Gaming
Cyberpunk 2077 PC review: Looks can be deceiving
It lived up to the hype, then undid some of it
Last December 10, 2020, CD Projekt Red (CDPR) finally dropped its much awaited video game title for the past seven years. Set in the year 2077, this new open-world experience explores the possibilities of human existence with science at its core. Beneath all the scientific breakthroughs, an everlasting human conflict resides.
In my opinion, this is how the world of Cyberpunk 2077 seemingly positions itself as a video game. It prides itself as a sprawling open world, with a character-driven story of your own choosing. With a great deal of combat opportunities and side missions inherent to open world games, it shaped up according to the hype.
And then, I felt it’s hype go through a cycle of life and death as a game that’s just, well, good.
A promising start with every single new game
At the onset of starting a new save file, you’re given three life paths to choose from. For the majority of my playthrough, I simply went with the Street Kid since I felt it had the most to mess around with. If you’re up to it, you can also choose between the Nomad or Corpo life path, each with their own sets of storylines to unfold.
After you configure every physical aspect — yes, including the private parts — of your character named “V”, the game throws you into the action outright. It’s the usual get-a-feel-for-the-controls type of thing, which is par for the course if you ask me. From movement to combat styles, the game does its best at orienting you with how it works.
The game then proceeds to give you a rough six-hour prelude detailing events of V’s first mission with Jackie Welles. I say a rough six hours because the game already gives you a glimpse of just how open the world is to explore. You’re also introduced to a few side missions that ultimately influence the rest of your playthrough. Honestly, it’s a great start leading up to Act 1.
You shape the story, but you also don’t feel it?
After the prelude, you basically proceed however you like, which I felt wasn’t necessarily a bold thing that CDPR implemented. However, it complements the grander scheme of the open-world adventure through Night City. At this point, I thought that this would allow me to pour myself out into the lore.
But after nearly 45+ hours of gameplay, I just didn’t feel the story bringing me into its world. See, regardless of the life path you took, V goes on a quest to free himself of the engram of one Johnny Silverhand. After stealing Arasaka’s prized relic and injecting it into his brain, the character voiced by Keanu Reeves is basically seizing control of V.
For the most part, you are given choices in both dialogue and actions to help you steer the story. Much like other choice-driven storylines like in Until Dawn, there are so many ways the main story could end. Personally, I felt that the main culprit for this is the fact that side missions are integrated well into the main story at some points.
In essence, there’s no one clear way to end Cyberpunk 2077, and I just can’t seem to find myself drawn into that.
Combat and movement mechanics I can get behind
Now, I can wholeheartedly say that this game truly shines mostly due to how the gameplay mechanics worked out. This game took a whole page out of Grand Theft Auto, but added much greater incentives to keep you exploring all sorts of gameplay styles. I truly felt that the gameplay feels intricate, yet unique towards several situations.
Combat and stealth are the main attractions when you go around all of Night City. For the most part, this game gives you a ton of ways to practice combat and stealth through the side missions, which is pretty good.
Gunplay relies a little bit on crosshair placement, which you mostly see on competitive shooters. So, just be aware of where you’re aiming your gun.
Moving around the overworld feels natural, along with driving around in the vehicle of your choice. Although, if I had one gripe with this game, it’s the physics for some of your actions and vehicles. For instance, how come you’re still standing when you jump out of a moving car? Or, how come some motorcycles are a literal chore to turn while driving? Sometimes, I like some realism in my open-world, futuristic games.
Incredible amounts of bodyhacking
Other key features in this game are a much more intricate skill tree and Cyberware enhancements. As a half-human, half-cyborg, you have access to a series of skills depending on which aspect of your character you want to focus on. Most skills you earn are combat and stealth based, and how often you use them increases its efficacy.
Personally, I admire this level of intricacy with CDPR’s approach to a character skill tree. Depending on how you want to progress through the story, there are a ton of ways you can go about upgrading certain skills. Also, this game offers unique dialogue options depending on how high your skill level is.
When it comes to what I call the “bodyhacking” section, it’s also extensive. Basically, you can attach a bunch of cyberware mods to certain parts of your body to increase certain attributes. You can even apply it to your weapons and clothes, and it greatly complements the combat in certain situations. It’s honestly a lot to take in, but it doesn’t overwhelm you.
Visual spectacle? Not entirely, I suppose
As of the time I’m writing this, the game had six rounds of patches to address a ton of issues. In such a short amount of time, CDPR managed to make the PC version look a little better than how it was on launch day. However, it still doesn’t excuse the developers from those issues because, well, this game was well-hyped.
Now, I’ll admit that the visuals of this game are pretty impressive. Even when I turned a ton of graphical settings down because of my hardware, it still looks aesthetically pleasing. Honestly, I appreciate the colors and the textures a bit more during the night time segments of the game. Is that why they called the main location Night City?
But, it isn’t consistently great the longer, and the farther you get into the story. I had some gameplay plagued by textures loading later than usual, and items that just don’t show up. For instance, during combat, my weapons don’t show up when I try to draw them out — which somehow does not allow me to use them. Last-gen console players had it way worse, but at least for the PC, the visuals were great at times.
Was this really all worth seven years of waiting?
Cyberpunk 2077 had a promising start after seven years of being in total limbo. It presents itself as an open-world experience, centered around a technologically-advanced universe still plagued by human existence. With manageable combat and stealth mechanics, different life paths to explore, and an abundance of customization options, it sets you up quite nicely.
But when you play this game long enough, and through six rounds of patches to fix several bugs and visual errors, it makes you think if it was truly worth the wait. Honestly, the story doesn’t draw you in, I felt I couldn’t fully resonate with any of the characters, and the aforementioned bugs slightly ruined the experience.
This isn’t the near-perfect game everyone was hyping it up to be, especially given the seven year wait. However, it’s still great for what it offers if you had planned to get this for the PC anyway.
I have had the privilege of interviewing Final Fantasy VII Revelation game director Naoki Hamaguchi before, back when Final Fantasy VII Rebirth was still on its way to release.
So, naturally, I have massive FOMO seeing all the interviews that have come out since Tokyo Game Show.

GadgetMatch Managing Editor Rodneil Quiteles with Final Fantasy VII Rebirth game director Naoki Hamaguchi
Rather than sulk about it, we’re doing the next best thing: collecting the bits and pieces Hamaguchi has shared across those interviews, along with his own comments and clarifications, as we get closer to the final installment of the Final Fantasy VII Remake trilogy.
We’re now roughly six months away from Revelation’s April 8, 2027 release, and there’s already a surprising amount we know about the game.
You’ve probably already heard about the huge open world, the Highwind, new playable characters, FITS, and the two story DLCs.
But Hamaguchi has also dropped plenty of smaller details that haven’t received nearly as much attention.
Here are 11 things you probably missed.
1. Some armor can link three Materia together
Let’s start with one of the biggest gameplay deep cuts.
Revelation will have armor with three linked Materia slots.
That might sound like a small upgrade, but linked Materia are fundamental to how Final Fantasy VII‘s build system works. More linked slots mean more room to experiment with combinations and create specialized setups.
Hamaguchi also revealed that some Materia are restricted to specific FITS, meaning the game’s new outfit-based combat system isn’t purely about choosing a role and calling it a day.
The Materia system is getting its own layer of experimentation on top of FITS.
Interestingly, Hamaguchi told Wccftech that this was a detail nobody had asked him about before. Wccftech interview on Materia and FITS
And that makes this exactly the kind of detail we wanted to dig up.
2. Master Materia isn’t coming back
Here’s another one for longtime Final Fantasy VII players.
Don’t expect to eventually turn your Materia collection into the original game’s ridiculously powerful Master Materia.
Hamaguchi explained that Master Materia was deliberately left out because it could break the game’s balance, particularly when it comes to summons.
That makes sense in a game where combat is much more action-focused than the original.
Instead, Revelation is expanding the existing Materia system with new combinations and more ways to customize characters.
It’s a very different approach from simply recreating the original game’s endgame progression. Wccftech interview on Materia and FITS
3. Some Materia are locked to specific FITS
FITS already looks like one of Revelation’s biggest changes to character customization.
The four combat-oriented outfits aren’t just cosmetic loadouts, either.
Hamaguchi revealed that certain Materia can only be equipped to specific FITS.
That means the game is effectively asking you to think about two layers of character customization at once: which FITS you’re using and which Materia you’re slotting into it.
It could also mean that the “best” setup isn’t necessarily about stacking the strongest Materia on your favorite character.
You’ll have to work around the rules of each FITS. Wccftech interview on Materia and FITS
4. The team considered bringing back Double Cut and 4x Cut
Here’s one that could easily disappear beneath all the bigger announcements.
Hamaguchi discussed how the team considered bringing back classic Materia such as Double Cut and 4x Cut.
Ultimately, those ideas didn’t fit the game’s action-oriented combat particularly well.
It’s a fascinating example of the team deciding where Revelation should preserve the original game’s ideas — and where simply recreating them wouldn’t make sense.
The Remake project has always involved translating systems designed for a turn-based RPG into a modern action RPG.
This is another example of that process happening behind the scenes. Wccftech interview on Materia and FITS
5. Knights of Round gets its own storyline
We knew Revelation would bring back plenty of familiar elements from the original.
But Knights of Round isn’t simply returning as another summon.
Hamaguchi has described dedicated content surrounding the summon, structured similarly to how Gilgamesh received his own story content in Rebirth.
That means one of the most iconic summons in the original Final Fantasy VII is being given considerably more room to exist as part of the world.
For longtime fans, this is exactly the kind of expansion that makes the Remake trilogy interesting.
The team isn’t merely recreating the things we remember. It’s finding ways to turn familiar elements into new experiences. JCR Comic Arts‘ reproduction of the interview
6. Yes, Johnny’s clones are back
Of all the things to survive into the final game, this might be one of the most delightfully ridiculous.
Johnny returns.
And, somehow, his clones return too.
Hamaguchi has confirmed that Johnny will have his own side content in Revelation, continuing one of Rebirth’s strangest recurring bits.
It’s also a reminder that the Remake trilogy isn’t suddenly going to become completely serious just because we’re approaching its conclusion.
If anything, Revelation appears to be bringing along plenty of the weirdness that made Rebirth such a bizarre and memorable RPG. Wccftech‘s Hamaguchi interview
7. The snowy section brings back stamina management
Remember the Great Glacier?
That icy section of the original Final Fantasy VII is making a return in Revelation, and Hamaguchi has confirmed that stamina management will once again be part of the experience.
This isn’t simply a matter of walking through another snowy environment.
You’ll have to manage Cloud’s stamina as you make your way through the area, creating a gameplay sequence that deliberately echoes the original.
It’s another example of Revelation using nostalgia as a starting point rather than simply recreating an old location. Shacknews‘ interview with Hamaguchi
8. The PC version is being built to run more smoothly than Rebirth
PC players have another reason to pay attention.
Hamaguchi has specifically talked about making Revelation’s PC version run more smoothly than Rebirth.
That’s significant because Rebirth’s PC release became a major talking point around its performance and image quality.
Rather than treating the PC version as an afterthought, Square Enix says the lessons from Rebirth are feeding into the final game’s development.
We’ll obviously have to wait until we can actually play it to judge whether those ambitions translate into a better release.
But at least the team knows exactly what players will be watching for. Wccftech on Revelation’s PC version
9. FITS started as something much simpler
FITS looks like a major part of Revelation’s identity now.
But the idea apparently started much smaller.
Hamaguchi explained that the team initially considered simply putting Warrior or Black Mage symbols on the characters’ outfits.
That eventually evolved into the full FITS system, with distinct outfits representing different combat roles.
It’s a neat example of how a seemingly small visual idea can eventually become an actual gameplay system.
And it explains why FITS feels like more than just an excuse to give the cast new outfits for the finale. Wccftech‘s Hamaguchi interview
10. The Highwind actually changes as you explore
The Highwind isn’t just your fancy new way of getting around the world.
As you explore Revelation’s massive world, the airship will also become more lively, with changes to the people aboard it and their dialogue.
That makes the Highwind feel more like a moving part of the world rather than another menu disguised as a vehicle.
It also fits with Hamaguchi’s broader philosophy for Revelation: the game is supposed to give players more freedom while still making the journey itself feel meaningful. GamerBraves‘ interview with Hamaguchi and Kitase
11. Hamaguchi really doesn’t want this to become “his” Final Fantasy VII
And this might be the most important detail of all.
Hamaguchi has repeatedly emphasized that the original Final Fantasy VII remains at the heart of the project.
In a recent post, he clarified that the Remake trilogy has always been developed with fans in mind, rather than as his own personal reinterpretation of the classic.
That philosophy is particularly interesting heading into Revelation.
The trilogy has made enormous changes to the original story. It has introduced new characters, expanded existing ones, changed the structure of the world and played with expectations about where the story is going.
But Hamaguchi says the goal isn’t to turn Final Fantasy VII into something that exists purely because the developers wanted to make their own version of it.
It’s still Final Fantasy VII first.
And that philosophy could ultimately be what determines whether the trilogy sticks its landing. GamesRadar on Hamaguchi’s “personal fan project” comments
That’s only the stuff you might have missed
The 11 details above are the ones that stood out to us precisely because they aren’t the usual Revelation talking points.
But Hamaguchi has shared a lot more over the past few months.
So, if you’re trying to keep track of where we actually stand six months before launch, here’s everything else we know.
Story and structure
This is still one connected trilogy
Hamaguchi recently clarified something that had apparently been misunderstood in some of his earlier comments.
Remake, Rebirth, and Revelation are intended to be experienced as one connected journey.
However, Square Enix doesn’t view them as one RPG artificially chopped into three pieces.
Instead, the team considers them three full-scale RPGs, each designed to provide a satisfying standalone experience while contributing to the larger trilogy. Hamaguchi’s clarification on X
That’s an important distinction when we eventually judge whether Revelation feels like a complete game.
The theme this time is “resolve”
Remake centered on change and the desire to escape fate.
Rebirth placed considerable emphasis on bonds between characters.
For Revelation, Hamaguchi has described the central theme as resolve — the determination to make a choice and see it through.
The Japanese concept is tied to ketsui, which also informed the thinking behind the game’s title. MMO.net‘s Hamaguchi interview
Choices matter more
Hamaguchi has also said Revelation contains more situations where player choices can influence not just progression, but the direction of the storytelling itself.
That makes the game’s “resolve” theme more than just a marketing phrase.
We’ll have to see how substantial those choices actually are. Automaton‘s interview with Hamaguchi
The world and exploration
It’s the biggest world yet
Remake was focused and densely packed.
Rebirth opened things up into a traditional open-world structure.
Revelation takes another step by adding verticality to that formula.
Hamaguchi describes it as a “spatial open-world experience.” RPG Site‘s interview with Hamaguchi
The Highwind arrives relatively early
One of the biggest structural changes is how quickly the game gives players access to the Highwind.
Once players have it, the game essentially tells them to go wherever they want.
That is a major philosophical shift from the more directed opening portions of the trilogy. Automaton‘s interview with Hamaguchi
Guidance is stronger — perhaps too strong
Square Enix has added more on-screen guidance specifically because the developers don’t want players who aren’t familiar with open-world games to get lost.
But there was an interesting twist: experienced players told Hamaguchi the guidance could be too aggressive.
The team is therefore considering ways to let players customize how much guidance they receive. Hamaguchi’s guidance clarification on X
Combat and progression
FITS is a major new layer
The four FITS roles are built around combat functions rather than simply representing the developers’ favorite Final Fantasy jobs.
Hamaguchi has also explained that FITS evolved specifically from the team’s desire to expand the combat possibilities introduced in Rebirth. Wccftech‘s Hamaguchi interview
Auto-leveling is optional
Players who don’t want to spend as much time grinding can automatically bring characters up to the recommended level for the story.
It’s another example of Revelation trying to accommodate different types of players without removing progression altogether. Hamaguchi’s auto-level clarification on X
You won’t need to restart from Level 1
After finishing the story, Chapter Select returns.
That’s particularly important because Hamaguchi says there are objectives, outcomes and discoveries that players won’t necessarily see in a single playthrough.
The team wants players to experiment without feeling like they’re throwing away an entire save. Hamaguchi’s multiple-playthrough clarification on X
Side content and minigames
The minigames aren’t going away
If you were hoping Revelation would finally calm down with the minigames, sorry.
Hamaguchi considers their sheer variety an important part of what makes Final Fantasy VII feel like Final Fantasy VII.
The difference this time is that minigames are less tied to combat progression.
Instead, their rewards lean more toward cosmetics and customization. Automaton‘s interview with Hamaguchi
Minigames can be made easier or skipped
Players can adjust minigame difficulty, including setting them to Easy.
More importantly, they can skip them immediately rather than being forced to complete a minigame just to move on.
That’s a potentially significant quality-of-life improvement after some of Rebirth’s more divisive side activities. Automaton‘s interview with Hamaguchi
Rewards should be clearer
Hamaguchi also says the team has worked to make the reward structure more transparent.
Players should have a better idea of what they’ll get for completing a particular activity before investing their time in it.
Again, that’s something we’ll want to test ourselves.
DLC and the finale
Sephiroth and Vincent are getting story DLC
Square Enix has announced two story DLCs, one focused on Sephiroth and another on Vincent.
Hamaguchi says the decision was inspired by the response from fans after Revelation was announced.
He also stresses that these stories aren’t intended to replace anything from the main game’s conclusion. Hamaguchi’s DLC announcement on X
The original story remains the priority
This is important because it’s easy to interpret DLC announcements as Square Enix holding things back for post-launch content.
Hamaguchi has framed the DLC more like the character-focused expansion seen with Episode INTERmission: additional stories that explore characters without replacing the main narrative. Ourinsaneblogs‘ TGS interview with Hamaguchi
What we still don’t know
And this might be the most important section to keep updated as we get closer to launch.
How exactly does it connect to Advent Children?
Hamaguchi has acknowledged the wider Final Fantasy VII universe and the importance of things like Advent Children, Crisis Core, and Dirge of Cerberus.
But there is no clean confirmation that Revelation simply ends by directly setting up Advent Children.
That’s still something we’ll have to discover.
How much do our choices actually matter?
We know choices can affect progression and aspects of storytelling.
We don’t yet know the full extent of those consequences.
That’s going to be one of the biggest things to investigate once we can play the finished game.
How big is “big”?
We’ve heard a lot about scale.
We’ve seen the world.
We’ve heard about the Highwind and vertical exploration.
But there’s still a difference between a large map and a world that genuinely feels worth exploring.
That’s another question for the eventual review.
The bottom line
Six months before release, Final Fantasy VII Revelation is already shaping up to be an absurdly ambitious finale.
It’s bigger than Rebirth. It’s more open. It’s more vertical. It has a new combat customization system, a revamped Materia setup, more meaningful choices, an earlier Highwind, a ridiculous number of minigames, and two post-launch story expansions.
But the smaller details are arguably more interesting.
- Three linked Materia slots.
- FITS-locked Materia.
- No Master Materia.
- Johnny’s clones.
- Knights of Round getting its own storyline.
- A returning stamina mechanic in the snow.
- A PC version specifically targeting better performance.
- And a combat system that started life as nothing more than symbols on everyone’s clothes.
Those are the details that make Revelation feel less like “the third Final Fantasy VII Remake game” and more like a game that has spent years trying to figure out exactly what the finale should be.
We’ll find out whether all of those ideas come together when Final Fantasy VII Revelation launches on April 8, 2027.
And yes, we will absolutely be keeping this list updated as Hamaguchi inevitably gives us even more things to obsess over.
Gaming
The Ace Combat 8: Wings of Theve launch event is happening this week
Head to Orchard Central from October 7 to 11 for exciting experiencies
The Ace Combat 8: Wings of Theve official launch event is happening this week in Singapore.
From October 7 to 11, Ace pilots are all invited to report to the Stage Area outside Molly Tea at Orchard Central (181 Orchard Rd., Singapore, 238896) from 11:00 AM to 9:00 PM daily.
Open to the public, the launch event commemorates the arrival of the first mainline entry in the Ace Combat series after seven years.
The title promises to elevate the franchise to new heights, harnessing the power of Unreal Engine 5 and proprietary technology to create a visually stunning and ultra-realistic aerial experience.
Players will take to the skies and rise above every challenge to earn their place among the elite.
At the event, visitors can take on the Ace Combat 8: Wings of Theve Hanging Bar Challenge for a chance to top the leaderboard and win prizes.
Fans can also meet and snap photos with special guests, momoko_pigsfly (Wednesday to Thursday) and djharharuka (Friday to Sunday). Exclusive freebies are up for grabs as well, while stocks last.
SEE ALSO: ACE Combat 8: Wings of Theve Review
Gaming
The regular PlayStation 5 is getting an AI upscaling feature
The feature debuts with Wolverine and Ghost of Yotei.
If you’re an owner of a regular PlayStation 5, watching a PS5 Pro owner might touch you with a tinge of jealousy. Besides the upgraded console’s better hardware, it also has something called the PlayStation Spectral Super Resolution (PSSR), which uses AI to improve resolution and framerate. Unfortunately, that feature isn’t available on the regular console. But Sony is throwing the classic console a bone today by adding Quick Spectral Super Resolution (QSSR), which does the same as PSSR but on the older machine.
Since the introduction of PSSR, fans and developers alike have asked whether the older console can have a version of the technology. Developed with AMD, QSSR is an AI upscaling feature that improves performance for modern games on the PlayStation 5. For now, the feature is debuting first on Ghost of Yotei and Marvel’s Wolverine via a set of patches. Moving forward, Sony will also allow its developers to add the feature for their respective games.
Now, the choice of games is deliberate. Marvel’s Wolverine is still fresh on everyone’s mind. Meanwhile, Ghost of Yotei has just released a Complete Edition, which packs in a new story expansion and a roguelike mode. You don’t even need to Complete Edition or the corresponding paid upgrade to enjoy the new feature.
SEE ALSO: Ghost of Yōtei Complete Edition review: More of a great thing
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