I think this is a bit of a mixed one for me, because I don't think one can solely look at the story without including other aspects of the game.
If we look at the core elements or ideas that the game promote itself on:
- Open world
- RPG
- Action
- Choice matters
To me, it makes me think whether the main story in CP in itself is then all that of a good choice. Because given it is open world and an RPG, a lot of people is driven to these games with the promise of exploration, having more freedom in regards to how you approach the game, collecting gear and developing your character and maybe even achieving something, whether that is to become the owner of a castle or whatever.
At least to me in RPG games spending time on your character, whether that is gear, build or even type of character, like should it be a thief? mage? warrior? etc. obviously in CP you have different types, but it is one of the things that makes RPG games fun for me and think it is for a lot of people.
Comparing the story to, exploration, character development and achieving something, when you are told right from the start, that you are going to die in a few weeks no matter what, it is sort of counterintuitive to that idea of why you should spend time on any of these things.
If you have no future, achieving something like buying cars, new houses, starting relationships is purely done, because they are options in the game for the player. But from the perspective of V it makes absolutely no sense.
Exploration is also simply for the enjoyment for you as player, because you think it's fun, but again makes no sense for V to do.
So the story would have been much better in my opinion in a non open world, linear RPG or adventure game, where you follow V on her/his journey and where you as player don't go into the game expecting to achieve anything, besides what the story specifically tells you to achieve.
There is no doubt that the story is well told, cool characters, very immersive and it is definitely one of the best parts of the game. But the other part is the open world Night city itself, which you as player really want to go explore and find out what is going on behind the next corner, are there some cool shops you have missed or other places? what is that down that alley? Can I get into that building? and so forth. But the game doesn't really offer anything in that regard, if it is not marked on your map, then nothing is going on there. And even if it is marked, for 80% of the stuff it is not really as interesting as you would have hoped, because it is just another gig, a bar where you can't really do anything anyway, a shop that doesn't really sell anything worth buying or yet another car.
Also every time you get close to a gig or just enter a new area, you get a "magical" call from your "big brothers" knowing exactly where you are and give you the specific mission to the location where you are. Or its the area fixer calling you out of nowhere wanting to let you know that they are the quest giver for that area.
To me players are handled like little children, everything is given to you... you need a car? Well here is a few, but you can also buy them.. need a motorcycle, well take Jackie's why not.. Don't know where to get job, well don't worry we will mark them on your map and call you every single time you are even remotely close to discovering something.
To me, things are overly simplified to the point where it sort of ruins replayability and the fun in discovering things for yourself.
First of all, V should track down the fixer in each area, which could be done, either through asking in bars or maybe meeting other mercs, lots of way to make you do this in a more fun way. Mission markers on the map except for active missions should be removed and no more calling you with random jobs whenever you get close to them, the player should call the police woman or go to the police station or wherever it should be possible to pick up jobs and ask if they have something for you. There should be a lot more quests, which are only activated through computers, small notes you find, BDs, running into random people, either in bars, during other missions etc. And some players might never encounter them in a single playthrough, as these should also depend on choices made.
Given that it is an open world, player's should also have the option to achieve something that they themself think is important and that would help defining their version of V.
But when you have a story, constantly reminding you that you have to hurry because you are dying, Silverhand constantly popping in with comments, calls left, right and center of people that want you to do random stuff, which honestly a person which have a few weeks left, should not care about at all, it falls apart a bit, I think.
Why would V care about getting a new car? what the gangs are up to? Getting romantic involved with someone? Only one thing should be on their mind, is it possible to get rid of the chip or not. And it's pretty quickly spoiled in the game, that you will die no matter what, so it just doesn't work to well with the story in that regard.
I honestly think it would work better if you were trying to save a close friend and you were given a very good and nice introduction of why it was important trying to save this person. If they wanted to go this path of someone having to die at all.
In regards to the topics of suicide, violence etc., I don't think that it is a lot more brave than some of the stories or things going on in games like Fallout or some of the others. It is just presented very well, due to the strong characters.
So taking into account that this game is not suppose to be a linear storydriven adventure game, I think the story could have been better for what the game actually stated it would be.