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Some Cyberpunk 2077 16 Hours Pre-Review Articles, crosspost from r/Cyberpunkgame

Content of the article: "Some Cyberpunk 2077 16 Hours Pre-Review Articles, crosspost from r/Cyberpunkgame"

Credit to u/GoGoGadgetRed

If you're interested, here's all the articles I've found discussing their experience with the game. I will include if there are spoilers and the main take-aways. But don't rely on my opinion, please read it yourself.

IF YOU FIND ANOTHER ARTICLE, please comment it below so I can expand the list 🙂 This includes other languages.

EDIT: Redirect that praise to u/Empole. He's effectively written half this post too. Thank you to the community effort!

(English) IGN, Tom Marks:

  • – Completely non-spoiler
  • – Focuses mainly on mechanics, such as UI and gameplay loop

Main Take-aways:

  • – Driving around Night City was a highlight of their experience.
  • – UI is not as polished as they'd like (Quest log specifically)
  • – Do not expect a combat loop like Witcher or Fallout 4. It is slow and very much an RPG
  • — Combat is not a highlight, but a filler. Do not go in expecting top tier combat

(English) Gamespot, Phil Hornshaw:– Spoiler-y (Hand wavy)- Focuses on missions he experienced and the character's they met

Main Take-aways:

  • – Felt characters were humanized.
  • – Choices played a big role in their experienced.
  • — Really, the entire article highlights this with fantastic detail, check it out.
  • – Overall, very impressed.

(The article below is really entertaining tbh lol)

(English) Gamespot, Phil Hornshaw:

  • Pretty spoiler free, is essentially a fluff piece to talk about in-game sex

Courtesy of u/Empole*. Thank you again!*

Main Take-aways:

  • Sex scenes are in the game.
  • There are sex workers marked on the map, and you can solicit their services
  • Sex scenes are enough to get the idea, but don't delve into full pornography.
  • The story and quests can also thrust you into intimate situations with other characters.

(English) Gamesradar, Sam Loveridge:

  • – Intentionally vague, semi-non-spoiler
  • – Focuses on the 'feel' of the game

Main Take-aways:

  • – Choices matter
  • – RPG as in no "Press X to Interact", you're actions are the interactions
  • — Humanized, not just NPCs
  • – Extreme attention to detail (delayed credits story)
  • – Overall very impressed
  • – Demo was very buggy. Is counting on CDPR to fix them with the delay

(German) Gamestar, Michael Graf:,3364176.html

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WARNING: This article is only available for the next 20 hours as of posting this. Then it will be paywalled.

  • – non-spoiler for main and important side missions
  • — explains some experiences but hides the twists
  • – Discusses changes from the other demo they got to play (such as new transition)
  • – 8 Pages long. Took a lot of time with this one.

Main Take-aways: Check out u/Techxxnine 's take from the article too:

  • – Impressed by the story, as well as animation quality
  • – Little cynical, as far as I can tell, worried about repeating other Open World mistakes
  • – Wonderful German cast- Vocabulary can be confusing (cyberware vs cyberdeck)
  • – Soft level gating (too tough enemies have red skulls over their head, no levels)
  • – World feels alive (gives an example with a monk)
  • – Doll houses explained (which is honestly really creepy)
  • – The game makes everyone human, even the psychos
  • – Don't expect all choices to be a dialogue option. They can be the actions you take too (such as the way you traversed a mission)
  • – Tutorial isn't that great, there is a lot of information to give
  • — Extensive systems with deep exploration with each
  • – Found melee combat impressive
  • — Not just click and swing. Charge, swing, lung, parry are mechanics tied to stamina
  • – Weapons can be modded (add fire damage for example)
  • – NOT a shooter
  • – Good AI in combat
  • – Crafting system 'unspectacular – at least visually'
  • — warns that they weren't that far in to get the full depth
  • – "My look was based on values rather than style" (fixed armor values on items)
  • – Yeah, this keeps going. I'm on the 6th page. Please check it out yourself if you have time.

(English) PC Gamer, Ander Kelly:

Courtesy of u/RusoDLR for providing the article and u/Empole for giving his take-aways and the article! Thank you!!

  • Mainly avoids story spoilers
  • Mainly uses a particular quest as a vehicle to explore how good melee combat is, along with how CDPR has refined elements of the RPG format

Main Take-aways:

  • There's atleast one sword that pays homage to the Witcher
  • Melee (specifically katana-based) combat is not only viable, but can be a very satisfying way to approach combat
  • Emphasis placed on the choice available to you as a player -> Discusses an infiltration mission that seemed to present a litany of different ways to approach.
  • Discusses how life path choice provide dialogue options in contextually relevant locations/situations
  • Thinks the Badlands provide a nice change of pace
  • Criticisms: Wasn't a fan of some on-rails shooting sections. The map can feel overwhelming, given the number of indicators. Stresses that they feel that these feel somewhat minor 16 hours in.
  • Night City feels alive.
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(Russian) DTF, Vladimir Semykin:

Courtesy of u/o4er Thank you!

  • Story setup spoiler (avoidable)
  • 5000 words long
  • a little comparison with summer version

Main Take-aways:

  • Main issues (driving and melee combat) were fixed. Everything else is fine.
  • Dialogues are enjoyable. There are a lot of colorful characters with whom it is just interesting to have a conversation.
  • The game is based on simple and clear RPG mechanics. If you have played other action RPGs, you are unlikely to have any problems with leveling, inventory, and characteristics.
  • Shooting mechanics are not inferior to many shooters in terms of quality of implementation.
  • The game still needs polishing. There are some bugs, but they're not critical.
  • Cyberpunk 2077 has a lot of content, and the storyline is really long. These 16 hours are feeling like it's just the beginning.
  • Some sidequests are not inferior to the main quests in terms of development.
  • Cyberpunk 2077 has a high replayability due to variability and different lifepaths. For example, the "Corpo" prologue influenced the game throughout the entire playthrough, and not just at the beginning.
  • You will always find something to do in the game – the world map is full of different activities. The only problem is that most often the purpose of contracts and street stories is to kill someone, steal something, or find something.
  • Some things in the character menu are too unobvious, so the stage of familiarization and getting used to the interface will be painful for many.
  • Ray tracing definitely improves the overall image, making the world look even more complex and detailed. But even without raytracing, the game looks great.
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(French), <87>:

Credited to u/Empole

  • There's essentially no spoilers here

Main Take-aways:

  • They think the game is super immersive
    • The emphasize the the relationship between the player and Johnny Silverhand
  • They feel that gunplay has been improved since the last preview in June
  • They think that the stealth A.I still needs some work
  • The build they played was buggy

(French), <87>:

Credited to u/Empole

  • Mainly avoids spoilers

Main Take-aways:

  • They feel like the first person perspective really adds to the game, and that the same game in third person would not have been as good.
  • RPG elements feel more natural: your actions, rather than prompts, often propel the story forward.
  • The dynamic between V and Johnny is enjoyable, and does not limit itself to the main game
  • The quality of side content is on par with the Witcher 3.
  • Reiterates that V will master different weapons through increased usage
  • They weren't particularly enthused by Stealth AI


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