NOTE IMDb
8,5/10
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MA NOTE
Dans Night City, un mercenaire connu sous le nom de V navigue dans une société dystopique dans laquelle la frontière entre l'humanité et la technologie devient floue.Dans Night City, un mercenaire connu sous le nom de V navigue dans une société dystopique dans laquelle la frontière entre l'humanité et la technologie devient floue.Dans Night City, un mercenaire connu sous le nom de V navigue dans une société dystopique dans laquelle la frontière entre l'humanité et la technologie devient floue.
- Réalisation
- Scénario
- Casting principal
- Victoire aux 1 BAFTA Award
- 6 victoires et 13 nominations au total
Emily Woo Zeller
- Panam Palmer
- (voix)
- …
Carla Tassara
- Judy Alvarez
- (voix)
- …
Robbie Daymond
- River Ward
- (voix)
Rome Kanda
- Goro Takemura
- (voix)
Matthew Yang King
- Kerry Eurodyne
- (voix)
- (as Matt Yang King)
- …
Samuel Barnett
- Delamain
- (voix)
Alec Newman
- Anders Hellman
- (voix)
- …
Avis à la une
For me, this game has completely redeemed itself.
From playing it at launch I was thoroughly disappointed. With all the glitches and bugs I just kept forcing myself to enjoy it, but I've given it another go on Xbox Series S and it is like a brand new game. I feel like this is what the game was supposed to be like when it first got released. The graphics are smooth, no bugs/glitches; you get the odd visual glitch where something won't render in but for me that is very rare. I'm loving this game at the moment and I'm starting a brand new save for the third time now. Give this game the hype it deserves.
From playing it at launch I was thoroughly disappointed. With all the glitches and bugs I just kept forcing myself to enjoy it, but I've given it another go on Xbox Series S and it is like a brand new game. I feel like this is what the game was supposed to be like when it first got released. The graphics are smooth, no bugs/glitches; you get the odd visual glitch where something won't render in but for me that is very rare. I'm loving this game at the moment and I'm starting a brand new save for the third time now. Give this game the hype it deserves.
Cyberpunk had one of the worst releases of all time. It had so much bugs and glitches that it was barely playable. But after a while majority of it was all fixed and that was when I got it. And after playing thought the game it's not that bad it's has a compelling story with some Beautiful graphics the open world feels alive and the combat is not that bad you basically become an unstoppable killing machine by the end of the game. Keanu Reeves was one of the best parts of the game he is with you all though out the story. The game also has it's own choice wheel where you pick what your character says and the choices you pick will affect the story as a hole. The game has about 6 different endings so there is always a reason to replay the game. There is tons of additional content to do after the game with tons of side quests and collectables to find. The game also lets you select your origin story and that will make different characters react to you differently and you can only meet certain characters depending on your origin story. Overall the game is not bad it just had a bad release I would recommend to play it now as the game is not that bad anymore.
10yorkypro
This game is.... well, AMAZING. The wait was worth it, even though it did kinda suck...
We have great graphics with an overall great story (and Keanu Reeves which is just another plus).
Thus far I have no complaints.
Cyberpunk 2077 is a game that was obviously conjured up to be a huge platinum, AAA hit and that, for not totally clear reasons, it fell very short of achieving that.
The best way I could describe it would be this: imagine that the game was very well thought-out, a lot of resources and creativity put into it to make sure good ideas were concepted and developed, a very solid base laid out in terms of the overarching structure and design of the whole product but that, at some point, the budget was pulled from the game and developers ordered to wrap it up for deployment in the cheapest, quickest way possible with whatever resources they had at the time.
The whole game and most individual aspects of it feel wide but not deep. Everything about Cyberpunk 2077 feels fine but very few things feel fully realized.
Let's take Night City, the actual place the story takes place in, as an example. When you are in the outskirts of town and you look at the city from afar, it looks majestic. When you get close to that cityscape and look the faces of those very same buildings from a close distance, things start to feel off. When you are down on street level and look up towards the tall skyscrapers all the way from below, it looks amazing but when you actually want to climb or interact with those skyscrapers, you're denied of that. At first glance, everything is nicely-modeled, detailed, realistic, intriguing and inviting but on closer inspection, disappointment takes the wheel. Even the initial quests and introductory areas really conjure up the notion that you're in a vast, unexplored world that's alive and that has a ton of things to see and experiences to enjoy. A few minutes later, however, when you actually walk down the streets of the town and are left to free roam, everything feels incredibly generic and empty. In the first firefight, the level layout is engaging, there are many tactics to approach it and there's a sense of imminent danger. When bullets start flying, you can shoot pieces of plaster and concrete off the walls really allowing you to appreciate a sophisticated and promising physics systems that would make any battle much more interesting and satisfying. Yet all of these promises get diluted very quickly and the rest of the game has nothing to do with the initial impressions.
It's hard to put a finger on what exactly creates this disappointing vibe. Whatever the cause, I take a look at the game world and it's very clear that this was set up to be a huge game with a lot of content and high quality subsystems but for some reason this vision was left unrealized. All pedestrians do one thing: walk in a straight line, 90% of the buildings you can't go into, as if they were made of cardboard, highways and avenues are, at times, populated with only one or two cars and so on and so forth.
This phenomenon also trickles down to the actual missions and gameplay content. Most side-missions are just 'steal that', 'hack this computer', 'kill this NPC' and they become stale, repetitive, very easily. Also, they have pretty much no impact on anything tangible other than the self-contained experience of completing that mission. Dialogues? More of the same: most conversation choices are absolutely irrelevant and seemingly penned in as an after-thought to create some illusion of player interaction and choice. Even on missions where you are required to do things stealthily, if you don't, the only consequence is the quest-giver saying "hey, you're a disappointment" but rewarding you (albeit with a bit less money) for finishing the mission and calling it complete regardless.
Character development? Same deal-o. Yes, there was clearly some thought put into romance routes with different characters but all those scenarios feel like sketches of what they were meant to be. You can romance a character, have sex with them and all but confess your love for them and a couple hours later they are with you on the phone speaking distantly as if you had just met. Skill trees and character customization? Yup! There's like 10, 12 different skill trees and, save a few notable exceptions, they sure as hell don't feel like they mold or specialize your character into anything separate from any other character.
Let me beat the proverbial dead horse for the last time: there's this quest, right? One of those staple secondary questlines in modern RPGs you are introduced to very early on in the game, a pursue-at-your-own-leisure type of deal. We all know the kind. In this particular one, you have to fight a bunch of different opponents in street fights and, eventually, reach a big bad boss. When you finally beat him, nothing really happens. Yes, you are given some money. Yes, one NPC says "hey, good job!", but that's it. Even the NPC that hands you the quest and keeps tabs on progress through it all says absolutely nothing at the culmination of it. It's so abrupt and anticlimactic that a lot of people took to Google in search for answers having the same thoughts: "the quest must have bugged out" or "there must be a glitch where the dialogue for the finishing of the quest didn't trigger". But no: it's just the way it is haphazardly implemented.
There's definitely a pattern: the foundations for most aspects of the game are great and solid but something happened along the way and Cyberpunk 2077 became a rushed, unfinished, empty product instead of an honest labor of love. By the way, this company clearly knows how to make a hugely successful, beautiful game: they've done it with the The Witcher series. It's clearly not a matter of expertise or know-how. What's also clear is that the game was going to be bigger and better than what we actually got.
Having said all this, I still believe you should play this game through, at least once, if nothing else, for the main story.
From a technical standpoint, we all know the release for this game was awful and unplayable for some people, but as of today, in patch version 1.3 the game is playable. It still is glitchy and frustrating at times, but it's stable: just had literally two crashes in more than 60 or 70 hours of playtime and I could finish all content in the game without having to do crazy workarounds to finish missions (okay, maybe once).
Incomplete as it might feel, what's present in Cyberpunk 2077 can be fun. Depending on the playstyle, the basic gameplay loop can be pretty rewarding for quite a few hours, particularly if you can jive with the main narrative from a storytelling point of view.
Speaking of the story, I would venture to say that the main selling point of the whole shebang is the plot. It's interesting, it's more or less well narrated and structured and the interactions between the main cast and the world around them are, for the most part, compelling enough to leave you hungry for more. Hell, I'll say this: Keanu even had me in (very manly) tears a couple of times.
Now for some hyper-specific personal recommendations that most people will hate, but hey, who's writing this review?
1) Play the game in Japanese with English subs.
Don't ask me why, but it works. I never do this in any game, but there's something about the general aesthetic of Cyberpunk 2077 that lends itself to this. Feels much closer to the anime Akira and Ghost in the Shell than Bladerunner and Total Recall. It just makes the whole experience feel much more natural, engaging and immersive than hearing the English voiceovers.
2) If on PC, get the mod "Muted Markers".
Default loot visibility is weird and annoying, since you have to constantly be spamming your scanner for item markers to pop up and, even so, it glitches out and you might miss important loot. This mod fixes this and is the #1 quality of life improvement I can think of.
2b) If on PC, also get the mod "Annoy Me No More".
Removes fall damage (come on, people have cyberlegs and can telepathically hack into stuff but they die if they drop from a 20-feet-high ledge?). Other very good quality-of-life fixes that you'll probably want to install are bundled in this very same mod as well.
2c) If on PC, also get the mod "Holster by Tap". Whoever designed the holster/weapon cycling for the PC version was a sadist.
3) Play a Netrunner.
The whole playstyle revolves around hacking people and devices while remaining more or less away from the action. It starts out a little slow and it's a bit gear-dependant, but, after a while, the way you can control and dominate multiple enemies instantly and safely with quickhacks becomes pretty fun and unique to this game so it's probably something you want to experience to some extent in your playthrough.
4) Play a time-stopping Samurai.
Grab a katana, the Qiant Sandevistan Mk. 4 "Warp Dancer" cyberware (don't punch Fingers!) and 3 Sandevistan heatsinks. This is one of (if not *the* most) fun builds in the game. If on PC, there's an essential mod that really fixes the mechanics in this build to what it should've been by default: it's called "Better Melee". It contains not only fundamental fixes, but it there's also a module that gives Mantis Blade functionality (basically a leap-to-enemy attack) to any melee weapon, which makes katana builds super fun. Very highly recommended.
4b) If on PC, get a trainer that has a 'no cooldown on skills' option.
Being able to use your Sandevistan to time-stop constantly, combined with the "Better Melee" addon turns you into an anime Samurai. Freezing time, rushing a room slashing through and leaping to every enemy and thawing time to watch them all get dismembered simultaneously is oh-so-satisfying.
6) Play a knife-throwing ninja.
By default, the knife-throwing system is ridiculous and unusable, but if you're on PC you can get a mod called 'Enhanced Throwing Knives' that makes knife-throwing absolutely viable as a build and while the stealth shenanigans are not great in the game because of AI and the skill tree, it's still fun and a decent option if you prefer a less direct approach.
The best way I could describe it would be this: imagine that the game was very well thought-out, a lot of resources and creativity put into it to make sure good ideas were concepted and developed, a very solid base laid out in terms of the overarching structure and design of the whole product but that, at some point, the budget was pulled from the game and developers ordered to wrap it up for deployment in the cheapest, quickest way possible with whatever resources they had at the time.
The whole game and most individual aspects of it feel wide but not deep. Everything about Cyberpunk 2077 feels fine but very few things feel fully realized.
Let's take Night City, the actual place the story takes place in, as an example. When you are in the outskirts of town and you look at the city from afar, it looks majestic. When you get close to that cityscape and look the faces of those very same buildings from a close distance, things start to feel off. When you are down on street level and look up towards the tall skyscrapers all the way from below, it looks amazing but when you actually want to climb or interact with those skyscrapers, you're denied of that. At first glance, everything is nicely-modeled, detailed, realistic, intriguing and inviting but on closer inspection, disappointment takes the wheel. Even the initial quests and introductory areas really conjure up the notion that you're in a vast, unexplored world that's alive and that has a ton of things to see and experiences to enjoy. A few minutes later, however, when you actually walk down the streets of the town and are left to free roam, everything feels incredibly generic and empty. In the first firefight, the level layout is engaging, there are many tactics to approach it and there's a sense of imminent danger. When bullets start flying, you can shoot pieces of plaster and concrete off the walls really allowing you to appreciate a sophisticated and promising physics systems that would make any battle much more interesting and satisfying. Yet all of these promises get diluted very quickly and the rest of the game has nothing to do with the initial impressions.
It's hard to put a finger on what exactly creates this disappointing vibe. Whatever the cause, I take a look at the game world and it's very clear that this was set up to be a huge game with a lot of content and high quality subsystems but for some reason this vision was left unrealized. All pedestrians do one thing: walk in a straight line, 90% of the buildings you can't go into, as if they were made of cardboard, highways and avenues are, at times, populated with only one or two cars and so on and so forth.
This phenomenon also trickles down to the actual missions and gameplay content. Most side-missions are just 'steal that', 'hack this computer', 'kill this NPC' and they become stale, repetitive, very easily. Also, they have pretty much no impact on anything tangible other than the self-contained experience of completing that mission. Dialogues? More of the same: most conversation choices are absolutely irrelevant and seemingly penned in as an after-thought to create some illusion of player interaction and choice. Even on missions where you are required to do things stealthily, if you don't, the only consequence is the quest-giver saying "hey, you're a disappointment" but rewarding you (albeit with a bit less money) for finishing the mission and calling it complete regardless.
Character development? Same deal-o. Yes, there was clearly some thought put into romance routes with different characters but all those scenarios feel like sketches of what they were meant to be. You can romance a character, have sex with them and all but confess your love for them and a couple hours later they are with you on the phone speaking distantly as if you had just met. Skill trees and character customization? Yup! There's like 10, 12 different skill trees and, save a few notable exceptions, they sure as hell don't feel like they mold or specialize your character into anything separate from any other character.
Let me beat the proverbial dead horse for the last time: there's this quest, right? One of those staple secondary questlines in modern RPGs you are introduced to very early on in the game, a pursue-at-your-own-leisure type of deal. We all know the kind. In this particular one, you have to fight a bunch of different opponents in street fights and, eventually, reach a big bad boss. When you finally beat him, nothing really happens. Yes, you are given some money. Yes, one NPC says "hey, good job!", but that's it. Even the NPC that hands you the quest and keeps tabs on progress through it all says absolutely nothing at the culmination of it. It's so abrupt and anticlimactic that a lot of people took to Google in search for answers having the same thoughts: "the quest must have bugged out" or "there must be a glitch where the dialogue for the finishing of the quest didn't trigger". But no: it's just the way it is haphazardly implemented.
There's definitely a pattern: the foundations for most aspects of the game are great and solid but something happened along the way and Cyberpunk 2077 became a rushed, unfinished, empty product instead of an honest labor of love. By the way, this company clearly knows how to make a hugely successful, beautiful game: they've done it with the The Witcher series. It's clearly not a matter of expertise or know-how. What's also clear is that the game was going to be bigger and better than what we actually got.
Having said all this, I still believe you should play this game through, at least once, if nothing else, for the main story.
From a technical standpoint, we all know the release for this game was awful and unplayable for some people, but as of today, in patch version 1.3 the game is playable. It still is glitchy and frustrating at times, but it's stable: just had literally two crashes in more than 60 or 70 hours of playtime and I could finish all content in the game without having to do crazy workarounds to finish missions (okay, maybe once).
Incomplete as it might feel, what's present in Cyberpunk 2077 can be fun. Depending on the playstyle, the basic gameplay loop can be pretty rewarding for quite a few hours, particularly if you can jive with the main narrative from a storytelling point of view.
Speaking of the story, I would venture to say that the main selling point of the whole shebang is the plot. It's interesting, it's more or less well narrated and structured and the interactions between the main cast and the world around them are, for the most part, compelling enough to leave you hungry for more. Hell, I'll say this: Keanu even had me in (very manly) tears a couple of times.
Now for some hyper-specific personal recommendations that most people will hate, but hey, who's writing this review?
1) Play the game in Japanese with English subs.
Don't ask me why, but it works. I never do this in any game, but there's something about the general aesthetic of Cyberpunk 2077 that lends itself to this. Feels much closer to the anime Akira and Ghost in the Shell than Bladerunner and Total Recall. It just makes the whole experience feel much more natural, engaging and immersive than hearing the English voiceovers.
2) If on PC, get the mod "Muted Markers".
Default loot visibility is weird and annoying, since you have to constantly be spamming your scanner for item markers to pop up and, even so, it glitches out and you might miss important loot. This mod fixes this and is the #1 quality of life improvement I can think of.
2b) If on PC, also get the mod "Annoy Me No More".
Removes fall damage (come on, people have cyberlegs and can telepathically hack into stuff but they die if they drop from a 20-feet-high ledge?). Other very good quality-of-life fixes that you'll probably want to install are bundled in this very same mod as well.
2c) If on PC, also get the mod "Holster by Tap". Whoever designed the holster/weapon cycling for the PC version was a sadist.
3) Play a Netrunner.
The whole playstyle revolves around hacking people and devices while remaining more or less away from the action. It starts out a little slow and it's a bit gear-dependant, but, after a while, the way you can control and dominate multiple enemies instantly and safely with quickhacks becomes pretty fun and unique to this game so it's probably something you want to experience to some extent in your playthrough.
4) Play a time-stopping Samurai.
Grab a katana, the Qiant Sandevistan Mk. 4 "Warp Dancer" cyberware (don't punch Fingers!) and 3 Sandevistan heatsinks. This is one of (if not *the* most) fun builds in the game. If on PC, there's an essential mod that really fixes the mechanics in this build to what it should've been by default: it's called "Better Melee". It contains not only fundamental fixes, but it there's also a module that gives Mantis Blade functionality (basically a leap-to-enemy attack) to any melee weapon, which makes katana builds super fun. Very highly recommended.
4b) If on PC, get a trainer that has a 'no cooldown on skills' option.
Being able to use your Sandevistan to time-stop constantly, combined with the "Better Melee" addon turns you into an anime Samurai. Freezing time, rushing a room slashing through and leaping to every enemy and thawing time to watch them all get dismembered simultaneously is oh-so-satisfying.
6) Play a knife-throwing ninja.
By default, the knife-throwing system is ridiculous and unusable, but if you're on PC you can get a mod called 'Enhanced Throwing Knives' that makes knife-throwing absolutely viable as a build and while the stealth shenanigans are not great in the game because of AI and the skill tree, it's still fun and a decent option if you prefer a less direct approach.
This game is not just a game to me. The world feels alive and so does every character in the story and side stories. Truly alive and fantastic. I've played countless games in my life but this experience changed my life. I changed my life path in real life due to this game. I know it's just a stupid video game how can it be so amazing?! Yeah I have no idea. I can't put it into words but this is such an immersive and mature game. It is funny and emotional and real, raw and deep. I love being in the world of this game. I love replaying this game which I never do usually. This game makes me feel things and that is quite an accomplishment trust me :). Every inch of this game and its world is interesting to me and playing through the story doesn't feel like you're doing missions like in most games but it feels like a natural progression and unfolding of a complex and unprecedentely deep narrative. There is also such an incredible feeling of evolution in the story; once you think you know what the stakes and direction are going to be the game throws something completely unexpected at you which changes your adventure and investment in this new adventure. In short: this is my favorite game out of all of the games I've ever played.
Le saviez-vous
- AnecdotesCD Projekt Red sent a free copy of Cyberpunk 2077 Collector's Edition to the guy who shouted "You're breathtaking!" to Keanu Reeves during Microsoft's E3 2019 media briefing. He, however, declined to accept it and called on CD Projekt to donate a gaming system to charity instead.
- GaffesDuring the concert sequences, Johnny is seen taking his fretting hand off the guitar in order to flash horns at the audience. Guitarists, when taking a hand off the guitar to make gestures, do so with their strumming hand because taking one's fingers away from the frets stops the notes from sounding altogether.
- Citations
Johnny Silverhand: Wake the fuck up, Samurai! We have a city to burn.
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