Cyberpunk 2077 (Zero Punctuation)

For real, the combat is a faceroll in one direction or the other.

This isn't a completely fair comparison, but I played another unfinished game in MGSV for the first time recently and Cyberpunk and MGSV have very similar missions structures and combat/stealth phases. MGSV, though, has this incredible depth and reactivity to it. Enemies adapt to your tactics. There are so many incredible little things accounted for.

I started using smoke grenades in the boss fight against Quiet, smokescreening the open space between cover in order to be able to move in and encroach on her position. By the third grenade she was shooting them out of the air to knock them off course and I had to adapt and find new ways to approach with different tools. The fight wasn't just figuring out her gimmick, it was a back and forth of adapting to tactics in order to come out on top based on what part of the tech tree I invested in. Even the normal enemies have so many different options and tactics available to them, as well as equipment that adapts to your previous tactics. Beating a mission by going in guns blazing once will probably be fine. But do it a few times and suddenly enemies are kitted out with gear making that tactic obsolete until you do enough missions to get them to put the heavy armor and machine weapons away.

Meanwhile in Cyberpunk enemies won't even react to my grenades when I toss them behind their cover. There's not much push/pull to combat. Apparently there are items that you can get, cyberware, that change the combat pretty drastically but like... I was 20 hours in and still not being given much fun stuff to play with and was getting the impression no matter what I did I was playing the game wrong as encounters were, like you've said, either trivial or daunting. Cleverness should be rewarded not just in the stealth phase, but mid-combat as well.

"But Cyberpunk is an RPG and MGSV is an action game!" I love RPGs but I'm kind of sick of it being an excuse for lesser gameplay. The choice and consequence in Cyberpunk isn't robust enough to justify the fact that this game is outshined by similar games that came out years ago. The skill tree in Cyberpunk is directly comparable to MGSV's tech tree. Weapon upgrades in MGSV are often analogous to +Damage% perks. New devices and gadgets are analogous to skills that give you brand new abilities in Cyberpunk, such as the knife throwing skill. But, the number of gamechanging tools in MGSV dwarfs what is available in Cyberpunk. Maybe the cyberware upgrades get there but when I'm almost a whole day of game time into the game and I am still not getting much to work with... well, it turned me off.

If Cyberpunk had actually delivered on the choice and consequence it promised I don't think I would have minded as much.

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