MajicMan: "I just pointed out why people like TPP over FPP,
I am not saying I know what CDPR is doing with FPP for CP 2077" ^ This is really the problem though. This comment isn't aimed at you personally, but a lot of gamers are just being silly with
"I'm going to pretend I know it must be bad years before it's even released without even seeing whether it actually fits the style of play..." Given CDPR are making design choices as to what actually fits their game, all "FPS Cyberpunk must be awful" people end up doing is complaining that 'Cyberpunk 2077 isn't Batman / Assassins Creed' and completely ignoring CDPR talking about it being closer to Deus Ex which worked flawlessly as FPP...
As for your points raised:-
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"It limits combat" - First of all, most games you listed are melee focussed (Batman, Witcher, etc). Ranged shooting is often much better in FPS's. Secondly, liking / disliking FPP melee is entirely subjective. I found Morrowind a little clunky, but then I've had zero problems with "FPS swords" from Thief & Shadow Warrior to Skyrim & Dishonored. I found Mass Effect's TPP shooting clunky as hell yet had no problem with Giants: Citizens Kabuto. It's all down to how a game implements it, not a one size fits all "rule".
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"Scaling and jumping off peaks like in Assassin's Creed". Maybe Cyberpunk 2077's style of play isn't as "platformy" as Assassins Creed, and as CDPR have repeatedly hinted, will be much more like Deus Ex (which also is nothing like Assassins Creed or any of the unrelated games you mentioned)...
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"Lack of peripheral vision" in FPS's is because a typical FOV of 80-90 has to fit flat-panel monitors regardless of viewpoint. Turn it up too high
and you get a fisheye effect in ALL games. For that reason no games (FPP or TPP) has 170-180 degrees that matches 'real life' human vision either, they fake it by zooming out a little. What you then get is exactly the same FOV, but you only gain more in width by losing out on seeing fine detail for distant things (important for shooters) no different to zooming out a zoom lens on a camera.
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You see your hands / gun at eye level" in FPS shooters because you typically aim a gun a lot higher than waist high. No idea what you've played but most FPS's I've played also don't show permanent "jazz hands" when you have a weapon holstered. Personally I find the overly dramatic movements of characters in some TPP games equally stupid, but at least I don't write any game off before actually seeing it.
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"As unrealistic as a camera on a car dash". Compared to the 'realism' of seeing the back of your own head or "Sky God view" in RTS / isometrics? No game genre has "100% xtreme realism" of anything. For counter-examples, see the multitude of TPP games where the camera starts bouncing around / flies through walls / rapidly zooms in / out when trying to look around in narrow corridors.
Really people just need to wait and see
how the game actually plays rather than write it off years before its even released via endless projections of what they didn't like in other games. Just because Assassins Creed was platformy (and thus suited to TPP) doesn't mean Cyberlink 2077 will be anywhere near as platformy too or "need" TPP the same way (example - Deus Ex) or play like it was "Witcher 4" simply because it's by the same dev when it clearly doesn't look to be based around the sword-wielding medieval fantasy genre...
Edit : If I listened to everyone who "educated" me that
"I wouldn't like x because of y" other games (eg,
"stealth games must be 'better' as 3rd person so you'll probably hate Thief", "Portal has some jumping puzzles but is 1st person, you'll probably hate that too because everyone knows platformers = TPP", "there are driving sequences in NOLF, but since that's FPS and driving is better in TPP, cross that off your list too"), then I'd hardly have any games at all (and for those 3 games, the "advice" given by those who haven't played them and are just guessing about gameplay based on camera angle is as wrong as wrong can be...)