Reading up about those editions doesn’t give me much hope.
From the looks of things, TW2 EE focused almost exclusively on various bugs and the addition of new content in the form of quests, videos, and locations. Nothing major seems to have been entirely reworked in that patch.
The main relatable thing in TW1 EE seems to be the redesigned inventory system alone. All the rest (from what I can gather) seems to just be bug fixes, various general technical enhancements, localization rework, etc. The other core aspects of that game seems to have been left alone (beyond fixing bugs etc).
Following that trend, a “Cyberpunk 2077 Enhanced Edition” might’ve reworked zero or one fundamental element of the game, while the rest of such an update would focus on bug fixes, maybe rewriting some dialogue lines here and there, or similar general ‘basic’ improvements.
- It’s entirely possible (and most likely) that CDPR doesn’t even see these fundamental issues as issues per se, but merely the expected or even desired consequences of the intended game design. And if they do, then they’ll never rework those systems either – instead they’ll merely fix various bugs that the design expresses, while leaving the overall state of it left alone.
For example, with Cyberpunk it might mean that they would remove some of the currently useless perks that exists (e.g. hold a pistol when grabbing a body of an enemy) instead of implementing the missing gameplay element (hold a pistol when holding someone from the behind), while still leaving other useless perks in the game such as the Crit Chance/Crit Damage increase perks that’s utterly useless when you have weapons that regularly rolls 90%+ of those stats anyway.
Basically, fixing superfluous ‘bugs’ while leaving the more fundamental ones alone that requires much more time to rework and properly ‘fix’.
A few other examples that I can think of to give an idea of what I mean:
- Police spawning will see a change to not spawn within a circle of a certain size around the player – while leaving the overall behavior of randomly spawned in entities alone (e.g. cops would not be dynamically notified of the player’s action and then drive towards the area and look for the player).
- NPC “driving” will be improved to be able to handle some more scenarios (e.g. change lane if one is occupied or “drive” around a tiny obstacle) – while leaving the implementation still tied to the current predefined paths where there’s no actual “intelligence” behind the driving (e.g. cops would still not be able to drive or chase the player intelligently in a car).
- Inventory system might get a new “Quests” tab to highlight those items, and individual items might be renamed and quest lines changed a bit to make it easier to find some items that requires navigating the inventory – while still leaving the current inventory and overall item system (food, consumables, etc) the same lackluster as it is today.
- Some useless perks will be removed from the game as they rely on missing features – while still leaving other useless perks inside the game since they serve to “extend the repository of perks available.”
- and so on and so forth.
Basically mostly bug fixes or superfluous changes or “improvements” that hides the fundamental issues (and limitations) of the chosen design instead of actually reworking elements entirely.
An example of where something similar could be seen was in Dragon Age 2 from BioWare. That game spawns enemies on top of the player from the ceiling – they literally fall down among you and your party. This was a heavily criticized element of the game as it broke immersion and just looked off and cheap. And what did BioWare do? They didn’t rework the existing spawning in the base of the game – instead they, for new DLC locations only, chose a slightly different approach where enemies spawned in from the sides and then ran against the player’s party. They left spawning in the base game alone and only included the ‘improvements’ (and only superfluous ones at that) in new locations. This is the sort of approach (for the most part) that i can see CDPR take as well, combined with the earlier mentioned bug fixes or superfluous changes or “improvements” to attempt to hide the limitations of the chosen design.
While I don’t doubt CDPR will fix some things, I doubt they’ll touch on everything, or even them all in fundamental ways, basically.
A bit long of a post and random ramblings but hopefully I’ve explained my thinking a bit more 