Reviews of Cyberpunk were mixed with
Julia Martin for Issue 37 of
Challenge, commenting "the game has style. While it is a game with some ragged edges,
Cyberpunk recreates the atmosphere of the literature and movies from which it draws admirably." Martin had issues with the combat system, especially the organization of the rules, some ambiguous rules, and the lack of super-advanced weaponry. She also commented on the number of typos, noting, "Quite frankly, I don't think I've seen this many apparently careless, minor errors since
Judges Guild went defunct some years ago." She also found the netrunning system far too general. Despite all these problems, she confessed, "I really like this game. It has lots of problems, [...] but it has a great many redeeming points also. [...] The characters and the world view are the heart of Cyberpunk, and they are the best of it." She concluded, "It is a marvelous creature which can be molded into a tremendous campaign by a referee with experience. It is definitely worth the money (and you might even like the combat system). Go check it out."
Stewart Wieck reviewed
Cyberpunk for
White Wolf #14, rating it 3 overall, and stated that "Cyberpunk is a fine game set in an environment which is very conducive to role-playing." In the May 1989 edition of
Games International (Issue 5), Paul Mason found the rules disorganized and lacked an index. He also found lots of typos, "the sign of a rushed production." Although Mason found the concept behind the game "quite appealing," he thought that the combat system, which was supposed to be an improvement on the usual non-descriptive hit point system, was too constricted by data tables to be very descriptive. He concluded by giving this game an average rating of 3 out of 5, saying, "All in all,
Cyberpunk does the job. If you want to run a game in this genre and you want a single source of rules and background, then this game will be adequate to the task [...] It doesn't contain any ideas radically new to rolegaming, however, and so won't be much use to anyone else except inveterate collectors." In the September 1989 edition of
Dragon (Issue 149),
Jim Bambra liked the production values of the original edition, but found many typos in the various books as well as a missing encounter table. Bambra found the setting "does a superb job of capturing the flavor and atmosphere of a disturbingly plausible and realistic future. The development and presentation of the Net is stunning and can be used as a basis for countless numbers of adventures. No other game has succeeded in portraying computer hacking in such a vibrant and absorbing way." He concluded that this was not for everyone: "Gamers brought up on heroic-fantasy or shiny science-fiction games may find the gritty realism of the
Cyberpunk game not to their liking... To decide if this is the game for you, read a few of the Cyberpunk style novels. If you like them, don’t waste any time — rush out and buy the
Cyberpunk game. Welcome to life on the edge." In his 1990 book
The Complete Guide to Role-Playing Games, game critic
Rick Swan commented that this game "remains the purist's choice, the RPG most successfully capturing the genre's grim atmosphere." He found that "Combat is chart-heavy but playable, and extremely dangerous for player characters; one well-placed shot is all that it takes to wipe out a careless Nomad." Swan concluded by giving the game a rating of 3 out of 4, saying, "
Cyberpunks gritty realism may not be everyone's idea of a good time; characters tends to lead short, intense lives, flashy heroics are in short supply, and cynicism abounds. A terrific game for pessimists."
Stewart Wieck reviewed the 2nd edition of
Cyberpunk 2020 in
White Wolf #24 (Dec./Jan., 1990), rating it a 4 out of 5 and stated that "A definite improvement over the first edition,
Cyberpunk 2020 revamps the first cyberpunk genre game and deserves the attention of all cyberpunk genre gamers." In the September 1992 edition of
Dragon (Issue 185),
Allen Varney found
Cyberpunk 2020 just as stylish as its first-edition predecessor, but he found even more typos in this edition than in the first edition. Varney liked the new streamlined combat system, but criticized the duality of modern combat, where "unarmored characters become pools of blood in 10 seconds of combat, but those in flak armor can shrug off submachine-gun fire." Varney also felt that the Netrunning system was much improved, calling the rules system "elegant and original." Varney thought the second edition's biggest flaw was lack of an index, but he also criticized the dichotomy of a system where "you can break into Eurobank and embezzle five million bucks, but you better pay your phone bill on time or you’re in big trouble." He accused the game of being "in the curious position of advocating rebellion, but only in socially acceptable ways." Nonetheless, Varney concluded that "The
Cyberpunk game’s second edition surpasses its first edition on every count. With its smooth action, 'pure' cyberpunk atmosphere, easily accessible setting, and medium-low complexity, this game tops my list as the field's best route to dark near-future adventure." In a 1996 reader poll undertaken by
Arcane magazine to determine the 50 most popular roleplaying games of all time,
Cyberpunk was ranked 10th. Editor Paul Pettengale commented: "
Cyberpunk was the first of the 'straight' cyberpunk RPGs, and is still the best. The difference between cyberpunk and other sci-fi is a matter of style and attitude. Everything about the
Cyberpunk game, from the background to the rules system, is designed to create this vital atmosphere.
Cyberpunk is set in an unforgiving world where betrayal and double-crosses are common, trust is hard to find and paranoia is a useful survival trait." In November 2020,
Forbes found
Cyberpunk Red to be a consistent continuation of the themes from
Cyberpunk 2020. Contributor Rob Wieland praised the system for character generation, stating, "One of the signature elements of the game, lifepaths, went through a great refinement. Lifepath is a chart where players roll to determine elements of their character’s history. It creates lovers, friends, rivals and more for GMs to hang plot hooks on.
Cyberpunk thrives on the personal connections between characters. Lifepath makes player buy-in easier; players are going to be much more interested in a job given to them by an old flame than a random NPC." In his 2023 book
Monsters, Aliens, and Holes in the Ground, RPG historian Stu Horvath noted this game's influence on the genre, saying, "The moral ambiguity introduced here eventually becomes a significant part of the language of urban science fiction and fantasy, paving the way for games like
Shadowrun,
Nightlife,
Vampire: The Masquerade,
Unknown Armies, and more in the edgy '90s." Other reviews: •
Świat Gier Komputerowych #54 ==See also==