Cyberpunk 2077 Character Attributes Guide – How To Create Character Builds For V

Cyberpunk 2077 gives you a lot of options in terms of how you can approach its world through gameplay. While you’ll have to make your way through plenty of hostile territories throughout the course of the game, there are many choices for how you do so, whether you’re fighting enemies, hacking their systems, or sneaking by. Those options are determined by the stats you assign to V, your protagonist, and these decisions will shape your path through Night City.

Especially if you’re new to the game, you might be at a loss as to where to spend your points and which perks you want to snag. Cyberpunk 2077 has no traditional RPG “classes,” or character archetypes–you’re able to freely mix and match abilities based on how you play and what you want to do. But if that gives you a bit of choice paralysis, we’ve broken down the character-building process to show you how it all works and help guide your decisions so you can get the most out of trying to build yourself into a living legend.

Check out the rest of our Cyberpunk 2077 coverage while you’re at it. You’ll want to read our full Cyberpunk review and some essential tips you’ll need to know. You might also want a rundown on how romances work, how best to make money in Night City, and where to find Iconic weapons.

Your Character Attributes

As in most RPGs, where your skills lie in Cyberpunk 2077 depends on points you assign to specific attributes. Some of those attributes make you a better melee brawler; others define how you handle firearms or your capabilities as a hacker. Your attribute stats also factor into how you deal with people at specific moments–if you know a lot about engineering, for instance, you might get insight into a conversation about machinery that a hacking-focused V might not. And of course, if your stats are high enough in certain areas, you’ll open up different ways of progressing through levels, like gaining the ability to force open certain doors or talk your way out of bad situations.

You often won’t know what gains your abilities will offer you in specific story moments until you get there, so it can be useful to bank a few attribute points you earn from leveling up to dump into a skill during a key conversation or at a pivotal point in a level. But for the most part, investing your ability points will be how you grow your V into a powerful, capable mercenary. Here’s what you need to know about Attributes and what they do. Each Attribute also has various categories of perks, organized in skill trees, and some of those perks are gated until you have invested enough points into the associated Attribute.

Body

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This determines your overall strength. Points in Body increase your melee damage, your overall health pool, your stamina, and your carrying capacity. It also affects movement speed when carrying enemies and bodies or using certain guns, including heavy machine guns.

You’ll find perks in the Body that align with fist-fighting, athletics, and storming the enemy’s gates, focusing on using big weapons like shotguns and machine guns.

  • Adds Health points
  • Adds Stamina points
  • Adds melee damage
  • Determines how well you can intimidate people
  • Determines whether you can force open some doors

Skill trees: Athletics, Annihilation, Street Brawler

Reflexes

The Reflexes stat generally determines your capability with firearms, your movement speed, and your evasion capabilities. How well you handle swords is also determined by your Reflexes.

Perks for Reflexes are mostly about speed and effectiveness with guns, especially handguns. You’ll also find a whole skill tree of sword perks, and perks that give you benefits for aiming and reloading, as well as bonuses when you kill enemies at range.

  • Increases Evasion chance
  • Increases Critical Hit chance
  • Increases Mantis Blades damage

Skill trees: Handguns, Blades, Assault

Technical Ability

This is essentially your knowledge of machines. It mostly dictates your ability with Tech guns and determines your ability to craft weapons and clothing (both of which you can sell if you’re hard-up for cash), while increasing your armor protection. Technical ability perks also make your grenades more effective and protect you from explosions.

  • Increases armor
  • Determines Tech gun ability
  • Allows for crafting rarer gear
  • Allows for opening certain doors

Skill trees: Crafting, Engineering

Intelligence

All your hacking capabilities are based on the Intelligence stat, and your points here will determine whether you can even attempt to hack certain computer systems. It also controls the capabilities of your Cyberdeck and the effectiveness of your quickhacks.

  • Increases Quickhack RAM
  • Increases Quickhack duration
  • Increases Quickhack damage
  • Determines whether computers are hackable

Skill trees: Breaching Protocol, Quickhacking

Cool

This stat is all about your stealth abilities and composure under pressure. Cool determines how much damage you do in stealth and with critical hits, affects your Monowire damage, unlocks some dialogue options when you’re threatened, and determines how quickly you’re detected by enemies. Cool also comes with a skill tree that gives you bonuses for being a cold-blooded killer.

  • Increases Critical Damage
  • Increases all Resistances
  • Increases Stealth damage
  • Reduces enemy detection speed during Stealth
  • Allows you to see through characters’ attempts to intimidate you
  • Increases Monowire damage

Skill trees: Stealth, Cold Blood

Skill Progression

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In addition to Attributes and Perks, you get one other kind of character progression in Cyberpunk 2077, called Skill Progression. This is a set of points that don’t come from leveling up, but are rather earned by doing specific things in the game. For instance, fighting enemies with handguns will earn you Skill Progression points for the handgun skill tree, unlocking a series of passive bonuses. You’ll find the list of Skill Progression points for each skill tree in the bottom-left corner of each tree’s screen.

Skill Progression is a way you can advance V according to your playstyle just by playing the game. Hacking, running and jumping, crafting gear, slicing through enemies with blades, favoring heavy weapons–all of it gives you points for the applicable Skill Progression bar. Because this all happens as you play, you don’t need to play close attention to Skill Progression, but it’s worth taking a look at the perks you can unlock for each one. Knowing what bonuses you’re getting for how you play can be a useful thing to keep in mind, and knowing what you could earn might incentivize you to play with weapons or abilities you’ve been neglecting if you want to change your approach to the game.

Starting Character Builds

One of the best things about Cyberpunk 2077 is how adaptive your character can be–you’re not restricted to “classes” that make you good at one or two things at the expense of others. Instead, you can drop points into any specialization at just about any time, customizing your V to exactly how you want to play. While you’ll get some big bonuses for specializing, it’s by no means essential to enjoying the game, and dabbling in a little bit of everything is an effective way to work your way through Night City.

That said, if you want to create a character who’s good for a particular playstyle, we’ve got your back. Below, you’ll find some general suggestions for a few class-like character builds, and we’ll highlight some specific perks along the way. Since you have so much flexibility, however, you can freely mix and match parts of our suggestions to create a V all your own.

Solo

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In the tabletop RPG, Solo describes a mercenary who can handle anything from protection to assassination–essentially, your one-person-army type. They’re characters who favor combat and resilience over technological capabilities, although stealth can be a component of the Solo approach, since it’s easier to kill a target when they don’t know you’re coming.

We’re prioritizing a guns-blazing approach here so you can survive well in combat, but your Solo might favor blades or hand-to-hand and blunt-weapon combat (which is nonlethal) and stealthier approaches, so adjust accordingly. You might also want to invest a bit into Technical Ability, with perks focusing on powering up your grenades and hardening you against explosions.

Key Attributes: Body, Reflexes, Cool

Perks To Start With

Body – Athletics

  • Regeneration (replenishes Health in combat)
  • Invincible (increases max health by 10%)

Body – Annihilation

  • In Your Face (reduces reload time for shotguns and machine guns)
  • Blood Rush (increases movement speed when carrying shotguns or light machine guns)
  • Hail of Bullets (shotguns and machine guns deal more damage)

Reflexes – Assault

  • Covering Killshot (higher critical chance with rifles and SMGs from behind cover)
  • Bullet Jock (Increased damage from SMGs and Rifles)

Cool – Stealth

  • Sniper (more damage when sneaking)
  • Silent and Deadly (increased damage with silent weapons while sneaking)

Cool – Cold Blood

  • Cold Blood (various benefits for killing enemies, but you’ll need to purchase other perks based on what bonuses you want)
  • Will to Survive (increased Resistance per stack of Cold Blood).

Netrunner

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Netrunners are the traditional hackers of the Cyberpunk world, utilizing Breaching Protocols that can let you weaken the security on all the devices and people in an area, and Quickhacks against specific people and devices to create specific effects. If you want to go the Netrunner path, make sure you upgrade your Cyberdeck early at a ripper doc, as you’ll need the additional RAM and Quickhack slots to be effective. You should also try to drop by Netrunner stores to buy additional, more effective Quickhacks whenever possible.

If you’re relying more on hacking than gunplay, you’ll want to prioritize stealth as a Netrunner. That said, make sure you are at least proficient with a few weapons, as you’ll undoubtedly need to shoot your way out of situations, even if you also are hacking your way out of them. You might also want to put points into Technical Ability, mostly so you can open doors that allow you to take paths that avoid combat.

Key Attributes: Intelligence, Cool, Reflexes

Perks to Start With

Intelligence – Quickhacking

  • Biosynergy (increases RAM recharge)
  • Weal Link — Reduces RAM required for hacks
  • Bloodware — Increases Quickhack damage

Intelligence – Breach Protocol

  • Mass Vulnerability (reduces linked enemies’ Physical Resistance)
  • Big Sleep (Deactivate linked security cameras)

Cool – Stealth

  • Crouching Tiger (Faster movement while sneaking)
  • Assassin (increased damage to human enemies)

Assassin

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Stealth can be a huge part of Cyberpunk 2077 if you want it to be. While sneaking is a part of just about any build in this game, focusing on it can give you some serious advantages in dealing damage and completing objectives. If you do want to go the full-stealth route, it’s worth investing in some Cyberware that can help, like an enhanced Cyberdeck for hacking security cameras and enemies’ optics, and tendon enhancements for your legs that will allow you to double-jump, and thus reach paths that will allow you to slip past enemies or get the drop on them. You’ll also want to equip suppressors on your weapons, and to prioritize the perks for the types of weapons you can silence.

Key Attributes: Cool, Reflexes

Perks To Start With

Cool – Stealth

  • Sniper (more damage when sneaking)
  • Silent and Deadly (increased damage with silent weapons while sneaking)

Cool – Cold Blood

  • Cold Blood (various benefits for killing enemies, but be sure to buy more perks consistent with your playstyle)
  • Will to Survive (increased Resistance per stack of Cold Blood).

Cool – Stealth

  • Crouching Tiger (Faster movement while sneaking)
  • Assassin (increased damage to human enemies)

Intelligence – Breach Protocol

  • Big Sleep (Deactivate linked security cameras)

Mix And Match

These builds are a good place to start, but you can greatly refine your character and playstyle by going after additional perks in any given menu. Here’s a rundown of what each set of perks emphasizes, allowing you to focus on particular approaches–like prioritizing using swords, going fully John Wick with pistols, or punching your way out of every situation.

Body

Athletics: Affects most things linked to Stamina, while also giving you the ability to run, jump, vault, slide, and dodge while fighting.

Annihilation: Perks designed to make it easier for you to go into a straight fight with heavy weapons and to absorb more damage.

Street Brawler: Increased damage and effectiveness fighting barehanded or with blunt weapons.

Reflexes

Assault: Perks for rifles and submachine guns and for fighting while taking cover.

Handguns: Pistol and revolver perks mostly focused on fast fighting and critical hits.

Blades: Sword-focused and Mantis Blade perks that make blades faster and deadlier with a focus on the Bleeding effect, while giving boosts to close-range defensive moves.

Technical Ability

Crafting: Perks that unlock the ability to craft a variety of weapons, clothes, and Quickhacks. They also provide benefits that make crafted items deadlier or more valuable for sale.

Engineering: Perks that improve the usefulness and lethality of tech weapons, offer increased protection against grenades, and make you more effective against robotic enemies.

Intelligence

Breach Protocol: Hacking systems becomes easier and more effective with these perks, allowing you to affect multiple devices at once with daemons and steal more when hacking.

Quickhacking: Improvements to the effectiveness of Quickhacks and which allow you to use them more often. Perks also offer the ability to craft your own Quickhacks.

Cool

Stealth: Perks focused on making you quicker and more effective while in stealth, while increasing the damage you do and offering silent kill abilities.

Cold Blood: Killing enemies in quick succession gives you the Cold Blood status with these perks, which give a number of benefits in the midst of combat to help you keep racking up kills.

Now Playing: Cyberpunk 2077: Things I Wish I Knew Before Playing

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What Are the Worst Games of the Year?

Welcome back to Game Scoop!, IGN’s weekly video game podcast. This week your Omega Cops — Daemon Hatfield, Justin Davis, Mark Medina, and maybe a special guest — are discussing the WORST games of the year. Oh yeah, there’s also this game called Cyberpunk to talk about.

Watch the video above or hit the link below to your favorite podcast service.

Listen on:

Apple Podcasts

YouTube

Spotify

Stitcher

 

Find previous episodes here!

Cyberpunk 2077 Patch Notes: Update 1.04 Deals With Seizure Concerns, Copyrighted Music

Developer CD Projekt Red has dropped a new update for Cyberpunk 2077 on PC, PlayStation 4, and PlayStation 5 that addresses its copious bugs and issues. Update 1.04, which hits Xbox consoles “as soon as possible,” also fixes the quest system. The full patch notes are outlined below.

It’s no secret that Cyberpunk 2077 has been plagued by issues since its December 10 launch, with some players even seeing their main character’s genitals through clothing, among other complaints. While this particular issue isn’t called out in the patch notes, Update 1.04 does address various problems with Cyberpunk 2077. This includes stabilizing the game and ironing out the myriad crashes.

Other fixes for Cyberpunk 2077 include reducing vehicle appearance pop-in, addressing issues with missing NPC animations during cinematics, fixing the weapon preview while crafting, and removing copyrighted music through the “Disable Copyrighted Music” toggle. The latter feature was not working as intended after launch, prompting CD Projekt Red to recommend that streamers disable Cyberpunk 2077’s music entirely to avoid risking DMCA strikes.

Another major concern involved flashes that potentially could trigger seizures in those with epilepsy. According to the patch notes, CD Projekt Red has “[m]odified the flashing effect on braindances to reduce the risk of inducing epileptic symptoms. The effect has been smoothed out and the flashes reduced in frequency and magnitude.”

Quests in Cyberpunk 2077 are also being tweaked, with a handful of them–such as the A Like Supreme quest and Freedom of the Press Gig–being optimized to ensure players can either complete or re-track them. There are other fixes being implemented as well, including Jackie no longer standing still in The Ripperdoc, conversations with Johnny Silverhand initiating like they’re meant to, and progress being unblocked when taking on the I Fought The Law quest.

Cyberpunk 2077 Update 1.04 Patch Notes

Quests

  • Fixed an issue with completing the final objective in Gig: Freedom of the Press.
  • Fixed an issue with starting a conversation with Johnny at the end in Life During Wartime.
  • Corrected a rare issue with NPCs no longer calling V if A Like Supreme quest was abandoned mid-way.
  • Fixed an issue with Nix not going into his default state in Spellbound and KOLD MIRAGE.
  • Fixed issues blocking progress in I Fought The Law if the quest area is left.
  • Fixed inability to find Delamain in Epistrophy.
  • Fixed issues related to remaining in the second phase of the quest after finishing Pacifica fight with Ozob if played after Finals.
  • Fixed an issue with Nomads no longer present if V leaves the quest area mid-combat in With a Little Help from My Friends/Queen of the Highway.
  • Adjusted mappings and re-enabled quest tracker in Map Tann Pèlen/I Walk the Line/Transmission.
  • Fixed constraints on freedom to get up and sit down if neither blueline condition is met in Violence.
  • Fixed issues with time and space resulting from leaving the quest area or abandoning the quest in Following the River.
  • Fixed an issue with a conversation with Johnny not starting after leaving the hotel in Tapeworm.
  • Fixed an issue with quest being blocked upon leaving the quest area before climbing the hill in Following the River.
  • Fixed the objective “Go into booth 9” not completing if the room’s entered too fast in Automatic Love.
  • Fixed Jackie’s issues with sitting still in The Ripperdoc.
  • Other quest fixes

Gameplay

  • Fixed the preview in weapon crafting.

Visual

  • Reduced vehicle appearance pop-in.
  • Speeded up switching from first-person perspective to third-person perspective in a vehicle.
  • Fixed issues with animations missing from important quest NPCs during cinematics.

Performance & Stability

  • Improved stability, including various crash fixes.

Miscellaneous

  • Modified the flashing effect on braindances to reduce the risk of inducing epileptic symptoms. The effect has been smoothed out and the flashes reduced in frequency and magnitude.
  • Removed copyrighted songs incorrectly present in the game with the “Disable Copyrighted Music” feature toggled on.

PC-specific

  • Switching language to default in the in-game settings now correctly sets it to the language of your Steam client.

Console-specific

  • Improved reflections quality on Xbox One and PlayStation 4 to eliminate the smudge effect.
  • Fixed “The Wasteland” achievement being stuck on 97% after completing all relevant missions in The Badlands on Xbox.
  • Fixed an issue with missing PT-BR VO for Xbox players in the Americas.

GameSpot may get a commission from retail offers.

Best Games Of 2020 – Persona 5 Royal

Over the next week, we will be posting features for what we’ve nominated to be the best games of 2020. Then, on December 17, we will crown one of the nominees as GameSpot’s Best Game of 2020, so join us as we celebrate these 10 games on the road to the big announcement. Be sure to check out our other end-of-the-year coverage collected in our Best Games of 2020 hub.

I know what you’re probably thinking: “Wait, Persona 5 came out in 2017, and you even named it the second best game of the year when you used to rank games!” That’s true. This nomination, however, speaks to the fact that Persona 5 Royal expertly builds on what was already a tremendous RPG and delivers all-new story chapters that are genuinely unexpected yet perfect thematic fits. It’s a definitive version, yes. But to simply call it a re-release is to sell short the extra 15 to 20 hours of essential content, the clever ways a new narrative is woven into the base game, and the emotional conclusions that follow. When we thought that Persona 5 couldn’t be anymore invigorating or inspiring, Royal proved us wrong.

Persona’s bread and butter is its marriage of social simulation where you live the life of a Japanese high school student, and dynamic turn-based RPG combat as you explore surreal dungeons. Both aspects feed into one another to create a cohesive whole and instill a sense of purpose in the things you do. You grow to care about the world you’re striving to change and grow attached to the friends you make and fight alongside, all of whom empower each other with conviction and strength to right the wrongs of a society corrupted by abuse and exploitation. The Phantom Thieves–the main cast of characters who drive the story–take matters into their own hands with such lavish gusto that you can’t help but fall in love with the ways in which their style meets substance.

Atlus is known for putting out updated versions of their existing games with extra content, and as far as the gameplay experience goes, a slew of quality-of-life improvements and additional mechanics allow you to make more of your time playing the game. The new town of Kichijoji introduces extra activities to do with your friends. Morgana doesn’t bug you as much to go to sleep. The upgraded baton pass mechanic adds an extra layer to the strategic turn-based combat. Showtime attacks are ridiculous and hard-hitting partner attacks to help wipe out enemies with flair. Confidant routes have new opportunities that make it easier to progress in those engaging stories. Boss fights have been reworked to present different challenges. Dungeon layouts have been tweaked to make exploration smoother and more rewarding. Mementos is revamped in smart ways. Royal-exclusive songs fit perfectly into what’s already an iconic genre-bending soundtrack, and hit you in your feelings at just the right moments. And the new final palace is arguably the best one in the entire game.

I’m just scratching the surface but I don’t want to spend all day listing the ways in which Royal proves itself to be more than just a repackaging of an old game. It’s a culmination of improvements and additions that make a much better whole. Yet, that alone is not necessarily what makes Royal rise above its original release.

Persona 5 Royal is an overwhelmingly emotional experience, partly because you grow to love the characters you spend so much time with, making it tough to say goodbye as the credits roll.

What Royal does specifically seems understated at first, introducing two new characters: fellow student Kasumi Yoshizawa and school counselor Takuto Maruki. You know Kasumi eventually joins the squad thanks to a teaser in the fantastic opening sequence, but you gradually learn about her purpose and her tragic backstory. Maruki provides perspectives on mental health that were sorely lacking in the original game–for a story that revolves around overcoming personal trauma and the strength born from that, Maruki’s inclusion is an important one. To talk through the things that haunt you, the things you dread, and be validated in those feelings sends a strong but subtle message.

However, as these narrative additions unfold throughout the game, they serve as the building blocks for Royal’s new storyline. It’s as if it’s being constructed in front of you, essential to the overall narrative that’s been hiding in plain sight. Instead of feeling like tacked-on content, this extra chapter superbly blends into what was already in place and leverages the already-affecting journey to draw you into a new finale that hits you just as hard. It’s also a drastic change in tone, yet effortlessly fits into the themes and messages Persona 5 always expressed.

One of the empowering aspects of Persona 5 was in destroying the abusive power structures that have oppressed the people you know and society as a whole. With the confidence, style, and conviction of the Phantom Thieves, you were motivated to see the journey through. All that is still a core part of Royal, of course, but this new chapter in the Royal-specific story is a reflection of the trauma everyone has faced and an acceptance of your past to forge a better future. Your adversary is no longer someone who’s in clear violation of human decency. It’s a clash of visions for a genuinely better world, a battle between what’s ideal and what’s real.

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Gallery

This new content isn’t entirely wrapped up in a tangled web of philosophy, it’s also more intimate. Goro Akechi, who was a core character in the original, is fleshed out to a much greater degree, which leaves you with a better understanding of him. A new alternate ending paints a full picture of your last “enemy” while peering deep into what your friends always wanted in their lives. As wild and bombastic as the final palace and boss fights are in Royal, the game always stays grounded in its human element, and after every battle in the Metaverse is done, you’re always brought back down to Earth.

Persona 5 Royal is an overwhelmingly emotional experience, partly because you grow to love the characters you spend so much time with, making it tough to say goodbye as the credits roll. But also because there’s a genuine empathy built into the fabric of Persona 5 Royal that many us identify with on a profound level. To see difficult parts of our lives expressed in a 100+ hour RPG that’s an absolute blast to play is an experience like no other.

I said in my review that Persona 5 Royal is an empowering and inspiring RPG that should be recognized as one of the greatest games of our time, and that’s due in large part to how it separates itself from the original version. I also said that I’ve thought about Persona 5 almost everyday since playing it back in 2017–with P5R, that continues to be true, and I suspect it’ll be like that well after 2020.

Cyberpunk 2077 1.04 Hotfix Released for PC and PS4

Cyberpunk 2077 is getting its first hotfix patch less than 48 hours after an aggressively buggy launch. CD Projekt Red says the update fixes a number of issues with quest bugs, visual bugs, stability, and more.

Hotfix 1.04 is now live on PlayStation consoles and PC. CD Projekt says it is working on getting the update available on Xbox consoles “as soon as possible.”

One of the more notable fixes pertains to the controversial braindance sequences, which featured red and white flashing lights that could cause players with epilepsy to have seizures. CDPR says the 1.04 update modifies the lighting effect to reduce the risk of inducing epileptic symptoms, reducing the flashing in frequency and magnitude.

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CDPR has also removed copyrighted songs present in the game’s DMCA-friendly “disable copyrighted music” feature, which presented the streamer community with the huge issue of possibly being demonetized or having their content taken down following a DMCA strike.

Here’s CDPR’s full list of each fix in the 1.04 update.

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Quests

Fixed an issue with completing the final objective in Gig: Freedom of the Press.

Fixed an issue with starting conversation with Johnny at the end in Life During Wartime.

Corrected a rare issue with NPCs no longer calling V if A Like Supreme quest was abandoned mid-way.

Fixed an issue with Nix not going into his default state in Spellbound and KOLD MIRAGE.

Fixed issues blocking progress in I Fought The Law if the quest area is left.

Fixed inability to find Delamain in Epistrophy.

Fixed issues related to remaining in the second phase of the quest after finishing Pacifica fight with Ozob if played after Finals.

Fixed an issue with Nomads no longer present if V leaves the quest area mid-combat in With a Little Help from My Friends/Queen of the Highway.

Adjusted mappings and re-enabled quest tracker in M’ap Tann Pèlen/I Walk the Line/Transmission.

Fixed constraints on freedom to get up and sit down if neither blueline condition is met in Violence.

Fixed issues with time and space resulting from leaving the quest area or abandoning the quest in Following the River.

Fixed an issue with conversation with Johnny not starting after leaving the hotel in Tapeworm.

Fixed an issue with quest being blocked upon leaving the quest area before climbing the hill in Following the River.

Fixed the objective “Go into booth 9” not completing if the room’s entered too fast in Automatic Love.

Fixed Jackie’s issues with sitting still in The Ripperdoc.

Other quest fixes

Gameplay

Fixed the preview in weapon crafting.

Visual

Reduced vehicle appearance pop-in.

Speeded up switching first person perspective to third person perspective in a vehicle.

Fixed issues with animations missing from important quest NPCs during cinematics.

Performance & Stability

Improved stability, including various crash fixes.

Miscellaneous

Modified the flashing effect on braindances to reduce the risk of inducing epileptic symptoms. The effect has been smoothed out and the flashes reduced in frequency and magnitude.

Removed copyrighted songs incorrectly present in the game with “Disable Copyrighted Music” feature toggled on.

PC-specific

Switching language to default in the in-game settings now correctly sets it to the language of your Steam client.

Console-specific

Improved reflections quality on Xbox One and PlayStation 4 to eliminate the smudge effect.

Fixed “The Wasteland” achievement being stuck on 97% after completing all relevant missions in The Badlands on Xbox.

Fixed an issue with missing PT-BR VO for Xbox players in Americas.

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Cyberpunk 2077 launched just late Wednesday evening here in North America, perhaps coming in a little too hot as numerous players lamented the number of significant bugs and graphical issues present throughout the game. Console players particularly got the short end of the stick, with base PS4 and Xbox One users experiencing significant graphical downgrades compared to the PC version.

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Check out the latest episode of IGN Now to hear our thoughts on how CD Projekt Red missed the mark with its last-gen failure.

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Joseph Knoop is a writer/producer/netrunner for IGN.

Game of Thrones Prequel Casts Doctor Who, Ready Player One Stars

HBO has reportedly cast Emma D’Arcy, Olivia Cooke, and Matt Smith for its upcoming Game of Thrones prequel series, House of the Dragon.

The three are set to star in the show with Greg Yaitanes (Banshee), Clare Kilner (Snowpiercer), and Geeta Patel (Netflix’s The Witcher) tapped to direct episodes of the series set 300 years before Game of Thrones, according to The Hollywood Reporter. The series will tell the story of House Targaryen, which is the house of Daenerys Targaryen from Game of Thrones.

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Smith, who is perhaps best known for his time as the eleventh doctor on Doctor Who, will star in House of the Dragon as Prince Daemon Targaryen, who is the “younger brother to King Viserys and heir to the throne,” according to HBO. He’s a “peerless warrior and a dragonrider” that “possesses the true blood of the dragon.”

Cooke, who played Samantha in 2018’s Ready Player One, has been cast to play Alicent Hightower, who HBO describes as “the daughter of Otto Hightower, the Hand of the King, and the most comely woman in the Seven Kingdoms.” Hightower was “raised in the Red Keep, close to the king and his innermost circle” and she “possesses both a courtly grace and a keen political acumen.”

D’Arcy, who played Naomi Richards in the TV series Wanderlust, will portray Princess Rhaenyra Targaryen, who is “the king’s first-born child” and “of pure Valyrian blood,” according to HBO. Like her uncle Daemon, she is also a dragonrider and HBO says she was “born with everything” except being “born a man.”

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This is the latest casting news for House of the Dragon after it was reported back in October that Paddy Considine will play King Viserys Targaryen. House of the Dragon is expected to premiere in 2022.

Check out some art of the dragons from the show and then read up on everything you need to know about this Game of Thrones Targaryen prequel series.

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Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes.

Cyberpunk 2077 Pre-Order Sales Have Already Covered Entire Development and Marketing Cost

Cyberpunk 2077 has been out for less than a week, but developer CD Projekt says it has already recouped its total development cost and marketing and promotional cost.

In a short report to investors, the Management Board of CD Projekt says that the “estimated licensing royalties receivable by the Company in association with pre-order sales of Cyberpunk 2077 across all of its digital distribution channels have exceeded the sum,” of both the game’s development cost and marketing expense.

This means that Cyberpunk 2077 is already profitable thanks to both pre-order sales across PS4, PS5, Xbox One/S/X, Xbox Series X/S, Stadia, and PC. The profits are also bolstered by estimated licensing royalties the company expects to be owed.

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Cyberpunk 2077 was announced way back in May 2012 and pre-production began after the development of The Witcher 3: Wild Hunt Blood and Wine expansion in 2016. So depending on how CD Projekt defines the development time for Cyberpunk, the pre-orders and royalties have already covered anywhere from eight to four years of development.

Similarly, CD Projekt towards the end of its development promoted Cyberpunk 2077 heavily with ads, physical events at conferences like E3, and more, but those costs including the marketing costs for the remainder of the year have also already been eclipsed by the profits.

The news comes just as CD Projekt stock dropped by 29% following the launch and news that the performance of the title is underwhelming on consoles, particularly last-gen systems like the PS4 and Xbox One.

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Though that didn’t stop CD Projekt from already selling 8 million copies of Cyberpunk 2077 before it was even released.

For more on Cyberpunk 2077, check out IGN’s full Cyberpunk 2077 guide and Night City map.

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Matt T.M. Kim is a reporter for IGN.