The presentation of Cyberpunk 2077 at E3 2018 left many with more questions than answers, especially considering that the game was only shown behind-closed-doors.
We did see it, and you can check out our full preview and read what we thought, but we understand that most of you are probably going by the following:
Due to that, we tried to get at least some answers on a few interesting themes, and Quest designer Patrick Mills provided intriguing insight on why the studio decided to go with a first-person perspective.
Millis explained that the studio hired developers familiar with first-person games, as they want to make sure to get it right. When he plays himself the development tools, shooting “already feels pretty good” and the studio will keep iterating on it and polishing it up.
He feels that what the first-person perspective brings is “totally worth the risk” because this is a world where he wants to be able to look up to the skyscrapers above, and third-person can’t do that.
The team wanted the gunplay to convey a close and visceral feeling. The original Cyberpunk 2020 had gunplay and combat that felt very violent, visceral and “in your face.” First-person lets CD Projekt approach what Mike Pondsmith aimed for back then.
Millis also talked about the choice of going with character creation instead of a fully-designed character like Geralt of Rivia from The Witcher 3. The developers hope to achieve a result where everyone who plays the game will feel that their character was alive and distinct.
The idea is that the player is creating the character “along” with the developers throughout the game so that by the end each player’s character feels like a distinct person with their own history much like Geralt did. The difference is that Geralt brings his history with him, but in this case, the player builds it along with the development team.
Millis also talked about relationships and explained that the game has “a lot” of romance options. On top of that, there is a lot of variety within those options: the team wants the characters to feel like living people with preferences of their own, so there are heterosexual characters, gay characters (both male and female), and bisexual characters. “There are going to be a lot of people you can smooch” both within involved relationships and more casual encounters.
The gameplay demo showcased one such encounter between a female version of protagonist V and a man, and Mills defines the guy as simply “a dirtbag that she probably met at a bar.”
[Original interview by Logan Moore]