I love a bit of stealth. Nothing beats stalking through the shadows of a criminal-infested dockyard, choking out fools and disabling cameras as I creep toward my goal. Knowing I have the option to pull out a katana and slice my foes to ribbons if it all goes wrong is a welcome relief too, and a balancing act that the finest RPGs have achieved for years.
Cyberpunk 2077 manages this too, but its approach to stealth is largely rudimentary and not nearly rewarding enough to view as a primary means of navigating Night City. I’m a sneaky gamer, so I will enter larger levels and gigs with an intention of downing my adversaries with careful silence instead of kicking up a fuss, but a lack of meaningful tools at my disposal and a stale feeling of repetition meant I seldom felt entertained. The whole thing is underbaked.
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Ahead of release, I saw extended presentations of Cyberpunk 2077 at E3 and Gamescom, watching as a virtual slice of 40+ minutes of gameplay was showcased with ample precision. While these sections of the game would be present in the final product, they promised features and enhanced gameplay systems that would be radically scaled down upon release. V’s backstory was far more detailed, while the skill system teased an unrivalled level of customisation that made multiple playstyles possible in ways that made it seem like, depending on the character you were, the whole game would be capable of changing. That was either a lie, or a promise far too lofty for its own good.
Pacifica was the focus of one demo, particularly your first meeting with Placide and the Voodoo Boys before infiltrating the Grand Imperial Mall. Many dialogue options and
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