A year later, Cyberpunk 2077 has fewer bugs but still feels like it's in Early Access | PC Gamer - gutierrezineir1940
A year later, Cyberpunk 2077 has fewer bugs but still feels like it's in New Access
As I sat down at my PC on December 10, 2020, I had big plans. I was going to start playing Cyberpunk 2077 American Samoa a Corpo—my translation of V would constitute young, driven, and privileged—a ruthless company techbro. I carefully designed my character with a tidy hairstyle, no tattoos, and minimal cyberware.
I figured as I progressed through the game and fell deeper and deeper into the violent underworld of Night City, I'd neuter my appearance. My hairstyle would get shaggier and Billy Wilder. I'd slowly add tattoos and more severe cyberware to my face and body. My fibre's looks would reflect his life. You know. Roleplaying.
That was the plan. But it became clear near immediately I wouldn't be able to do anything like that.
Cyberpunk 2077 at set up
The Corpo lifepath in Cyberpunk 2020 was absurdly brief—I walked or so an office for a scra, clicked a few things on my desk, got a wad of cash in on and a shady assignment from my boss, then met my old friend Jackie in a BAR—where I was immediately fired from my occupation and severed from my corporate contacts. That was it? That was the Corpo lifepath option I'd heard about so much in the pre-launch buildup to the game? It's hard to call something a path if you campaign into a brick wall after a separate step.
An even shorter cutscene showed my character declivitous into a liveliness of violent crime—the sort of thing I wanted to have myself rather than ride there observation. A a few transactions into the game I was, essentially, a Street Kid, the lifepath I deliberately didn't pick out. And more bafflingly, I could forget about changing my looks to mirror my new-sprung lifestyle. At that place were no character customization options once I began acting. I couldn't alter my appearance or add tattoos. In a game about becoming whoever you want, I couldn't even vary my nail round color once I'd picked it.
That was much of letdown to experience in the world-class 20 minutes of one of the most hyped and highly-anticipated games ever. And the Corpo lifepath I'd chosen felt like it rarely came into toy over the next 20 hours. Thither were some dialog options, one or two Corpo-related choices to make during quests, and one side-mission of late in the secret plan which was more of a quick encounter. The disappointments didn't end there.
Glitches in the Matrix
Bugs. Everywhere at that place were bugs. The first time I stepped out of V's apartment and into the streets of Nighttime Urban center, I evenhanded stood and stared. I should have been gawping at the city itself, merely instead I was drawn to a corner where each and all automobile that turned down the block tilled into the same concrete block off. Doors were mangled bump off, glass tattered, bumpers bent and crumpled, and drivers shouted expletives American Samoa they sped dispatch in their ruined cars.
As the first-class honours degree few hours passed it became clear Cyberpunk 2077 wasn't just a buggy game. Cyberpunk 2077 was an unfinished game.
Most of the bugs I experienced in my first playthrough of Cyberpunk 2077 weren't major. In that respect were one OR two that actually prevented me from progressing and required a reload of my last economize, which is always plaguey. But it really wasn't the individual bugs themselves that were the issue. IT was the overwhelming number of them. In all mission—that's not an exaggeration, it was all single missionary work—at to the lowest degree a few things would fail. A character would repeat the same parentage of dialogue o'er and over from initiate to finish or T-pose during a striking moment. A weapon would wind upward sticking out of someone's confront or an object would simply hover in midair. A apprisal would suffer cragfast connected the screen or someone would get cragfast walking in midair or my car would commence stuck in some other car, flip upside down, and explode.
Every spunky has bugs and glitches, but they were unavoidable in Cyberpunk 2077. Information technology was a mess, and distracted heavily from interactions with interesting characters and what would differently be engrossing storylines.
Other issues weren't the result of bugs but systems that seemed incomplete at best or simply nonexistent at worst. It matte unearthly how chop-chop police would reply to a crime, and weirder how they'd favor to rivulet after your car than jump into their possess to give chase, until it became obvious—they didn't possess the ability to fall out you in cars and they responded so quickly because they were simply teleporting to a space a couple of feet behind you. In unmatchable mission where cops are specifically theoretic to prosecute me in cars, they did—until I briefly looked away from them. When I looked stake, they'd vanished:
As the first a few hours passed information technology became perfect Cyberpunk 2077 wasn't just a buggy bet on. Cyberpunk 2077 was an unfinished game. On that point's a big difference.
CDP's response
Cyberpunk 2077 was a massive hit, with 13 million copies oversubscribed within 10 days across all platforms. It was also a major tragedy, with backlash from unpleasant fans and angry developers inside CD Projekt, a refund debacle, its removal from the PlayStation store, multiple lawsuits, and the rapid erosion of CDP's reputation.
The apologies began to arrive a few days after launch, with the studio first suggesting issues with Artificial intelligence were rightful bugs, which was plain not the case, then double down away locution that pre-launch testing "did non show a big part of the issues," which was understandably bullshit. The game wasn't finished and everyone knew it. Our review recommended coming posterior in a a few months to see if whatever of the major bugs had been fixed, just I personally matte up it needed another two years of exploitation. A couple patches weren't going to fix Cyberpunk 2077, because it didn't just motivation to be fixed, information technology needed to be finished.
Cyberpunk 2077's launch was a rotten situation on all sides. It was unfair to players World Health Organization bought the game expecting it to be consummate. It was unfair to the developers who worked for years and weren't allowed to take their game crossways the finish line before it was shipped. Cyberpunk 2077 was, and still is, an Early Access pun. It just didn't say that on the box. It should have. It would have tempered expectations and no one would have matt-up cheated.
The patches began rolling out alongside repeated promises to hold Cyberpunk 2077 whole. Stableness, performance issues, and critical call for and game-breaking bugs were addressed first, on with a bizarre memory limit issue that was corrupting ransomed games over a certain sizing. Last-gen consoles, which bore the brunt of the problems, were naturally a big focus of patches and the halting finally returned to the PlayStation store in June. I jumped back in to test information technology once more on PC afterwards the v1.2 patch up, which was a big 32GB in sized. I played few hours, past foreswear because despite the patch addressing complete 500 different issues, the game was still a large mess. Even those cars I witnessed smashing into the barricade outside V's apartment on day one were still doing it. That was back in April. There was a long way to conk out, I wrote at the time. At that place still is.
Performin Cyberpunk 2077 today
I'm playing through Cyberpunk 2077 again now, almost exactly a class after establish. And it's honestly pleasant to be in reply. There are extraordinary fantabulous characters with newsworthy stories, and despite all the problems my first time around I unfeignedly enjoyed getting to do it them and eyesight their stories develop. There's some great dialogue (along with flock that's dread) and extraordinary truly excellent missions.
And I can, finally and definitely, see the difference a year of patches has made. I'm non getting anyplace near equally many bugs as I did those offse few weeks and the following several months. The cops still teleport when I get a warrant on V (they're a shade more subtle about it) and still North Korean won't chase me in cars, but I wasn't rattling expecting that to have improved. Maybe in 2022.
There's been an impressive sum of knead done ended the year, and information technology shows. An earlier quest where Jackie kept acquiring cragfast midway through the level on my first run went perfectly smoothly this fourth dimension, and looking through patch notes IT appears dozens of other quest bugs have been squashed along thereupon one. I haven't been launched done the air while climbing ladders, something that happened on a regular basis the finale time I played, and notifications don't start stuck along my screen anymore.
I'm especially happy to ascertain some tone of life-time changes, like few messages from fixers trying to trade me cars (this, and the rest on of the near-constant phone call spam was a stellar thorn for Pine Tree State), the improved soar upwards level on the minimap soh I don't miss turns spell following the GPS, and the fact that open up world NPCs now react differently to events instead of all crouching or running operating theater exiting their cars in perfect unison, which was pretty immersion breaking.
I am, however, getting far more patronize crashes to desktop than I ever did. In almost eight hours of playing, the game crashed quint or sixfold. That's not important, particularly since crashing was one problem I never really had originally (and I'm exploitation the exact Lapplander PC). And I'm pretty pleased to report that the cars outside V's apartment no longer ram mindlessly into that barricade.
But like I said, bugs aren't the only trouble. I still can't change my visual aspect after starting the game. The lifepaths still feel entirely pointless. And playing the brave again I'm remembering past things I was excited about, like brainpower dancing, which soured out to glucinium in use only a few times to solve some subordinate puzzles, and the fearsome Psychic trauma Team, who register up… what, once? Doubly? And have absolutely atomic number 102 other part in the game? Surely there was meant to be more of them.
I'd love to be writing a year later that it's a great time to live jumping back into Cyber-terrorist 2077. Apparently a lot of new players are having a great time. Merely frankly, if you've waited this long, I recommend waiting another year to see if many than just bugs catch patched. A bunch—just not nearly everything—has been fixed in a yr, but making Cyberpunk 2077 full will mean not just fixation what's broken only addressing what's lacking. I'm for sure they'll one of these days fare the first part. I'm not so sure about the second. Maybe I'll try again next December.
Source: https://www.pcgamer.com/a-year-later-cyberpunk-2077-has-fewer-bugs-but-still-feels-like-its-in-early-access/
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