We have important news regarding Cyberpunk 2077’s release date we’d like to share with you today. pic.twitter.com/aWdtR0grYV— CD PROJEKT RED (@CDPROJEKTRED) January 16, 2020
When it comes to next-gen consoles, I mean – our game is coming to the present-gen consoles, and this is what we have announced, and of course we do have insight into what’s around the corner; into what’s happening with PlayStation and Xbox, and we are watching it closely, and one may probably safely assume that at some point we may do something with next-gen, however we cannot really be very specific what that may be, when exactly that may be. I will only safely assume that it’s definitely not gonna be around the launch timeframe of these consoles, so I think that’s pretty much it.
“We started working on the open world stuff in The Witcher 3 quite late in development,” John Mamais, studio head at CD Projekt Red’s Krakow studio admits. In many ways The Witcher III: Wild Hunt propelled the studio to superstar status among RPG fans. An immersive and huge open-world that pushed the cinematic possibilities of the genre forward with memorable stories, moments, and character development that fully realised the series’ epic fantasy ambition.
During its development, and as the size and scope of Geralt’s final adventure took form, the team at CD Projekt Red expanded and grew to accommodate its vision for the game. “We did as much as we could,” John continues. “Compared to The Witcher though, Cyberpunk’s open world is way fucking cooler.”
As Cyberpunk 2077’s development commenced in full, and as the scope became clearer, the CDPR studio size now sits at around 500.
“We weren't smart enough to know how many people we needed,” John admits. “When we wrote the initial concept [for Cyberpunk 2077], we didn't know. So, we grew alongside the design as it was developing. And really, you don't know how many cinematic animators you’re going to need until you have a scope for the number of scenes you’re going to have in the game. We didn't have that in the beginning, we just knew we wanted to have cool cinematics and we knew that we were going to be at least as big as The Witcher 3. We ended up hiring a lot more people than what we needed for The Witcher because the fidelity and overall requirements of 2077 crept up on us.”
2/2 The plan for now is to deliver Cyberpunk 2077 in April, then follow up with DLCs (free!) and single player content, and — once we’re done — invite you for some multiplayer action.— CD PROJEKT RED (@CDPROJEKTRED) September 4, 2019
1/2 Achieving full immersion in an FPP game is extremely important and the decision made by the team to go 100% first person in @CyberpunkGame is something that will benefit it greatly from gameplay and story-telling perspectives.— Marcin Momot (@Marcin360) September 2, 2019
2/2 That said, players will still be able to see their characters in the inventory screen, during driving sequences, in mirrors and, very occasionally, in some of the cut-scenes.— Marcin Momot (@Marcin360) September 2, 2019
Importantly, however, the studio has maintained a sense of tone alongside what a retrofuture might look like, because the source material was ahead of its time, no retro pun intended. And Pondsmith is steadfast CDPR’s 57-year jump from 2020 and the “fourth corporate war”; its cumulative social, governmental, corporate and ‘street’ fallout, remains within his original vision, as he stated a number of years ago when he started working with the Polish-based developer.Click here for our full Cyberpunk 2077 interview feature with CD Projekt RED's Paweł Sasko.
“In Cyberpunk it’s not the technology, it’s the feel; getting that dark, gritty rain-wet street feeling,” he impassioned. “But at the same time getting that rock and roll ‘lost and desperate’ dangerous quality...
“People have technology but that wouldn’t fundamentally change the fact that there [is] a lot of treacherous, nasty behaviour… the street finds its uses for things.”
Last year’s reveal talked up Night City being voted the “worst place to live in America”, but emphasised that it’s a place of opportunity. And it’s here in this concept that “streets” and “retrofuture” coalesce. It’s easy to consider our current place in the world. Technology and communication are ubiquitous, but on a simplified lean. The retrofuture we look at now, was the future in the 80s. It’s kind of a fantastical irony of vision on multiple plains. Look, feel, use -- all of it is required to placate what we considered futuristic, and “back in the day” that was sort of easier to manifest from an ‘out there perspective’, I mean, our videos and broadcasts were captured on literal fucking tape.
Cooperation with the acclaimed Swedish punk rock formation involves writing, recording, and producing an EP featuring the greatest hits of SAMURAI, with creative direction provided by CD PROJEKT RED’s composer team headed by Marcin Przybyłowicz. Tracks born from the partnership include ones both heavily inspired by the original source material, as well as original tracks created by the band exclusively for Cyberpunk 2077.You can already check out the track "Chippin' In" from the make believe EP on Spotify embedded below.
“I’m incredibly excited about having Refused on board for Cyberpunk 2077,” said Marcin Przybyłowicz, Music Director, CD PROJEKT RED. “I know for a fact there are a lot of fans of the band at the studio, including Piotr Adamczyk, one of the composers working on the game, who came to me with the idea for this collaboration. I’m very happy he did, because the massive riffs, powerful drums, and hard-hitting vocals the guys from Refused deliver as SAMURAI have blown me away,” added Przybyłowicz. “I can wholeheartedly say the punk factor of Cyberpunk 2077’s music is through the roof!”
“Like us, SAMURAI is a group of rebels, albeit in a different time and place,” said Dennis Lyxzén, Lead Vocalist of the band Refused. “Working together with CD PROJEKT RED, writing music and song lyrics for Cyberpunk’s chrome rock icon was fun, but also very different in the creative sense. It was an unexpected challenge that turned out to be right up our alley and really got us going. The songs turned out great and the game looks insane,” added Lyxzén.
This has gotten a lot of Reddit attention so some clarity: I've heard from three sources that Cyberpunk was aiming for 2019, but belief around the studio was that it was an unrealistic target. I expect first half 2020 or maybe even an E3 announcement of 2019, then a delay to 2020 https://t.co/8QsOatEFfJ— Jason Schreier (@jasonschreier) May 31, 2019
For those of you asking, yes, we will be at E3 this year.— Cyberpunk 2077 (@CyberpunkGame) February 28, 2019