Cyberpunk 2077 on PS5 and Xbox Series X | S, between ray tracing and betrayed expectations

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Cyberpunk 2077 is finally available on PS5 And Xbox Series X | S with a native version, daughter of the long-awaited next-gen upgrade that should have arrived last year and which instead CD Projekt RED has postponed for several months due to the timing necessary to optimize the work.

Many players among those 17.3 million copies sold of Cyberpunk 2077 wanted to wait for this moment to begin the adventure of V. in the great and dark Night City, as the game was literally a mess on PS4 and Xbox One. After learning how things were, some have not even unwrapped the blu-ray and left it in the drawer to wait for better days. These, in short.

Well, the expectations have any of these users been satisfied or betrayed? The much vaunted ray tracingwhich on PC actually elevates the whole experience visually, is what we imagined we would find implemented on PlayStation 5 and Xbox Series X? And what about the improvements made to the Xbox Series S version?

While the fog of enthusiasm for the surprise launch of the next-gen upgrade finally begins to clear up, it’s time to think about what Cyberpunk 2077 really is, but above all about what absolutely isn’t in the console world; be it the current machines or the previous generation ones.

Cyberpunk 2077, an official artwork

CD Projekt RED’s game is an action RPG from great narrative depth that mixes with the richness of an open world full of things to do and see, of characters to know and discover. Intertwining of this kind is now a trademark for the Polish studio, which knows how to enhance this type of structure.

The developers have absolutely spared themselves in filling the campaign with dialogues, sequences and anything else useful to encourage our involvement in the events of the protagonist, trying to put together a combat systemskills and upgrades capable of supporting this facility with dignity.

Cyberpunk 2077, Johnny Silvehand

Cyberpunk 2077, Johnny Silvehand

And it’s true, this time CD Projekt RED didn’t provide misleading information on what we should have expected from the next-gen version of Cyberpunk 2077, but it certainly played with the terminology a bit. Among all the possible implementations of ray tracing, moreover, the one relating to shadows it’s probably the least exciting and tastes like sop.

All the more so if to activate it you have to go down to 30 fps on paper stable and consistent, but spoiled by an input lag that makes it really difficult to play. Much, much better at this point in performance mode a 60 fpswhich at least makes the gameplay more enjoyable both in navigating the streets of Night City and during the clashes.

Cyberpunk 2077, a firefight

Cyberpunk 2077, a firefight

That PS5 and Xbox Series X are basically PCs is well known and it is inevitable that the average gamer, faced with technical upgrades that require the modification of a value within a configuration file (RTX on shadows on, resolution range at a new value, higher texture preset, increased NPC count) ask if it actually took a year to get these results.

Or if it is simply the timing related to the implementation of patch 1.5 in its entirety, with improvements made to the experience in general, the elimination of bugs and glitches, the addition of some content (see for example the apartments) and, in overall, a cleanup that tastes like a 1.0 build and will serve to grind more sales.

What do you think? Let’s talk about.

Parliamone is a daily opinion column that offers a starting point for discussion around the news of the day, a small editorial written by a member of the editorial team but which is not necessarily representative of the Multiplayer.it editorial line.

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