Cyberpunk 2077 One Year Later, All the Cut Content that Ruined It

Cyberpunk 2077 One Year Later, All the Cut Content that Ruined It

The disastrous launch of Cyberpunk 2077 was probably one of the most disappointing stories of the gaming industry in the last generation.

All of the trust and respect that CD Projekt RED had gained over years and years of delivering quality content and games to players were almost crushed in a single day: the day that Cyberpunk 2077 was launched.

There is no doubt that dozens of brilliant minds worked on Cyberpunk 2077, trying to give birth to the most ambitious concepts in gaming history that were almost untouched by any other video game, and believe me, they were capable of doing all this, but their work and ambitions were sacrificed by the poor management of the project.

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Now, exactly one year after the game’s launch, Cyberpunk 2077 is still so close to its launch-day state than the state promised in the marketing campaign.

Halo Infinite is probably the game that we could use as a greatly fitting example here. The game was supposed to be available in December last year, but a wise decision by Microsoft saved it from falling short in meeting the player expectations.

Now, I know that CD Projekt RED is not as big as Microsoft, and I know that Cyberpunk 2077 had some big international investors, forcing the game to launch as soon as possible just to return their investment’s worth, but again, this is something that the management of CD Projekt RED should be responsible for.

Cyberpunk 2077 — Official Launch Trailer — V

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Cyberpunk 2077 — Official Launch Trailer — V

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If you know that you cannot make a game that you’re dreaming of, then you should probably aim for something smaller, and CD Projekt RED did it, but the wrong step was that they kept it hidden from the community. So, they marketed a project that didn’t exist.

While the marketing was still showing off this jaw-dropping never-before-seen video game, the main project in development was getting smaller and smaller in scale. And no one found out anything about it until the game was released.

So, with this long intro, let’s now jump into the main part of this article and take a look at the points that the game was departed from its marketing promises.

Johnny Silverhand Was Supposed to Be Only One of the Three Legends

The first gameplay demo of Cyberpunk 2077 revealed that the player would be allowed to choose their childhood hero, as well as their back story that led them to Night City.

The Childhood Heroes included Johnny Silverhand, Morgan Blackhand, and Saburo Arasaka, of which we only saw two in Cyberpunk 2077. It remains unknown that how choosing a different childhood hero could change the story of V.

Later in the development, and during a Night City Wire, it was revealed that you would be able to choose Life Paths at the beginning of the game, but the developer never made it clear that they had removed the formerly shown system.

And there is no need to mention how superficial the current Life Paths system is in Cyberpunk 2077. Only adding unique dialogues that most of them don’t do that much for affecting your gameplay or story. Almost without enough depth.

Hacking and Netrunning Were Supposed to Be Feature Deeper Mechanics

Looking back to the 2018 gameplay demo, we saw some great features that are missing from the final product. As the gameplay demo revealed, you could use the Inspection System to analyze shards and find some additional and useful info.

Also, there was an ability to hack the enemies on a larger scale with much deeper controls and effectiveness by connecting your Cyberwire to your victim’s head.

So instead of these two systems, the game launched with a simple remote scan-and-hack system that could only affect your target, not the whole group. No need to say that it also lacked enough depth.

NPCs Were Supposed to Follow Unique Routines

“We’ve greatly enhanced our crowd and community systems to create the most believable city in any open-world game to date. The city streets are bustling with crowds of people from all facets of life. All living their lives within a full day and night cycle,” says the narrator in the gameplay demo of Cyberpunk 2077.

To fact-check, try following a few different NPCs in the Night City and you will soon find out they have nothing to distinct from each other, and there is no full day and night cycle. To be honest, the NPC would probably vanish before you could successfully follow it for a full day and night cycle anyway.

Other than that, the whole description of “the most believable city in any open-world game” is nothing but a fake promise. NPCs in Grand Theft Auto V, a game launched back in 2013, act in a much more realistic way than those of Cyberpunk 2077.

And the same goes with the NPC interactions, and the NCPD AI system which is a total mess.

Third Person Cut-Scenes and Full Length Mirrors

Who cares about full-length mirrors, right? Wrong. While this might seem like a very negligible cut content, the lack of these features made customizations almost pointless in Cyberpunk 2077.

So, Cyberpunk 2077 is a first-person title and I’m definitely a fan of it. But it does feature character customization and the marketing boldly promoted this aspect a lot.

In a multiplayer FPS game like Warzone, you barely get to see your outfit while playing, and it doesn’t matter, because you wear it to make yourself stand out among other players. You wear it because you want others to see your unique outfit, and that brings satisfaction for the player.

In Cyberpunk 2077, there are no “other players” to see your unique outfit. And the NPCs never react to your outfit or style. So, in this situation, the only way that you can be satisfied with customization is to be able to see your character yourself. But you can’t. Unless you open the menu or ride a bike.

So, having said that, what’s the point behind all the customization. At least, you could be satisfied by seeing your outfit in third-person cutscenes and full-length mirrors. But the game takes those away, too.

The Game Was Supposed to Be As Polished As Red Dead Redemption 2 At Launch

From all the things mentioned here, none of them probably hurt players as much as this one.

Back in 2018, Adam Kiciński, the CEO of CD Projekt RED claimed that they “strive to publish games which are as refined as Red Dead Redemption 2.” Well, this comment didn’t age well.

Cyberpunk 2077 was surely among the titles with the worst launch in the case of bugs and technical issues. One year in, and the game never fails to surprise you with new, annoying bugs.

It’s been almost three months since the game’s last update, which was only a small hotfix, while there are tons of issues that need to be fixed.

Other Notable Cut Content from Cyberpunk 2077

To be honest, there is a long list of things that were cut from the game so I have only listed them here briefly:

The Constitution Attribute and its skill treeThe ability to invite people to your home/apartmentSubway and monorail transportation systemsStreet Cred affecting the NPCs’ reaction to VWall-running and some iconic melee weaponsMissing and unused areas and points of interest in Night CityNo access to Cyberspace outside of the quests

But It Had A Big “Work-in-Progress” Trademark…

Yes. You’re right. But a lot of the things showcased inside the first Cyberpunk 2077 gameplay demo drove the fan base crazy with the idea that how deeply each mechanic has been designed inside the game, and how realistic it looks. So, when you put aside some of the big features of that demo from the final product, you should notify fans of your decision.

In this case, CD Project RED only notified fans of a few changes and cut content, and kept the else hidden from the community.

Furthermore, after launch, it was revealed unofficially that the whole 2018 gameplay demo was a heavily scripted rendering. So here is another lie, or whatever you’d like to call it, from the developer in hiding the true state of the game.

Currently, players have no choice other than to wait for Cyberpunk 2077 next-gen update to arrive earlier in 2022. Meanwhile, the last-gen players have no hope for a bright future and are left with an almost broken game with no meaningful support.

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