TOP 5 Things People HATE About Cyberpunk 2077
Night City’s hype machine hit a wall of fan backlash months before launch, and one YouTuber decided to talk everyone off the ledge.
By early July 2020, Cyberpunk 2077 had already been delayed once, pushed from its original April date to a new November release, and the gap between trailers and actual gameplay footage had given the community plenty of time to nitpick. Creator Apoqsi tackled the loudest complaints head-on in a video titled “TOP 5 Things People HATE About Cyberpunk 2077,” breaking the community’s grievances into five segments and arguing that most of them didn’t hold up under scrutiny. The video landed right as debate over CD Projekt Red’s design choices was peaking following the June “Night City Wire” broadcast.
- Apoqsi structured the video around five specific pre-release complaints, running from the game’s intro at 0:39 through five numbered segments ending at 15:01, before closing with a section explaining the video’s purpose at 15:01 and an outro at 16:22.
- The mandatory first-person perspective during both exploration and cutscenes emerged as the most contentious talking point, a departure from the third-person view fans expected from a CD Projekt Red RPG after The Witcher 3.
- Other frequently cited gripes included the feel of driving and combat, the scope of character customization, and the confirmed removal of wall-running during development.
The First-Person Fight
Nothing generated more noise than CD Projekt Red’s decision to lock players into a first-person camera for nearly everything, including cinematic dialogue scenes that most RPGs would hand to a third-person camera. Quest designer Pawel Sasko and senior level designer Miles Tost had both defended the choice in interviews earlier in 2020, framing it as essential to narrative immersion rather than a technical shortcut. Apoqsi’s video leaned into that same argument, treating the first-person mandate as the biggest “non-issue” on his list precisely because it was tied to how the studio wanted players to experience Night City’s story beats up close.
Fans who wanted the option to flip to third-person, the way you could in the earlier gameplay reveal footage, saw the change as a step backward from what CD Projekt Red had shown off during E3-era demos. That tension between marketing expectations and the studio’s final design call fed directly into the discourse Apoqsi was responding to, and it’s a debate that’s shown up across other breakdowns of how the game actually feels to play once the camera restriction is factored in.
The first-person view and gameplay alterations were crucial to narrative immersion and tight mechanical balance.
Driving, Combat, and the Cut Wall-Run
Beyond the camera argument, community complaints stacked up around how cars handled, how gunfights felt in early footage, and just how much of the promised movement toolkit had actually survived development. Wall-running, once teased as part of the game’s mobility options, had been confirmed cut, and that single cut feature became a stand-in for broader fan anxiety that CD Projekt Red was trimming ambition as the November date approached. Apoqsi walked through each of these points as its own segment, pushing back on the idea that losing wall-running or getting a more grounded driving model amounted to a downgrade rather than a deliberate trade-off.
The combat and vehicle concerns tracked closely with what other creators were flagging in hands-on previews around the same window, including breakdowns built around actual demo time such as the surprises pulled from extended gameplay sessions that summer.
The Customization Question
Character customization rounded out the list of grievances, with fans measuring the final feature set against the depth CD Projekt Red had implied in earlier previews. Apoqsi treated this as another case where expectations, inflated by marketing and community speculation, had outpaced what any single RPG launch could realistically deliver. His framing throughout the video was consistent: these were design decisions made in service of the bigger picture CD Projekt Red was building toward, not corners being cut for convenience.
Significance of Strategic Timing
Apoqsi’s video didn’t exist in a vacuum. It arrived during a stretch when CD Projekt Red was fielding this same pushback publicly, and when every scrap of new footage from the “Night City Wire” presentation was being dissected frame by frame by a fanbase that had already waited past one delay. Videos like this one served as a temperature check on just how much of the internet’s outrage was substantive versus reflexive, months out from a release CD Projekt Red still had to defend on nearly every front.
Whether Apoqsi’s counterarguments held up would ultimately depend on what shipped in November, but as of that July upload, the five complaints he tackled were still exactly the five things dominating every Cyberpunk 2077 comment section on YouTube.
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