There is nothing more consistently satisfying in an RPG than the feeling of unlocking a new skill. Grand story decisions are few and far between, but the RPG skill tree is always there with you, feeding you little power boosts, hinting at new ways you might be able to attack each encounter — if only you gained just a little more XP, and more cash for a key weapon or cybernetic upgrade.
With new perk trees and overhauled itemisation, the Cyberpunk 2.0 update warrants a total restart. Like almost all video game RPGs, Cyberpunk's progression systems are all about accruing power — the difficulty lies in discovering where the power lies in a mess of perks, abilities, attributes and gear bonuses. The 2.0 update takes an awkward, annoying tangle, breaks it apart, and reforms it into a more welcoming and satisfying form, like a Creme Egg, or a ball of wool.
The first big change; pants vs. implants. It might sound trivial to remove significant stat boosts from clothing to put them into cyberware, but it's a vital shift. Instead of needing to accidentally find a cool pair of sunglasses in a bin you can visit your local Ripperdoc to make a big spending decision on your next bionic upgrade. Also, that means you're free to wear the best looking bin-shades you happen to possess without worrying about your armour stat.
It's a relief how much this centralises Cyberpunk's gear system. I can mouse over implants on a single screen to read their effects. Incremental stat boosts like an extra 1.5 percent to weapon aim speed appear in cyberware upgrade screens rather than as nodes on a skill tree. 2.0 also moves a lot of incremental, passive upgrades into the Skill system. These five linear paths quietly level up as you complete relevant
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