Cyberpunk 2077 Gameplay Demo: 17 Small Details You May Have Missed

You Donโ€™t Need Implants to Scan the Hidden Tidbits

The 48-minute gameplay demo for Cyberpunk 2077 was so jam-packed with secrets that itโ€™s only natural to miss some of the finer details. A closer look past the neon and debris will reveal several smaller details with greater gameplay implications. There are quite a few needles in this haystack, so I decided to compile the observations I found interesting with the groundbreaking implications behind certain aspects of the Cyberpunk gameplay. Note, however, that not every detail will be listed in order of appearance. Letโ€™s get started.

5 Details in the First 5 Minutes

1) Blink and youโ€™ll miss the detail in the demoโ€™s first frame, specifically Vโ€™s companion Jackie. His pistols are gold and heโ€™s wielding both simultaneously, which leads me to speculate that akimbo wielding will be available to the player character. Speaking to the pistolsโ€™ appearance, the gold finish might foreshadow a deeper level of weapon personalization. I donโ€™t think Iโ€™m alone when I say that weapon cosmetics would be a fun feature.

2) A few frames later, we can see the machete on Jackieโ€™s back. Itโ€™s never used in the demo, but I doubt it is merely aesthetic. In an ideal Cyberpunk world, the same weapons in an NPCโ€™s arsenal would be available to the player. Ideally, the player would be able to switch between holding a blade and wielding two guns. But Iโ€™m a dreamer, and I felt this little detail was worth a mention.

3) Just down the hall, the demo gives us our literal first interaction with an NPC. CD Projekt RED totes Cyberpunk 2077 as a seamless open-world experience without loading screens, so I was impressed by how a swift button lets V interact on the fly. The ability to interact with characters inside and outside of combat is something we seldom see even in top tier RPGs. Micro-interactions, as I call them, will do wonders for the immersion.

4) I also wanted to point out how every dialogue pop-up comes with yellow, blue, and/or white lettering. We see optional dialogue throughout the demo, and it lists the branching paths emphasized by the voiceover. In every interaction, the yellow lettering highlights a dialogue option that can lead to a unique outcome. Companion dialogue is distinguished by blue, and dialogue that solicits additional information comes in white.

5) When V sneaks up on her first โ€œgangoon,โ€ weโ€™re greeted by a prompt that shows โ€œlethalโ€ and โ€œnon-lethalโ€ takedowns. This might mean the player isnโ€™t consigned to killing in order to complete missions. As hard as it is to imagine, the non-lethal takedown may be a clue that Cyberpunk 2077 lets you be the good guy, but I might be stretching. Also, the underwater assassination is an environmental kill. Will we see these throughout Night City? It looks like Jackie can perform environmental kills, too.