Alright, chooms, let's talk real. We've all been through it. We've blasted through Night City a hundred times, seen the sun rise over that beautiful, rotten skyline more times than we can count. Cyberpunk 2077's journey from that, let's call it a 'rocky' launch to the masterpiece Phantom Liberty turned it into is nothing short of legendary. CD Projekt Red pulled off one of gaming's greatest comebacks, and for that, I tip my hat. But as we stand here in 2026, with the whispers of a sequel getting louder, it's time for some real talk. While the core of 2077 is pure gold, some of its systems... well, they need to get flatlined for the sequel to truly shine.
First up, let's chat about something that always broke my immersion faster than a dirty quickhack: the NCPD Scanner Hustles. Look, I get it. They're there to give you something to do while you're cruising the streets, some busywork. But let's be real, they are light on story. You roll up, blast some gangoons, maybe read a shard, and collect your eddies. The real issue? They make zero sense for V. My V, your V, any V with half a brain has zero reason to trust the NCPD. We've seen how corrupt they are! Helping them clean up their mess feels like a total disconnect from the morally grey merc we're supposed to be. These should be the first things on the chopping block for Cyberpunk 2. Give us meaningful, character-driven side content instead.
Now, perspective. Cyberpunk 2077 in first-person? Chef's kiss. It's immersive as hell. Seeing the neon glare off the rain-slicked streets from V's eyes is a big part of the magic. But here's the thing – it often felt like the game wanted to be third-person. I mean, why let me spend an hour crafting the perfect face and outfit if I only see it in menus and on bikes? The driving in third-person is a godsend. For the sequel, give us the option to switch anytime, not just in vehicles. Let me appreciate my fashion choices while I'm walking through Japantown. It just makes sense.

Let's talk factions. Night City is teeming with them – The Mox, Tyger Claws, Trauma Team, you name it. The lore is deep, thanks to the tabletop game and the awesome show. But in-game? Most of them might as well be cardboard cutouts. Outside of a handful of missions, they don't do anything. They don't affect the world in a way you can feel. They're just there to shoot at you sometimes. Cyberpunk 2 needs to make these factions matter. Have them control territories that change hands, offer questlines that actually impact your standing with them. Make the world feel alive and reactive.
Then we have Gigs. Oh, the potential. Tied to fixers with their own personalities, they should be these cool, bite-sized stories. But in the base game (Phantom Liberty did better, I'll give them that), most just devolve into: go here, kill everyone, grab the thing. The fixers are criminally underused. We need more of those introspective, character-driven gigs, or just go full Witcher 3 and give us proper, meaty side quests.
The Setting: Night City. Man, what a place. It's a character itself. But for Cyberpunk 2? I think it's time to move on. We know Night City. We know its players, its history. Setting the sequel there again would feel... safe. Predictable. I want CDPR to take us somewhere new. Give us a fresh foundation, a new dystopian playground to explore. The cyberpunk world is bigger than one city.
Life Paths. A cool idea on paper. Nomad, Corpo, Street Kid. They give you a different intro and some unique dialogue options. But let's be honest, they don't change the game in any meaningful way. You won't fail a mission without them. In Cyberpunk 2, scrap the pre-set paths. Let us build our character's background at the start and have that background actually influence the narrative in major ways. Make our choices matter from the ground up.
NPCs. Even after all the patches, the citizens of Night City are... special. And not in a good way. It's not just the old T-posing glitches. It's their AI. They'll walk into traffic, panic at nothing, or act like you're Public Enemy #1 for brushing past them. They break the immersion constantly. Cyberpunk 2 has to leave this janky behavior in the past. We need NPCs that feel like they live in the world, not just decorate it.
Driving. Oh boy. Look, I appreciate that they tried for a more 'realistic' feel, but in the context of Night City's tight streets and your need for speed, it's a nightmare. You touch the accelerator and you're instantly going 100 mph, careening into crowds. The fantasy of a chaotic joyride is killed because you have to drive like your grandma to avoid a 5-star wanted level. NPCs drive at a snail's pace. Make it more arcadey in the sequel. Or just give us more awesome bikes, because those handled great.
Buying Cars. This system single-handedly made stealing cars pointless. Why bother hot-wiring some random ride when you can just summon your personal tank from a menu? It removes a whole layer of potential criminal activity. In a city that should encourage you to be a mercenary scoundrel, it feels off. Maybe in the sequel, make stolen cars something you can keep, modify, and make your own.
And finally... Johnny Silverhand. Don't get me wrong. Keanu's performance? Iconic. Johnny is the heart and soul of Cyberpunk 2077. His relationship with V is what makes the story so powerful. But that's just it – it's V's story. Johnny's arc is complete. Trying to shove him into Cyberpunk 2 would be a disservice to his legacy. The sequel needs a fresh perspective, a new character or dynamic to build intrigue around. Let the legend rest.
So there you have it. My wishlist for what needs to change. Cyberpunk 2077 is a phenomenal game, a true redemption story. But for the sequel to reach even greater heights, it needs to learn from the past, keep the gold, and ditch the chrome that doesn't work. Here's hoping CD Projekt Red is listening. See you in the next city, choomba.
