The Devil in the Details
9) The next detail intrigued me the more I thought about it. If you compare the balcony scene (where the Trauma team arrives) in the demo to the balcony scene in the E3 trailer, you’ll notice the exact same layout and airship. The locations are the same, and the airship belongs to the Trauma Team, which leads me to believe that players can manipulate the Trauma Team into dispatching the gangers in the building. There’s no proof beyond a side-by-side shot, but I thought the possibility fit well into Cyberpunk 2077’s scheme of branching paths.
10) When we’re in V’s apartment, we’re introduced to the armory, which contains nothing but her pistol. We do see some placeholders that are hard to miss, placeholders for guns and katanas. The missing weapons are 100% a mystery until 11:42, where we see the weapon infographic. Though exact models may vary, a side-by-side comparison says that the guns missing in V’s armory look like the “Nova ‘Griffon’” AC-104b, which has “unknown” specifications but is classified as “experimental”; the second big gun looks like the “Militech Arc” whose specifications list 4.7 mm and 2200 RPM. Another version of the “Kang Tao” is seen later in the game, as is the “Arasaka Ronin” shotgun.” The katana’s existence was confirmed at the Gamescom 2018 closed demo, along with its ability to deflect bullets.
11) Early on, we learned that Eddies (European dollars) are the currency of Cyberpunk 2077. In visiting the Rippderdoc, we glean a little bit more. The augment selection screen offers a few ability upgrades, as well as a cost in the form of “Humanity.” You need Humanity points to purchase implants. Lore-wise, this makes sense – the more flesh you replace with machine parts, the less human V will be. What’s not clear is where the Humanity points come from. Does the player have a fixed pool of Humanity points? If so, can it be upgraded? Does the player allocate slots? Can you obtain more? Whatever the case, it’s evident that better implants require more points.
12) When V receives the optical scanner, the interface shows us damage types and resistances, which every character has. We learn exactly what they are at 37:44, in the character menu. Damage types come in the form of “Physical,” “Thermal,” “EMP,” and “Chemical”; color-coded by blue, red, yellow, and green respectively. As far as I can tell, the demo primarily shows us ballistic damage and only deigns to show us thermal during the boss battle with Royce.