Cyberpunk 2077 Details

A post on Reddit by Moraez has a handy roundup of details about Cyberpunk 2077 transcribed and translated from a series of premium podcasts from German magazine Gamestar (thanks VideoGamer). In other news about CD PROJEKT RED's upcoming RPG, IGN notes this press release about ad campaigns reveals that it will not be available on Stadia on September 17th when it launches for PC and consoles. Word is it will arrive on Google's streaming service by the end of the year. Here's a bit from the Reddit post on Gamestar's podcasts:

  • there will be no such thing as the barrels from the Witcher 3 in Cyberpunk with an overwhelming amount of map icons because some players want to complete every single map icon available.
  • Due to the coronavirus the devs had to work from home and CDPR sent over 700 Workstations out to the devs around the world with Cyberpunk installed. Therefor we know at least 701 people are working on the game.
    Edit: -You will have about 3 times that much ways to solve a mission than in the Witcher 3. They thought “What is the dumbest thing a player could do now and how is it possible that the mission continues. The only thing stopping it is the players death. They called an example where you talk to someone, get shot and instead of fighting back you run away and buy a hamburger but the mission has to continue. (Does this mean eating is confirmed? I’m not sure)
  • They tried to improve this in the Witcher 3 DLCs and want to improve it even more in Cyberpunk: Some players said the missions when using the Witcher sight were to similar and not that interesting. We won’t see that again. I assume we will have something similar with our Cyberwear but that will be used better for missions.
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Re: Cyberpunk 2077 Details
Jun 8, 2020, 11:31
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Re: Cyberpunk 2077 Details Jun 8, 2020, 11:31
Jun 8, 2020, 11:31
 
Those loot barrels were definitely a chore in W3. I'm pretty sure I gave up on that and focused on quests to finish the game, but it was a way to least get me to explore and look the environment design that I would have otherwise missed.
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