberpunk should ape Metro but rather expressing that the shooter
aspects feel more refined in the Metro demo.
And: fair enough. But that brings us right back to the inherent differences in both games. Metro has a pre-defined character with very limited customization options, and the gameworld, while
feeling expansive, is clearly smaller and very linear in terms of actual scope. (The "expansiveness" is an illusion created by using backdrops -- the vast majority of distant environments are just facades.)
That's not criticism of the game, just an observation of the difference in design, approach, and mechanics. Now, it's a matter of where the time and resources are spent. The fewer assets I have for the player character, the more detailed the geometry, textures, animations, etc. can be to execute that player character. If I start adding in the ability to customize, I'll need to either create all of those detailed assets for every possible combination of options, or I'll need to limit the details to things that can be universally shared between assets. It's a trade-off, because I'm certainly not going to have unlimited time and resources, and technology can only do so much.
And then there's the rest of the game to think about. Metro is not a massive, open-world, non-linear RPG.
So, 4A can spend time on precise finger animations while handling the 50 or so assets that the player will ever pick up or interact with. An RPG can't really develop the same level of fine detail for every potential character model interacting with the hundreds or thousands of assets a player may potentially interact with. (Not
yet.
)