Cyberpunk 2077 – How It Actually Feels To Play
Night City finally let outsiders in — for four hours, anyway.
PlayStation Access got an exclusive hands-on session with Cyberpunk 2077 in late June 2020, and the resulting video, “Cyberpunk 2077 – How It Actually Feels To Play,” is one of the first real accounts of what CD Projekt Red’s long-awaited RPG actually plays like away from a stage-managed E3 demo. Two presenters from the channel sat down with the game’s prologue for four hours at a media event and came back with detailed impressions of the mechanics, the tone, and the sheer density of Night City ahead of the game’s planned late-2020 release.
- The demo let players choose between three life paths — Nomad, Street Kid, and Corpo — each of which changes protagonist V’s introduction and opening dialogue.
- CD Projekt Red revealed “Braindance,” a virtual-reality investigative tool that lets players scrub through recorded memories frame by frame to hunt for clues and open alternate quest routes.
- The session covered only the prologue, but presenters got extensive time with gunplay, melee combat, movement, and character customization in first-person.
Four Hours, Three Beginnings
The biggest structural surprise from the preview is how much the life path system actually reshapes the opening hours rather than just flavoring them. Choosing Nomad, Street Kid, or Corpo changes how V enters Night City, who greets them, and which dialogue options come up first — not just a line of backstory text, but a genuinely different entry point into the same prologue. That’s the kind of branching CD Projekt Red built its reputation on with the Witcher series, and the PlayStation Access team came away convinced it’s more than a cosmetic choice this time.
Anyone who’s already dug into the wider preview cycle around the game — including the hour of open-world footage that circulated around the same period — will recognize the pattern: CD Projekt Red keeps using these hands-on sessions to prove the RPG systems are load-bearing, not decorative.
Inside a Braindance
The Braindance mechanic is the newest piece of information from this preview. It’s framed as a detective tool: V plugs into a recorded memory and can pause, rewind, and scrub through it in a fully navigable 3D space, switching between visual, audio, and thermal layers to spot details a normal playthrough would miss. Presenters described using it to piece together evidence that opened up a different route through the mission than a straightforward walk-and-shoot approach would have.
Four hours, one prologue, three completely different characters.
It’s a mechanic that sits closer to a point-and-click investigation sequence than a shooter set piece, and it’s the clearest sign yet that CD Projekt Red wants Night City’s quests to reward players who slow down and look rather than just sprint to the objective marker.
Combat and Movement in First-Person
On the action side, the presenters walked through gunplay, melee, and movement and came away describing the feel as responsive rather than floaty — a notable detail given how much skepticism had built up around whether an RPG built in first-person could handle combat with any weight. Weapon handling, cover, and traversal all read as more grounded than some had expected from early trailers, though the team stressed this was still a curated four-hour slice, not the full 60-plus-hour game.
That combat impression lines up with other coverage from the same preview window, including breakdowns like New Cyberpunk 2077 Gameplay: 7 Surprises We Weren’t Expecting, which flagged similar surprises around how physical the melee combat felt compared to expectations set by the 2018 gameplay reveal.
Character Customization and Night City’s Density
Character creation got its own moment in the preview, with the presenters running through the customization options tied to V’s build and appearance before diving into the prologue proper. Combined with the life path choice, it reinforced the sense that CD Projekt Red is leaning hard into player-authored identity rather than a single fixed protagonist. The team also spent time simply describing Night City itself — dense, vertical, and cluttered with the kind of environmental detail that rewards just walking around rather than fast-traveling everywhere.
Four hours obviously isn’t the whole game, and the PlayStation Access team was upfront that this was still a controlled preview build months out from launch. But between the life paths, the Braindance tool, and the combat feel, it’s the most concrete look yet at what CD Projekt Red is actually shipping later in 2020 — and it’s the kind of hands-on detail that’s going to keep getting compared against every new gameplay drop between now and release.
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