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December 26, 2020

Cyberpunk 2077 (2020) by CD Projekt Red

Present-day internet discourse certainly leaves a lot to be desired.

It seems like with every major game release a cabal of confirmation bias-seeking nincompoops skitter out of the woodwork with the specific goal of weaponizing any piece of data they can find which confirms that New Game™ is either the best thing since sliced bread, or an unholy amalgam of everything that's wrong with the medium, the industry, and human civilization as a whole.

The amount of ridiculous, false criticism I've heard regarding Cyberpunk 2077 so far is astonishing and depressing. 

"It's not an RPG!" It most definitely is. There's ample roleplaying to be had here, and not limited to just whether you want to play stealthily or in open-combat.

"Your choices don't matter!" They most definitely do. I've replayed several story missions and been surprised by how much they change in general, but also by how the game recognizes small things such as reading a single e-mail which grants you a dialogue option with a character who's hiding something later, or asking a minor question which ends up raising suspicion of a snuff film compound you are later tasked with infiltrating, causing them to add more guards patrolling the perimeter (you learn this via a specific email you can find on a computer in the compound, which is not there if you never ask the question earlier). Perhaps most notably, a key choice you make in one of the first story missions has a massive impact on a very important side quest in Act 3. There are dozens more examples I could list.

"The worst open world." NPC AI complaints aside, this is the best open world I've ever seen. Specifically from an art direction and level design standpoint, this world succeeds in spades. It looks gorgeous, feels real, and features an endless number of carefully crafted nooks for the player to explore. It's mind-blowing.

"Stealth sucks! Shooting sucks! Driving sucks!" Stealth is good. Shooting is better. Driving is adequate. All three aspects of this game are much better than I had expected from a developer who had never made a game featuring any of them before.

"It's got no heart!" Cyberpunk 2077 features some of the most human, charismatic, and carefully crafted characters I've ever come across in a game. Cyberpunk chooses a dark satirical angle with exploring its world, but the game's true heart—where it opens itself up, makes itself vulnerable, and, as a result, becomes most earnest—is in its character writing and its characters' story arcs. The experience of this game relies on how you choose to affect the lives of Night City's denizens, and the emotional payoff from following these arcs through to their conclusions is where the game lives or dies.

More than ever, people interested in video games need to take early post-release hot takes with a grain of salt. Cyberpunk 2077 is a hugely flawed game, but every CD Projekt Red game has been hugely flawed due to the ambition the developer pours into the games they produce. Witcher 2's branching storylines feature two wildly different stories, which require the player to play the game twice to fully experience everything it has to offer. On the downside, this makes a single playthrough feel a bit abrupt and incomplete, requiring the player to bludgeon through content they've already seen in order to gain a grasp of the full story. Witcher 3's narrative and world have so much effort packed into them that the actual combat sometimes fails to bear the brunt of it all and becomes dry and repetitive for some players. CDPR shoots for impossible goals and inevitably fails to accomplish everything they set out to, but still makes pretty damn great games because they end up succeeding here and there, and when your goals are so lofty succeeding only sometimes is usually enough to float the experience even when so much of it is flawed and outright broken.

Where CDPR doesn't deserve slack, though, is in the way they've treated console players. I'm a PC-only player, so I played Cyberpunk 2077 on PC. But what CD Projekt Red did in purposely obfuscating how poorly this game runs on last gen consoles is extremely sketchy at best, and outright malicious and deliberately misleading at worst. This company fucked their console consumers. I refuse to believe they weren't able to provide review copies because they were "working until the last minute"; that's silly. They deliberately prevented the truth about how poorly the console versions ran from seeing the light of day in order to cash in on hype and holiday dollars, and that sucks.

CD Projekt Red is a developer of extraordinarily ambitious narrative- and character-driven RPGs, and I love that. They are also a developer who has taken advantage of their reputation as consumer darling who cares about their customers, when that is plainly not true. They are just another AAA developer, and they deserve to be treated as one from this point onwards.

The hype for this game clearly ran out of control, and many people already recognize that the largest problem with Cyberpunk 2077 is not actually anything in the game, but the warped and unrealistic expectations players had when they ran it for the first time.

The lead-in


I'm not sparing myself from said hype. I honestly can't recall the last time I was as excited for a video game as with Cyberpunk 2077. Covid-19 has kept me indoors and not working for a while, now, with books and video games as my chief time-sinks.

I adore Witcher 3. It might be my favorite game of all-time. I've poured nearly 600 hours into the game over the past 5 years, over 3 separate playthroughs. So knowing that the same developer—the same team, even—was working on a new game really lit my fire. I must have watched the 2018 gameplay reveal a half-dozen times. I watched all the Night City Wire preview episodes. I gobbled up preview interviews with developers like I was starved. On December 10, 2020—the game's release date—I counted down the hours, chatted online to friends and others on various Discord servers and subreddits and shared in the collective excitement. In the last hour, I watched the minutes tick by as I took in the release party stream on Twitter. When I finally finished up downloading the day one patch and first launched the game, the experience of starting up the game was something like this:


And then I jumped into the game. So, how was it? Did it live up to the hype? Yes and no—like any CDPR game. But, for me, mostly yes (I know, I know; shocked gamer noises).

The heart and hard work required to craft a city from the ground up


I grew up just outside of New York City, and I've spent a lot of time there throughout my life. Cyberpunk's Night City is the first video game city that truly feels like a real city does. The most minute of back alleys feels like a real, lived-in place. Different cultures melt together, creating numerous examples of differing architecture, shops, NPC chatter, and loudspeaker announcements in different languages. There's detritus scattered about, clutter on fire escapes, empty bottles on back-alley porches. The way the nooks and crannies of this city fold inwards onto each other, overlapping and intersecting, is incredibly life-like and bleeds realism, but at the same time, doesn't; the first time you see glowing, neon advertisements which stretch upwards into the sky, or see airborne vehicles zipping through the air, you'll know you're in a science fiction setting. It's just the right balance of realism and fiction; enough to feel familiar, but at other times, utterly foreign. It's a joy to exist in such a surreal, satirical, curious place. And as far as gameplay, although Night City appears labyrinthine and layered, built up and up on itself over the decades, but its levels never manage to feel overwhelming or too difficult to navigate. It's a truly masterful job done by the people who have designed this world.


There is an endless amount of love put into each and every area I came across in this city. The environmental artists and level designers have created extraordinary spaces which satisfy both your brain and your heart; they appear to be real, logically, while also satisfying your heart's desire for an aesthetically pleasing place. I can't say enough about it. Walking through the city and taking in these spaces and grasping the stories these level designers are telling you just with a few pieces of clutter never gets old, and it subconsciously heightens every other experience I've had with the game. I may be deep into a story mission, focused on what's happening with the characters and how to stealthily clear this next room, but I'm also subconsciously noting what this person's living space is telling me about them—what kind of food they eat, the clutter indicating that they might be depressed, old framed army photos of them and their friends long passed. The amount of sheer effort, sheer manpower involved in designing a single arcade, or a single liquor store on a single block in this game filled with dozens—or hundreds—of these things, is almost unfathomable. Someone asked me recently if it was readily apparent where they had spent the past 8 years developing this game (or 4 years in full-scale, active development). I answer instantly; in designing the bones and the flesh of this city. It jumps out of its pixels and slaps you in the face. You feel as if you exist in this world as just another function. You never feel as if your player character is the focus, you always feel as if you are witnessing one of the thousands of machinations that go on in this world each day. The way soda pop cans are placed on a shelf, doubtlessly the hard work of a cornerstone wage slave. The trash bags piled up against a fence in the badlands; a year's worth of a hard life's waste. The way a food stall's vendor looks at you as you walk past and the way you can read their experiences just from the way their area is organized.

If you enjoy games for these sorts of carefully crafted spaces—the Bioshocks, and the Dishonoreds, for example—then you're going to adore it in Cyberpunk.

The worldbuilding greatly supports this effort. The corporations, the brands of different drinks and porno ads and cars. All of this stuff is so strongly crafted from an artistic perspective that it's difficult, sometimes, to believe it's all not real. The history of this world is alive and mutating as the game goes on, living within its characters and imparted to the player with a level of skill only truly great writers can manage. Cyberpunk creator Mike Pondsmith has a fantastic creation that feels real and lifelike in the worst ways; our deepest fears come alive. In this way Cyberpunk feels more like a post-apocalyptic setting than a cyberpunk one. But I suppose that's perhaps what the subgenre is; post-apocalypse without the big bang. Just a slow slide into ennui, depravity, poverty.

Cyberpunk 2077 is what The Outer Worlds tried so hard to be: A biting satirical look at consumer culture, a rabid display of the dark savagery of humanity, a dark story that's peppered with the naïve good intentions of some of its characters and its black humor. Cyberpunk strikes the balance far more deftly than Outer Worlds ever did.

The game looks flat-out jaw-dropping. I'm running it on my system without real-time ray tracing enabled and it still looks marvelous. Roads throw a damp slickness and reflect the omni-present glow of the city at night, the neon of buildings reflecting off them with precise screen-space reflections even with ray tracing turned off. Textures are high resolution. Cars gleam chrome and red and have so much effort put into them that it's insane to think about the man hours it probably took on behalf of the developer. Each car you own has a fully fleshed out interior, which you can inspect at any time in first-person. Every car has an opening hood and trunk. And all of these designs are fictional, yet look superbly realistic, gorgeous, and appropriate. The off-road cars or heavily modified ones have spare wires and screens strewn about. The luxurious supercars feature leather which looks so real you can almost feel it against your skin.

The sound design matches how ambitious the visuals are. This is perhaps the best sounding game I've ever played. Guns sound universally appropriate; all have fantastic impact. My favorite weapon, a sniper rifle called Overwatch that I got from a character-driven side quest, is my favorite sounding gun I've ever used in any video game, ever. It's that good. The thump it plugs into your ears is matched only by chonky bolt-action effect, and the reload clack is so sexy it'll leave your ears begging for the next time you empty the magazine. Revolvers, silenced pistols both sound great. Submachine guns titter away like late autumn insects. 

The amount of music, too, is astonishingly vast and universally excellent. CD Projekt Red has brought on several well-known artists create original music for the game's radio stations and it's all superb. Refused, Run The Jewels, and Nina Kraviz all make appearances. Refused's effort as Johnny Silverhand's band Samurai is particularly good, and I find myself looking for extra driving destinations whenever one of their tunes comes on the radio. In addition to this, some of the ambient and combat tracks are so good I've already found myself listening to them outside of playing the game, when reading or driving in real life. The ambient stuff in Cyberpunk 2077 is so atmospheric and feels appropriately sinister, hinting at what horrifying atrocity is always around the next corner.

I can't speak enough about how unbelievably great this game sounds. Music, cars, guns. It's a cacophony of beautiful noise that all crafts the experience at least as strongly as the visuals do. Bravo to the sound team at CD Projekt Red. They're the finest designers working in sound at any video game developer, in my mind.

In general, the sheer amount of work and heart put into various artistically-driven aspects of this game is nearly unbelievable and readily apparent.

Ambition


The fact that this game does not succeed universally in everything it does is dwarfed by the fact that it tries to do so much


Quests are constantly interlocked with one another. In the beginning I believed gigs were just uninteresting, one-off, side activities. But as I progressed through them I found this wasn't true. Several of the characters introduced in gigs re-appear later, either by mention from other characters, or in e-mails or shards. For example, one early gig I did—convincing an under-cover cop to drop her case when the gang was onto her—showed up 40 hours later, when I did a separate gig and found out she had been speaking with a crooked cop who refused to help her with the case. There are numerous examples of this throughout the game, but they're relatively subtle and depend on the player paying close attention to be noticed. The way side jobs are given to you, too, feels organic. You aren't simply dumped with quest line, one after the other, but rather the game gives you space of several days before having an NPC contact you with the next 'episode' (so to speak) of the quest.

Nearly all of the Main Jobs, Side Jobs, and a significant portion of the Gigs are high-effort, compellingly written stories, including some of the best characters written into a video game in years. Their production values are extraordinary; the standards in acting and animation in this game are higher than any video game has ever accomplished before. They bring these characters to life, and although the city and the narrative is at times horrendously dark, these characters regularly bring light and joy to it. The missions themselves constantly put the player in interesting circumstances and always ask questions of them: How do you judge a person's crimes, and is it your right to decide death is their proper punishment for what they've done? Is it better to live free, independent, destitute, and in poor health, or shackled and dominated, but in the lap of luxury and with every technological advancement in the palm of your hand? What does identity mean, and where's the line for when you stop being you? It gives you the means to affect not the world, but the characters you spend time with. You cannot save this world—it's already doomed. But you can save some of the people in it, and perhaps even yourself... If you're lucky.

I completed all of the side content Cyberpunk 2077 had to offer
Aside from these high-effort, well-written, well-designed quests, though, there are the NCPD Scanner Hustles. These appear as blue icons on your map, and there are a lot of them—150+ scattered throughout the game world. This is, unfortunately, where the effort begins to lack a bit. These small ambient events usually task you with cleaning out the enemies of an area and securing "evidence", which is almost always a container with a few pieces of loot, and a data shard giving you some background on why the incident was taking place. Typically it's something like a drug deal gone wrong, or a corporate stooge stealing from their employer and getting caught. They add some nice flavor to the world, but begin to become very dry and grindy after hitting only one or two of them. I think it was a mistake to include these on the mini-map and expect the player to clear them. Leaving them off the mini-map and letting the player stumble onto them organically as they played would have worked far better at making Night City feel a living open world. As they are, they feel too much like busywork and open world fodder, and thus come off as far too gamey. The icons appearing on your map and associating with an achievement push the player too strongly towards completing them, when they should have been left more ambiguous and had a more optional nature to them.

When the Scanner Hustles stumble into mundanity, though, you always have the interweaving, dopamine drip-feeding systems of Attributes, Perks, and Cyberware to drive you forward. I cleared every single Scanner Hustle in the game despite their relatively uninteresting nature simply because I was so hooked on the game's character specialization system and I enjoyed both the stealth and combat so much.

The carrots


Attributes, Skills, and Perks. Guns, Gear, Cyberware. Cyberdecks, Daemons, Quickhacks. The amount of systems in place, and the layers involved in each system allow for absurd amounts of depth and customization in the way you play the game. They're all interweaved.


Guns, too, feel incredible. I fully expected CD Projekt Red's first go at first-person shooting to be a sub par affair, but this turns out not to be the case. Shooting as a whole feels good, although the unique reload animations randomly pepper into the game as your skill with a weapon type increases always does a lot to heighten the experience. Once you begin finding iconic weapons, or receiving them as rewards for quests, everything hits an entirely new level.

The player's style of roleplaying is regularly referenced by NPCs
The game is constantly recognizing and calling out the way you spec you roleplay. On missions in which I went berserk and murdered every bad guy in sight, my allies and questgivers would make note of that; calling me a bad-ass, or being surprised I took out every guy. When I was stealthy, they'd notice that, too; calling me quiet as a mouse, calling me a ghost, or commenting on how quick and clean my job was. There are also specific characters you will vibe more closely with, via special dialogue options, if you spec a certain way. Nix, the netrunner at the Afterlife, will be much more chummy with you if you have high Int and netrunning capabilities. Likewise with Panam, a repairing and scavenging nomad, who will respect a more technically-talented player characters. The way the game specifically makes it a point you recognize your roleplaying and call it out to you was a constant joy for me, as it's something RPGs often fail to do. It puts you more strongly into the role you are crafting for yourself.


Your roleplaying is regularly given opportunity to show itself. The game gives you two characters to play: V, the street mercenary doing odd, often violent jobs for cash, and Johnny, whose consciousness has been imprisoned on a biological computer chip. V is the more open-ended of the two, as Johnny (played by Keanu Reeves) is an established anti-hero who's already famous in Cyberpunk lore. In the beginning, I played V as I wanted to roleplay him: cool, professional, competent, but prone to extreme violence at times. I played Johnny as he was written: drunk, arrogant, angsty, and sometimes cruel. I typically chose stealth and hacking with V and open combat and aggressive dialogue options for Johnny, no matter the situation.

As the story continued I found myself bridging the gap between the two; my Johnny softened, and my V became more brash and aggressive. Johnny's responses become softer, V's more aggressive. It's hard to expound on why this is so noteworthy without getting into more spoiler territory than what I've already dipped a toe into, but realizing that my manner of roleplaying the two characters had been slowly creeping towards the middle of the two was an experience I'll never forget, and something that could only be managed in the medium of video games. It was a rare case of the writing of the game matching my own personal experience. In most games, the way I feel and the way the game expects me to feel at any given moment are usually separate enough that it causes a jarring incongruence in the way I experience the game's narrative. Cyberpunk instead took advantage of its designers' ability to know exactly what my experience would entail, and to heighten that experience with their writing.

And yet despite all of this, there are strong criticisms on the internet suggesting that Cyberpunk 2077 fails as an RPG.

"It's not an RPG!"


One of the main criticisms of this game is surrounding its supposed lack of player agency over the narrative, or via dialogue options in general.


I've replayed several story quest chains and dialogue options impact their arcs—sometimes even just minor ones. There are the obvious choices in which you choose a particular faction to side with, which heavily impacts the quest chain, but those are pretty obvious. Examples being Maelstrom versus Militech early in the game, or Voodoo Boys versus Netwatch in the mid-game. But there are more subtle ones, too. For example, at one point I asked a seemingly innocent, information-gathering, optional blue question in dialogue to a BD dealer, which tipped off the snuff film compound you are tasked with infiltrating afterwards. The dealer lets them know that you were asking suspicious questions about them, and the compound added more guards. You can find an email on one of the computers which specifically mentions that someone was asking questions. I'm sure there are more instances such as this that I'm not aware of, but that will be more clear when I replay the game.

Is Cyberpunk 2077 a wide-open cRPG? No, of course not. V is a set character with voice acting, so that was never in the cards. But it's definitely comparable to Witcher 3, and, in my opinion, a more open RPG than that game was. It's not Fallout 4, though, which seems to be what most people are hinting at with this sort of criticism directed at Cyberpunk's supposedly limited dialogue options.

Your questions in dialogue can drastically affect quests, but these 
effects are usually subtle enough that the player won't realize their impact
unless they play a given quest twice
The conversation for how much an RPG should facilitate allowing the player to affect the actual narrative is a good one. Witcher 2 versus Witcher 3 is a pretty solid comparison, just choosing from CDPR's own oeuvre. Personally, I greatly prefer Witcher 3 because, although the player doesn't have nearly as much power to impact the grand narrative (the player's agency to change how things go is typically limited to individual quest chains, like it is in Cyberpunk), I felt it allowed the writers to tell a tighter, more affecting story, and I personally value storytelling over having a major impact on the narrative via dialogue choices. Cyberpunk's method of restricting this agency in order to tell a more cohesive story is what I prefer, because I always found Witcher 2's narrative to be too fragmented. Yes, you can greatly change where the story goes via your decisions (the entire middle portion of the game is completely different based on your choice in Act 1), but this is not always for the best, in my opinion. In Witcher 2, characters become stretched too thin, the plot spreads a bit too unwieldy, and you end up having to play the game twice to fully grasp what is happening. I think CDPR learned from this (I believe the same person who directed Witcher 2 directed Cyberpunk, so there is shared DNA there). But, there's an argument there, for sure. I know some people prefer that kind of agency over the plot. That being said, as far as Cyberpunk offering only (or even "mostly") false narrative choices, and dialogue choices which do not affect anything (or even "very little") in the game, that I definitely disagree with and there are examples pretty readily available throughout the game which contradict that criticism.

Drawbacks


Gushing aside, there are several things Cyberpunk 2077 does very poorly which deserve to be called out.

Firstly, crafting is nearly completely broken economically. It's far too expensive to upgrade the gear you currently have. I got to a point where, in order to upgrade my favorite pair of ~75 Armor shoes, I needed hundreds of rare upgrade components, when dismantling rare loot (which doesn't drop often, as the name suggests) only yields in the single digits. This quickly made my favorite pair of boots obsolete, so I was forced by necessity to chuck them for a clownish pair of neon green plastic snow-boot looking monstrosities. The player ends up endlessly swapping out their old gear for new gear in this fashion because of how broken the crafting economy is. It also has the ill effect of making their character appear to be a complete clown with ridiculous, mismatched clothes when they might rather appear to be street-savvy, or a professional operator. The opportunity for roleplaying with clothing is thus completely lost with the failure of this system.

The UI is also a completely broken mess. The way shards are sorted is particularly awful. I've currently got nearly 100 in two separate categories both titled 'Other'. It's impossible to locate shards by name because they aren't sortable, nor do they default to sorting alphabetically. If a shard pops up on screen, you'd better press 'Z' immediately, because once you have to search for it by navigating the menus it's pretty much gone for good. Even more severe is the fact that the quest log features utterly unhelpful blurbs. I had a quest I set down for a few hours when I felt like roaming, then, upon going back to the blurb to refresh my memory of what's going on, I saw only this summary:


How is this helpful at all? I have no idea whatsoever of where I left off, what was happening in this quest, how it started, etc. How the hell am I supposed to grasp the dozens of quests I've picked up when returning to them later? You'll often pick up quests just while driving somewhere in the middle of another quest, so it's impossible to do them all as you get them, and this sort Quest log fails abysmally at keeping the player's head in the game.

I feel like I must comment on bugs, since that's the big news these days. The only bugs I encountered through my playthrough were either minor graphical glitches—a character's cigarette getting stuck in the air, or my player character occasionally T-posing out of the car when I drive fast—or broken NPC triggers, which were always relieved on a reload.

For comparison's sake, I recently played Assassin's Creed Valhalla, and that game was far buggier than Cyberpunk 2077. I haven't experienced a single crash or soft lock with Cyberpunk 2077, yet I experienced numerous such issues with Valhalla—one of which caused me to lose hours of gameplay. I put about 40 hours more into Cyberpunk 2077 than Assassin's Creed Valhalla and I experienced markedly more bugs in the latter, overall.

Conclusion


At one point in my playthrough I had been forced into seeking out help from a certain gang in one of the more disreputable areas of Night City. My point of contact with said gang had already double-crossed me once before, trying to kill me due to a specific choice I had made. Yet, due to the situation, I felt it wisest to continue working with them. A few steps later in the quest line, and I found out that they actually could not help me at all, and were just using me the entire time—even after having tried to kill me once before, they screwed me again.

I was fully in my character's head at this point. Beyond frustration, my pride as a top-class merc in the city was insulted—they're really gonna try and screw me, again!? I had previously made the choice to side with them because it seemed the better option of the two, but now I realized I had made a mistake. This frustration bled into my roleplaying. The game was going to allow to me to leave the gang's building scot free, since I had sided with them despite being screwed over. But, via dialogue options, I was given the choice to antagonize my point of contact. I took this option (because fuck them, you know?), and progressed it into a decision, hidden in dialogue, to tell them all to get lost, and that I was going to kill them. I gleefully took it, unsheathed my Mantis Blades, and went ham on the lot. Limbs and blood strewn everywhere, I finally felt payback had been due. But it wasn't done yet. Shortly afterwards, a few more gang members came in to see what was taking so long, chattering to themselves. I quickly hid on a scaffolding as they came into the room strewn with gore. They commented, fearfully, that I had killed everyone, and they wondered at why and how I'd done this. I took them out stealthily, continued to the exit, also killing the person who had attempted to kill me beforehand.

This sort of agency is why I play RPGs. A major choice I had made in a quest prior led me to this path, and I reacted as my player character had. Being in your player character's head is something that no other medium offers aside from video and board games, and at this, Cyberpunk 2077 succeeds wholeheartedly. The quality of its world, its characters, and its gameplay only help facilitate this even more by often granting you in-world commentary based on your choices, and NPC reactions to said choices, even when it's a choice most players will not choose to make.

My strongest big-picture criticism is that the main story felt too short. Its quality was so high throughout that I was almost ravenously hungry for more, even after 150+ hours of gameplay. When I hit the point of no return, I was still wrapping up some side quests and map markers (I ended up clearing every single side job, gig, and NCPD Scanner Hustle in the game), and seeing the warning message that there was no more content to experience created a sharp pang of remorse within me. The end of Cyberpunk 2077 left an ache similar to the feeling of mourning a great novel when you're finished, and that's something that only the best, most affecting video games can manage.

I ended up completing every single quest and open world marker. I bought every single car. I completed every single cyberpsycho boss non-lethally. And yet, at the end, after nearly 200 hours of gameplay, I still wanted more. I didn't just like this game—I loved it. I'm still hopelessly infatuated with it. It's one of my very favorites of the past decade, and I would not be surprised to see all of the most fervent criticizers of this game change their tune, years from now, to argue that they really loved it along.


Perhaps in the years to come, Cyberpunk 2077 will eventually get the credit it deserves for being one of the greatest RPGs ever made—as games with rough launches such as Vampire: The Masquerade—Bloodlines and Fallout New Vegas have before it. For me, it's already firmly ensconced in that pantheon, and things will only get better from here as the game receives further patching and post-release support.

⭐⭐⭐⭐⭐

Playtime: 173 hours

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