With multiple topics covered across a sprawling interview, we had a chance to speak with CD Projekt RED
's Cyberpunk 2077
lead quest designer, Paweł Sasko
, around a number of topics. Touching on building a modern 'retrofuture' while maintaining faith to the IP's source material, through to the world, missions, characters, relationships and beyond, this massive interview feature has it all. If you're keen on Cyberpunk 2077, this is must-read material.
Paweł Sasko emphatically goes into detail around design and process, giving us an excellent overview of the growth the studio has enjoyed since the success of The Witcher 3
and how that has translated to development of Cyberpunk 2077. We also go into detail around what handing the reins to a studio like CD Projekt RED means to the legacy, and now growth, of Cyberpunk from its Pen & Paper
Here's a snippet:
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
“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.
with CD Projekt RED's Paweł Sasko.