Man, forgot about it.
I added a post just today, showing how bad character rig and animations are:
I noticed, that character's body deforms strangely when I equip weapon, like this: Something is definitely badly wrong with perspective and body's proportions. I moved the camera away from character to check how it looks from 3rd person perspective, and result is.. very off: Wtf really...
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Actually there are no rig and animations at all. It works awful even from 1st person perspective, 3rd person has no chance to be implemented, not even with mods.
Honestly I can't recall another AAA game with THAT poor technical side. There are no mechanic which was implemented in the decent way. It's a shame.
This is normal in games that do first person where the view port is mounted on the character model's neck i.e. Mirror's Edge. This game has a third person hack where you can see something similar - a headless Faith with an elongated slinky spring torso and spider arms/legs. Its the stuff of nightmares, but then the game was never intended to be seen from this perspective.
The reason why Mirror's Edge does first person like this is for kinesthetics. It is important that you can look down and see your own body moving. The view port is attached to your neck which moves as your shoulders, spine, legs and arms do, so you feel the sensation of running and jumping rather than floating around. Cyberpunk looks and feels a lot like Mirror's Edge when running and jumping:
Skyrim and Doom do not do first person like this. In the case of Skyrim, all the meshes are rigged and animated for third person and when you switch to first person, its just a floating view port with disembodied hands at the bottom of the camera. Nothing else is rendered because you never see it and you are not meant to.
Why does this distorted rigging/animation happen in Mirror's Edge/Cyberpunk? Its a problem of perspective and representing 3D geometry on a flat screen where you can only fake depth perception. Our eyes have roughly 200 degrees of forward facing vision, of which about 120 degrees is in focus and the rest is peripheral. We can for example see the movement of our hand if it is slightly behind our ear. We also have binocular vision so our brain resolves the difference between the left and right eye as depth. This is not possible on a monocular view port displayed on a flat screen monitor. If you try to widen FOV to anything close to human vision, you will get extreme fish eye lens distortion. So rather than distorting your vision, they distort the player character mesh so it bends around the view port.
There is a mod for Skyrim where someone attempted to do Mirror's Edge/Cyberpunk first person - where you can look down and see your own body. The mod author detailed a lot of the technical limitations of doing this in Skyrim because the in game models are simply not rigged or animated to look good from this perspective.
I don't have any preference with regards to first and third person and will happily play any RPG from any perspective if the designers use it well. I'm used to first person RPGs like Ultima Underworld.
However the good news for third person afficiendos is that multiplayer is a massive cash cow and if you do any kind of multiplayer, you have to rig and animate meshes for third person. For obvious reasons, you have to be able to see other players moving around in the game world and they have to be able to see you. So if CDPR ever decide multiplayer is a thing they want to do, third person is kind of inevitable really. At the very least it will replace player shadows and enable player character reflections. However, I think the first person perspective really suits the story and how it is told. When you briefly detach from your character and see V moving in disembodied third person perspective (which only really happens in the endings), its a big narrative moment.