How this is bullshit, a thread:
Cyberpunk's launch issues were on the golden path. They had issues with the goofy cop AI, characters t-posing, and objects persisting into cutscenes. When the player doesn't do anything special to encounter a bug, I guarantee QA has reported it. https://twitter.com/obraxis/status/1349492020524560384
Cyberpunk's launch issues were on the golden path. They had issues with the goofy cop AI, characters t-posing, and objects persisting into cutscenes. When the player doesn't do anything special to encounter a bug, I guarantee QA has reported it. https://twitter.com/obraxis/status/1349492020524560384
I haven't played the PS4 version, but from the reports, issues of crashing, texture popping, generally low graphical fidelity, etc. were rampant. These aren't issues that would have popped up in a day, they would be obvious and reported in a backlog for months before launch.
I sincerely doubt the testing team missed most of these bugs, but I'll humor them and explain how that could have happened as well. Spoilers, blaming QA for failing to catch bugs like these is not a good look.
There's a trick teams do - push a milestone up against an unreasonable date, grind until the last minute to hit it, then hand it to QA with no time to test. Then, ship the content without testing being complete, forcing QA to give their best guess on whether it's shippable.
When it ends up busted on release with numerous issues, have a retro, and talk about how could the QA team have missed it! These bugs were so obvious! Don't talk about the poor planning that left no time for polishing the system.
Bonus points if your QA team is working crunch hours, weekend hours, and more, all because enough time hasn't been set aside for polishing and hardening your release candidate. Overtime hours are very likely to lead to lower quality work.
Cyberpunk's release delays and hard-deadlines for the holiday season give us all the clues we need to guess this is most likely what happened. The game being shipped, then removed from PS store suggests the team was leaning on a day 1 patch to make the game playable, which failed
This isn't to say QA is infallible. We absolutely miss issues and make mistakes in testing. That said, issues of this scale and severity will not be missed by any adequately prepared testing team.
I'm super thankful that I haven't had experiences like this working at Riot. The QA team has always been treated like professionals, and held to high standards as such. Many devs I meet coming from other companies tell me how they appreciate how QA is treated here.
If you read this whole thread, go give your local neighborhood QA a virtual fistbump/highfive. We love being the support that helps make sure your creative vision/code/design makes it in front of players in the exact way that you intended it 


I'll add that I'm not trying to hate on CD Projekt at all. They've done a lot to advance gaming, and I know their devs are busting their asses to make great games. My hope is for us to focus our energy on better planning that eliminates the need for crunch and rushed releases.