CD Project Red has broken their silence about the highly anticipated Cyberpunk 2077 open-world action-RPG, which is due out at some undetermined time for home consoles and PC. CD Projekt Red’s quest director, Mateusz Tomaszkiewicz, the game will play out quite differently than how it was depicted in the E3 2018 demo that was first shown privately to game journalists and then later to the public.
DSO Gaming spotted the news from over on the Spanish website Area Jugones. The main takeaway from the interview was Tomaszkiewicz discussing what changes the game has gone through since being put on display at E3 last year.
“We are constantly polishing and thinking how to make the game more interesting, how to make the gameplay more cool and, well, the demo shown last year was only a small fragment of the actual game. There wasn’t a clear picture of how the game fits into an open world or how it fits into a larger image of the game. So, there are many stuff that we didn’t show yet, there are many things that we are still working on. I would say that the game is pretty different to what we shown last year but there are many details that we are currently working on.”
It’s kind of scary to think they chose to showcase a demo that didn’t more clearly express how the open-world would work. That’s usually something you would expect in pre-alpha, where the core mechanical components are complete but story implementation, world design, and plot structure aren’t finalized.
If the reason they didn’t further show the open world because it wasn’t complete then it means that the game is definitely not releasing in calender year 2019.
Tomaszkiewics goes on to further explain and reiterate that the game has a lot of choice and that the focus is on allowing gamers to exercise that choice in the way they play, saying…
““I would say that Cyberpunk 2077 is an open world game with a strong narrative component set in a dark future. It is an RPG with decisions and consequences where everything you do matters. Well, I do not know how much more I can put in the box, it depends on the source we use. I would say that there are many ways to play in terms of gameplay and it offers a wide variety of options depending on how you want to play the title and allows you to enjoy the way you want to play. I think that’s how I would describe the title.
“I would like to make a reference to one of the previous questions and that is that our game is mainly an RPG, then the combat in the first person is something added to this genre. In this way, the gameplay in Cyberpunk offers a variety of ways to complete the missions and I think this is the biggest difference because it not only matters the shooter side, but also how to incorporate this aspect in your way of playing through the title. And we have a good amount of mechanics that are based on this concept which we have not yet shown, so stay tuned.
“In addition to this we are working on bringing good and fun combat mechanics and I think we have a wide range of weapons that will make our game stand out. I do not know if you remember in the previous demo that there were smart rifles and this is something that I have not seen much in the current FPS. Also, I think that in terms of gameplay we have some ideas and things that are not ready yet and that we are trying to implement, because they will be very good.”
Okay, so I heavily criticized the gunplay from the demo because it was not good. I mean, let’s be fair, it was good as far as technical stability is concerned. You could shoot, the AI could shoot, the bullets hit their mark and people dropped dead.
But good gunplay is more than just having gunplay that isn’t janky. We’ve had solid FPS games since Wolfenstein 3D, so just providing something technical serviceable isn’t enough to get me excited.
With Tomaszkiewics bringing up the smartguns as something he hasn’t seen much in other FPS games, he kind of forgot about Aliens: Colonial Marines, Borderlands, the Resistance series, and Titanfall 2, all of which featured some variation of the smartgun. Also, smartguns aren’t all that fun to use in games most times.
What I would have preferred is more dynamic bullet penetration and environmental interactions. Destructible cover, gun-jams, malfunctions, suppression fire – things that make the game feel more involved and dynamic, rather it just being another hit-sponge shooter where you whittle down the numbers of an enemy’s HP. Wounding enemies also would have been pretty cool instead of just outright killing them, sort of like in GTA IV.
Nevertheless, Tomaszkiewics says that the gunplay is more like a simcade, where you have to use cover fire to prevent from being peppered to death with gunfire or sprayed from all sides with bullets, but it’s not going to be like Arma III or Operation Flashpoint….
“I think it would be something in between, because it is an RPG and we have statistics, damage and so on. And as you know, enemies also have stats, then it is not super realistic like a World War II title where a shot means to be dead, but I would say that it does not reach the level of arcade like the examples you have described (In this case they were Borderlands and Bulletstorm). Here you still need to cover yourself, then you can not just jump and avoid enemies. Although there are ways to play the title in this way using for example the melee weapon we saw last year, the katana. And if you move in this direction you will achieve a more arcade style for your character. In short, I would say it would be something in between.”
I’m still not convinced until I see something worthy of being excited. For now it just looks like it’s going to be another typical AAA game that’s going to be hyped by “woke” gaming media, and push some SJW-lite propaganda to keep them at bay while hitting typical gameplay mechanic checkboxes to rake in the cash.
Hopefully CD Projekt Red proves me wrong, because I would rather be 100% wrong about Cyberpunk 2077 than 100% right about it.
(Thanks for the news tip msoltyspl)