Cyberpunk 2077 test: CD Projekt RED is close to perfection

Cyberpunk 2077 test: CD Projekt RED is close to perfection

In a few days, Cyberpunk 2077 will finally be available at all good retailers in Spain and Navarre. We were able to get lost in the streets of Night City a little ahead of time... Just enough time to tell you all the good things we think about it, because there's no need to prolong a suspense that has no place to be: it this is indeed the announced success. We tell you more.


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Cyberpunk 2077 test: CD Projekt RED is close to perfectionSee the prizeLire the conclusionCyberpunk 2077

  • An open and coherent world
  • Main scenario that makes you want to move forward
  • Multiple side quests
  • No "filling"
  • Cars a bit “soapy” on the keyboard
  • Some flabby weapons
  • Some technical errors
  • Lip synchronization at times imperfect

Cyberpunk 2077 is what we can call a long, very long term project. Remember, the game was announced in May 2012 and presented for the first time - through a brief teaser - in January 2013. At the time, CD Projekt RED was cautious, adopting the maxim dear to Valve : "when it's done", the game will be released "when it's ready". A caution that did not prevent the Poles from modifying their plans several times: during E3 2019, they announced a release for April 16, 2020 before pushing it back to September 17 and then to December 10… But this time, it's the right one, we can attest to it and you too will be able to embody V very soon.


Take me down to the Night City where the grass is green and the girls are pretty…

Despite a title and font largely inspired by the pen and paper role-playing game imagined by Mike Pondsmith, Cyberpunk 2077 is NOT a video game adaptation of this venerable ancestor. If it is indeed a role-playing game, it has more of an eye on the action RPG side as the Anglo-Saxons say and do not expect to find the rules of pen and paper, CD Projekt RED has above all sought to reproduce its setting, context and atmosphere. Cyberpunk 2077 is therefore set – oh, surprise – in the year 2077 in the North American city of Night City as disasters followed disasters.



We embody a character named V and as in many games of the genre, things start with the traditional phase of creating the hero… or heroine. A phase that comes after two important choices. The first is related to the difficulty which can vary according to four levels – easy, normal, difficult, very difficult – and which has the good taste of being able to be modified during the game with a single constraint: it is necessary to reload the previous point of passage for the change to be taken into account. The second initial choice concerns what the developers have called the "course of V", its origins in a way.

The idea here is to give a little depth to our character. The studio does not claim that we will discover three different games depending on whether we choose to embody a “nomad”, a “street kid” or a “corpo”. On the other hand, the prologue of the adventure will not be the same at all and, throughout the game, options will be accessible – or absent – ​​depending on this initial choice. For example, a V from the corporate world will have more knowledge of the habits of companies like Arasaka, Kang Tao or Militech. This may have an impact on his relationships with others, on the dialogue options available and on the progress of certain missions.

Cyberpunk 2077 test: CD Projekt RED is close to perfection

Our modesty prevents us from descending lower... Cyberpunk 2077 does not hesitate! © Nerces for Clubic

Then, things are more classic with the choice of the appearance of our character. CD Projekt RED has made sure that we can have a wide variety of alter egos. It is of course possible to choose a woman or a man, but the "settings" go much further than that. From the teeth to the length of the nails, passing through the scars, the piercings or much more intimate elements - size of the breasts or the penis - the possibilities are particularly rich and there is little chance that your V will look like that. of your friends. On the other hand, we still regret that we cannot have an impact on its general morphology.



Finally, the last step before getting to the heart of the matter, you have to “orient” your character or, in any case, start doing it. For the moment, it is only a question of assigning 7 points on the main characteristics of V: ​​constitution, intelligence, reflexes, technical capacity and composure. At the start of the game, these items cannot be lower than 3 or higher than 6 and it is therefore a question of allocating these points in order to start our archetype. We will obviously have the opportunity to come back to this, but these characteristics will have their role to play throughout the adventure and will be directly linked to the skills that can be unlocked as our hero progresses.

Now that we're satisfied with our new best friend, it's time to start the game or... to suffer this beginning of the game if you had the audacity to set all the graphics options - including ray tracing - to the maximum. We will check this point when launching the game, but be aware that launching the "look in the mirror" action is particularly greedy in terms of system resources and, at the start of the game, our hero is just looking at himself in the mirror. We will come back to this, but experimental drivers from NVIDIA have solved the problem… on our configuration in any case.

Cyberpunk 2077 test: CD Projekt RED is close to perfection

The famous “framerate killer” mirrors if the ray tracing is ultra © Nerces for Clubic

There, things therefore change significantly depending on the origins of your character. In the case of a "corpo", it is for example a question of following his superior in a kind of witch hunt within the box while a nomad starts stuck at a garage with her box not really in working order and a street kid gets caught up in a car theft. In all cases, it is always a question of carrying out a few basic actions and falling on Jackie Welles, a long-time friend of our "corporation", simple contact for a shipment with our nomad or thief competitor for our kid from the streets.



Regardless of your departure in Night City, the first moments of the game are above all an opportunity to take a monumental slap, both graphic and artistic. We will obviously have the opportunity to come back to it, but Cyberpunk 2077 hardly takes gloves to impress us. The bar of our street kid or the nightclub of the "corpo" are impressive in life, in detail, while the Badlands where the nomad tumbles are filthy to perfection. The whole exudes a job well done, the drawing made, refined with love and, throughout the first hour of play, it is difficult not to marvel at a new plan, each new place.

Cyberpunk 2077 does indeed start smoothly and takes the time to introduce the new places where we will act, to introduce us to the functioning, the construction of Night City, our future playground. In a good open world that does not usurp name, there is no question of us blocking access to this or that area simply "because it is not planned". On the other hand, there are places where it is not good to be a “rookie”. Very schematically, the city is divided into six districts, each with its specificities, its architectural style, its atmosphere and its culture in a way.

Cyberpunk 2077 test: CD Projekt RED is close to perfection

Lampions and Japanese atmosphere on Westbrook © Nerces for Clubic

Of course, in order to offer a sufficiently rich panel of atmospheres, CD Projekt RED sometimes lapses into caricature. Thus, the district of Westbrook can be perceived as the illegitimate son of Las Vegas and Kabukicho when Heywood seems to be an unlikely cross between Inglewood and Litte Italy. For its part, Pacifica is a kind of paradise lost: it was supposed to be the entertainment district of Night City, but the economic crisis has passed through there and all the vast development projects have been interrupted. Since then, it has been the base of operations for the city's most mysterious gang, the Voodoo Boys, whose Haitian inspiration is obvious.

Finally, next to these six districts, there are the Badlands. It is not strictly speaking a district of Night City, but it is intimately linked to its life and business. To frame things, CD Projekt RED imagined a host of inhabitants for the 6+1 districts of Night City. So there are the gangs or clans of which we have just mentioned one of the most powerful, the Voodoo Boys. As our wanderings progress, we come across almost all of them, from the 6th Street Gang of Santo Domingo to the Aldecaldos and the Wraiths who are quarreling around the city. Let's also mention the Maelstrom, the Mox or the Tyger Claws, everyone has their own way of "working".

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The Badlands are an opportunity for beautiful panoramas © Nerces for Clubic

A vendetta for V?

Like that of the pen and paper role-playing game, however, the world of Cyberpunk 2077 is not run by these gangs who only survive in the shadow of megacorporations. These sprawling corporations vie for power and ultimately truly control the destiny of the planet. In the game of CD Projekt RED, we evoke several of them from Militech to Kang Tao passing by the most powerful of all, Arasaka. When you start "corpo", it is also an employee of Arasaka that you embody. An employee quickly confronted with the tensions that inevitably arise in a conglomerate employing nearly 600 people around the world.

All the talent of the developers is to have succeeded in reproducing this duality of a world governed by megacorporations, but in which the daily life of individuals is linked to their neighborhood with its architecture, its businesses… and its gangs. In the skin of V, we evolve there at first awkwardly. We do not really know how the huge motorway arteries are organized. We do not necessarily understand the structure of these huge towers linked together by imposing walkways and which can accommodate the stalls of a market on the 19th floor, but also clandestine fights on their roofs.

Unusually long for an open-world game, the "prologue" serves more as a first chapter, but it manages wonderfully well to put us in the bath, to immerse us in this new world without us ever really having the feeling of participating in a tutorial. Yet that's what it is, a remarkable tutorial designed to get you started in Night City so that you can take ownership of the city… and it works really well! In the space of three or four hours, we learned to manipulate our hero, but also to play computer hackers, to manipulate innumerable guns and to put our hands on a lot of shuttlecocks.

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Jackie and Claire, two of the many meetings of V © Nerces for Clubic

It all happened very naturally, without us really paying attention to it. Logically, we are then mainly guided by the main scenario of the adventure. A story where the Arasaka company seems to have obtained, in a not necessarily very legal way, a biochip of inestimable value. Put on the spot by one of our fixers – these guys capable of finding missions for clever little people like us – we set out to become rich by stealing the chip and reselling it to a bourgeois woman named Evelyne Parker . At this point in the game, our past as a "corpo" / nomad / street kid is only in the background.

Things did not necessarily turn out as planned for our hero who is now what is called a “merc” and who sells his services to the highest bidder. He is accompanied by the faithful Jackie Welles and is therefore looking for "the big shot" that will allow him to take it easy. In order to deflower the game's storyline as little as possible, we'll avoid detailing Cyberpunk 2077's story any further. Just be aware – and you'd probably suspect it – that the mission takes a noticeably different turn. Our hero does not become rich as he wished and finds himself at the heart of a dark machination involving some very high dignitaries.

Like others before it, CD Projekt RED has imagined a story where family disputes and the quest for power mingle against the backdrop of a society in full decline, enslavement of the masses and the right to be different with, icing on the cake, a reflection on the question of transhumanism. Without it being possible to cry out for screenwriting genius, the Polish studio did the job awfully well. The plot is solidly constructed and the various events are well brought. We think, we hesitate, but above all, we always want to know what will happen next and CD Projekt RED remains faithful to what made it successful on The Witcher 3: choices whose consequences we only perceive later. . Moreover, it is not always easy to feel what repercussions a particular decision could have.

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Johnny Silverhand in all his glory... Note the name of the restaurant, Tom's Diner © Nerces for Clubic

Another borrowing from the adventures of Geralt de Riv, the multiple endings are also present on Cyberpunk 2077. We have not yet "turned over" the game, but we count for the moment three with very different tones. If one of them is a little disappointing in its way of concluding, the other two are convincing and the first that we tried even seems to us to ring remarkably true, to bring a small poetic-desperate touch very successful. But, of course, Cyberpunk 2077 wouldn't be a CD Projekt RED title if alongside that main storyline weren't the side quests.

There, we will say that we do not change a winning team. Given the time constraints related to the publication of the test, we have not completed all of what the game has to offer. However, we were able to discover a lot of these extras. As a merc, V is offered many contracts that can range from a simple transport mission, to settling scores, including vehicle theft or assassination. There are also much more original missions in their theme, such as this "televised" quest for redemption of an assassin sentenced to death or this identity problem of an artificial intelligence with multiple personalities.

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A Thelma and Louise ending? It's playable... © Nerces for Clubic

Special mention for the latter which is undoubtedly one of the most fun and inspired missions that we have been able to discover for the moment. More generally and, again without saying too much, Cyberpunk 2077 hits the mark in its content, but perhaps a little less in form. Secondary or not, the missions are generally well written and we feel that the studio has spent time to avoid "filling". Some of them have links with the others while others allow you to go a long way with some of the characters of the main plot like Panam Palmer or Judy Alvarez.

“Secondary” characters that are undoubtedly more successful and more striking than those of The Witcher 3 could be. We feel that CD Projekt RED has learned from its mistakes here or, rather, has progressed in the quality of its writing. We discover obviously very varied characters, but also and above all, more coherent. If we remain indifferent to some, we sympathize with others and it is then a real pleasure to find them for some secondary tasks. The quality of the writing is underlined by the excellent Spanish version. Entrusted to the La Marque Rose studio, it is, so to speak, perfect, even if upon arrival at the creation phase, we had some fears.

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We have class... or we don't! © Nerces for Clubic
Acheter Cyberpunk 2077

“Certainly, but he will also die if you do nothing”

From the outset, we could see a false friend with “dentition” – from the English dentition – instead of “denture”. In reality, we have so to speak nothing to reproach this localization which employs turns always right. It is also supported by excellent Spanish voices. Well known to players for his role as Marcus Holloway in Watch Dogs 2 or Miles Morales in Marvel's Spiderman, Eilias Changuel embodies a convincing masculine V. New to video games, Julie Dray is doing very well for the female V while the rest of the cast includes a few specialists like Martial le Minoux or a certain Jean-Pierre Michaël.

This name means nothing to you ? This is the official voice actor of Brad Pitt, Ehtan Hawke or… Keanu Reeves. As you probably know, the one who embodies Jack Traven / Neo / John Wick in the cinema is in the credits of Cyberpunk 2077, so it makes sense to have Jean-Pierre Michaël in the dubbing. Still, such a voice brings something more to the game… especially since it is not a question of a simple appearance as one might think at the beginning. Keanu Reeves embodies Johnny Silverhand, a key character in the world of Cyberpunk, the paper role-playing game. Rock star – via his group Samurai – and rebel viscerally opposed to megacorporations, he intervenes more than regularly.

It's hard to tell you about it without deflowering a major part of the plot of Cyberpunk 2077, but let's say that you will have the opportunity to meet Johnny Silverhand / Keanu Reeves many times and that the voice of Jean-Pierre Michaël always makes its little effect. Better, Johnny Silverhand is not limited to the main quest and his interventions can also bring a little spice to certain secondary missions. In a word as in a hundred, it is not at all a small gimmick, imagined by the developers to associate the services of a star and to talk about them. Keanu Reeves has a key role in the whole adventure and each of his interventions is a real pleasure.

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“You are in the desert. You see a turtle lying on its back under a scorching sun » © Nerces for Clubic

A flat perhaps, on two occasions, we have the possibility of really incarnating Johnny Silverhand through particular missions. There, there will undoubtedly be fairly divided opinions on the quality and interest of these missions which provide welcome clarifications, but are probably not the best constructed. Nothing serious. Since we are talking about construction, we can also regret a side a tad systematic in the proposal of secondary quests. On a regular basis, the secondary characters contact us by telephone for missions or contracts. V never refuses and the tasks thus accumulate in our journal.

An accumulation that can sometimes affect the overall readability, especially since this quest log does not allow you to geographically locate the location of a particular mission: you have to juggle between the log and the map. More organization wouldn't have hurt. The map itself is quite impressive. We discover of course the division of Night City into districts, but we see above all as in many other open world games, dozens of icons to illustrate the things to do, the activities and the shops of the city: impossible to reproach CD Projekt RED for anything at this level.

The map is readable and it is easy to mark a particular location in order to activate the GPS and get directions on how to get there. A GPS which is not limited to vehicles and which is able to recognize whether or not you are moving on foot in order to adjust the routes and take any shortcuts. For the rest, we feel clear progress in the interface since The Witcher 3, even if things can still be improved. All this is divided here into five tabs that can be called directly from the game: the journal, the map therefore, but also the inventory, manufacturing and the character. This last point includes everything related to the evolution of V.

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One of the many skill trees available © Nerces for Clubic

We logically find there the basic characteristics of the character, but also for each of them, the associated aptitudes and the skills which result from them. In the case of the constitution for example, there are three associated skills (athletics, annihilation, street fighting). Then, for each of them, we end up with a skill tree where things are unlocked according to the points granted to the characteristic concerned. In total, there are just over 225 skills with, most often, several power levels. Thus, the "workshop" skill can be combined in order to obtain ever more components by dismantling equipment.

At each level up, V obtains a characteristic point and an advantage point, the latter being then allocated to skills. The idea is of course to end up with radically different builds: by mixing reflexes and technical ability, we develop a real gunslinger of the digital age whereas if we choose reflexes and composure we are moving towards a species of cyber ninja. The possibilities are "endless", but CD Projekt RED doesn't stop there and if you've been following you'll have noticed that we haven't talked about improving abilities. Indeed, at this level, the studio rewards usage.

For example, to progress in athletics, you have to run and jump in all directions, while to win in hacking protocol, it is important to hack as many computers, cameras, connected objects as possible. Here, the idea is just to grant bonuses to those who use their abilities. Nothing compulsory, but it pushes to play "in the sense of the game" and, in reality, it serves the player, because at the highest level of difficulty, it is important to optimize the progress of his character, not to not just picking a skill “because it looks good”. The evolution of V is built and thought over the long term in order to succeed.

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Some, ultimately quite rare, "boss fights" © Nerces for Clubic

Of course, Cyberpunk 2077 is much more permissive at "low" level and since it is possible to change the difficulty at any time, no problem. Just be careful not to give up too quickly. Despite the richness of Night City, Cyberpunk 2077 is not as long as The Witcher 3 and it would be a shame not to have a challenge to match. We completed the main scenario on "difficult" in just under thirty hours knowing that we still left on a lot of secondary quests: there was no question of going straight to the epilogue of the game , even if we did not drag.

Note in this regard that, as in The Witcher 3, CD Projekt RED takes care to warn the player when he approaches the “point of no return”. The idea is to allow you to accomplish as many things as possible before embarking on this epilogue. It is rather well seen, but know that it is always possible, once said epilogue passed, to return to Night City to continue to progress, to discover new places, new secondary quests... with, in passing, a small funny gift, even if it does not have much interest. Difficult for the moment to give a total lifespan for Cyberpunk 2077, but we bet that it greatly exceeds 60 hours of play.

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Heads fly away, shadows remain... © Nerces for Clubic

What does Johnny do for lunch? The idol has lunch

Many hours during which we will therefore have had the possibility of trying multiple approaches even if, of course, the construction of our build clearly directs our character of V towards an approach here muscular, there cerebral. To achieve this multiplicity, CD Projekt RED has considerably opened up the majority of play areas so that one can approach things in different ways: entering the lair of this or that gang can always be done in many different ways. However, the studio has generally managed to be subtle in highlighting the "access" too much, avoiding integrating game elements just to be able to say that all approaches were possible.

At this level, it was the level designers at CD Projekt RED who did an incredible job of designing the areas, the levels. Even in the most insignificant of secondary missions, we feel that the question of level design has been taken seriously. Cheer. In addition, it was necessary to develop a versatile gameplay and the studio did very well even if there are things more successful than others. In the first place, we were thus disconcerted by driving a car… at the keyboard. The studio has always spoken of a very "arcade" style. No problem. On the other hand, the keyboard control is not very precise with very binary reactions.

In fact, the car often adopts a "soapy" behavior which disappears when using a joystick where the sticks allow more progressive control of the directions. A keyboard defect which does not concern all cars and which is not found on motorcycles. CD Projekt RED wanted to illustrate differences in handling, but the fact is that on the keyboard, some vehicles are more frustrating than anything else. Too bad, because the studio has gone to great lengths to offer a remarkable wealth of cars, trucks and motorcycles. We keep our machines “in the garage” and, at any time, the autopilot can bring one to where we are.

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Too bad, not the slightest splash of water © Nerces for Clubic

Ah yes, a regret at this level, but perhaps we simply missed it: it seems impossible to keep vehicles stolen during the game “in the garage”. As soon as it is left aside for too long, it disappears. Shame. But back to the gameplay and its different forms. Cyberpunk 2077 is a game in first person view, but it is still possible to drive in “external” view. On the other hand, exploration and handgun combat are always done in the first person. There, we have to wait a little while before things really take off and the first pop-ups are not as satisfactory as on a game like DOOM Eternal, it is true a reference in the matter.

At the start of the game and for a few hours all the same, the guns lack a bit of fishing. We can't say that the feeling is then marked, but things work out quickly and CD Projekt RED has arranged for the arsenal to be particularly rich. We quickly discover much more striking pump shotguns and what about the power of certain sniper rifles: recoil and noises are also there to set the mood while the limbs of our enemies can literally fly away. 'impact ! Sensible soul to withhold. Revolvers, pistols, machine guns, assault rifles or light machine guns complete the arsenal of ranged weapons.

Of course, Cyberpunk 2077 also offers its share of hand-to-hand combat accessories with everything from baseball bats, katanas, knives and other batons or pieces of piping. There, things are more interesting from the outset and if the purists will surely find fault with the combat techniques – the system of parries / counters with the saber in particular – hitting the villains can be quite enjoyable with very… evocative sound effects . These weapons have several levels of quality (common, uncommon, rare, epic, legendary) and, sometimes, slots to insert modules: the critical percentage or attack speed will then be increased.

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Pegballs in shambles! © Nerces for Clubic

We will come back to this in a moment, but we must first complete the description of the arsenal by mentioning the projectiles at our disposal. There, we can count on a panel of explosive or blinding grenades with what it takes incendiary or electric and even a little surprise with the reconnaissance grenade which marks the enemies within a certain radius. Of course, it is not possible to apply modifications to the projectiles: the modules are linked to weapons and armor that have zero to six slots, but you will have to pay attention to two things: the best modules are the rarest and once installed, they cannot be recovered.

A whole section of the character's interface is devoted to manufacturing and if it is of course possible to create weapons and armor, we also have the means to design our own modules... provided you have found the manufacturing plans adequate. That's not all though and one also needs to be good enough at crafting/upgrading and having the necessary components. Craft enthusiasts will have fun, but recognize that the game does not really encourage creation as you easily pick up / buy products that are quite sufficient to win, at least at the difficult level.

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Diving into the deep Net nn company of... Brigitte © Nerces for Clubic

Like what a Deus Ex could offer, for example, Cyberpunk 2077 is necessarily eyeing cybernetics. Another type of module alters the appearance as well as the abilities of our dear V. Here, things may be a bit succinct for some people's tastes: V's body is divided into several parts (brain, vision, skeleton , hand, arm…) and for each of them one or more modules are to be set up. These can be passive bonuses or skills to be activated at the appropriate time. There are of course quite varied modules for each part of the body and various levels of quality, but that seems less rich to us than the arsenal.

Overall, CD Projekt RED hasn't skimped on the hardware available to the player. Whether it's vehicles, but also weapons and armor or cybernetic equipment, there is something to have fun, to look for the five-legged sheep or to find something to have "class". Proof of this is the exquisite taste of our V that you can see in the screenshots. We regret all the same a perhaps a little approximate management of the inventory which can quickly turn into huge bric-a-brac while our hero is able to store dozens of blasters at a time. It has bigger pockets than the Sport Billy bag!

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We do not escape a few "shoot them up" passages © Nerces for Clubic

Hacker valiant nothing is impossible

Either way, Cyberpunk 2077 doesn't try to be realistic in the least and while it does bring pseudo clutter management, V never needs to sleep, eat or drink. In these last two cases, the available consumables only provide a regeneration, health or endurance bonus. A lack of realism that only bothered us when it finds its way into the gameplay. We feel here that CD Projekt RED wanted to vary the approaches in a somewhat forced way and the guards can be very "tolerant" with respect to our stealth: we sometimes wonder how they could not detect us.

This is the case, for example, when you decide to put out of harm's way a guy who was chatting with his office neighbor: but since they can't see each other, separated by a partition, the other doesn't react at all and the conversation remains unresolved. It's the same thing with this guard whose attention is being diverted and who returns to his post not to even realize that in the meantime his friend opposite has disappeared... put away by us in a dumpster. garbage! We can't talk about AI on the fly insofar as it is undoubtedly, as we said, a tolerance on the part of the developers. Still, it's a bit of a stain.

Futuristic universe obliges, Cyberpunk 2077 gives pride of place to “digital” attacks and next to the combat options, it is always possible to make your way through a hacker way. We observe through the surveillance cameras before deactivating them so as not to be detected. Defense turrets are hacked to turn them against their owners and various devices are overloaded to distract the guards. We can even cause malfunctions in the cybernetic implants of our adversaries. Playing the hacker is fantastic, although some will find it a bit easy, the absence of computer security too obvious.

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Some environments are strikingly realistic © Nerces for Clubic

More questionable are the technical problems we encountered during the game. Note that we were on a version that had not yet received the reinforcement of the day one patch. Also note that CD Projekt RED has always followed its games very well. We can therefore think that our problems will be quickly resolved. It is a certainty for these weapons which remain in the air while their owner has just passed from life to death. The same goes for these concerns of collision between vehicles or these scripts which do not trigger. Moreover, over our 50 hours of play, we only had very rare cases of this kind, proof that the game already has a nice finish.

The sometimes disappointing AI questions are more delicate insofar as, as we said, it is probably a tolerance of the developers: to see if they still adjust things with player feedback. Who knows, maybe an even higher difficulty mode will come later? For the moment, CD Projekt RED did not wish to discuss the post-launch except to say that multiplayer will not arrive immediately… or even perhaps not before 2022. We bet however that they prepare extensions as they did for The Witcher 3 and if they are of the level of the latter, it will be a pleasure to dive back into Night City.

Finally, it is impossible to test Cyberpunk 2077 without mentioning more general technical questions that we have only skimmed over for the moment. CD Projekt RED continues to use its in-house engine, the REDengine already seen on The Witcher 3. The baby has grown well and makes it possible to render atmospheres, atmospheres that are very different than during the adventures of Geralt de Riv. Here, the spaces are perhaps a little less vast – although the Badlands are extensive – but the architecture of Night City quickly makes you dizzy. The idea was to reproduce the verticality of our large cities and to further accentuate this effect.

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RT ON / RT OFF

Towers can be huge and the slightest glance through a window or over a balcony can attest to the "depth" of the surrounding world. From an aesthetic point of view, it is a remarkable achievement. We are literally caught up in Night City, by its tangle of roads and passages… at least in the densest areas of the center of Watson or Heywood. As soon as one moves away, things gain in extent to the arid immensities of the Badlands and to these areas filled with waste, landfills as far as the eye can see… but always with the same graphic excellence, the same fluidity.

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RT ON / RT OFF

CD Projekt RED surprised its world a few weeks ago by announcing such high recommended configurations. The studio does not seem to have lied and even if more complete tests will have to be done, on our “competition” machine, the game almost always remained above 60 frames per second in 4K UHD (2160p). We only had a “small” Core i9-9900K, but supported by an Asus TUF Gaming RTX 3080 which allowed us to push the details to the maximum, even on the side of the ray tracing options, without annoying framerate drop… from when NVIDIA recommended drivers were installed on the system. Of course, DLSS works wonders and allows the activation of effects related to ray tracing without too much impact on performance.

Excluding ray tracing, it is possible to enjoy the game in good conditions (1p @ 440 fps) with a Core i60-7 and an RTX 4790. The graphic excellence is remarkable with environments as varied as they are rich, highly precise textures and beautifully drawn faces. Still, the ray tracing option is not incidental, it brings a new aesthetic dimension: the lighting, the reflections, the play of shadows give a second life to the characters. Everything is then more believable, more natural and even if the images do not speak as much as to live the thing, a glance at our comparative captures should already give you an overview.

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The famous shifting sands of the Badlands © Nerces for Clubic

At times, we feel that the global illumination is imperfect and the bloom can be exaggerated, but these are only minor complaints compared to the sensations that we can have, at night on our motorcycle, when the streetlights cast our shadow on the road: it disappears and returns to each lamppost in a movement of incredible accuracy. Difficult to come back to a version without ray tracing after that! A criticism all the same while the effects of reflection and smoke are impressive, the whole ignores particles or projections and we are surprised not to see any splashes when passing through puddles for example.

Before concluding and after discussing it with Colin, we have quite divided opinions on the soundtrack. CD Projekt RED has selected current groups to which it has given pseudonyms to appear in the game. The styles are varied and a radio system allows us to change frequencies during our long walks, but while Colin has never been tired , I quickly reached saturation and rather than continuing to listen to the radio, I cut it off at each vehicle. Question of tastes. On the other hand, nothing to complain about the background music and the sound effects which came to reinforce the action or underline calmer moments.

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© Nerces for Clubic

Cyberpunk 2077 : l'avis de Clubic

So, is Cyberpunk 2077 the video game event for the end of 2020? Unambiguously, our answer is yes. A frank and massive yes. Without seeking to revolutionize the concept of open world gaming, CD Projekt RED has conscientiously analyzed everything it has been able to do in the past and everything that the competition has since proposed to design an absolutely remarkable city. A city will you tell us? Yes, but what a city, what density, what occupation of space! The game theater may not be the most expansive ever seen in a video game, but it's otherwise more cohesive than in the majority of competing titles.

There are some discrepancies between districts. The Badlands may thus seem less interesting, but it's their nature that wants that and everything fits together, everything is ultimately very logical in the world of Night City and the quality of the writing is of course for a lot in this coherence. Again without it being possible to cry genius, we can only praise the efforts of the writers to highlight substantive issues through an exciting adventure from start to finish completed by a multitude of secondary quests. More varied, sometimes really funny, but also more in tune with the main scenario than those of The Witcher 3, they mark a real progression for the studio.

Despite a slight lip-syncing issue, the Spanish localization is beyond reproach. The perfect voices and impeccable translation will allow Anglophobes to enjoy the game without a second thought. Thanks to them, we don't just play Cyberpunk 2077, we literally live our stay in Night City. A stay of great beauty that even borders on excellence as long as you can activate ray tracing. Cyberpunk 2077 will certainly mark the spirits, and this, for a long time. Come on, let's dare to compare, perhaps as much as Deux Ex first of the name was able to do!

Test carried out using code provided by the publisher.

cyberpunk 2077

9

Cyberpunk 2077 doesn't seek to revolutionize the open-world action RPG genre. On the other hand, he knows how to extract the best from competing games to offer us the substantive marrow. Vast, rich, varied and coherent, it completes the excellent record of The Witcher 3 by skillfully mixing an inspired main scenario with very well-written secondary quests, an excellent localization as a bonus.

Most

  • An open and coherent world
  • Main scenario that makes you want to move forward
  • Multiple side quests
  • No "filling"
  • L'architecture de Night City
  • Multiple approaches for the majority of missions

The lessers

  • Cars a bit “soapy” on the keyboard
  • Some flabby weapons
  • Some technical errors
  • Lip synchronization at times imperfect
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