Im not sure Id call Cyberpunk an immersive sim, but it is a many-paths first-person shooter.
Weve seen this before in many other games, fromDeus ExtoDishonored.
But really this is just swapping one method of engaging with combat for another.

Once they land, they throw up red smoke to mark their location on the horizon.
These supply drops are also optional, repeating combat encounters.
The drop locations are always in areas designed with lots of cover and interesting angles of attack.

Theyre fun, if you choose to do them.
Its also great that you could choose to not.
When I was tired of combat and needed a break from dismemberment, I could safely ignore them.

A squad of soldiers waiting between you and the Presidents destination, already alerted and shooting at you?
Theres no opportunity for painstakingly methodical stealth here - so, just run past them.
Phantom Liberty is fine with it.

A huge multi-faction brawl in a space port?
Same deal - ignore the fight and move on through.
Phantom Liberty features a boss fight against a pivotal character that I bypassed entirely with a dialogue choice.

Some of Phantom Libertys longest, most tense missions dont even feature the opportunity for combat.
Talking is treated as if it’s equally thrilling, and it is.
It’s like a little apology for making you do murders.

I dont want to give the impression that Phantom Liberty is a visual novel.
More and more games these days do have a story mode, though it remains rare among blockbusters.
Want to sneak and hack past combat?
you could do it.
Want to just loudly run past combat?
Where it makes sense, it’s possible for you to do that, too.