Something about this is more sinister the deeper you look. For what it's worth, that is NOT how a QA outfit operates. Most QA are specialist personnel who by the their own job description, operate within the parameters of their field of expertise. Say for an automobile, there may be QA that have just engine knowledge, others have electronics skills, and still others in metals and structural knowledge. These combine to produce a department that embraces a "whole product" concept that by the decisions of each specialist, form and blend to insure that the "product" meets or even exceeds company and industry standards and is therefore acceptable to be sold to the general public. <br><br>What it seems like in this scenario is that the surface level defects and bugs were deliberately sent out by CD Projekt Red (possible coerced to do so by upper management) to deliberately divert essential eyes on the product AWAY from the glaring defects in the core programming. Now this is speculation, but this could have been a way for CDPR execs who knew their product would not be ready for distribution to negate and bypass a more in depth examination of the core coding of the game. Now whether by bribery to Quantic Gaming execs or simply some kind of backroom agreement, the personnel being inexperienced in QA policy and examination may have been deliberately chosen so that the game would escape critical scrutiny and be shipped out on time, this guaranteeing that upper management, shareholders, and top expects would be paid their full bonus. See where this is going? CDPR and Quantic Gaming execs sabotaged their own QA to prevent any attention being given to Cyberpunk's functionality at the core level. A more experienced team most likely would have held the game up, as they realized it did not meet critical standards and criteria. And CDPR had way too much hype and personal investment in this project to see anything but a profit. No matter the cost.