Cyberpunk 2077: CD Projekt talks dismembering with katanas, deep RPG systems, romance, and the controversial decision to go first-person.
The gunsmoke still lingers from CD Projekt RED’s worldwide unveiling of Cyberpunk 2077. There was a thrilling reveal at E3, a cinematic scene-setter that featured augmented humans, the seedy introduction to Night City, and a dude getting a good old fashioned shoeing.
What followed was a full briefing for press, publishers and high-profile game developers (we saw David Cage and members of the BioShock team in one presentation, as well as Hideo Kojimaand Warren Spector) that was not revealed to the public.
It really was a behind-closed-doors presentation on a scale we rarely see now, with CD Projekt refusing to release the 50 minutes of gameplay footage to the masses. That may create suspicion in a world where everything leaks, but the developer has a right to show its own work when it’s truly happy with it.
Cyberpunk 2077 is rich, colourful and vibrant – nothing is hiding in the shadows – a far shot from the grimey, rain and neon of something like Blade Runner or Deus Ex.
It’s not just the first-person perspective that grabs the player, but a smooth blending together of cinematic scenes and gameplay, something Pietras, who has worked at CD Projekt for four years, has personally overseen. “The way we actually approach this, we’re calling it the directive scene system,” he explains. “From my perspective, we’re trying to blend cinematics and gameplay. The way it works is that since we’re creating a first-person perspective open-world RPG we want to keep the player as immersed in the game as possible. We’re using the directive scene system as a way of pulling you into this world and keeping you in the scenes.”
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