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Cyberpunk 2077
Cyberpunk 2077

PC | PlayStation 4 | Xbox One
Genre: Role Playing
Developer: CD Projekt RED Official Site:
Publisher: CD Projekt Classification: TBC
Friday, 3 July 2020
Post by KostaAndreadis @ 01:44pm 03/07/20 | 0 Comments
Apparently the Mirror's Edge style feature of running along walls was originally a part of Cyberpunk 2077. Not so anymore, as level designer Max Pears told GameReactor that the feature has been removed due to "design reasons". Also removed? Genitals in the Japanese version of the game.

As per our friends over at Press-Start, there'll no nakedness - with all characters given underwear and genitals removed from graffiti and billboards. That and the Japanese version of the game will tone down the severed body parts and "exposed guts".

As Cyberpunk 2077 is expected to release in Australia uncut and unedited, we can all for once, look at video-game censorship from a distance. Back to the whole no wall-running thing, CD Projekt RED promises that there will still be plenty of way to move around with augmented speed.
Post by KostaAndreadis @ 12:52pm 03/07/20 | 0 Comments
With the Xbox One natively supporting the DirectX 12 API and Cyberpunk 2077 coming to consoles in addition to PC - CD Projekt RED notes that at launch Cyberpunk 2077 will be a DX12 only affair. Meaning that you'll need Windows 10 to get the most out of it - though Windows 7 will be supported. Most of all it allows the studio to implement cutting edge features like ray-tracing on PC that take full advantage of NVIDIA GeForce RTX graphics cards.

With Cyberpunk 2077 at launch set to support DXR Ray-Traced Diffuse Illumination, Ray-Traced Reflections, Ray-Traced Ambient Occlusion and Ray-Traced Shadows. Plus, DLSS 2.0. If it's anything like Death Stranding's implementation anything from a RTX 2060 on up will get great performance.

The latest trailer, as per below, was captured in 4K on PC with ray-traced effects turned on.

Speaking with German publication PCGH, Jakub Knapik and Marcin Gollent opened up about the game's tech. "We opted to go with DX12 for two main reasons," Marcin Gollent explained. "Firstly, it is the standard API for the Xbox platforms, and with the game also coming to Xbox One, we naturally wanted to have it implemented as soon as possible. Secondly, it is the birthplace of DXR, and given we had plans to invest in DXR very early on, that made the choice to go with DX12 a pretty straightforward one."

With or without ray-tracing Cyberpunk 2077, will look impressive - and the result won't be the night or day difference seen in something like Minecraft with RTX. "Our goal was to create a rendering platform that would use PBR (physically-based rendering) rules and a realistic approach to lighting on all platforms," Jakub Knapik added. "That paradigm made ray tracing a natural extension of the idea, the next step in its evolution. We worked on a hybrid solution that is added on top of our already existing setup, replacing some of our lighting subsystems with ray-traced equivalents."

The result is ray-traced shadows and other effects adding a more realistic and cost-effective alternative to the older methods, as Marcin Gollent explains. "Ray-tracing is going to make the world-building process easier and less technical. It should allow the lighting artists to focus on their vision more, and be less distracted by the technicalities. Technicalities required, for example, to set up a game location without custom tweaks needed to make lighting work within more complex architecture. It holds the promise of making the world-building and art direction workflows simply faster."

Although Cyberpunk 2077 will be playable on PS5 and Xbox Series X on day one, advanced visual features will be limited to the PC release and NVIDIA GPUs (although AMD ray-tracing support could very well be there too). Which means if you want to experience the game in all the detail we've seen so far - best to pick this one up on PC.
Monday, 29 June 2020
Post by Steve Farrelly @ 11:53pm 29/06/20 | 0 Comments
And if how the studio has handled The Witcher over the years is any indication of at least the level of care Cyberpunk 2077 is in store for, then we're going to be better for it. However, CDPR's relationship with Cyberpunk Pen & Paper RPG creator, Mike Pondsmith, versus how it ended up with The Witcher creator, Andrzej Sapkowski, should at this stage mean we're in for an even more expansive explosion of the larger Cyberpunk world.

Ahead of the recent revelation of the now hotly anticipated Cyberpunk 2077 anime series, Edgerunners, it was revealed a Dark Horse-published comic book series, Cyberpunk 2077: Trauma Team, is also on the way, dropping into standing orders and digital collections this September. Here's the synopsis:
Nadia, an assistant EMT for a privately-owned business known as Trauma Team International, is the sole survivor of a failed rescue mission turned shootout. After she agrees to continue work for an upcoming extraction mission, Nadia and her new team find themselves in an even more dangerous and life-threatening situation.
On top of these two transmedia examples, toys from McFarlane Toys featuring V and Johnny Silverhand, which I'll be promptly buying (likely alongside anything else Cyberpunk moving forward.

Ahead of the Edgerunners reveal trailer, here's some official info on the show, but you'll be waiting until 2022 to watch it:
Acclaimed Japan-based animation company, Studio Trigger, will serve as the animation studio on the series and bring the world of Cyberpunk to life with their signature, vibrant style. Hiroyuki Imaishi (Gurren Lagann, Kill la Kill, Promare) will direct the series along with assistant director Masahiko Otsuka (Gurren Lagann, Promare), creative director Hiromi Wakabayashi (Kill la Kill), character designers Yoh Yoshinari (Little Witch Academia, BNA: Brand New Animal) and Yuto Kaneko (Little Witch Academia), and the adapted screenplay by Yoshiki Usa (SSSS.GRIDMAN, Promare) and Masahiko Otsuka (Gurren Lagann, Kill la Kill, Promare).

The original score will be composed by Akira Yamaoka (Silent Hill series).
Friday, 26 June 2020
Post by KostaAndreadis @ 11:05am 26/06/20 | 0 Comments
Last year CD PROJEKT RED announced that it was partnering with NVIDIA to bring ray-tracing to the highly-anticipated Cyberpunk 2077. Leveraging the advanced technology of the GeForce RTX line in addition to taking full advantage of DXR Ray Tracing for improved lighting, details were a little scarce outside of the studio noting that ray-tracing would make the neon-lit streets of Night City even more neon and lit. For real-time.

And now we know the full extent of CD PROJEKT RED’s ray-traced goals for Cyberpunk 2077 a full implementation covering illumination, ambient occlusion, shadows, and ray-traced reflections.

Best of all Cyberpunk 2077 will support DLSS 2.0, NVIDIA’s AI-driven rendering technique that is nothing short of stunning – when it made it’s way to Control, the effect of turning it off or on at 4K or 1440p was virtually indistinguishable from the native equivalent. In fact, some scenes looked better. And speaking of Control, with this line-up of RTX-powered effects Cyberpunk 2007 might take the real-time ray-tracing crown in our ranking come November.

Right so even though most us don’t really know what ambient occlusion or diffuse illumination really is even when we do, here’s the breakdown from CD Projekt that covers how RTX On will be the definitive way to play this at launch.
The dramatic increase in image quality resulting from ray tracing greatly increases the sense of immersion, particularly for a game with tons of geometry and complex dynamic lighting such as Cyberpunk 2077.

RAY-TRACED AMBIENT OCCLUSION Ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. The result is a diffuse shading effect that darkens enclosed and sheltered areas and enhances the rendered image’s overall tone. In Cyberpunk 2077, ray-traced ambient occlusion additionally can be used with local lights to approximate local shadowing effects where shadows are missing.

RAY-TRACED DIFFUSE ILLUMINATION This technique is used to capture sky radiance as well as emissive lighting from various surfaces, which is difficult to achieve with traditional rendering techniques.

RAY-TRACED SHADOWS Cyberpunk 2077 preview build supports directional shadows from the sun and the moon. These shadows aim to be physically accurate and even account for light scattering from clouds. Shadows may be enhanced in the final release to support other types of light sources where it is needed.

Although those descriptions don’t exactly paint a picture it’s best to think of the effect as cinematic and movie-like, in that everything will look and feel more realistic. CD PROJEKT RED plans to incorporate ray-traced reflections prior to launch, and on that note it’s working closely with NVIDIA to leverage all the cutting-edge technology from the DirectX 12 Ultimate API (which is supported by the Xbox Series X console) that goes beyond ray-tracing. New techniques and advances that like DLSS will offer performance increases without sacrificing image quality.

CD PROJEKT notes that it’s “continuing to optimize performance and image quality of ray-tracing in Cyberpunk 2077 as launch approaches”, and with its November debut probably lining up with NVIDIA’s next-generation of RTX cards the best launch title of 2020 might not even be on a console.
Post by Steve Farrelly @ 03:24am 26/06/20 | 0 Comments
Finally CD Projekt RED let go of the controller, went AFK and bit down hard on their collective developer lips, giving us a chance to play their upcoming retro-future opus, Cyberpunk 2077.

And boy, did we take it for a spin.

Before we direct your to the opening feature, we played a lot of a big game, so actually not much at all. But a lot for the timeframe we had available, and a lot because of what we could accomplish in such a small area of the game. So much so that we have other features planned, so please check back regularly, because we've got a lot more to spill here.

Now, from our initial thoughts:
Of all the new content I experienced in my hands-on, nothing really compared from a “jump out at me” perspective than in using the Braindance system. Contextually, within the world of Cyberpunk 2077, you can purchase time with a VR-like experience of someone else’s real-world ‘recording’. As you’d expect with recorded memories, feelings, emotions, visuals and auditory pickups, porn is the first order of business. But, there’s a bustling underground scene with Braindance tapes beyond porn, and it’s in these the game delivers its ‘detective mode’.

Most games that offer some sort of ability to scan for evidence, collect physical items in relation to a scene or mission, and then deduce from all of those in tandem with storytelling, keep it on a tight string. The Batman Arkham series almost gave us what we wanted, but at the end of the day, it was breadcrumbs. The Braindance content in Cyberpunk is a combination of Strange Days and the photo technology Deckard uses in Blade Runner...
Click here for our full Cyberpunk 2077 hands-on preview.
Thursday, 25 June 2020
Post by KostaAndreadis @ 03:42pm 25/06/20 | 0 Comments
After a few delays the official 2020 gameplay presentation for Cyberpunk 2077 is set to go live tonight at 2AM AEST on Twitch - across /twitchgaming and /cdprojektred. Beforehand, beginning at 1:50am AEST a pre-show recap will cover all the 2077 news and info released so far before the stream begins proper.

And keeping the neon lights on, a post-show live Q&A with Senior Quest Designer/Coordinator Philipp Weber with hosts Jesse Cox and Alanah Pearce will also take place. As a nice little Twitch bonus an exclusive Cyberpunk 2077-themed Johnny Silverhand emote during Night City Wire -- so you can probably expect to see a lot of Keanu Reeves throughout the show on the chat.

Those links again for the stream: /twitchgaming and /cdprojektred.

Oh, and stay tuned to AusGamers for more Cyberpunk 2077 (a lot more) in the near future -- with hands-on preview events with the game taking place, those first hands-on impressions aren't too far off.
Friday, 19 June 2020
Post by KostaAndreadis @ 09:05am 19/06/20 | 0 Comments
With the new release date for CD Projekt RED's highly anticipated Cyberpunk 2077 now set for November 19, 2020. This pushes the release a couple of months from the planned September 17 date. The reasoning? Well, it's simple - with the statement noting, "'Ready when it's done' is not just a phrase we say because it sounds right, it's something we live by".

Here's the full announcement.

As per the announcement, all content is there. The team just needs a bit more time to polish up those neon signs and billboards. "Cyberpunk 2077 is finished both content and gameplay-wise," the statement reads. "But with such an abundance of content and complex systems interweaving with each other, we need to properly go through everything, balance game mechanics and fix a lot of bugs."

And in case the the hype and long wait wasn't enough CD Project RED drops the little nugget that Cyberpunk 2077 is game that it intends to stay with players "for years to come". It also notes that hands-on previews with journalists are also happening right now - so, there's that. Plus, the Night City Wire digital event scheduled for next week.

Also, come November 19 we assume both the PS5 and Xbox Series X will be out too - making Cyberpunk's console launch a little weird.
Wednesday, 10 June 2020
Post by KostaAndreadis @ 12:20pm 10/06/20 | 2 Comments
With the funky looking bit of external storage available in Australia exclusively via eBay. The drive, which models the look and feel of the limited edition Cyberpunk 2077 Xbox One X console, will no doubt also become something of a rare collector's item very soon. With 2TB of capacity it's local pricing comes in at AU $139.00.

The Game Drive for Xbox Cyberpunk 2077 Special Edition (which is a pretty hefty title) was created in collaboration with Microsoft and CD PROJEKT RED. Here's a closer look.

We've been using Seagate’s Game Drive at AusGamers for a while now and can attest to the ease of setup and plug-and-play access to more high-speed capacity. It's just that our current Game Drives don't look anything like this - which means it might be time for a Night City-style upgrade/augmentation.
Wednesday, 3 June 2020
Post by KostaAndreadis @ 12:35pm 03/06/20 | 0 Comments
With the official Twitter account for the highly anticipated game noting that the planned E3-style gameplay presentation under the banner 'Night City Wire' has been postponed to June 25. The reasoning? Pretty simple. Black Lives Matter.

Here's the message from CD Projekt RED regarding the Cyberpunk 2077 stream that was due to take place in the coming days.

Wednesday, 6 May 2020
Post by KostaAndreadis @ 03:51pm 06/05/20 | 0 Comments
Something called Night City Wire is happening on June 11, with the official Cyberpunk 2077 Twitter account teasing the mysterious event with a logo and a TV emoji. With E3's original June 9-11 schedule, no doubt this should be the latest and probably final gameplay deep dive.

As Cybepunk 2077 is still on track to meet its September 17 release date.

As to what will be shown, that's anyone's guess. We'd probably wager that in one way or another it will focus on the open-world setting of Night City. And wires. Ahem. So far we've seen a lot of Cyberpunk 2077, so it'd be great to see a few more of the sights and sounds and general exploration featured in the game.

Also, getting to see the game running with ray-tracing features on a high-end PC rig would be nice. Not that we need anymore reason to be hyped - but a new look at a near-final build of Cyberpunk 2077 in just over a month's time? Yes please.
Friday, 1 May 2020
Post by Steve Farrelly @ 04:14pm 01/05/20 | 6 Comments
In that nothing will be edited. As reported by Gamespot AU, the game "reached a major milestone" passing classification here, as we're notoriously staunch on sexual content, drug use and more, all of which Cyberpunk 2077 has in adult spades.

This "milestone" adds even more in that it highlights the fact the game is on track to release as promised, which should brighten up -- in neon joy -- everyone's tumultuous 2020.

From Gamespot:
"I was [concerned about censorship] because I know Australia has issues with drugs and the other thing is sexualised violence--those are the two things that can kill your product [in Australia]," Mamais said. "But I've been looking into it [over] the last couple of days. It seems like we're safe. You don't get rewarded for [using] drugs as far as I know in the game. The player doesn't do any kind of sexualised violence at all where it's really tasteless; we wouldn't do anything like that."
We've covered the game extensively in the past, and have even had the privilege of seeing the studio's cafeteria and hallways in Warsaw (they were in visit lockdown), while we may have been 'responsible' for *that* RTX NVIDIA collaboration.

Hopefully we'll have new content on the game being shared with us soon.
Monday, 20 April 2020
Post by KostaAndreadis @ 01:40pm 20/04/20 | 0 Comments
And with the Xbox Series X due for release later in the year, this is very much a collector's edition. With glow in the dark graffiti, custom panels, a unique controller, and blue led light, this is a very different looking Xbox One X. And one that highlights the neon-soaked DIY high-tech nature of Cyberpunk 2077.

Here's the teaser.

If nothing else it's certainly not subtle, with the Cyberpunk 2077 Limited Edition Xbox One X due to release in limited quantities in June. No word if the console will make its way to our shores.

Cyberpunk 2077 is still on track for release on September 17 for PC, PS4, and Xbox One.
Thursday, 9 April 2020
Post by Steve Farrelly @ 12:45pm 09/04/20 | 1 Comments
Most articles and news items at the moment are starting off with "tough times", formed in some capacity, and that's no different for a lot of business out there. However, in the case of CD Projekt RED, it's business as (un)usual, with the developer confirming in a company 'overview' that teams have been working from home since mid-march and that the shift to self-isolation hadn't impacted its plans to get Cyberpunk 2077 into punters' hands in the planned September release window.

Additionally, the company has seen a 44% growth in revenue against this time last year, thanks largely to the release of The Witcher 3 on Nintendo Switch, as well as GWENT finding its way to mobile devices. The company boasted that 2019's Q4 period was "the best final period of the year in our history".

"There is no shortage of motivation and we also possess all the tools needed to facilitate remote work," remarked Adam Kiciński, CEO of the CD Projekt RED group. "We’ve been operating in this mode for over three weeks and to-date results confirm that we can carry on with all our operations without major disruptions. Our plans haven’t changed – we’re steaming towards the September release of Cyberpunk."

News that should make everyone happy in tough times. Moreover, the continued success of The Witcher franchise is likely linked to the recently released Netflix series, and with news that CDPR had reached mutually beneficial arrangements with Mr Andrzej Sapkowski, creator of The Witcher universe, the pair are now setup for "establishing a framework for future cooperation".

Having CDPR's input on the series would be fantastic, and Henry Cavill's channeling of Doug Cockle was always a minor tease that the show had looked beyond the stories and novels, and further to the games. So watch this space.

Bottom line here, however, is that CD Projekt RED is in good stead from both a financial perspective, and from one of stability. To be honest, another delay wouldn't shake anyone's foundations and would perhaps instill a sense of relief the studio is ticking every box over a dedicated release date, but that they're confident their existing setup is flowing well and that that release date can be met within those circumstances makes this games writer an eager cyber-beaver indeed.

And now this...
Friday, 17 January 2020
Post by Steve Farrelly @ 04:34pm 17/01/20 | 4 Comments
In news most of us were *kind of* expecting, CD Projekt RED has delayed the release of the hotly-anticipated Cyberpunk 2077 by more than five months. Citing a requirement to spend more time playtesting and bug-fixing, the studio has moved release of the game to September 17.

As we know with projects of this magnitude, more time is actually a good thing and speaks to a commitment to polish (heh) the release by the devs. Here's what CDPR had to say on the matter:
So, while it's disappointing we won't be walking through Night City in Q1 2020, more time means a better project.

Hopefully we'll have more pre-release info for you from an editorial perspective, soon.

Wednesday, 27 November 2019
Post by KostaAndreadis @ 03:01pm 27/11/19 | 0 Comments
As part of recent financial call, Michał Nowakowski of CD Projekt Red, answered a question relating to the possibility of Cyberpunk 2077 being released on additional platforms - including PlayStation 5 and Xbox Scarlett. The answer wasn't an exact confirmation, but it's safe to assume that it's coming but probably not at launch.

With Cyberpunk 2077 still on track for a April 16, 2020 release - many are no doubt wondering if the game will find its way on next-gen hardware. Outside of backwards compatibility of course.
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.

CD Projekt's CEO Adam Kiciński added that with the PC version of Cyberpunk 2077, the game is already being developed with cutting-edge technology in mind and that a transition to a higher fidelity version shouldn't be too difficult.
Thursday, 24 October 2019
Post by KostaAndreadis @ 01:10pm 24/10/19 | 0 Comments
At PAX Australia we had a candid discussion with John Mamais, the head of CD Projekt Red’s Krakow studio. To talk about all things Cyberpunk 2077. So much so that we've put split our chat into two parts - one focusing on graphics and tech, and the other the ambitious open-world design. Finishing up our discussion, we touched on the current state of the game and the looming April 2020 release date.

Where even though we've seen some rather polished and seemingly feature complete slices of gameplay, CD Projekt Red is still adding content into the game. In the sense that when testing the teams come across closed-off sections and missing elements all the time - which John referred to as 'blockers'.

“We're playing it all the time,” John explained. “But there are blockers all over the place, because stuff is still going into the game. And that can be technically challenging for us. It's like if we can't do that now, at this point, we’re fucked. Now's the time to start really testing it all.”

On that front, John reminded me that when it comes to development there's a lot that happens and comes together right at the very end. And that the current state of Cyberpunk 2077 is one that is still very much "in development".

That, said he wished the studio hadn't announce a release date.

“I wish it wasn't like that, and that we didn’t have to set a date," John tells us. "It's weird to have to set a date, but you have to start advertising and there's significant investment in marketing. So if you don't hit the date according to what your plan is, you're throwing away shitloads of money."

"We’re a publicly traded company now which changes things a little bit too," he adds when we brought up the original 'whenever it's ready' response the studio gave prior to the Cyberpunk 2077 release date announcement. "So you can't just say whenever it's ready. Maybe some companies can, maybe we can for the next game, do that and not have to worry about publicising what we’re doing. I don't think we're that giant or big a studio that we don't have to publicise or market the game. Maybe Rockstar can, they can announce something at the last minute and people will still buy shitloads of copies. We're still trying to get there.”

This article is sponsored by ASUS.
Tuesday, 22 October 2019
Post by KostaAndreadis @ 03:45pm 22/10/19 | 0 Comments
Recently we had the chance to sit down with John Mamais, the head of CD Projekt Red’s Krakow studio to talk about all things Cyberpunk 2077. Our discussion was lengthy and covered a bunch of topics we've decided to break it up - check out Part One. Here, we talk about open worlds, immersion, and how its scope compares to that of The Witcher 3's.

A snippet.
“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.”

Click Here to Read 'Cyberpunk 2077 - CD Projekt Red on Creating an Immersive Open World RPG'

This article is sponsored by ASUS.
Thursday, 17 October 2019
Post by KostaAndreadis @ 06:42pm 17/10/19 | 0 Comments
At PAX Australia we had the chance to sit down with John Mamais, the head of CD Projekt Red’s Krakow studio. So you know, we talked about all things Cyberpunk 2077. Our discussion was lengthy and covered a bunch of topics we've decided to break it up.

So, we'll bring you 'Part 2' so to speak, tomorrow. First, a preview.
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.”

Cyberpunk 2077 - CD Projekt Red on Pushing Graphics Tech Forward and Building Night City

This article is sponsored by ASUS.
Thursday, 5 September 2019
Post by KostaAndreadis @ 12:38pm 05/09/19 | 1 Comments
But, it won't be there at launch - with CD Projekt RED confirming that April 2020 is all about that single-player Cyberpunk 2077. The big news here though is the the developer has now confirmed that multiplayer has moved beyond the R&D stage - i.e. figuring out what/how it will work in the game - to now be actively in development. With CD Projekt RED hiring for it too.

Which could mean that whatever it is there's potential for it to be as fleshed out as something like GTA Online or Red Dead Online.

As per the above Tweet, it sounds like whatever it might be won't be ready for a while - with 2020 set to get the full game at launch with a bunch of free DLC and story content to follow. Back to the whole GTA Online thing - imagine for a second that's what they're going for. Living in Night City, grouping up with people, going on missions, buying funky new outfits and vehicles. Very cool.

Cyberpunk 2077 is out April 16 on PC, PS4 and Xbox One.
Wednesday, 4 September 2019
Post by Steve Farrelly @ 02:31pm 04/09/19 | 5 Comments
Cyberpunk 2077 has been in the news a fair bit lately, and while the latest deep-dive video gives us more juicy eyes on what to expect from the game, character creation and the decision to go all-in on the game's first-person perspective have emerged as the top talking points.


PC Gamer has collated all the information around this, including highlighting that sex scenes will also be presented in first-person and that the only time you'll see any third-person view of yourself will be in reflections and while using vehicles, though your perspective in vehicles looks like player-choice as well.

Our very own interview with Lead Quest Designer, Paweł Sasko, hinted at such -- especially where cut-scenes are concerned.

“It's one of the things we’ve done with our scene system, and we’ve reworked it completely from the ground up. People we’re saying [that] our scene system [for The Witcher 3 was] one of the most advanced scene systems ever created, and frankly we [threw] it away and made a new one that is even better. We’ve just reworked it completely, and one of the reasons you will walk in the city and see all of those scenes happening all around you, and you go and talk to Placide, and Placide moves and talks to this woman and then to the vendor, and you move on and there are all these people around you. We can do all of that thanks to our scene system, and it’s really... it's all seamless, right, so it doesn't cut from one to another."

So there you have it, the game will be entirely a first-person experience as a means to sell you fully into the world and, honestly, we're not sure why a few people have their panties in a bunch over the decision.