On December 7, 2020, CD Projekt Red released Cyberpunk 2077 into a world that had spent years imagining it as something close to perfect. What arrived instead was a sprawling, genuinely ambitious vision of a neon-drenched future — rich in possibility, burdened by technical failure, and complicated by representation choices that reveal the limits of whose imagination built it. Like many grand human endeavors, it is neither the masterpiece its devotees hoped for nor the disaster its critics might declare, but something more honest and more instructive: a work of real potential, unfinished.
Cyberpunk 2077 shows promise beneath bugs and controversial design choices
You are a Swiss Army knife, not a scalpel.
So the core complaint here is that it's buggy and unfinished, right? That's the main thing?
That's part of it, but it's more complicated. The bugs are real—characters not animating, objects floating—but the reviewer is saying the game is so massive that some of that might be unfixable anyway. The bigger issue is that it needed more time to polish, especially on PC.
But how much of that is actually confirmed versus the reviewer's speculation? They say "a day-one patch may fix some of them"—that's a guess. And they only played partway through a 40-hour campaign. That's a pretty limited sample.
Fair point. So what about the world itself? Is it actually good?
It's exactly what cyberpunk should feel like—neon, corporations, augmented people, the whole aesthetic. It's familiar because it draws from Blade Runner and Ghost in the Shell, but that's intentional. It feels lived-in.
But the reviewer also says it lacks imagination. The gangs are organized by race, which feels dated. The Japanese characters perform stereotypes. That's not a bug—that's a design choice that didn't age well.
So the world looks right but thinks wrong?
Essentially, yes. And the same contradiction shows up with gender. Players can customize their character's gender presentation freely, which is progressive. But the game itself treats gender inconsistently everywhere else.
That's worth flagging: the reviewer is comparing what the game lets you do as a player versus what the game's own story and NPCs do. Those are two different things, and the gap matters.
What about actually playing it? Is the gameplay fun?
It's good but messy. You can approach missions multiple ways—stealth, hacking, guns—but none of them works perfectly on their own. You have to be flexible.
The reviewer compares individual systems to other games—gunplay versus modern shooters, melee versus Skyrim, hacking versus Deus Ex—and says Cyberpunk is worse at each one individually. But they also say no other game does all of them together. That's a real distinction.
So it's a jack-of-all-trades, master-of-none situation?
More like a jack-of-all-trades that's worth playing because the breadth matters more than perfection in any one area. Except the driving, which is genuinely terrible.
The driving section is funny—the reviewer describes it like a comedy of errors. But that's anecdotal. We don't know if that's typical or just bad luck with the GPS.
What's the final verdict?
Wait a few months. The game has potential to become something great, like The Witcher 3 did, but it's not there yet. Let the patches come first.
And that's honest—the reviewer is saying they can't fully evaluate it because it's incomplete. That's a more useful review than pretending they can.
O Pulso
- Years of mounting hype and repeated delays set expectations so high that no game could fully survive contact with reality — and Cyberpunk 2077 doesn't.
- On PC at launch, bugs arrive constantly: characters frozen mid-animation, physics collapsing into absurdity, a car that explodes offscreen and arrives destroyed yet somehow heals itself when unobserved.
- Beneath the technical chaos, the game's systems — hacking, stealth, gunplay, character augmentation — offer genuine breadth, but none is polished enough to carry a player through alone.
- Representation choices undercut the world-building: gangs organized by racial identity, stereotyped dialogue, and inconsistent handling of gender and trans identity suggest a future imagined through a narrow creative lens.
- The studio's own history with The Witcher 3 offers a hopeful precedent — a flawed launch followed by years of refinement that produced a landmark title — and Cyberpunk 2077 may yet follow that arc.
- For now, the clearest advice is patience: wait for patches, wait for polish, and let the game become what it is clearly trying to be before judging what it is.
On December 7, 2020, CD Projekt Red released Cyberpunk 2077 into a world that had spent years imagining it as something close to perfect. What arrived instead was a sprawling, genuinely ambitious vision of a neon-drenched future — rich in possibility, burdened by technical failure, and complicated by representation choices that reveal the limits of whose imagination built it. Like many grand human endeavors, it is neither the masterpiece its devotees hoped for nor the disaster its critics might declare, but something more honest and more instructive: a work of real potential, unfinished.
CD Projekt Red's Cyberpunk 2077 arrives in a condition that makes honest evaluation nearly impossible. The game is too vast to absorb in days, too broken to assess fairly at launch, and too anticipated for critical voices to matter much to the millions already purchasing it. Yet the attempt must be made.
The studio's reputation rests heavily on The Witcher 3, a title that redefined open-world design through exceptional writing and meaningful player choice. Cyberpunk 2077 inherited those expectations and then amplified them across years of delays, crunch controversies, and mounting scrutiny over its design choices around race and gender identity.
On PC, the technical problems are immediate and persistent — animation failures, suspended objects, physics absurdities, and driving mechanics that feel closer to Grand Theft Auto 3 than to a modern open world. A GPS once routed through a pedestrian gate too narrow for the vehicle; a summoned car arrived destroyed, missing doors, then quietly repaired itself when the player looked away.
The world itself is undeniably realized. Night City is everything cyberpunk should look like — augmented crowds beneath neon advertisements for cybernetic limbs, corporations looming over food carts selling lab-grown meat, a dense visual grammar drawn from Blade Runner, Ghost in the Shell, and Neuromancer. But that lineage also exposes a limitation: the future feels extrapolated from the forward-thinking but still narrow perspectives of 1990s science fiction, and it shows. Gangs organized around racial identity feel anachronistic. Stereotyped dialogue grates. Gender representation swings between genuine progress — players have real freedom in shaping their character's identity — and clumsy regression elsewhere.
The gameplay beneath these tensions is broad if imperfect. Hacking, stealth, brute force, and gunplay are all viable paths, but none is reliable enough alone, particularly early on. The open world floods with opportunity in ways that feel alive rather than checklist-driven, even if the driving makes navigating it an ordeal.
The most honest verdict is also the most patient one: Cyberpunk 2077 has real problems that deserve real solutions, and the studio has demonstrated before that it can deliver them. The Witcher 3 grew into a landmark title after a complicated launch. This game may yet do the same. For now, waiting is the wisest form of anticipation.
CD Projekt Red's Cyberpunk 2077 arrives in a state that makes traditional reviewing nearly impossible. The game is so vast that a few days of play cannot fairly encompass it, so riddled with technical problems that evaluating it now feels premature, and so anticipated that millions will buy it regardless of what critics say. Yet here we are, trying anyway.
The studio's previous work, The Witcher 3, stands among the most celebrated games of the past decade—a title that redefined what open-world design could accomplish through superior writing, memorable characters, and player choices that carried weight. When Cyberpunk 2077 was announced during that game's peak, expectations became almost impossible to meet. The years of development that followed only amplified the hype, even as the studio faced mounting controversies: condemnations of crunch culture that seemed to contradict the company's own stated values, design choices around gang representation and gender identity that drew legitimate criticism, and repeated delays that suggested the final product might not be the masterpiece people imagined.
On PC, where this review was conducted, the game clearly needed more time. From the opening hours, bugs appeared regularly—characters failing to animate properly, objects suspended in mid-air, physics behaving in the absurd ways that plague most open-world games with simulated environments. A day-one patch may address some issues, but a project this scale cannot be fully polished before release. The campaign runs roughly 40 hours, though side quests will extend that considerably, and only a portion of that content was experienced here.
What CD Projekt Red has built, adapted from the tabletop RPG that inspired it, is undeniably rich. The world is exactly what cyberpunk should look like: overcrowded streets filled with augmented people moving between food carts selling lab-grown meat, beneath floating neon signs advertising cybernetic limbs and hacking software, all under the watchful eye of massive corporations with questionable motives. It draws directly from Blade Runner, Johnny Mnemonic, Ghost in the Shell, and Neuromancer—a crystallization of genre touchstones that feels lived-in and familiar. Yet that familiarity reveals a limitation. The gangs organized around racial identity feel anachronistic and poorly imagined for a future where such distinctions should matter less, particularly in a sprawling melting pot like Night City. A companion character's stereotypical Mexican tough-guy dialogue grates. Japanese staff at a corporate hotel perform stilted mannerisms. The world reads as extrapolated exclusively from the forward-thinking but still limited perspectives of smart white men from the 1990s.
Gender representation presents a similar contradiction. Players enjoy genuine freedom in selecting their character's presentation—an important step toward better queer representation in games. Yet elsewhere the game handles sex and gender regressively or inconsistently, implying that in a world where body modification costs pocket change, race and gender are fluid and therefore irrelevant. There is clear good intention in populating the world with people of different shapes, sizes, colors, and inclinations, but the execution stumbles regularly.
The game itself, beneath these issues, is genuinely good but difficult to categorize. Character development offers paralyzing freedom—brute force, stealth, hacking, and gunplay are all viable, but relying on only one will fail. A pure hacking approach becomes tedious; pure gunplay misses the point. In any given situation, whether infiltrating an enemy base or disrupting a street gang operation, multiple options exist but none is reliable enough early on to succeed without switching approaches. You are a Swiss Army knife, not a scalpel.
The open world is rich, perhaps overwhelmingly so. The map floods with icons indicating gun shops, criminal opportunities, and locations worth exploring—less a Ubisoft-style checklist and more a representation of a dense city where resources are everywhere. Driving, however, feels like Grand Theft Auto 3 in the worst way. Keyboard controls are inadequate, and the car becomes an uncontrollable instrument of chaos, mowing down pedestrians and causing accidents while you attempt to follow traffic laws. The GPS once routed through a pedestrian area with a gate too narrow for the vehicle, trapping it until it mysteriously freed itself offscreen. Another time, summoning the car resulted in distant explosions and screams; it arrived 30 seconds later completely destroyed, missing doors on one side, yet somehow repaired itself when not observed.
When actually playing cyberpunk—hacking, shooting, scheming, upgrading with better armblades and eyeball replacements—things feel smoother, if not entirely modern. The gunplay doesn't match contemporary shooters, melee combat sits at Skyrim levels, hacking resembles Deus Ex, and stealth falls short of Metal Gear. Yet no single game offers the breadth and richness of systems and environments that Cyberpunk 2077 delivers. It is simultaneously GTA: Night City 2077 and something entirely unique, futuristic and regressive, wide-open and restrictively narrow. Like many AAA releases, it contains multitudes. The simplest assessment: this game will be worth playing when it's finished. The Witcher 3 launched to acclaim mixed with criticism of its systems, then evolved into the genre-leading title it is today. Cyberpunk 2077 has that potential, but it has real problems that deserve addressing first. If patience is possible, waiting a few months will prevent the best of the game from being spoiled by the worst. At some point, this may become a pivotal title in gaming history. Just not yet.
Citações Notáveis
This future feels like it was extrapolated exclusively from the forward-thinking but still limited minds of a bunch of smart white guys from the '90s.— Reviewer's assessment of the game's creative perspective
I look forward to playing Cyberpunk when it's finished. The Witcher 3 came out to acclaim but also criticism of many of its systems, and over time it has evolved into the genre-leading game it is.— Reviewer's conclusion on the game's potential trajectory