How Long Is Cyberpunk 2077?
Destin Legarie, Director of Video Ops
Cyberpunk 2077 can be completed in 25 - 30 hours depending on how quickly you run through the campaign. That said this is what we’re guessing many will deem the “bad” ending. By forming stronger bonds with the characters in Night City and the surrounding areas you’ll unlock various endings that have a dramatic impact on how your finale will play out. In my playthrough I completed it the first time in around 30 hours of game time. After going back and building relationships with many characters in the game I seem to be nearing a natural conclusion for those relationship trees at around 60 hours. This is without having touched a single “Gig” mission unless I ran across it organically in the open world. There’s easily another massive amount of time that could be invested there. The claim pre-launch was that for a 100% completion of the game you would need to have played for 175 hours. Because there doesn’t seem to be an accurate indication of percentage completed beyond missions left it’s unclear how far doing main story missions and side jobs will bring you toward that 100% completion mark. That said there hasn’t been a dull mission yet! Thus far we’ve been able to experience three core endings, two of which take place in the final area and one earlier. Upon returning at higher completions the end missions play our quite differently.[widget path="global/article/imagegallery" parameters="albumSlug=cyberpunk-2077-pc-gameplay-screenshots&captions=true"]
Miranda Sanchez, Executive Editor, Guides
As the lead guide writer for Cyberpunk 2077, my time with the game is slow-rolling and still going. I've done tons of reported crime missions (they're great for making money fast and getting neat gear early -- more on that in our guide!) and select side missions, plus tons of running around. I exhaust just about every room in main missions to completely explore anything they have to offer. I also craft a lot! You can read my findings in our Cyberpunk 2077 guide of course, but at this point I'm a decent way into Act 2 and have 45 hours in as of this writing. If you're looking how to find that stat yourself once you start playing, take a look at the Character Stats in the player menu.[poilib element="poll" parameters="id=f2468882-78f7-47dd-b11c-5245ed611a72"]
Tom Marks, Deputy Reviews Editor and Cyberpunk 2077 Reviewer
The first time I beat Cyberpunk 2077 I almost entirely focused on main story missions, which I largely do not recommend doing yourself. When the credits rolled, my in-game playtime was at 19 hours, while my actual real world playtime was about 21. Similar to what Destin said, that allowed for only a very limited set of endings, all of which were enjoyable but grim. After reloading a save and spending another 20 hours doing side missions, I was able to reach the end of multiple side character storylines and see four more distinct endings – all of which were drastically different and largely more fulfilling than the ones available when I rushed. There are still TONS of other missions, fights, side stories, and activities for me complete, so I could easily spend dozens upon dozens of hours more just running around Night City doing stuff without it running dry, but the main story itself is at least completable (and fairly malleable) in far less time. [poilib element="accentDivider"]How Long Is Cyberpunk 2077?
Destin Legarie, Director of Video Ops
Cyberpunk 2077 can be completed in 25 - 30 hours depending on how quickly you run through the campaign. That said this is what we’re guessing many will deem the “bad” ending. By forming stronger bonds with the characters in Night City and the surrounding areas you’ll unlock various endings that have a dramatic impact on how your finale will play out. In my playthrough I completed it the first time in around 30 hours of game time. After going back and building relationships with many characters in the game I seem to be nearing a natural conclusion for those relationship trees at around 60 hours. This is without having touched a single “Gig” mission unless I ran across it organically in the open world. There’s easily another massive amount of time that could be invested there. The claim pre-launch was that for a 100% completion of the game you would need to have played for 175 hours. Because there doesn’t seem to be an accurate indication of percentage completed beyond missions left it’s unclear how far doing main story missions and side jobs will bring you toward that 100% completion mark. That said there hasn’t been a dull mission yet! Thus far we’ve been able to experience three core endings, two of which take place in the final area and one earlier. Upon returning at higher completions the end missions play our quite differently.[widget path="global/article/imagegallery" parameters="albumSlug=cyberpunk-2077-pc-gameplay-screenshots&captions=true"]
Miranda Sanchez, Executive Editor, Guides
As the lead guide writer for Cyberpunk 2077, my time with the game is slow-rolling and still going. I've done tons of reported crime missions (they're great for making money fast and getting neat gear early -- more on that in our guide!) and select side missions, plus tons of running around. I exhaust just about every room in main missions to completely explore anything they have to offer. I also craft a lot! You can read my findings in our guide of course, but at this point I'm a decent way into Act 2 and have 45 hours in as of this writing. If you're looking how to find that stat yourself once you start playing, take a look at the Character Stats in the player menu.[poilib element="poll" parameters="id=f2468882-78f7-47dd-b11c-5245ed611a72"]
Tom Marks, Deputy Reviews Editor and Cyberpunk 2077 Reviewer
The first time I beat Cyberpunk 2077 I almost entirely focused on main story missions, which I largely do not recommend doing yourself. When the credits rolled, my in-game playtime was at 19 hours, while my actual real world playtime was about 21. Similar to what Destin said, that allowed for only a very limited set of endings, all of which were enjoyable but grim. After reloading a save and spending another 20 hours doing side missions, I was able to reach the end of multiple side character storylines and see four more distinct endings – all of which were drastically different and largely more fulfilling than the ones available when I rushed. There are still TONS of other missions, fights, side stories, and activities for me complete, so I could easily spend dozens upon dozens of hours more just running around Night City doing stuff without it running dry, but the main story itself is at least completable (and fairly malleable) in far less time. [poilib element="accentDivider"]Cyberpunk 2077 Gets 28GB Console Update Ahead of Launch
- Various stability improvements.
- Various performance improvements.
- Critical progression and gameplay issues addressed.
Cyberpunk 2077 Gets 28GB Console Update Ahead of Launch
- Various stability improvements.
- Various performance improvements.
- Critical progression and gameplay issues addressed.
Hawkeye Set Photos Reveal Kate Bishop’s Costume, Pizza Dog and Avengers Homage
Hawkeye Set Photos Reveal Kate Bishop’s Costume, Pizza Dog and Avengers Homage
Halo Infinite Release Set for Fall 2021, First Multiplayer Map Revealed
So proud of the work this team has accomplished and looking forward to sharing more soon. Fall of 2021...hmm, doesn't someone have an anniversary coming up? https://t.co/gB2ulpkx4J
— Bonnie Ross (@PlutonForEver) December 9, 2020
Graphics and Art Improvement
The most complete look at Halo Infinite was revealed during an Xbox Games Showcase earlier in the summer. However, the demo received blowback after failing to meet expectations, particularly in graphics and art style. 343 addressed these points directly in its new blog post writing, "[T]he reality is that the art and visuals weren't at the bar we hold for Halo - even in a work-in-progress state," said 343's director of art management Neil Harrison. "Much of the feedback we heard from the community aligned with our own views and work we were already committed to doing around things like indirect lighting, material response, foliage and tree rendering, clouds, level-of-detail transitions, and character fidelity," Harrison says. 343 development manager for graphics Ani Shastry also added that "Visual fidelity is a very important goal for Halo Infinite, and the graphics and art teams have been continually aspiring, and working closely with each other, to create the best-looking Halo game ever." The developers even talked about Craig, the infamous Brute whose emotionless face became a meme. "I can confirm that the facial animation on NPCs were not fully implemented in that [summer] build, which resulted iN Craig's incredibly deadpan/lifeless look," says Harrison. "There's been further work done on the material fidelity and more variety added for Brute faces, we're also working to add some hairdos and beards which was something we hadn't gotten to in July. So, whilst we have come to love our dear old Craig, he's certainly undergoing a significant makeover." [ignvideo url="https://www.ign.com/videos/2020/07/23/halo-infinite-9-minutes-of-campaign-gameplay"]Spartan Customization
As for online customization, 343 talked about its new "coating" system. Whereas in the past customization was relegated to simple RGBs in primary and secondary channels, the coating system lets players "define color, wear and tear, patterns, and materials on a region-by-region basis" on a spartan or anything in a game whether it's armor, weapons, vehicles, or even fuel barrels. That means weapon skins will be more varied in Halo Infinite, and options to change more parts of a Spartan armor like the helmet, helmet attachment, shoulder pads, and visors are coming. [widget path="global/article/imagegallery" parameters="albumSlug=halo-infinite-xbox-games-showcase-gameplay-reveal-screenshots&captions=true"] This latest update is the high-level Halo Infinite community update 343 promised back in November. 343 community director Brian Jarrard said at the time that there will not be a reveal at The Game Awards, as some had theorized. Instead, 343 is delivering its update directly to the community. In the meantime development on Halo Infinite continues, but not without some shakeups. 343 brought back Halo veteran Joseph Staten to the Halo Infinite development team, while director Chris Lee has left. The developers also said that there are no plans to delay Halo Infinite back to 2022. Staten, who is now the creative director of Halo Infinite says, "We needed more time to do things right. That included pushing hard in the fall, giving the team time to recharge over the holidays, and then coming back in January to finish the game at a healthy place." Staten also says he completed the campaign for Halo Infinite twice. "I could feel the classic Halo '30 seconds of fun' beating at the heart of Infinite's world. But I had never felt more powerful, more mobile, more in command of a rich set of tactical choices. This was the Halo we imagined back in 2000, finally come to life, after 20 years of technical and creative innovation." [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN.Halo Infinite Release Set for Fall 2021, First Multiplayer Map Revealed
So proud of the work this team has accomplished and looking forward to sharing more soon. Fall of 2021...hmm, doesn't someone have an anniversary coming up? https://t.co/gB2ulpkx4J
— Bonnie Ross (@PlutonForEver) December 9, 2020
Graphics and Art Improvement
The most complete look at Halo Infinite was revealed during an Xbox Games Showcase earlier in the summer. However, the demo received blowback after failing to meet expectations, particularly in graphics and art style. 343 addressed these points directly in its new blog post writing, "[T]he reality is that the art and visuals weren't at the bar we hold for Halo - even in a work-in-progress state," said 343's director of art management Neil Harrison. "Much of the feedback we heard from the community aligned with our own views and work we were already committed to doing around things like indirect lighting, material response, foliage and tree rendering, clouds, level-of-detail transitions, and character fidelity," Harrison says. 343 development manager for graphics Ani Shastry also added that "Visual fidelity is a very important goal for Halo Infinite, and the graphics and art teams have been continually aspiring, and working closely with each other, to create the best-looking Halo game ever." The developers even talked about Craig, the infamous Brute whose emotionless face became a meme. "I can confirm that the facial animation on NPCs were not fully implemented in that [summer] build, which resulted iN Craig's incredibly deadpan/lifeless look," says Harrison. "There's been further work done on the material fidelity and more variety added for Brute faces, we're also working to add some hairdos and beards which was something we hadn't gotten to in July. So, whilst we have come to love our dear old Craig, he's certainly undergoing a significant makeover." [ignvideo url="https://www.ign.com/videos/2020/07/23/halo-infinite-9-minutes-of-campaign-gameplay"]Spartan Customization
As for online customization, 343 talked about its new "coating" system. Whereas in the past customization was relegated to simple RGBs in primary and secondary channels, the coating system lets players "define color, wear and tear, patterns, and materials on a region-by-region basis" on a spartan or anything in a game whether it's armor, weapons, vehicles, or even fuel barrels. That means weapon skins will be more varied in Halo Infinite, and options to change more parts of a Spartan armor like the helmet, helmet attachment, shoulder pads, and visors are coming. [widget path="global/article/imagegallery" parameters="albumSlug=halo-infinite-xbox-games-showcase-gameplay-reveal-screenshots&captions=true"] This latest update is the high-level Halo Infinite community update 343 promised back in November. 343 community director Brian Jarrard said at the time that there will not be a reveal at The Game Awards, as some had theorized. Instead, 343 is delivering its update directly to the community. In the meantime development on Halo Infinite continues, but not without some shakeups. 343 brought back Halo veteran Joseph Staten to the Halo Infinite development team, while director Chris Lee has left. The developers also said that there are no plans to delay Halo Infinite back to 2022. Staten, who is now the creative director of Halo Infinite says, "We needed more time to do things right. That included pushing hard in the fall, giving the team time to recharge over the holidays, and then coming back in January to finish the game at a healthy place." Staten also says he completed the campaign for Halo Infinite twice. "I could feel the classic Halo '30 seconds of fun' beating at the heart of Infinite's world. But I had never felt more powerful, more mobile, more in command of a rich set of tactical choices. This was the Halo we imagined back in 2000, finally come to life, after 20 years of technical and creative innovation." [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN.CD Projekt Red Responds to Reports of Cyberpunk 2077 Including a Seizure-Inducing Feature
Cyberpunk 2077 developer CD Projekt Red has issued a statement regarding reports of a seizure-inducing sequence being included in the upcoming role-playing game.
Thank you for bringing this up,” CD Projekt Red wrote, quote-tweeting Game Informer’s original report about the instances in games that could potentially induce seizures. “We’re working on adding a separate warning in the game, aside from the one that exists in the EULA. Regarding a more permanent solution, [the development] team is currently exploring that and will be implementing it as soon as possible.”
In an email to IGN, a representative for CD Projekt Red also said that the company has reached out to Game Informer editor Liana Ruppert, the writer of the original report, and will be working towards a solution.
The representative stated that CDPR is working to add a separate warning splash screen in the game to add to the warning in their EULA.
“We know gamers often skip that, so we tried to get ahead of this by having a more digestible version of the document,” the representative said. “We will also issue a special post on social media warning people about the potential trigger in the game (the braindance device). As for a more permanent solution, [CD Projekt Red] is now exploring that and we will deploy it as soon as we can.”
CDPR’s representative included an image illustrating the additional warning the company is including in their EULA.
“‘Nother warning here, an’ it’s an important one, too!” the text reads. “If you or someone you live with suffers from an epileptic condition, talk to your doctor before jackin’ into Cyberpunk 2077.”
Game Informer originally reported on Monday that Cyberpunk 2077’s Braindance sequences (a sort of storytelling tool wherein players interface with recordings of a person’s memories) contained a series of red and white flashing LED lights that deeply resembled the actual process by which doctors trigger seizures in patients.
Game Informer’s Ruppert reported that as a result of this sequence, they experienced a grand mal seizure. According to the Mayo Clinic, a grand mal seizure can cause a loss of consciousness and violent muscle contractions, and is usually caused by epilepsy. Game Informer's report also mentioned several other instances where glitching or lighting effects in Night City dance clubs could potentially cause seizures or epilepsy complications as well. [ignvideo url="https://www.ign.com/videos/2020/12/07/cyberpunk-2077-review"]The inclusion of the seizure-inducing effect, seemingly making it past quality assurance and certification measures, sparked anger and disbelief from the video game community late Monday. According to Eurogamer, the UK charity organization Epilespy Action has called for an urgent update to Cyberpunk 2077, noting the seizure-inducing feature could harm players with epilepsy.
[ignvideo url="https://www.ign.com/videos/2020/12/08/cyberpunk-2077-official-launch-trailer"]“These features are unsafe and should have been avoided to make the game more accessible,” Epilepsy Action stated. “With huge demand and excitement building for its release, it may pose a serious risk to people with photosensitive epilepsy. The developers CD Projekt RED should consider how they can update the game to make it safer. A disclaimer warning at the beginning isn't enough. 87 people are diagnosed with epilepsy every day, and their first seizure can often come out of nowhere. Many people living with epilepsy can strive for many years to gain seizure control and it is devastating to have a breakthrough seizure. Seizures can cause injury and impact on things like driving, employment and education. In the worst cases, they can be fatal. For further information, visit epilepsy.org.uk/info/photosensitive-epilepsy."
Cyberpunk 2077 will be released on December 10.
[poilib element="accentDivider"] Joseph Knoop is a writer/producer for IGN.CD Projekt Red Responds to Reports of Cyberpunk 2077 Including a Seizure-Inducing Feature
Cyberpunk 2077 developer CD Projekt Red has issued a statement regarding reports of a seizure-inducing sequence being included in the upcoming role-playing game.
Thank you for bringing this up,” CD Projekt Red wrote, quote-tweeting Game Informer’s original report about the instances in games that could potentially induce seizures. “We’re working on adding a separate warning in the game, aside from the one that exists in the EULA. Regarding a more permanent solution, [the development] team is currently exploring that and will be implementing it as soon as possible.”
In an email to IGN, a representative for CD Projekt Red also said that the company has reached out to Game Informer editor Liana Ruppert, the writer of the original report, and will be working towards a solution.
The representative stated that CDPR is working to add a separate warning splash screen in the game to add to the warning in their EULA.
“We know gamers often skip that, so we tried to get ahead of this by having a more digestible version of the document,” the representative said. “We will also issue a special post on social media warning people about the potential trigger in the game (the braindance device). As for a more permanent solution, [CD Projekt Red] is now exploring that and we will deploy it as soon as we can.”
CDPR’s representative included an image illustrating the additional warning the company is including in their EULA.
“‘Nother warning here, an’ it’s an important one, too!” the text reads. “If you or someone you live with suffers from an epileptic condition, talk to your doctor before jackin’ into Cyberpunk 2077.”
Game Informer originally reported on Monday that Cyberpunk 2077’s Braindance sequences (a sort of storytelling tool wherein players interface with recordings of a person’s memories) contained a series of red and white flashing LED lights that deeply resembled the actual process by which doctors trigger seizures in patients.
Game Informer’s Ruppert reported that as a result of this sequence, they experienced a grand mal seizure. According to the Mayo Clinic, a grand mal seizure can cause a loss of consciousness and violent muscle contractions, and is usually caused by epilepsy. Game Informer's report also mentioned several other instances where glitching or lighting effects in Night City dance clubs could potentially cause seizures or epilepsy complications as well. [ignvideo url="https://www.ign.com/videos/2020/12/07/cyberpunk-2077-review"]The inclusion of the seizure-inducing effect, seemingly making it past quality assurance and certification measures, sparked anger and disbelief from the video game community late Monday. According to Eurogamer, the UK charity organization Epilespy Action has called for an urgent update to Cyberpunk 2077, noting the seizure-inducing feature could harm players with epilepsy.
[ignvideo url="https://www.ign.com/videos/2020/12/08/cyberpunk-2077-official-launch-trailer"]“These features are unsafe and should have been avoided to make the game more accessible,” Epilepsy Action stated. “With huge demand and excitement building for its release, it may pose a serious risk to people with photosensitive epilepsy. The developers CD Projekt RED should consider how they can update the game to make it safer. A disclaimer warning at the beginning isn't enough. 87 people are diagnosed with epilepsy every day, and their first seizure can often come out of nowhere. Many people living with epilepsy can strive for many years to gain seizure control and it is devastating to have a breakthrough seizure. Seizures can cause injury and impact on things like driving, employment and education. In the worst cases, they can be fatal. For further information, visit epilepsy.org.uk/info/photosensitive-epilepsy."
Cyberpunk 2077 will be released on December 10.
[poilib element="accentDivider"] Joseph Knoop is a writer/producer for IGN.
