Cyberpunk 2077 is a promise. But it’s a different promise to different people. For many, it’s the blockbuster sci-fi followup to
The Witcher 3: Wild Hunt that will do everything that game did but bigger. For me, Cyberpunk 2077 was the promise of the next generation of choice, simulation, and interactivity. Now that I’ve played it myself, I think that
developer CD Projekt Red delivered a big-budget thrill ride with entertaining quests in a thriving setting.
But it isn’t much more than that.
Here are the basics: Cyberpunk 2077 is out December 10 for PC, PlayStation 4, Xbox One, and Stadia. It’s $60, and it’ll also run on PS5 and Xbox Series X, but it won’t get a next-gen patch for those system until next year. You create and control the character V, who lives in Night City and is looking to make a couple of big scores to enter the upper echelon of the criminal underworld.
What Cyberpunk really is, however, is a big open-world action role-playing game. What it’s not is a look at gaming’s future. Instead, it feels like a summation of where we’ve come in gaming since the Xbox 360 generation. It feels like a game built by people looking around to see what works — like Grand Theft Auto’s open world, Watch Dogs’ hacking, Assassin’s Creed’s quest-filled maps, Fallout’s combat and character progression, Mass Effect’s dialogue system, Batman: Arkham Knight’s crime scene investigations, and every games’ skill trees.
At the same time, Cyberpunk doesn’t try much new. It feels big and expensive — and getting all of these parts to fit together seems like an impossible challenge. But because of this, Cyberpunk 2077 is a glimpse at where we are and not what is next.