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Cyberpunk

Cyberpunk 2077's new update will have "scope similar" to 2.2, as CD Projekt announces delay
Game Reviews

Cyberpunk 2077’s new update will have “scope similar” to 2.2, as CD Projekt announces delay

by admin June 24, 2025


The Cyberpunk 2077 team has delayed its upcoming 2.3 update.

This update was casually announced earlier this month, when CD Projekt revealed “we are planning another part for the game”. At this time, the update was slated for a 26th June release, with more details to come closer to that date.

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However, with three days to go before that aforementioned release, CD Projekt has said it needs “more time” to make sure it is totally happy with it.

“We’re aiming for a scope similar to Update 2.2,” the Cyberpunk 2077 team wrote on social media. Thanking the community for its patience, the developer said it will “update [us] further as soon as we can”, so stay tuned.

Cyberpunk 2077’s 2.2 update was released towards the end of last year, and included various new features and quality of life improvements, as well as what the developer teased as “secrets”. These, it turns out, included a little nod to Balatro. I wonder what the team’s next update will include…

Rumours that Cyberpunk 2077 would be getting more content started making the rounds earlier this month, when a LinkedIn post from a developer at Virtuous was circulated online. This post said the developer was working on Cyberpunk 2077 DLC, something that hadn’t been announced yet.

Image credit: CD Projekt

As for Cyberpunk 2077 in the here and now, it is available on Switch 2. Our pals at Digital Foundry have taken the game out for a spin on the Switch 2 already, asking the question: Can the new Nintendo console handle it?



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June 24, 2025 0 comments
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Cyberpunk 2077's update 2.3 is delayed, and definitely not just because CD Projekt can't stop adding things
Game Updates

Cyberpunk 2077’s update 2.3 is delayed, and definitely not just because CD Projekt can’t stop adding things

by admin June 24, 2025


Sorry, we’re not done yet, CD Projekt has said about a Cyberpunk 2077 update that also represents that same phrase, it being about the third patch to be labelled the final one the game’ll be getting. Update 2.3 was originally set to be dropping on this week, but now it’s been delayed so the devs can make it about the same size as its predecessor.

Yeah, they’re probably adding more stuff to the pile of new things we never thought Cyberpunk’d still be getting at this stage. We’re multiple encores deep in the Samurai gig at this point, but hey, the crowd’s still having a great time.

“We initially hoped to put Update 2.3 in your hands on June 26th,” the studio wrote in a post addressed to choom nation, “However, we’ll need some more time to make sure we’re happy with it — we’re aiming for a scope similar to Update 2.2. We’ll update you further as soon as we can!”

So, no new details about what to expect in this next patch, which was announced alongside Cyberpunk making its debut on a certain new console made by a company often associated with the profession you enlist if your loo’s clogged. Well, aside from the fact it’s apparently going to about as beefy as its predecessor, the previous holder of the ‘last Cyberpunk patch, for realsies’ title.

Hey chooms,

We initially hoped to put Update 2.3 in your hands on June 26. However, we’ll need some more time to make sure we’re happy with it — we’re aiming for a scope similar to Update 2.2. We’ll update you further as soon as we can!

We appreciate your patience! pic.twitter.com/Hx5fEF8wj7

— Cyberpunk 2077 (@CyberpunkGame) June 23, 2025

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In case you were busy in December 2024, update 2.2 added a bunch of extra customisation options for your car and character, as well as the ability for Keanny Reevhand to sometimes spawn into your passenger seat during free roam. You know, so you can show him your sickest handbrake turns without attempting a drift while something important’s happening.

Who knows what CD Projekt has in store for this final, final, final patch. They’ve added in a whole metro system previously, so maybe we’re getting futuristic Bus Simulator. Or a Euro Cybertruck Simulator that’s about flying MAN and DAF lorries with heavy duty thrusters and mantis windscreen wiper blades.





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June 24, 2025 0 comments
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Game Reviews

Must-Play Cyberpunk 2077 Side-Quests And More Top Gaming Tips

by admin June 22, 2025


Image: Wizards of the Coast / Square Enix / Kotaku

Magic: The Gathering’s Final Fantasy collaboration is an exciting opportunity for fans of the video game franchise to jump into the classic trading card game for the first time. There are a wide range of new cards in this cool crossover, but one of the most exciting is the Pre-Constructed Commander Decks made for the fan favorite deck format. Of course, no FF merchandise could be made without including FFVII, so you can rest easy knowing Cloud and the rest of the party have a deck all to themselves. Whether you are new to Magic’s Commander or just new to the game altogether, this guide will explain how to Limit Break your friends at your next game night. – Simon Estey Read More



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June 22, 2025 0 comments
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Cyberpunk 2077's flying car modder has removed the game's max speed limit and I may soon be involved in a 1222mph mid-air fender bender
Game Updates

Cyberpunk 2077’s flying car modder has removed the game’s max speed limit and I may soon be involved in a 1222mph mid-air fender bender

by admin June 18, 2025


If you’re reading this, it may be too late. The mysterious genius behind Cyberpunk 2077’s most popular flying car mod has just released its first update in a good while, alongside a fresh work that removes the speed limits the game applies to all of its vehicles.

It looks like the perfect recipe for my next trip to Night City ending with an shattered engine block wedged halfway up a skyscraper, and Keanny Reevhand standing next to it tutting.

If you’re not familiar with Let There Be Flight by modder Jack Humbert, it arrived in September 2022, swapped the wheels of Cyberpunk’s cars for working thrusters, and left plenty of folks wondering why dystopian futures are ever allowed to omit flying cars. After all, when the world’s gone down the corporate tubes, surely you need to balance that out by letting people dream of drifting a futuristic VW golf ten thousand feet above the pavement?

I digress. Humbert’s just updated Let There Be Flight for the first time since June 2023, which is welcome news since folks have reported issues getting it to run with the game’s more recent patches.

“I’ve been rewriting some parts of LTBF to better use in-game systems, and this has allowed for better state control of flight and input contexts, enabling native vehicle combat (handheld and vehicle-mounted) while flying,” he wrote, “This should also make it more compatible with other vehicle-based mods (in theory), but I have yet to try things out on a wide scale…I have lots of ideas that I’d like to see implemented, and will try to get them finished to a point that you can at least try them out here.”

Nice, but here’s the kicker, alongside this update Humbert’s uploaded his first new mod since 2022. It’s Vehicle Speed Unlimiter and gets rid of the automatic limits the game puts on car movement speed – as far as I can tell, the ones you’d bang your head against even if you modded or file tweaked a car to go beyond its base top speed value.

The mod’s description says speeds above 400mph will be possible, and to make clear what that’s done, a user with the handle Oranje3 has said they’ve already used it to get a modded car up to 1222mph, and posted a screenshot to back that assertion up.

Needless to say, I now have a new mission in life. I’ll have to find the time to get my Cyberpunk load order back to working order since I’ve not done a playthrough in a little bit, but if I do soon, I’ll definitely be trying to better that speed. In a flying car too, assuming that doesn’t prove a barrier to engaging warp speed.

If you want to try Vehicle Speed Unlimiter, you’ll need to grab RED4ext, while Let There Be Flight requires that plus ArchiveXL, Input Loader, Mod Settings, Redscript, and TweakXL.



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June 18, 2025 0 comments
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Cyberpunk characters
Gaming Gear

Pentiment and Fallout: New Vegas designer Josh Sawyer isn’t usually a fan of RPG romances, but thinks Cyberpunk 2077 nailed it: ‘If I were gonna base romances on anything, I’d probably do something like that’

by admin June 16, 2025



I had the chance to talk to veteran RPG designer Josh Sawyer (Pentiment, Pillars of Eternity, Fallout: New Vegas) at this year’s Game Developer’s Conference, and alongside other big ticket RPG topics, I had romance on my mind.

I don’t want to pigeonhole Sawyer as “the anti-RPG romance guy,” but he’s been a consistent critic of how love and sex have been implemented in the genre for years⁠. “I don’t hate love in game stories; I just hate reducing love to shallow, masturbatory fantasy indulgence,” he said in a 2006 Obsidian forum post about the topic, preserved on Reddit. Regarding Baldur’s Gate 3’s explosively popular companion dating, Sawyer said that he doesn’t entirely get the appeal, and where he does get it, he doesn’t like it.

He most often criticizes the checklist structure of many RPG romances, but has said that he’s not opposed to them from a storytelling perspective⁠—he seems to see it as more of a design and pacing issue. I asked Sawyer if there were any RPGs he thinks did romance right, and he answered immediately and without hesitation: Cyberpunk 2077.


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“The reason is because those relationships, whether you like the characters or not⁠—which I feel is kind of beside the point, from a design perspective⁠—it’s not in a party context,” Sawyer said. He argued that the typical RPG party camp/wandering around in a squad presentation makes intimate conversations and moments a bit incongruous: “There are six of us together, and we’re engaging in these romantic talks right next to everyone, and it feels kind of odd.”

Cue Wynn or Sten standing stock still in the background of a romantic cutscene in Dragon Age: Origins. It has a bit of the energy of a Weird Anime Club Couple getting too handsy in the school cafeteria. Is this allowed?!

Time to simmer

The other big issue 2077’s romances avoided, according to Sawyer, is one of pacing: In open-ended, nonlinear RPGs, “The crit path can proceed at a different rate than the side content,” said Sawyer, and that’s a challenge when it comes to making multipart side stories, particularly romantic ones, proceed at a clip that makes sense.

That’s an issue I’ve definitely run into: Expending all of a companion’s romance dialogue and being stuck at a stasis point until the next progress gate lowers. Cyberpunk’s romantic partners like Kerry or Judy have plotlines that are staggered, but they aren’t trailing behind you or hanging out at your house waiting for things to progress.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

“You do something with Judy, let’s say, and then, you wrap it up, you have a convo, and then she’s like, ‘I gotta go do some things, bye,'” said Sawyer. “She is gone and you’re not going to hear from her until time has elapsed, and probably until you’ve progressed a critical path.

“There’s a built-in pacing, so the development of the human component of that relationship is developed over content that is specifically made for the two of you, like it’s content for you and Judy alone. River doesn’t come into it at all.”

Sawyer also praised Cyberpunk’s gorgeous, expensive presentation for helping the romances land. “Some of it is production value, which, of course, Obsidian is not necessarily the big cutscene company,” he said. “Larian does that extremely well. Of course CDPR does that exceptionally well. BioWare also does it well.”

In addition to those production values, Sawyer also feels that Cyberpunk’s exclusively first person perspective transformed scenes that might not have been as memorable with a cinematic camera. He pointed to a scene in the character Panam’s arc, one that potentially plays out romantically for male Vs, and platonically for female ones: “There’s the part where you come out of the storm, and you sit on the couch and she puts her legs up on you. In a first person perspective, that has such a different feeling of intimacy than if it’s a third person camera.”

But even with the great art, animation, and writing, it’s still the pacing and implementation that most won Sawyer over. “They do feel like they have their own lives, but you keep coming back together to continue that storyline,” he said. “It’s not to say that’s flawless, but I really do enjoy that way of doing them.

“If I were gonna base romances on anything, I’d probably do something like that.”



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June 16, 2025 0 comments
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Cyberpunk 2077: Ultimate Edition on a 16-inch M4 Max MacBook Pro
Gaming Gear

I just experienced super-smooth Cyberpunk 2077 at Ultra settings on a Mac, but the developers say there’s more to ‘squeeze out’ of Apple Silicon

by admin June 16, 2025



We’ve known that Cyberpunk 2077 is eventually coming to the Mac, and developers CD Projekt Red (CDPR) have been hard at work – and still are – at getting the title fit to run on any Apple Silicon-powered device. That means the massive AAA title, which has been frequently used to benchmark systems, will be able to run on the M1 chip or newer.

It was reconfirmed at WWDC 2025 – Apple’s week-long developer conference – that it would be arriving later this year, and back with the launch of the new Mac Studio, TechRadar saw a demo of it running on that super-powered computer.

Now, though, I had the chance to get another demo of Cyberpunk 2077: Ultimate Edition – a newer version of the in-development title – on a 16-inch MacBook Pro with the M4 Max chip and 128GB of RAM.


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It was on ‘Ultra’ settings with a buttery smooth and excellently rendered 120 frames per second. And yes, this performance is derived from Apple’s M4 Max chip – no discrete GPU required. Further, this was fully taking advantage of Apple’s Metal 4, coming later this year, including MetalFX Frame Interpolation.

It looked fantastic and was responsive, but that had me thinking about the plans to launch this on any Apple Silicon Mac.

I was curious about performance on less powerful chips within Apple’s lineup, as the requirement for the title is expected to be Apple Silicon, meaning it should run base M1, M2, M3, or M4 chips as well as the more powerful creations.

(Image credit: Jacob Krol/Future)

I asked Pawel Sasko, Associate Game Director of CD Projekt Red, about what performance might look like on other Macs with different levels of performance from various chips, like even a MacBook Air.

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He first explained that Cyberpunk 2077 is running on CDPR’s proprietary Red Engine Four, which is designed to be scalable. “It’s trying to use everything that given platform provides,” Sasko explained and called out that the title is available on a variety of devices already, including the Nintendo Switch 2 ahead of its release on the Mac.

“Red engine is basically trying to check what hardware you have and squeeze out the max you can have,” he continued. Meaning that Cyberpunk 2077 will work to run and deliver the best performance based on the chip you have inside. Sasko couldn’t give a specific number yet based on the chip or a potential Mac SKU, but that’s because the game is still not finalized – CDPR is still working on it and polishing it.

Sasko even shared that they’ll work on optimizing performance until the very end, and recently CDPR figured out how to optimize cloth, also known as what a character is wearing, to make it look better.

Suffice to say, he shared that “We’re trying to squeeze everything that given hardware gives us,” meaning it will run the best it possibly can on the Mac – which likely means that a more powerful chip, like an M4, M4 Pro, or M4 Max, will deliver the best results.

And the good news is that we’re likely only a few months away from one of the biggest AAA titles arriving on the Mac – the CDPR team wouldn’t give an exact time frame, but Cyberpunk 2077: Ultimate Edition will arrive in 2025.

I also got to see this demo of the title shortly after Apple unveiled macOS 26 Tahoe, which will introduce the Games app. Although CDPR hasn’t announced if it will be integrating with the new hub, it will work with the new ‘Game Overlay.’

This is a sidebar that can be brought to the top right-hand side of the screen, making it easy to enable game mode, adjust brightness or volume, and even switch controllers, as well as connect with friends. You can also opt to push your MacBook further with different energy modes.

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June 16, 2025 0 comments
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Cyberpunk 2077 on Switch 2: a cutting-edge game translates well to Nintendo's console hybrid
Game Reviews

Cyberpunk 2077 on Switch 2: a cutting-edge game translates well to Nintendo’s console hybrid

by admin June 13, 2025


Few games among the Nintendo Switch 2 launch line-up can match Cyberpunk 2077 in putting the system through its paces. It’s a staple of our PC benchmarking suite for good reason: the open world design is a solid stressor for any CPU, while its effects-heavy battles challenge GPU resources as well. This Switch 2 release has clearly been a big undertaking for developer CD Projekt Red too, who produced the port in-house with unique optimisations for Switch 2’s ARM-based architecture. It’s also remarkably the Ultimate Edition of the game, with both the core adventure and the more taxing Phantom Liberty expansion bundled in – an extra portion that proved too demanding to justify a last-gen console release, and was instead restricted to PS5 and Series X/S, and yet here it is running on Switch 2.

To cut to the chase, Switch 2 offers a truly viable way to enjoy Cyberpunk, either in a portable format or docked under a TV. However, CDPR has shot for the stars in its ambition to include Phantom Liberty as well, and it’s here that Switch 2 hits some technical limits – with frame-rates struggling as we explore its newer Dog Town region. Still, that aside, there’s a lot to admire in the game’s engineering for Nintendo’s new console overall, and how competitive it is in comparison with other consoles.

With that in mind, where exactly does Switch 2 slot in visually between the last-gen PS4 and the more advanced Xbox Series S and PS5 versions? And what’s the state of its frame-rate as it targets 30fps in its quality mode or 40fps in its performance mode? Let’s find out.

Our full Cyberpunk 2077 Switch 2 tech review in video form. Seeing the core adventure running on a handheld is a stunning feat, while the Phantom Liberty expansion pushes Nintendo’s new hardware to its limits. Watch on YouTube

First up, Switch 2 actually offers four main configurations, with a 30fps quality mode and 40fps performance mode on offer in both docked TV or portable play. The biggest point of differentiation between each mode is image quality. Switch 2 is the only console to offer Nvidia’s DLSS upscaling, albeit in a custom form, versus the FSR on PS5/Series consoles and CDPR’s TAA on last-gen machines. In docked play, each mode targets 1080p via DLSS, with quality mode rendering at a resolution between 720p to 1080p and performance mode operating at a more flexible 540p to 1080p to sustain 40fps. Inevitably, Switch 2 in its portable state drops these figures further, down to a 450p to 810p range in quality mode (targeting 810p via DLSS), and further still with a 360p to 720p range in performance mode (reconstructing to 720p via DLSS).

It’s no surprise to see these resolutions scale so aggressively for portable play. After all, Switch 2’s Tegra T239 GPU clock speeds drop from 1GHz while docked to just 0.56GHz in its portable state, and something has to give. For static shots, DLSS normally does a great job in transforming the raw pixel input of each mode into a sharp, clear result, but heavy action with lots of motion pushes the tech to its absolute limits. Racing through Night City’s busy streets, for example, the image is notably blurrier, it’s easier to catch bocking artefacts, and temporal noise is in clearer view along cable lines overhead.

The good news is that, outside of resolution, there are very few differences between docked and portable play in terms of core visual settings. Using video capture from the Switch 2 itself while played as a portable, we get a good enough look at all modes in comparison despite its 1080p30 encode. Shadows, textures, SSR and world draw are closely matched no matter how you play: docked, portable, quality mode, performance mode all present identically. The only catch is that reflections in mirrors take a hit in clarity while using the performance mode in either state, but otherwise the world detail is consistent across the board.


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With that in mind, how does Switch 2 compare to other consoles? In some respects the Switch 2 release is like no other: notably in its use of DLSS, but also its unique method for rendering shadows. In other respects, it borrows settings from both last and current-gen consoles to create a hybrid setup that best suits the system’s specs.

To start with the advantages first, Switch 2 runs at the same texture quality setting as PS5. Impressively, the availability of 9GB of usable RAM gives it the freedom to present ground textures, decals on walls, and clothing at an equivalent setting to base PS5 in most cases. In a broader comparison, Switch 2 often pushes beyond the last-gen PS4 and even Xbox Series S in this aspect, with both running at lower presets that chop texture map quality to fit within the 5.5GB or 8GB RAM available to devs on their respective systems. In fairness, many textures are universal in quality between all four consoles but, where there is a difference – like the freckles and stubble on Jackie’s face – Switch 2 uses higher setting than Series S.

The second win for Switch 2 is in image quality. The move to DLSS here reaps huge rewards next to PS4, which renders at a range of 720p to 900p with CDPR’s TAA. Fine details like rain resolve with greater sharpness against the dark night sky, plus there’s less obvious banding artefacts on fences as characters pass by in the foreground. In short, the DLSS method on Switch 2 is more adept in interpreting the details it wants to keep in place, while de-noising the image where there’s obvious artefacts. Notably, Cyberpunk’s screen space reflections suffer from a grainy, shimmering artefact on base PS4, which is nicely cleaned up via DLSS to create a more stable result on Switch 2. To sweeten the deal, it also resolves distant detail – foliage, buildings – with greater clarity in motion.

Even when compared to Series S on its own 30fps quality mode – rendering at 1440p – Switch 2 remarkably holds its own by virtue of its better upscaling. Again, artefacting on SSR is cleaned up, and the image is sharper in static moments next to the Series S release. However, there are instances where the lower base resolution gets the better of Switch 2, resulting in more aliasing on hard edges. There are limits then, but it’s impressive that Switch 2 is capably trading blows with Series S, and even at times surpassing it.

Here’s how Switch 2 holds up against the last-gen PS4 version, the compromised Series S version and the “default” current-gen version on PS5. The left figure shows differences in texture quality, the right changes in vehicle density. Click to enlarge. | Image credit: Digital Foundry

Next along, in terms of streaming in the complex detail of Night City – its market stalls, shop fronts and NPCs – Switch 2 is a far better optimised release than PS4. It benefits from higher bandwidth access to its internal storage (or expandable storage via Micro SD Express), whereas PS4’s creaky mechanical HDD is often a bottleneck in allowing key details to appear in good time. Admittedly, while stood still, the basic level of detail is comparable between the two machines. The real stressor is in sprinting or driving at pace, where the PS4 is often painfully slow to load textures, geometry, or crucial collision logic in bustling areas. It’s possible to wait 20-30 seconds for some of these elements to render in, and it genuinely affects playability to this day. Switch 2, on the other hand, plays out a lot closer to the Series S release in avoiding such visible pop-in, and consistently draws world assets in on time.

For all its advantages, Switch 2 does have some limitations too. Let’s start with a big one: NPC and vehicle density are roughly on par with the base PS4 version. It’s still very respectable, but it essentially means that traffic in Night City is less likely to build up to outrageous gridlock levels, while market crowds have a similar density to last-gen. By comparison, PS5 and Series S use a higher setting for both NPC and vehicle density, often filling its roads with more bustling activity. It’s a concession for Switch 2 that almost certainly caters to a CPU limit that might otherwise cause some turbulence to its 30fps (or 40fps) cap. Still, what Switch 2 achieves here is impressive.

The second limit relates to shadow rendering. Switch 2 appears to use a unique setting, with interior shadows notably improved on Switch 2 vs PS4, with sharper character silhouettes from spotlights. But, conversely, outdoor shadows projected from the sun are a step back from the PS4 version in their overall effect. The result is that there’s a less stable, more pixellated, look to shadows on Switch 2, such as those stemming from trees overhead. Likewise, shadows from pixel-thin details, like metal bars or barbed wire, also suffer from using a low resolution form of the effect outdoors. Finally, a more obvious filtering cascade is also visible on Switch 2, adding stippling to long shadow lines stretching far to the distance. Ultimately Switch 2 falls short here, and certainly lacks the precision of Series S and PS5’s shadow setting while outdoors.

Here’s how Switch 2 stacks up against PS4 in performance terms in a few challenging scenes. PS4 drops below 30fps, often significantly, while the Switch 2 remains resolute in the same tests. | Image credit: Digital Foundry

Looking to performance, Switch 2 makes good on its promise of hitting 30fps in its quality mode. For the main Cyberpunk adventure at least, including most driving or shoot-outs in the first Maelstromers mission, it conforms to an evenly frame-paced 30fps cap. Odd frame drops are possible, but it’s rarely egregious enough to detract from the experience. Next to PS4 in the same stress test areas, it’s hugging the 30fps line for a majority of play, where too often PS4 falls closer to 20fps. Without doubt, this is a clear Switch 2 win in overall playability, and crucially it avoids many of the frame-time spikes seen on PS4 due to streaming bottlenecks.

There are ways to brute-force the RED Engine into drops of course, not least our classic alleyway shoot-out test. Even in this case though, Switch 2’s worst reading briefly goes to 28fps, while PS4 drops take us well under 20fps. For an even more extreme test, accelerated driving through the Kabuki region is a sure-fire way to trigger major drops, and here Switch 2 shows a real limit: a sustained mid-20s reading similar to PS4’s, with a traversal hitch or two for good measure. Still, this represents the very worst case in the base game, and Switch 2 is significantly ahead of PS4’s reading in every scenario.

Next along, the Phantom Liberty expansion presents a much greater technical hurdle for Switch 2. Sadly, this is where we see the flip-side to the Switch 2 version – and it does fall short of Series S’ often stable 30fps reading. In short, from our first landing in the Dog Town area, sub-30fps drops are much more abundant. Low points include an early shoot-out with multiple enemies, a run through its slums area, and also a drive down its besieged streets. Each moment sees a sustained drop into the mid-20s on Switch 2 – and lower – while Series S comfortably clears 30fps through it all. Worst of all, Switch 2 has frame time hitches in excess of 120ms while driving here, which makes driving a genuine challenge. This helps to demonstrate why this expansion was never released on last-gen consoles; clearly for Switch 2, Phantom Liberty’s more complex design makes 30fps a taller order. Of course, re-testing the core Cyberpunk game against Series S makes for a less stark divide: Series S clears up the Kabuki stress test and the alleyway shoot-out at 30fps, but otherwise, both run at a matching 30fps in most areas.

There are some areas, especially in the more challenging Phantom Liberty expansion, where the Series S pulls ahead – sometimes by a good margin. | Image credit: Digital Foundry

The state of Switch 2’s 40fps performance mode is less convincing. This requires a 120Hz compatible TV to access and offers a 25ms frame-time target that’s exactly half-way between 30fps (33.3ms) and 60fps (16.6ms). Unfortunately, Switch 2’s 40fps delivery has rather mixed fortunes. In simpler interior areas where it does hold at 40fps, it’s unquestionably a smoother experience, but shoot-outs and driving tend to drop to 30fps or below. Compounding the issue, there’s no VRR support to TVs during docked play either, so these drops stick out obviously to the naked eye. In comparison to the more stable 30fps quality mode, it’s hard to really see the benefit of this mode, as the performance mode reading wavers above and even below 30fps quite erratically. Even though we’re stuck with a 33.3ms render time on quality mode, it turns out that 30fps is simply a more realistic, dependable target for the system to hit in docked play.

Happily, Switch 2’s performance in portable play offers frame-rates broadly equivalent to the docked experience. The lowered resolutions here help to a sufficient enough degree to keep 30fps in view, though the Kabuki drive test and the Phantom Liberty expansion remain clear rough spots. We can’t test this with our usual tools, given that capture is limited to the compressed 30fps video generated by Switch 2 itself, but it’s still clear that that the 40fps performance mode works well on the Switch 2’s 120Hz VRR display. VRR helps considerably to minimise the perceptibility of drops under 40fps and it’s the smoothest way to enjoy the game on Switch 2 as a result. However, there’s no low frame-rate compensation (LFC) to extend the VRR range below 30fps, so frame-rates below this mark result in visible judder once again. Still, the performance mode makes much more sense in portable play.

Through all its pros and cons, Cyberpunk 2077 on Switch 2 is a very playable rendition of CDPR’s latest work – and a showcase of the system’s technical prowess to a degree that’s ambitious for a launch title. As an added bonus, the Switch 2 release even has unique extras, most notably Joy-Con mouse controls and even (undocumented) plug-and-play USB mouse and keyboard support. The performance issues in the Phantom Liberty portion are unfortunate, but they are at least overshadowed by the quality of the core Cyberpunk campaign. We get a hybrid of last and current-gen console settings here, with Switch 2 somehow even exceeding Xbox Series S in texture quality. On balance then, it’s an encouraging start for taxing open world efforts on Nintendo’s new hardware, and we expect it’s the first of many to come.



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June 13, 2025 0 comments
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Cyberpunk 2077 Teases Another Major Patch Amid Story DLC Rumors
Game Reviews

Cyberpunk 2077 Teases Another Major Patch Amid Story DLC Rumors

by admin June 6, 2025



Image: CD Projekt Red

Cyberpunk 2077 patch 2.1 arrived in December 2023. It seemed like the last major update the open-world RPG would get before CD Projekt Red moved onto other priorities, including a Cyberpunk sequel and The Witcher 4. Instead, the developers released patch 2.2 a year later that included new cars, character customization options, and a bevy of other improvements and bug fixes. Well, it turns out they’re still not finished. In addition to porting Cyberpunk and its Phantom Liberty expansion to Switch 2, a new patch, 2.3, is also coming down the pipeline while rumors speculate about possible new DLC.

Clear Your Calendar For Final Fantasy 7 Rebirth

“We’re not done yet!” CDPR’s global community director Marcin Momot wrote on X following a recent developer deep-dive into the making of the Switch 2 port. “Stay tuned for more info about the next Cyberpunk 2077 update coming later this month. We’ll start spilling the beans closer to the release of patch 2.3 (that’s its name), so for now, we ask for a bit more patience.” Associate Director Paweł Sasko added, “We have been cooking for you in secret for a bit. As usual, I’m taking care of the update personally and we will communicate more, when it’s ready.”

What could one last major Cyberpunk 2077 update entail? While there are always balance tweaks and bug fixes to be made, including changes that could make Night City and its occasionally finicky NPC inhabitants more natural and immersive feeling, many of the big ticket items, including a working public transportation system, were checked off years ago. Fans still have their dream additions, like a PS5 Pro patch, an FOV slider on console, and a new game plus option. That last one was has been repeatedly shot down given the difficulties of implementing it with Cyberpunk 2077‘s existing game engine, but hope springs eternal.

Even more tantalizing is the prospect of a new content DLC. Nothing on the scale of Phantom Liberty but maybe a few more bite-sized story missions or character sidequests. Rumors about an upcoming add-on like that have picked up steam following possible hints by CDPR and recent sightings of Cyberpunk quest content on the resume of a developer at Singapore support studio Virtuos. Six mysterious “encrypted” character slots that appeared in a March post on the official Cyberpunk Instagram account also stoked speculation. With Cyberpunk 2077 a launch title on the brand new Switch 2, it wouldn’t be surprising if CDPR also doubles down on some fresh content.

It’ll be a welcome surprise if they do. While Cyberpunk 2 recently officially entered pre-production, it’s likely still many years away from release. Even The Witcher 4 isn’t expected to come out before 2027. The studio shared a glimpse of what the future of its open-world RPG tech looks like in a stunning Unreal Engine 5 demo earlier this week.

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June 6, 2025 0 comments
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Gwent co-creator and Cyberpunk: Edgerunners showrunner's new deckbuilder has an excellent tortoise
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Gwent co-creator and Cyberpunk: Edgerunners showrunner’s new deckbuilder has an excellent tortoise

by admin June 5, 2025


I haven’t yet decided whether the loot tortoise in roguelike deckbuilder Dice Legends looks satisfied or exhausted. Both make sense to me. “He’s grown used to this, but still isn’t thrilled about it,” offered my sister. I would not be thrilled either. Imagine being aware of Pratchett’s world turtle and knowing you’re a glorified ATM by comparison.

“A roguelike deckbuilder, Nic?”, you exclaim with mock interest. “Well, kick me down a well and break out the Vimto we’ve had mouldering in the cellar since the nineties, the last decade in which anyone consumed or thought about Vimto. Haven’t had one of those since the time I went to collect the post forty five seconds ago. Also, the post was two flyers, each advertising a roguelike deckbuilder”. I will not argue with your sage industry analysis, friend, although this one does have a couple of notables that may make the Steam demo an intriguing prospect.

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It’s got lovely pixel art, for one, although thoughtful art direction isn’t too surprising. Dice Legends is the latest project from CD Project alum Rafał Jaki, co-creator of The Witcher 3’s Gwent minigame and showrunner on Cyberpunk: Edgerunners.

It’s also got a tabletop twist on traditional card flinging. Each of the three playable heroes uses a different type of dice (D6, D8, or the haughty D12 – also known in some circles as ‘the shape bastard’), and you’ll use these to roll a dice pool to activate cards. Some cards need a number within a certain range but will still have the same effect. Others scale up with your dice results. Otherwise, it’s Slay The Spire at its very core. Attack, build up shield to defend against telegraphed damage, apply debuffs, and conquer nodes on an overworld map.

Additionally, the soundtrack is pure Bardcore. It is certified jaunty up in here. Is Dice Legends a ‘fifth page on the Nintendo Eshop sale’-ass name for a game? Yes. But I think it’s good time nonetheless. This one’s out in the third quarter of the year, to use the language of my most hated enemies, the year quarterers.



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June 5, 2025 0 comments
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Hungry TV Hummgry (Promo)
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Jonathan Joss, who appeared in Cyberpunk 2077 and Red Dead Redemption, shot dead in Texas

by admin June 2, 2025



The San Antonio Express News reports that Jonathan Joss, an actor who appeared in videogames including Red Dead Redemption, Days Gone, Wasteland 3, and Cyberpunk 2077, as well as the long-running King of the Hill animated series, was killed over the weekend in an apparent dispute with a neighbor. He was 59.

Police say Joss was shot “several times” by his neighbor after the two became embroiled in some sort of confrontation near the site of Joss’ former home, which burned down in January. Emergency medical services pronounced Joss dead at the scene. The suspected shooter, identified by police as Sigfredo Alvarez Ceja, fled by car but was arrested nearby.

While police have not yet provided a possible motive for the killing, Joss’ husband Tristan Kern de Gonzales released a statement claiming the shooting was a homophobic hate crime, and part of an ongoing harassment campaign against them.

“My husband Jonathan Joss and I were involved in a shooting while checking the mail at the site of our former home,” de Gonzales wrote. “That home was burned down after over two years of threats from people in the area who repeatedly told us they would set it on fire. We reported these threats to law enforcement multiple times and nothing was done.

“Throughout that time we were harassed regularly by individuals who made it clear they did not accept our relationship. Much of the harassment was openly homophobic.”

De Gonzales said someone had placed the skull of one of the dogs killed in the house fire, as well as its harness, “in clear view” at the site, which caused them “severe emotional distress.”

“We began yelling and crying in response to the pain of what we saw. While we were doing this a man approached us. He started yelling violent homophobic slurs at us. He then raised a gun from his lap and fired. Jonathan and I had no weapons. We were not threatening anyone. We were grieving. We were standing side by side. When the man fired Jonathan pushed me out of the way. He saved my life.”

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

(Image credit: Tristan Kern de Gonzales (Facebook))

Contrary to de Gonzales’ implication that neighbors may have played a role in starting the fire, Joss said at the time that he and de Gonzales had ignited a barbecue grill inside the house for heat, because they did not have gas or electricity. He said they were certain they’d put the grill out when they left for lunch but nonetheless apparently accepted responsibility for the fire, which completely destroyed the uninsured house and its contents.

However, Joss also said that at least one of his neighbors had laughed at him when he emerged from his burned house carrying one of his dogs, who was killed in the fire.

Joss was best known for providing the voice of John Redcorn in 34 episodes across 13 seasons of King of the Hill, but he appeared in numerous other shows and films including Tulsa King, Ray Donovan, Parks and Recreation, Friday Night Lights, ER, and Charmed. He recently recorded lines for a King of the Hill premiering on Hulu this August.

Joss didn’t appear in many games, but he had a pretty good talent for picking winners. His first credited role on Mobygames was in the 1996 FMV game Sante Fe Mysteries: The Elk Moon Murder and its 1997 sequel Sante Fe Mysteries: Sacred Ground, after which came the King of the Hill game in 2000. It took another 10 years for his next videogame appearance, in Red Dead Redemption; he followed that up with roles in Dirty Bomb, The Walking Dead: Michonne, Days Gone, Wasteland 3, and Cyberpunk 2077: The Phantom Liberty.



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June 2, 2025 0 comments
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