Cyberpunked

 

How does a game publisher lose over a billion dollars of value in a week? How does one of the industry’s most popular companies become its whipping boy overnight? Why might a product receive rave reviews at launch and disastrously critical reviews only a few days later? And what does it suggest about the industry at large?

Even to someone very familiar with the video games industry, the past week has been surprising and mystifying, but let me try to untangle the mystery based on public knowledge so far.

Cyberpunk 2077 is a multi-platform big-budget video game based on a pen-and-paper game (ala Dungeons and Dragons) by Mike Pondsmith. The game is published by CD Projekt, a Polish company that garnered tremendous respect with The Witcher series; in particular, The Witcher 3, which has sold around 30 million copies so far. That’s at $60 each before discounts. CD Projekt Red (CDPR) is the publisher’s game development arm.

A quick note: For a movie, a consumer generally pays between $5 and $25 dollars for 2-to-4 hours of entertainment. A modern “open world” game can offer dozens or even hundreds of hours of entertainment for $30 to $60. Unlike a film, many games can be enjoyable without needing to see them through to the end. It’s a world to explore a bit at a time, rather than a strictly linear experience. Thus, a game with “hundreds of hours” of content might actually be something you enjoy only a few hours each month but for years.

The Witcher 3 stands tall among open world games on account of its deeply thoughtful and extensive storytelling. There are countless stories to discover. One of the most popular narratives involves a wealthy baron whose life becomes a misery after he fails to bury his child born in miscarriage. As usual, the player has choices in how the story unfolds.

CD Projekt Red won fans not just with an exceptional playground of overlapping narratives, but also with improvements and bits of content added free for players who already bought the game. The Witcher 3 seemed like a better bargain all the time.

Additionally, CD Projekt operates one of the most successful alternatives to the Steam marketplace for PC (personal computer) games. Non-gamers can think of it as an Amazon or iTunes store for video games. What sets CD Projekt’s service apart is its commitment to avoid DRM (digital rights management) software, implemented to ensure legal ownership of games but at costs to accessibility and performance. For example, DRM might require online verification of a single-player offline game, thereby making the game inaccessible whenever one’s Internet connection fails.

In short, many gamers perceived CD Projekt as champions for the little guy while bigger publishers try to squeeze their customers for every last cent. Well deserved or not, CDP/CDPR enjoyed a favorable reputation.

Then this happened.

Cyberpunk 2077 is the next big game from CD Projekt Red. Having been in active development for more than 6 years, the game was expected to rival the company’s previous masterpiece. Fans didn’t rely only on blind hope. The first trailer revealed an edgy, wonderfully realized sci-fi world that promised to combine gunplay and cinematic action with thoughtful storytelling and rewarding player choices.

On high-end PCs, the game really does look that good. The art design and realization is extremely impressive. Cyberpunk 2077 utilizes a cutting-edge animation system that synchronizes dialogue in many languages for localization.

But Cyberpunk 2077 was not marketed only for expensive PCs and next-generation gaming consoles like the Playstation 5 and Xbox Series X. It was promoted for basic Xbox One and Playstation 4 consoles, originally and right up to the game’s publication. The game doesn’t look or perform well at all on those older consoles.

CDPR failed to mention that while accepting preorders.

Eight million copies of Cyberpunk 2077 were preordered or purchased within the first day of the game’s launch and roughly 40% of those sales were on Xbox and Playstation.

Since the new Series X/S and PS5 consoles have been in limited supply, I’d guess that 35% of those sales were on older consoles. Many were to owners of mid-generation upgrade consoles, like the PS4 Pro and Xbox One X. But then there are budget PC users. And advanced consoles do not yet have bespoke versions of the game. They run the game in backward compatibility mode.

Overall, maybe half of Cyberpunk 2077 owners are enjoying a relatively stable, pretty, and smooth-performing experience.

A few days before the game’s publication, CDPR customers who follow daily gaming news had reason to be suspicious. Game reviewers are normally afforded review copies on all platforms several days before launch. Strangely, CDPR provided review copies of the PC version 3 days before launch but provided none for the console versions. The company claimed that a last-minute patch was to blame.

All versions would receive a Day One patch, as has become customary for video games (for good reason). But the patch could not salvage the awful mess that showed on 7-year-old base consoles. Nor did it address the broken AI and physics systems that continue to plague Cyberpunk 2077 even on the most powerful 2020 hardware.

CDPR did show the game running on the most powerful mid-gen upgrade console, the Xbox One X. However, as I noted at the time, that video seemed to carefully avoid fast-moving vehicle scenes, large gun fights, and large open environments with many characters on screen — the most difficult scenarios for hardware to process in real time. Performance during real gameplay was not evident, for certain.

More telling was the NDA (Non-Disclosure Agreement) that CDPR required of game reviewers. An NDA is normal in the process. It usually sets the day (before the game’s release) that game reviews may be published. A review NDA also sets limits on what gameplay footage may be shared before release, primarily to avoid spoilers of key plot twists and characters.

The Cyberpunk 2077 reviewer NDA was different. It limited reviews to use of the gameplay footage provided by CD Projekt Red in trailers; the reviewers’ own gameplay could not be shown.

Professional game reviewers publicly expressed concerns over these strange conditions: the NDA and the absence of review copies on consoles. Nevertheless, many were very impressed by Cyberpunk 2077 on high-end gaming PCs and gave the game high marks in their reviews. It’s worth noting that most professional reviewers are constantly pressed for time and trained as writers, so they tend to applaud film-like experiences with linear narratives of modest duration. In any case, most reviewers recommended Cyberpunk 2077.

Then the game launched. And the cyberware hit the fan.

In many ways, Cyberpunk 2077 excels and lives up to the extraordinary anticipation. The central narrative is thrilling by all accounts and does indeed offer opportunities for significant player choices in that progression. The metropolis is brilliantly realized with jaw-dropping visuals, dense crowds, cool cars, crazy cybernetics, and an over-arching theme that even in a broken, decadent hellhole like Night City good people can be found. But…

There is no excuse for this:

It was the best of games. It was the worst of games. IGN scored the PC version 9/10 but the Xbox One-PS4 version 4/10. The PC review score seems overly generous for reasons I will explain.

Metacritic, a site that gathers and averages review scores, shows lower overall scores among users than among professional reviews. In a recent podcast, one professional critic at Rock Paper Shotgun described the game as excellent until you slow down to take a hard look at any particular gameplay system.

One must distinguish between problems particular to one platform and problems common to all versions.

The base platforms suffer from poor resolutions, making the game look a decade or even two decades old at times. Framerates are unsteady, slow, jittery, and at times even sickening. I will skip over various other issues with industry-specific terms, like model and texture pop-in. The game often freezes or crashes, forcing the player to reboot the game or even reboot one’s hardware. The number of NPCs (non-player characters) on screen is paltry and not immersive on base consoles.

On even the best platforms, many AI systems are either broken or horribly underdeveloped. The result is character and vehicle behaviors that have not been common among big-budget games in decades. Pedestrians walk into each other. Drivers cannot drive around obstacles in their strictly scripted paths. Unseen, unheard crimes in empty rooms are magically reported. But not theft. You can take anything from anyone, even vendors, and nobody will even notice.

In modern video games, characters typically “spawn” (appear) off-screen, so not to spoil the illusion of an immersive world. In Cyberpunk 2077, police can spawn behind you in a moving elevator. They can spawn inside of walls. They can “clip” through vehicles and other objects, meaning they walk through like ghosts… before getting stuck when collision detection finally kicks in.

Heavy traffic? Just turn around and vehicles will “despawn” (disappear) behind you. But watch out for that car tumbling through the air because some hiccup of poor physics simulation threw it your way. YouTuber Angry Joe has shared some absurd and hilarious examples, if you don’t mind the critic’s constant stream of obscenities.

Or perhaps your character is killed by a bullet hovering in air as you cross the street. Or maybe you have to retry a mission (narrative episode) — again — because the game froze, or a character got caught in an animation loop, or another car came hurtling in. Or maybe you just tire of NPCs who act like so much window dressing, having no routines or interests and being unable to offer even one line of dialogue beyond the same curt dismissal.

There is also the problem of insignificant life paths. In my own experience with the early hours of Cyberpunk 2077, I can recall an instance in which my choice of character origin — Nomad, Corpo, or Street Kid — influenced an interaction beyond the game’s initial mission. But many players have complained that this much-advertised choice is not half so critical to gameplay as developers claimed. The wealth of player freedom involved in exploration and combat decisions does not seem present in narrative experiences.

A side note: though the new Xbox Series X/S consoles and the new PS5 consoles have power surpassing most consumer PCs and can show Cyberpunk 2077 well, those consoles are at present only running versions of the game designed for previous-generation consoles. The game has yet to be optimized for new consoles. Therefore, those consoles arguably endure bugs and shortcomings that might otherwise be avoided.

Cyberpunk 2077, put simply, is unpolished and unfinished.

That much is a familiar experience to gamers in this era of the Internet. Game publishers too often release incomplete products because content and optimizations can be patched in later with weekly or monthly updates.

I mentioned earlier that Day One patches are acceptable. That’s because developers can bring a game to a solid state for release and yet continue working in the month or so while that completed code is prepared on discs with packaging for mass distribution.

Many gamers enjoy ongoing content additions, which publishers appreciate for ongoing revenue opportunities — DLC (downloadable content) and MTs (microtransactions). Some miss the days when games were sold as definite products rather than licensed services. But there are certainly upsides to games-as-service. The chief downside is that publishers are tempted to cut themselves too much slack.

Cyberpunk 2077 is far from alone in launching before it is ready. Fallout 76, Anthem, No Man’s Sky, Battlefield V, and even Skyrim had terrible launches. A few of those recovered to become popular, financially successful, critically adored games. Cyberpunk 2077 could recover as well… if CD Projekt Red stops digging the hole deeper.

But first, why was Cyberpunk 2077 released in such a broken state?

There are several possibilities. One involves pressure over prolonged “crunch time” — an industry bugaboo for which CDPR in particular has faced criticism from journalists. Jason Schreier (formerly of Kotaku, now with Bloomberg) again has the inside scoop on disgruntled employees suffering under seemingly feckless management. For brevity’s sake (“Too late!”), I will skip the debate over the inevitability of month-after-month crunch time during projects spanning half-a-decade.

Other likely factors are investor pressure and marketing, distribution contracts.

CD Projekt is a publicly traded company. Though The Witcher 3 has been immensely successful and GOG (the competitor to Steam’s PC gaming marketplace) is profitable, investors were probably anxious to see another major game published soon. The first teaser trailer for Cyberpunk 2077 was released in 2013. The game might have been only in the concept phase then. But investors have been licking their lips ever since.

CD Projekt Red already pushed back publicized Cyberpunk 2077 release dates 3 times. By this point, their contracts for worldwide advertising had probably been put into motion… and red ink. Marketing firms were paid. TV spots were purchased. Billboards, posters, T-shirts, figurines, and countless other materials were manufactured. The kraken was set to be unleashed.

Another possible setback was late-breaking bugs in the software.

A blockbuster video game — the sort of project that employs hundreds of developers over a course of years — is a giant and intricate design with many moving parts. Such world simulations are designed to be dynamic and continually surprising. The trouble is that complex overlapping systems with so many variables also surprise developers; often not in a good way.

The larger and more complex a game becomes, the more likely that something will cause complications with something else. Even with foresight and good management, problems can arise and whole systems can stop working properly late in development. Perhaps CDPR ran into troubles of this sort, though Cyberpunk 2077 is substandard in so many ways currently that I can’t believe that’s the whole story.

Expectations were high. The pressure to reveal a completed masterpiece mounted. And now?

Now, a mere week after the game’s release, demand for refunds is so great that CD Projekt Red has been moved to assist in pursuit of them. Sony has gone so far as to remove Cyberpunk 2077 from sale at the Playstation store “until further notice.” Both Sony and Microsoft, after communication with CDPR, have agreed to issue refunds to any console players who request them.

Investors read the writing on the wall when CDPR withheld console review copies before launch. The company’s value decreased by more than 20% in the past week, starting before Cyberpunk 2077‘s release. Its founders lost more than a billion dollars of invested wealth.

Here’s the kicker: they did it to themselves.

In a company of hundreds, most developers at CD Projekt Red have no control over the release date or overall quality issues; nor do they govern marketing. But management? The executives have lied again and again — to investors, to reviewers, to customers, even to their own employees.

They are still lying.

In a public statement, executives said they should have “paid more attention” to last-generation consoles. Can you imagine any scenario in which management neither saw all products set to launch for themselves nor heard warnings from team leaders and employees who did see those unready products? Of course they knew console versions especially were not ready for release. That’s why those versions were procedurally and continuously hidden from reviewers in the days before launch, while customer preorders for console versions were maintained.

As noted by the exceptionally deliberate Richard Leadbetter at Eurogamer’s Digital Foundry (generally regarded as game journalism’s best analysts of technical performance), CD Projekt Red called into question the product certification processes of Microsoft and Sony. It’s difficult to imagine base console versions being salvaged. Leadbetter cites another statement by CDPR execs:

“After three delays, we as the management board were too focused on releasing the game,” said CDPR joint-CEO Adam Kiciński. “We underestimated the scale and complexity of the issues, we ignored the signals about the need for additional time to refine the game on the base last-gen consoles. It was the wrong approach and against our business philosophy. On top of that, during the campaign, we showed the game mostly on PCs.”

Again, executives needed only see the game played for 10 minutes on base consoles to understand “the scale and complexity of the issues” making release intolerable for many gamers. “We ignored the signals” seems a weasel-worded way of saying they overruled the objections of employees insisting that the game was not ready for launch.

There is a way forward. The game is fundamentally impressive. Millions of players have decided to keep playing Cyberpunk 2077 despite its launch problems. Millions more, including myself, look forward to buying it again (after refunds) when the game is truly completed, polished, and optimized for targeted hardware platforms. Skyrim recovered from a terrible launch to become one of the most popular video games in history. It can be done.

But for Cyberpunk 2077 fans to regain faith in CD Projekt Red and agree to pay the original price after such disrespect, CDPR executives must stop lying. The way forward begins with honesty. Like the creators of No Man’s Sky, CDPR can go silent while they work to rectify design problems and add content. But before the silence must come a genuine apology and an accounting of concerns. Given that respect, gamers will forgive and move on as they have before.

The game industry at large has developed a bad habit of selling games before they are ready. Such offenses are not typically so severe. Preview programs can be beneficial to all in select cases. But gamers are slowly learning that preorders are a fool’s gamble. Even smaller publishers like CD Projekt are not beyond temptation to abuse that trust.

There is hope for Cyberpunk 2077. A film is forever. But, in the era of the Internet, a game is never done.

Oh, I almost forgot! Amid this Cyberpunk 2077 release drama, CD Projekt’s GOG worldwide marketplace hosted a PC game from Taiwan that had been banned in China for poking fun at Dear Leader via his verboten appreciation of Winnie the Pooh. GOG hosted the game just long enough for gamers to notice that the game was then removed from the store, following complaints from Chinese “gamers” who of course spoke only for themselves.

“Stop hitting yourself!” CD Projekt fans explained.

Published in Entertainment
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  1. David March Coolidge
    David March
    @ToryWarWriter

    Bethany Mandel (View Comment):

    So it’s the Theranos of video games?

    No that would be Fallout 76.

    • #61
  2. David March Coolidge
    David March
    @ToryWarWriter

    Henry Racette (View Comment):

    Interesting piece, Aaron. While I’ve been programming computers for decades, I’ve never been into computer gaming: I think the first and last computer game I bought for myself was Tetris, circa 1986. But I try to keep up on the technology just a little, and I’m aware of the power of game platforms and have some sense of the sophistication of modern games. Even so, the videos you linked surprise me with their richness and complexity.

    Andrew Klavan has often commented that the locus of artistic creativity and storytelling has shifted, in his opinion, from literature, through movies, and is now in the video game world. I think Andrew is wise about a lot of things, and I’m willing to acknowledge that he might be right about this as well. If so, it may finally have left me completely behind, as I just can’t imagine myself getting into it.

    On the other hand, my youngest son (23) has just built for himself one of these absurdly optimized gaming PC systems with the liquid-cooled CPU and the fancy graphics cards. Maybe I’ll buy his older computer from him and dip my toes in the video game world. Is Railroad Tycoon still a thing? That always looked like fun….

    Thanks for a detailed and educational post.

    If your looking for something casual to play, I play a game called Kards: The WW 2 Card game.  Its an online CCG that you can play in 15 minute matches, and there is some interesting strategies to play around with.  Good for playing a game or two with the tv on.

    Also get history attached to each card.

    • #62
  3. Cal Lawton Inactive
    Cal Lawton
    @CalLawton

     

    • #63
  4. Aaron Miller Inactive
    Aaron Miller
    @AaronMiller

    James Lileks (View Comment):

    Goldgeller (View Comment):
    Going stealth vs going full on action creates very different outcomes and flows

    Yes, that it does. I remember playing that highly-hyped “Aliens” game, which was all stealth, it seemed. I think at one point I had a gun with two bullets. The game was basically this:

    Wander around fascinating environments by yourself

    Encounter a foe

    Die

     

    Alien: Isolation was a surprisingly popular game. It was well made, but that game really is 90% atmosphere. The fun is the anticipation of being discovered and slaughtered. Horror games generally don’t interest me, though I respect the craft. 

    Dark Souls was a very popular series that actually advertised itself by highlighting how regularly the player-character will die and be forced to try again. It’s not my cup of tea for more than a few reasons. But I think fans consistently underestimate how much of the games’ appeal is world design and exploration, rather than beating difficult challenges. 

    If challenge is really the attraction, they should play original Nintendo games. Ghosts ‘n’ Goblins was brutal. The recent remake of Battletoads smartly included difficulty modifiers. I preferred the original Ninja Gaiden

     

    • #64
  5. Aaron Miller Inactive
    Aaron Miller
    @AaronMiller

    Here is an update on that PC save file corruption bug I mentioned. Cyberpunk 2077 developers have responded to verify it can happen and that it seems to be triggered by carrying many items in inventory. It might only be a problem for players who took advantage of an item duplication exploit. 

    • #65
  6. kidCoder Member
    kidCoder
    @kidCoder

    Henry Racette (View Comment):
    Is Railroad Tycoon still a thing? That always looked like fun….

    Ah yes, the game written in hand crafted x86 assembly.

    • #66
  7. Percival Thatcher
    Percival
    @Percival

    James Lileks (View Comment):

    kedavis (View Comment):

    As @jameslileks commented long ago on a different show, “psycho chicks are HOT!”

    (I suppose he was expressing a more general attitude from various audiences for shows like Homeland, not his own preference. Let’s hope!)

    NOT a personal preference. Vivian Sternwood, not Carmen.

    Lauren Bacall, not Martha Vickers. The accomplice, not the killer.

    • #67
  8. kedavis Coolidge
    kedavis
    @kedavis

    Repdad (View Comment):

    Aaron Miller (View Comment):
    Some, like recent Assassin’s Creed games or The Witcher 3, pepper the world with a hundred little stories to pursue 10 or 30 minutes at a time.

    Aaron, this is a revelation to me. I have mostly given up on big games because of time constraints. I did finish Red Dead Redemption, but Skyrim and RDR 2 are pretty much I played. In my mind, I do love a side quest but it’s something you do in service of the main story. So the big games, which I love, were too daunting.

    But this way of looking at it makes me see things differently, and maybe I’ll jump back in. The story line isn’t why I play those games anyway – it’s to inhabit the world. Heck, I am happy riding my horse around in the desert, so why not do that and just forget the quests altogether?

    Maybe because, to quote Captain Kirk, “it doesn’t matter?”

    But then again that describes the games as a whole, too.

     

    • #68
  9. Aaron Miller Inactive
    Aaron Miller
    @AaronMiller

    This melodrama has been a great advertisement for Google’s hardware-agnostic Stadia game streaming service. In theory, Stadia players can always rely on playing the best version of a game from year to year. But connection reliability may vary from user to user and place to place. 

    Microsoft’s own xCloud streaming service currently seems the better deal because of Xbox Game Pass and the potential of hard copies.

    But neither service is a seismic shift in gaming yet. If I travelled more, I might better appreciate gaming on the go. 

    • #69
  10. kedavis Coolidge
    kedavis
    @kedavis

    James Lileks (View Comment):

    kedavis (View Comment):

    As @jameslileks commented long ago on a different show, “psycho chicks are HOT!”

    (I suppose he was expressing a more general attitude from various audiences for shows like Homeland, not his own preference. Let’s hope!)

    NOT a personal preference. Vivian Sternwood, not Carmen.

     

    :-)

     

    • #70
  11. kidCoder Member
    kidCoder
    @kidCoder

    Aaron Miller (View Comment):

    This melodrama has been a great advertisement for Google’s hardware-agnostic Stadia game streaming service. In theory, Stadia players can always rely on playing the best version of a game from year to year. But connection reliability may vary from user to user and place to place.

    Microsoft’s own xCloud streaming service currently seems the better deal because of Xbox Game Pass and the potential of hard copies.

    But neither service is a seismic shift in gaming yet. If I travelled more, I might better appreciate gaming on the go.

    Google hasn’t killed Stadia yet?

    • #71
  12. Aaron Miller Inactive
    Aaron Miller
    @AaronMiller

    kidCoder (View Comment):
    Google hasn’t killed Stadia yet?

    I can’t imagine buying digital copies of games that can only be accessed through an online service that might not exist in a few years and generally can’t match local (high quality) hardware anyway. Stadia was a non-starter for me. 

    xCloud, on the other hand, is a bonus for Xbox and PC gamers already using Microsoft’s other services. Microsoft doesn’t need to convince people to try it. And they are adapting some ganes designed for console and PC to include touchscreen Android controls at no charge. 

    Currently, Microsoft is winning. 

    • #72
  13. Bryan G. Stephens Thatcher
    Bryan G. Stephens
    @BryanGStephens

    Still working on the Cayo Heist.

    • #73
  14. Brian Clendinen Inactive
    Brian Clendinen
    @BrianClendinen

    I don’t know why anybody would be surprised that the stock price tanked.  Even if they had a bug-free release  they were bound to have a massive stock correction. When you’re trading for like a hundred and eighty times your earnings. A single game is not worth five or six billion dollars in value. Its still an overpriced stock. It should loss 80% of its peek value. Then it will be reasonably prices.

    • #74
  15. Jon1979 Inactive
    Jon1979
    @Jon1979

    Just standing on the outside looking in, I think it will be interesting to see how the gamer community handles CD Projekt Red versus how things were handled earlier this year with Naughty Dog over Last of Us 2. Cyberpunk 2077 seems to have scammed some buyers by offering up a game that didn’t work on older machines, but they don’t appear to have attacked their users or attempted to de-platform some of their online critics, as the folks running Naughty Dog did when their latest release came under scrutiny.

    I’d think producing a bad game and then trying to censor anyone who attempts to say it’s a bad game is a really bad long-term strategy, compared to producing a buggy game and trying to hide that from the public before release, but I defer to people far more in touch with the current gaming world.

     

    • #75
  16. The Reticulator Member
    The Reticulator
    @TheReticulator

    Jon1979 (View Comment):
    I’d think producing a bad game and then trying to censor anyone who attempts to say it’s a bad game is a really bad long-term strategy

    It’s worked so far for Google and Twitter.

    • #76
  17. Aaron Miller Inactive
    Aaron Miller
    @AaronMiller

    At least in the United Kingdom, Cyberpunk 2077 sales were beat by Assassin’s Creed: Valhalla and Call of Duty: Cold War.

    It’s not clear yet how much the scandal has affected sales. Sharp decline after the first week is normal because eager fans buy a new game as soon as they can. 

    Often, even standard copies of a game have preorder incentives in the form of bonus content. But in this case there were just many people eager to play. 

    • #77
  18. Henry Racette Member
    Henry Racette
    @HenryRacette

    The Reticulator (View Comment):

    Jon1979 (View Comment):
    I’d think producing a bad game and then trying to censor anyone who attempts to say it’s a bad game is a really bad long-term strategy

    It’s worked so far for Google and Twitter.

    Jury’s still out on that one. ;)

    • #78
  19. Aaron Miller Inactive
    Aaron Miller
    @AaronMiller

    According to the latest investor report, Cyberpunk 2077 has sold more than 13 million copies in its first few weeks, supposedly even after accounting for refunds. 

    • #79
  20. Aaron Miller Inactive
    Aaron Miller
    @AaronMiller

    LegacyKillaHD on YouTube did the grunt work of digging through Cyberpunk 2077‘s long public history of development and promotion. The portion in which he highlights promotional interviews with developers shows that the final product is very different from what was advertised even up to the past year.

    Cyberpunk 2077 was intended to rival The Witcher 3 in scope of content and dynamic systems even as late as 2018. A wealthy part of Night City that was advertised in a trailer is mostly cut off, but bugs have allowed a few players to see that many of the art assets are there — just walled off. 

    One developer leaked on a forum before launch that the game was not ready and would not be so for “4-5 months” after the December launch date. 

    Yet LegacyKillaHD ends the long video by saying he is generally pleased by the game. I can believe the many favorable reviews, if of a different product than advertised. But the 9/10 review scores are laughable considering how unfinished the game is even on PC. They reviewed what they expect the game to become, not what it is. 

    After viewing many reviews both favorable and unfavorable, I’m convinced nobody is playing a completed game. 

    • #80
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