Tag Archives: 2077s

Cyberpunk 2077’s Biggest Mystery Unravels Further in Phantom Liberty and Update 2.0 – IGN

  1. Cyberpunk 2077’s Biggest Mystery Unravels Further in Phantom Liberty and Update 2.0 IGN
  2. Cyberpunk 2077 2.0 retro arcade Easter egg turns Johnny Silverhand into the Doomslayer Dexerto
  3. The three-year quest to solve a cryptic puzzle spanning Cyberpunk 2077 and The Witcher 3 has been turned on its head by new clues and controversial datamining PC Gamer
  4. Cyberpunk 2077 sleuths are close to cracking a 3-year Witcher 3 mystery after update 2.0, and CDPR has stepped in to make sure nobody ruins the fun Gamesradar
  5. Cyberpunk 2077’s Death Stranding Easter egg brings BB to Night City Dexerto
  6. View Full Coverage on Google News

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Xbox One X console owners promised Cyberpunk 2077’s expansion to be reimbursed with Microsoft Store credit

Owners of the Cyberpunk 2077 Xbox One X console will get Microsoft Store credits due to the expansion ditching last-gen consoles.

Earlier this week, CD Projekt unveiled Cyberpunk 2077’s debut expansion, Phantom Liberty, launching in 2023. However, the developer announced the new expansion would be skipping launching on both PS4 and Xbox One consoles, which actually breaks a previous pledge for a particular audience.

Before Cyberpunk 2077 launched in late 2020, a limited edition version of the Xbox One X console was put up for sale, styled around CD Projekt’s upcoming RPG. Crucially though, the console pledged that anyone who purchased it would get free access to Cyberpunk 2077’s expansion, whenever it eventually launched.

Two years on, and things have clearly changed. CD Projekt no longer plans to launch the game’s debut expansion on last-gen systems, and as such, the bonus for the limited edition Xbox One X console is null and void.

As the Cyberpunk 2077 subreddit (opens in new tab) has picked up on though, CD Projekt quietly announced everyone who purchased the limited edition Xbox One X will receive Microsoft Store credits to compensate them. There’s no details on how many credits users will receive though, or when they’ll actually receive the compensation.

Over on the official Cyberpunk 2077 website (opens in new tab), the developer writes to fans that they should “stay tuned” for further details on the reimbursement. Elsewhere, new-gen owners will get a new update that’ll overhaul the police and vehicle combat at some point in the future, but this will also skip launching on last-gen systems. 

Here’s how to get all the new Cyberpunk 2077 weapons included with the brand new Edgerunners crossover update. 

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Cyberpunk 2077’s first expansion will launch in 2023

Publisher CD Projekt announced on a financial call Thursday that the first expansion for Cyberpunk 2077 is currently in development and is set to release in 2023.

Along with announcing continued support for the game and the upcoming launch of a spin-off of Gwent: The Witcher Card Game, the company stated that development work on the recently delayed next-gen version of The Witcher 3: Wild Hunt and the new untitled Witcher game will continue through 2022.

Cyberpunk 2077 launched to a divided reception when the game released back in December 2020, with several reviews citing game-breaking glitches, bugs, and other problems impacting performance.

Developer CD Projekt Red has spent the past year releasing patches intended to correct these aforementioned issues, with little in the way of extensive new content save for additional purchasable apartments, weapons, and UI fixes. This new, currently untitled expansion represents the first full-scale content for Cyberpunk 2077 since the game’s release.

Polygon recently re-reviewed the next-gen version of Cyberpunk 2077 following the release of the game’s 1.5 update. In the review, Cameron Kunzelman stated that Cyberpunk 2077 “is now a pretty good game,” with the basic ideas behind the game being “good enough to pass the time, but not enough to be truly great, or even a substantive look at the genre the game clings to.”

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Cyberpunk 2077’s next-gen patch tested on PS5 and Xbox Series consoles • Eurogamer.net

Welcome back to Cyberpunk 2077, a game transformed for PlayStation 5 and Xbox Series consoles. The prior ‘back-compat plus’ versions of the game yield to a brand-new rendition based on current-gen SDKs, allowing CD Projekt RED to fully tap into the capabilities of the new wave of consoles. This is a game with a troubled history and this new 1.5 upgrade delivers both 30fps ray tracing and an enhanced 60fps performance mode, combined with other current-gen improvements such as improved loading times – but how much of an upgrade do users actually get?

First up, it’s worth addressing the elephant in the room: Xbox Series S. There’s no dressing this one up, the junior Xbox has no graphics toggle at all and is set to simply run at a dynamic 1440p, at 30 frames per second. In pixel counts that’s actually a range of between 2304×1296, up to 2560×1440 based on my testing. Purely on a surface level here it’s a shame to see it miss out on a 60fps mode (CDPR says it’s investigating adding it) but equally, no ray tracing features are enabled either. Still, the overall quality of life improvements on patch 1.50 do make Cyberpunk more playable – just don’t expect any revolutionary boosts to its visuals in this case. For that, we have to turn back to PS5 and Series X, where for the first time on console, ray traced shadows are enabled, working in combination with improved screen-space reflections.

An extended video breakdown of Cyberpunk 2077’s new 1.5 update for the new wave of consoles, compared to one another – and the last version of the game.

Despite talk of 4K, our tests strongly suggest that the RT modes on both consoles render at a native 1440p. Dynamic resolution scaling may be in effect, but all results on all consoles deliver the same value in every scenario – which raises the question: what does RT actually do? Outdoors, the impact of RT shadows is fairly muted to the point where even in direct head-to-head comparisons, you may have trouble noticing the difference between the quality and performance modes. Indoors, it’s a different ball game, where sharp directional lighting can really demonstrate the upgrade. RT produces more realistic shadows, following the real-world logic where the further an object is from the light source, the more diffuse the outline becomes. The same goes for vehicle barriers, small items around V’s apartment and even the pillows on their bed. The effect is often subtle. In select spots though, shadows fully envelope a scene to create an obviously richer, deeper image.

But ray-traced shadows are where the upgrades in ray-tracing settings end on console. Ray traced reflections look phenomenal in the PC version of the game, though sadly they’re not present on PS5 or Series X, while their ambient occlusion method similarly remains the same. All told then, placing PS5 and Series X in RT mode alongside Series S’s standard non-RT presentation, all are offering a 1440p30 outlook and all look very similar, with RT only manifesting in an impactful way in select indoor areas. Elsewhere, the upgrade is less apparent on Night City’s streets. Textures, effects and draw distance on geometry are all are matched between the three in driving sequences. Meanwhile reflections are improved on the two more powerful machines – using a higher-grade screen-space technique – but beyond that it’s a very similar presentation on each platform. Even crowd density on Series S holds up convincingly next to the other two.

Performance across Series consoles and PS5 in their respective 30fps modes is fairly straightforward to assess. Barring occasional hitches and one-off tearing at the top of the screen, frame-rate is a mostly consistent 30 frames per second. The only real issue with this mode is general input latency being far too high, making it harder to aim or drive than the 60FPS mode. Ultimately, the RT mode does the job if you’re really interested in RT shadows, but up against the 60fps performance mode, it’s difficult not to come to the conclusion that this is an interesting experiment, and ultimately not the way this game should be played.

Performance mode is where it’s at, promising to run at 60fps with a dynamic 4K resolution on both consoles. CDPR openly states on its spec sheet that small, rare frame-rate drops might be on show – which, is certainly true. Patched to 1.50, PlayStation 5 now seems to operate in a 1260p to 1728p dynamic resolution window – a respectable turn-out for a challenging game gunning for 60fps. It may not be 4K, but image quality gets a huge upgrade compared to the pre-patch results on PS5 – which came in between 972p and 1200p. Xbox Series X is also dramatically improved, with a 1382p to 1782p DRS window looking sharper and cleaner compared to the old version’s 1080p to 1296p range. Series X enjoys an overall lead in resolution, but ultimately, with CDPR’s temporal anti-aliasing solution in play, it’s hard to see much difference between these two consoles. The big takeaway is the comparison with the older versions of the game – this is cleaner, crisper and more impressive overall.

Actual performance isn’t always quite as solid as you may hope, however. For example, perhaps owing to its basis on the last-gen codebase, the older PlayStation 5 rendition of Cyberpunk 2077 had crowd density issues. NPCs were sparse on PS5, leading to an empty-looking city. This has been addressed in the new 1.5 build (on top of the big boost to resolution) but it also means that performance can be lower than the last-gen PS4 app played on PS5. Around the market it amounts to a substantial drop into the high 40fps region – with occasional screen-tearing – compared to a near locked 60fps on the older version. There is good news, however. Outside of densely packed areas like the market, performance is generally higher – even in our trusty alley shoot-out benchmark, which historically hit performance hard. Ultimately, improvements to resolution and density in combination with a general increase to stability make this mode a winner on PS5.

Moving over to Series X, there’s an even bigger level of improvement. Actually, Series X had worse performance than PS5 overall on patch 1.23 – perhaps down to higher resolution and improved crowd density. As the video on this page demonstrates, patch 1.5 boosts the game’s level of performance in all areas, with key stress points running better than ever. The alley shoot-out still causes challenges, but overall, the game runs very well.

Both Series X and PS5 impress then, but which delivers the most sustained 60fps experience? It’s worth stressing that both consoles are largely tied, locked to the 60fps line in almost every test, every scene. But if we’re to push the engine hard to find the divide, PS5 is the console that wins out. For example, the taxing market run runs 5-10fps to the better on the Sony machine. PS5 also runs more fluidly in the stress point driving past Tom’s Diner, and in the alley shoot-out test that follows it. However, this isn’t exactly representative of most of play. For the most part you’ll be seeing a 60fps update on both machines – and crucially, Xbox Series X’s VRR support does a phenomenal job of masking the performance drops the console does have.

An assessment of the state of play on Cyberpunk 2077 before the arrival of the next-gen patch.

CD Projekt RED also discussed loading time improvements and the good news is that 1.5 is much better optimised to take advantage of its SSD bandwidth now. It drastically improves loading times over the last patch, in reloading your last checkpoint or save. I chose to load a save that takes us into the alley area, ahead of the market. The new patch on PS5 gets us there in just 13 seconds, while previously we had to wait a whole 44 seconds to get to the same point. This puts PS5 on par with Xbox Series consoles, where previously it loaded a lot more slowly.

Overall, patch 1.50 is a dramatic improvement for PlayStation 5 and Xbox Series consoles – there’s an overall boost to performance, resolution and overall stability but we’re still some way short of the majesty of the fully-enabled PC experience and the RT features are somewhat underwhelming, not justifying the drop in frame-rate. Series S lacking a 60fps mode and ray-tracing is also a disappointment.

But to my mind, Cyberpunk’s latest patch does one great thing: it creates a more stable base to build on for future updates and patches. The bug fixes are plentiful and CDPR is slowly chiselling away at its work to define it and to remove its blemishes. I’ve experienced no crashes and no soft locks in my testing, which is a start. Performance has never been better, and at least PS5 and Series X are standardised in their options, their ray-traced shadows, and crowd density. Beyond this, we’ll have to wait on further patches. For now, Cyberpunk 2077 is arguably in the position it should have been at launch well over a year ago. For those tempted to replay the game to see its next-gen features, there’s no show-stopping moment – but for newcomers? There’s never been a better time to experience the game on console.

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Cyberpunk 2077’s Best Next-Gen Feature Is The Overhauled Map

Image: CDPR

Earlier this week, developer CD Projekt Red rolled out a massive patch for its Blade Runner homage, Cyberpunk 2077. It’s the type of update that could turn a troubled RPG around, retooling everything from the notoriously wonky combat to the unbalanced skill tree. But my favorite new change is more subtle: The map.

Prior to the update, Cyberpunk 2077’s map was a tangle of disorder, jam-packed with so many icons you could barely make out the underlying geography of its setting, Night City. Of course, Cyberpunk 2077 is by no means the only open-world game to commit this sin—everyone, say hi to Ubisoft—but previously it didn’t offer many tools to make the map any less of an indecipherable clusterfuck. What’s more, the color scheme wasn’t exactly complimentary. Teals bled into dark blues bled into muddy yellows, all overlaid on a muted red map. It was, in short, tough to parse.

Following the update, however, I feel safe saying that Cyberpunk 2077 now sports one of the better open-world maps around. CDPR added a slew of options for customizing how it’s displayed. One setting allows you to filter solely for the game’s jobs—main missions and side quests—displaying them, and only them, in circled exclamation points on the map. Another displays “service points,” basically encompassing everything that isn’t a job. There’s a third setting that allows you to customize a filter across 14 categories, including missions, side-quests, vendors, vehicles, personal apartments, and fast-travel points.

All three are terrific, but the one I’m most struck by is the “dynamic” setting, which fills in more detail based on how close you zoom in. Check it out:

It’s an ideal balance. I can zoom out and consider Night City in streamlined totality, seeing nothing more than the missions on my plate. If I need more detail, I can zoom in and pick, say, a fast travel point to head to or a vendor to hit up. I get the best of both worlds. All things considered, it’s a minor improvement, but it’s the sort of detail that shows CDPR was conscientious in considering what to fix for Cyberpunk 2077’s second coming.

Indeed, right now, there’s no shortage of reasons to return to the once-busted RPG. As my colleague Jeremy Winslow noted earlier, the haptic controls are transcendent on PlayStation, thanks to Cyberpunk 2077’s newly next-gen version making use of that console’s revelatory DualSense controller. Fans have spent the past few days praising background visual flourishes, like police chases and umbrellas, that make Night City feel less like a neon-lit diorama and more like a real metropolis. Oh, and in case you were worried, no, Keanu Reeves hasn’t gone anywhere.

In the wake of Cyberpunk 2077’s phoenix-like reemergence, a lot of people, rightfully burned by its original 2020 rollout, have been wondering if it’s worth returning to, have asked if I’m back myself. I haven’t had an answer. But after spending the past few days considering the quieter merits of Cyberpunk’s respray, yeah, I’m thinkin’ I’m back.

 

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Cyberpunk 2077’s Next-Gen Launch Left Us In The Dark About DLC

After delaying them for months, CD Projekt Red has finally dropped the next-gen versions of Cyberpunk 2077. You can go download them right now, alongside a hefty 50 GB patch that makes some vital quality-of-life improvements, like rebalancing combat so enemies are smarter and more reactive. The enhanced editions of the game also come with a few pieces of new DLC, but they’re nothing to write home about. Meanwhile, every previous roadmap CDPR has shared outlining the game’s post-release DLC trajectory is now outdated. So here we are, over a year in, with the game maybe finally approaching the state it should have launched in, and we still don’t know what the future really looks like for the beleaguered RPG. That’s wild!

It’s long been known that Cyberpunk 2077 would get DLC in a similar fashion as CDPR’s previous game, The Witcher 3: Wild Hunt. The 2015 high-fantasy role-playing game saw 16 pieces of free add-on content, as well as two big expansions you had to pay for. While some of these additions were on the lighter side, The Witcher 3 became known for meaty DLC that won CDPR a ton of good will. Hell, that game’s exceptional storytelling and jam-packed DLC offerings are the main reasons I look back on it so fondly.

CDPR likely wanted to repeat this again with Cyberpunk 2077. Most of its add-on content would be free, the developer announced, and some of it would be cosmetic, but there are supposed to be major paid expansions coming down the development pipeline, too. However, the game’s launch was a colossal mess, one that forced the studio to spend much more time fixing problems than working on new material. As such, whatever those major expansions might be and when we might see them, no one knows.

There’s been a drip-feed of content since the game’s launch, and CDPR has released some now-obsolete roadmaps here and there, but nothing released so far has been DLC in the traditional sense. The studio didn’t do itself any favors by referring to some very minor bits of new content as “DLC” during yesterday’s livestream detailing the game’s next-gen console release. One such add-on is the ability to take snapshots of Johnny Silverhand in the game’s Photo Mode, complete with various poses you can have the character assume. Now, I love Keanu Reeves as much as anyone. He’s breathtaking after all. But come on CDPR, you know this is not what people mean when they say they want Cyberpunk DLC!

Read More: Cyberpunk 2077 Stream Leaves Fans Unimpressed

DLC is neither always free nor always substantive, but those three letters conjure a particular image in the mind of gamers: it should fill in the blanks. Think of The Last of Us: Left Behind or even The Witcher 3‘s Blood and Wine. These expansions didn’t just add equipment or tweaked mechanics, they introduced whole new characters and storylines, giving you a reason to jump back into those worlds, to see what’s new and how it has changed.

But by comparison, Cyberpunk 2077‘s latest round of updates baked into patch 1.5 is mostly fluff. What’s labeled as DLC feels inconsequential when the game’s been out for over a year and there’s no word on those paid expansions. Don’t get me wrong. These are welcome additions that will improve the overall playing experience in one way or another. (You gotta look cool while blasting your way through Night City, amirite?) But the studio making no mention of whatever larger DLC might be in the works leaves players who have been waiting patiently for new adventures in Night City in an awkward position. Worse than that, it still feels like we’re in the launch window of a game that’s now over a year old. I mean, check out this run-down of DLC for the game:

  • V can rent an assortment of apartments around Night City.
  • There are two new guns V can find in the world or buy from a vendor.
  • V can change their appearance in any safehouse.
  • You’ve got those new Photo Mode options with Johnny Silverhand.
  • A bevy of gun scopes are now purchasable from a weapons vendor.
  • V gets some new cosmetics, including additional jackets.
  • There’s a new whip you can take for a spin around the game’s world.
  • You can reduce weapon recoil with the added muzzle breaks.

This doesn’t strike me as DLC as much as just some minor improvements.

Read More: Cyberpunk 2077‘s Return To Consoles Is Practically A Checklist Of What Everyone Mocked

Now look, I’m not here to disparage CDPR. They’re doing the right thing: addressing the many problems that plagued the game at release and hosting livestreams to update fans on those much-needed fixes, which no doubt required a tremendous amount of hard work. But that doesn’t excuse the lack of communication on any major expansions and proper DLC that might be in the works. Game development is hard, but overpromising in the way CDPR has, and then failing to communicate clearly as plans change and resources get reallocated, just leads to distrust. Which is a bummer.

And that’s my problem: What these patches contain isn’t DLC as much as minor new features packaged together with crucial gameplay improvements. There’s nothing wrong with reapplying the successful tactics used on The Witcher 3. Everyone likes free stuff, even if it’s primarily comsetic. The real issue is that, for as silent as CDPR has been, touting these small updates as DLC is not a good look, especially when there’s no word on the bigger expansions. It’d be nice to know where that stuff actually is.

So yeah, that new Cyberpunk 2077 DLC is a total swing and a miss.

 

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Cyberpunk 2077’s next-gen update now available for PS5 and Xbox Series X / S

Cyberpunk 2077’s long-awaited update optimizing the game for the PS5 and Xbox Series X / S will be available today. Patch 1.5 is a major update that’s available on all platforms, with big changes to gameplay alongside next-gen improvements for the Xbox Series X / S and PS5.

The next-gen console improvements include ray tracing support, 4K resolution with dynamic scaling, faster loading times, and a variety of other visual and technical improvements. On the PS5, the update also includes support for the adaptive triggers, haptic feedback, and even the speakers on the DualSense controller.

There will be performance modes and ray-tracing modes on both the Xbox Series X and PS5. Performance mode offers 60fps at 4K resolution, whereas ray-tracing mode is 30fps at 4K, with local ray-traced shadows. Xbox Series S will only have a performance mode offering 30fps at 1440p.

The patch is around 50GB for each platform, and if you’re playing on PS5 you’ll have to manually select the new PS5 version and reinstall the game fully to get the latest improvements. You may even need to move your game save manually too, as PS5 players are currently playing the PS4 version of the game.

There will also be a five-hour free trial of Cyberpunk 2077 available on PS5 and Xbox Series X / S until March 15th, and any progress you make in the trial will carry over to the full game if you choose to buy it. As of this writing, you can get the full game for cheaper than normal on consoles, as it’s on sale for $25 on the PlayStation store and $30 on the Xbox store.

Next-gen modes for Cyberpunk 2077.
Image: CDPR

There are a host of other changes in Cyberpunk 2077 that should improve the game for all players, too. CD Project Red has reworked the perk trees for Cyberpunk 2077, with changes like abilities to survive final blows and a working throwing knife. NPCs have also been improved to make them more effective in combat, with improved animations. There’s even big GTA-like changes for crowd behavior where NPCs can pull guns, fight with each other, or react to how you’re driving.

Speaking of vehicles, all bikes will now feature glowing wheels that you can activate, and there have been a lot of improvements to how you control vehicles to make breaking better, suspension more realistic, and even the ability to do burnouts.

The general economy in Cyberpunk 2077 has also been rebalanced, with more cash from missions and cheaper cars. New weapons will also be included as free DLC in this 1.5 patch, and they include new scopes and new muzzle brakes.

Other big improvements include the ability to change V’s appearance mid-game, with lots of new hair colors, lipstick options, and more. There are also four new places to rent as home bases, with the ability to easily redesign apartment themes.

CDPR has also teased a bunch of secret additions that are part of this patch, which will likely please Cyberpunk 2077 fans. However, some secrets won’t be available to PS4 and Xbox One players, according to CDPR’s patch notes: “Added a few secrets in Night City to be discovered by players. Due to some technical challenges, this change is not available on the previous generation of consoles.”

The patch is around 50GB for most platforms.
Image: CDPR

If you’re a PC player there’s also a new benchmark mode and a new walking toggle when playing with a keyboard. CDPR has also enabled Variable Rate Shading (VRS) to improve rendering performance, and support for AMD’s FidelityFX Super Resolution (FSR).

Cyberpunk 2077 launched in an infamously buggy state, and CDPR has released many post-launch hotfixes and patches to improve things. However, it’s been months since CDPR last released an update — the most recent one is September’s Patch 1.31 — so this new major update should come as welcome news. That said, if you’ve been waiting on the next-gen patch before buying the game, you might want to wait for others to test it out first, just in case it comes with some unexpected issues — the game doesn’t have the best reputation in that department. The full 1.5 patch notes are available here.

CDPR is also working on a next-gen update for The Witcher 3: Wild Hunt. Like the Cyberpunk 2077 update, The Witcher 3’s was also supposed to debut in 2021, but it’s now scheduled for the second quarter of 2022.

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Cyberpunk 2077’s Next Big Update May Release Very Soon

It looks like a big update could be coming to Cyberpunk 2077 in the very near future. Fans on the Cyberpunk subreddit noticed that the build for Cyberpunk 2077 has been updated on SteamDB for the first time since October. Forbes seems to believe that the move could indicate CD Projekt Red is preparing for the game’s next big patch. Back in November, the developer revealed that the PlayStation 5 and Xbox Series X versions of the game would be launching “alongside another major update for all platforms” in the first quarter of 2022. Given that, it certainly seems like both of these could be released sometime in the near future! 

Earlier this month, rumors began to circulate about a February 2022 launch window for Cyberpunk 2077‘s next update, alongside the next-gen versions. A developer for CD Projekt Red claimed that the leak “does not add up,” but the release window still seems like a definite possibility.

Cyberpunk 2077 launched at the end of 2020, following years of hype. While the PC version received mostly strong reviews, the console versions were littered with bugs and performance issues, leading to the game’s removal from the PlayStation Store. Over the last year, CD Projekt Red has worked to get the game in a much better place, and it was eventually reinstated on PlayStation’s digital storefront. Despite these improvements, perception on Cyberpunk 2077 remains fairly mixed. CD Projekt Red is well aware of that fact, and seems to be looking for ways to turn things around. It remains to be seen how Cyberpunk will be remembered when all is said and done, but it’s possible that the next updates to the game could make for a more enjoyable experience for players.

Cyberpunk 2077 is available now on PlayStation 4, PlayStation 5, Xbox One, Xbox Series X, PC, and Google Stadia. You can check out all of our previous coverage of the game right here.

Have you been eagerly awaiting the next update for Cyberpunk 2077? When do you think the game’s next big patch is coming? Let us know in the comments or share your thoughts directly on Twitter at @Marcdachamp to talk about all things gaming!



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Cyberpunk 2077’s 1.2 patch promises to tone down omniscient teleporting cops and pinball driving

CD Projekt Red (CDPR) has detailed the improvements it plans to bring to Cyberpunk 2077 in its upcoming 1.2 patch. The announcement, written as an in-universe newscast, details the planned quality-of-life improvements, including police not instantly appearing when you commit a crime, an improved driving experience, and a setting that should prevent you from accidentally dodging into traffic or off a building.

While the game has received a lot of criticism for being generally buggy — and, in some respects, unfinished — it does seem like CDPR is trying to address some of the most memed-on complaints. In the section of the blog post about the improved police response, there’s a jokey in-universe anecdote that captures an experience many players will have had:

My choom, Jake, was in a shoot-out with Tyger Claws the other day, when he missed a shot and hit a pedestrian on the other side of the street. In an instant, the NCPD swarmed up on him and put him down. It’s like they appeared out of thin air right behind his back! It’s too brutal of a response for a regular accidental murder if you ask me!” — Mike from Kabuki, 28.

The driving experience in the game is also, uh, not very good. CDPR is hoping to make it better by improving the steering response (you can see a comparison video below) and making it so your car can automatically get unstuck if it finds itself resting on a barrier or other object. While the improved steering should help, there’s also plenty of other issues with driving (such as collision detection) that will have to be addressed before driving becomes, you know, fun.

The patch was initially supposed to come out in February but was delayed when the studio fell victim to a ransomware attack. CDPR is now aiming to release it in “the second half of March.”

It’s now been around three months since the game was pulled from the PlayStation Store due to the immense number of bugs (and the fact that it was nearly unplayable on a base PlayStation 4). So far, Sony and CDPR haven’t responded to requests for comment on when the game will return to the platform, so it’s unclear if this patch will be enough to return the game to the platform’s online shop.

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Cyberpunk 2077’s new 1.11 update fixes a game-breaking bug

Cyberpunk 2077’s big new 1.1 patch introduced a game-breaking bug earlier this week, and now Developer CD Projekt Red is fixing it. A new 1.11 hotfix is available across PC, Stadia, and Xbox / PlayStation consoles today. While it also restores item randomization to a previous state, the primary purpose is to fix the game-breaking part of the “Down on the Street” quest.

The quest includes a holocall that’s supposed to trigger progress through the main part of Cyberpunk 2077’s storyline, but some players found the call was silent and blocked progress of the game. CD Projekt Red published a workaround after a few hours, and has now followed up with a hotfix after the problem was spotted earlier this week.

Cyberpunk 2077 has been plagued by bugs since its release on December 10th, and this marks the fourth hotfix release to quickly fix problems. Most of the bugs and issues haven’t been game-breaking like this one, and it’s encouraging to see CD Projekt Red fix the problem after just a few days.

CD Projekt Red is also planning another major 1.2 patch that is supposed to be a “larger, more significant update” that will arrive in the coming weeks.

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