Cyberware is an extremely important element Cyberpunk 2077 and with any luck it will hopefully be extrapolated in its sequel, currently titled Project Orion. Cyberware can blur more or less indiscernibly between segmented body parts unless players have a favorite or one that is significantly different, such as the Reinforced Tendons leg implant that allows players to double jump, or the Smart Link hand implant that allows players to successfully connect. to smart weapons. On the other hand, the assortment of Power and Tech firearms that players will acquire, let alone the crafty and inventive melee weapons that they will accumulate, is equally exciting based on what players hope to achieve in combat and what they would like their construction. .
Players will most likely move out of the way if they want to indulge in melee combat Cyberpunk 2077 considering how effective and efficient weapons and quick hacks are. However, the skills and systems are definitely in place to bolster the melee style of play, whether players equip Blade, Blunt, or Throwable weapons. However, arm cyberware throws a decent wrench into this approach, at least in terms of what contributes to the melee itself. In fact, while katanas, knives, baseball bats, and phallic implements can be fun, cyberware for melee-oriented arms like Mantis Blades, Monowire, and Guerrilla Arms will likely eclipse them all.

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Melee Weapons Underwhelm in Cyberpunk 2077 with Arm Cyberware pictured
As with any handgun, assault rifle, shotgun, or sniper that players can hope for, Cyberpunk 2077 offers a wide variety of melee weapons. Some are more outlandish than others, such as the Blunt gun, which players can acquire after discreetly meeting Meredith Stout at the No-Tell Motel.
Others are ferocious simply because of the iconic features they carry – such as the “Jinchu-maru” katana, which quadruples damage if the enemy's health is higher than the player's health, and increases critical chance by 100% when Kerenzikov is active. Some iconic names may also be significantly preceded by relevant context; for example, where players discover that a cattle named “Tinker Bell” makes an otherwise inconspicuous melee weapon extraordinarily creepy.
This means that melee weapons fall short of any firearms when most enemies take cover at a distance and certainly don't live up to the true “cyberpunk” aesthetic and rarity. Cyberpunk 2077's arm cyberware. In this case, handling melee weapons is rarely as exciting as deciding to devote cyberware to a melee implant hand.
Of course, players may find it just as compelling to run a build where they wield a melee weapon and trade for another melee option in Mantis Blades, Monowire, or Guerrilla Arms.
When defending melee weapons, the gimmicks and status effects that can be attributed to them with iconic abilities can outweigh the weapons' cyberware, as the latter is limited to little variety between types. Conversely, arm cyberware was made even more significant in Phantom Liberty through Relic skills.
The Mantis Blades themselves are remarkably chic Cyberpunk 2077 as sharp instruments that protrude from V's arms and act as double blades themselves, so doubling up with a katana or equipped throwing knife seems redundant. Unfortunately, there is no wholesale solution to making melee weapons as fascinating as arm cyberware. Melee weapons are still great options in combat, it's just that arm cyberware is much more novel and fits the cyberpunk genre.
At the very least, the quick hacks say that hitting an enemy with a contagion before firing a revolver is a fun way to balance two natural playstyles, while balancing a baseball bat and a pair of guerilla guns can be redundant. Project Orion he will now have the tough challenge of making both the melee weapons and cyberware on his arms feel separate and individually appealing.