So I have one more mission to go and I've finished my first and unless there are big big changes in future updates, most likely only run through. My final thoughts on the game are, well it all feels half baked. The look and feel of the city is stunning at first, it feels grimy, gritty and like a lived in city but then you start to dig a little deeper and it turns out that it's all just a shallow facade. The actors walk on to the bit of stage you are looking at and once you stop looking everything comes to a stand still. GTA5 suffers from this. Follow an NPC and eventually it turns out all they do is walk round and round in ap pre set pattern and some how Cyberpunk is significantly worse with NPCs just popping in to existence before doing 50m back and forths, I mean open world games have had NPCs doing proper day / night job cycles that at least feel like a life since as far back as Morrowind but in Cyberpunk the NPCs are just there to act as scenery and nothing more. Nothing more highlights this than an area that I revisited towards the end of the game. A bar that you have to infiltrate, steal something or rather from it and then exit. I happened upon this location again and at first it seemed like an opportunistic find where something interesting and unplanned would happen but nope no changes just the same bar with the non hostile NPCs doing their thing with the rest of the interior exactly the same as it was before I killed all the bad guys. Even things like encounters with the cops are painfully underwhelming, brought about by the fact that cops literally pop in to existence in front of you and can be defeated by simply running away. GTA manages to deliver fun random encounters brought about by player induced chaos but trying that approach in Cyberpunk just falls flat and only proves how flat and dead the overall world is This highlights the other issue with the game, it suffers badly from the Ubisoft issue of jam packing the world with stuff that looks like it is interesting and engaging, pop up encounters that you just happen to happen upon but the reality is the 'random' events very rapidly become boring as there are only around 3 to 4 variants of these with little if any real twist. They serve one purpose and only one purpose and that's to assist in levelling your character, gaining cash and supplying you with new equipment and weapons. This in turn leads to yet another issue with the game. The combat is functional and engaging enough but suffers real issues with pacing and structure. In the early game the bad guys and encounters are usually paced and matched to the characters level and abilities but get to the open world and encounter overlevelled bad guys and you pretty much have no chance, you have really one option and that's to use the cheese gun, the gun that lets you shoot through walls. The issue is that the character skill set and your ability to use them to over come problems feels awfully limited. The two basic encounter options are stealth or combat but they feel horribly linear and how you can apply them. In simple terms Deus Ex did this gameplay style in a similar game play look and feel and it did it so much better. I actually felt like I had a number of geniune choices on how I approached enemy encounters I could mix it in later levels and choose how I wanted to engage them enemy. In Cyberpunk as you start to outstrip the NPCs in terms of level and ability encounters come down to slow and very linear stealth that serves no real purpose or benefit or just wade in full force and flatten the bad guys with little if any real challenge. I am by no means overpowered level 31 with an even spread of skills and a mix of weapons and armour that for the most part I just upgraded. The additional problem is that the game feels like it was meant to have a much deeper RPG element to the upgrade and enemy encounter sets but at no point in my entire play through have I scanned a bad guy to find it's weakness and then felt I needed to swap my weapon or it's attached mod out to assist in beating them. The crafting / upgrade system feels like it is a hacked down shallower version of that used in the Witcher 3, but unlike the Witcher 3 where potions, mods and attachments could make or break an encounter in Cyberpunk you can just ignore the entire set up. I didn't use a single, edible item in my entire play through. The entire weapon and clothing set just feels limited and my big concern is that a player could entirely complete the game using nothing but upgrades applied to a base entry handgun and even worse I suspect they could do it without ever needing to touch or do a thing with the cyberware part of the character inventory and even bigger concer are two additional factors, 1). That the option you select at the start of the game has little if any bearing on the overall progress of the game and it's outcome beyond giving the player a few additional dialogue choices and 2). That the overall out come of the game is going to be chosen by the dialogue options the player delivers in the set up to the final mission more than any of the choices or actions the player took through out the game. Finally this brings us to the story. It suffers from the same issue that a lot of these open world games do. A big all encompassing over arcing story that on the surface appears to be a time limited pressing problem that can be happily ignored to allow the player to spend hours doing a sh*t load of nonsense work. The primary story between V and Keanu Reeves is vaguely intresting enough to hold attention but it is delivered in such a hap hazard and stuttered delivery that it becomes more of distraction than an engaging 'must see what happens next' dialogue. It also touches on pretty much all the typical subject matters that other media set in similar landscapes such as GITS and Deus Ex just did a hell of a lot better. I think the story suffers horribly from it being attached to an open world and that open world having so much distracting nonsense going on it. Geralt in the Witcher 3 was first and for most a Witcher which meant when he entered a town and heard of rumours about monsters and creatures roaming around it was logical that he would help out, yes his big overarcing objective was to find Cyrila but I could logically see why he would take detours to do other things, on top of that a lot of that games missions delivery is given to you by people he is logically attached too. Individuals he knows and as such would be compelled to assist.. V is just a merc who has literally zero attachment to anyone who gives them jobs other than the guy in the prologue, the side jobs that V does server no purpose to the main story and are delivered by people V has no attachment or commitment too. The early delivery of handlers revolves around the initial events of the Arasaka tower incident and trying to find a resolution but these rapidly lead to even more less logically attached jobs and tasks and before you know it you're taking jobs hunting down Cyberpsychos for a former journo which literally serve no purpose for the person you are or the overall story. The biggest concern though is if the fat was cut away I suspect that the main story combined with the rather shallow combat would mean the game would be painfully short The final issue with the game is the bugs, I didn;t suffer any ground breaking bugs but I certainly suffered from more than I have in any other game and the nature of them was purely random. Cars that I could drive backwards but not forwards, not being able to switch views in car, my character walking left when my controller disconnecting, persistent pops, low health that never recovers, hostile indicators that never disappear, phone calls that never end. Like I said nothing ground breaking and all of them sorted with a quick reload but when they are attached to a game that is the facade of an amazing looking game covering what is really a very shallow game it just makes things worse. To sum up the game Enjoyably shallow, play it once and never need to play it again.