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'Cyberpunk 2077' Companions Will Massively Change Quests And Playthroughs, Says CD Projekt

'Cyberpunk 2077' Companions Will Massively Change Quests And Playthroughs, Says CD Projekt

Cyberpunk 2077 really does sound like it's shaping up to the biggest Western RPG since... well, probably since The Witcher 3: Wild Hunt. When CD Projekt RED lends its talents to a title, it's clear that there's a certain commitment to quality and scale that a lot of other developers just don't come close to touching.

We've already heard plenty about the in-depth character customisation, multiple possible origin stories for your character, diverse romance options, unique skills, lifepaths, and plenty more that makes the hotly-anticipated 2020 release sound like the closest a video game has ever come to capturing the spirit and scope of a table top RPG. Just in case your hype hadn't yet reached fever-pitch, recent comments from CDPR reveal even more depth to Cyberpunk 2077. It's almost getting silly at this point.

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Cyberpunk 2077
Cyberpunk 2077

CDPR spoke a lot about the various lifepaths and options you'll have when it comes to tackling quests around E3 and Gamescom, with Cyberpunk 2077's Quest Director Mateusz Tomaszkiewicz revealing that you'll probably need at least three playthroughs before you see everything the game has to offer.

Speaking about the various choices you'll have in the game, he explained at the time, "you feel more in the character, I feel, if you have these kinds of elements. And also it helps with the replayability of the game, because in order to fully experience all the paths, you will have to play at least three times."

A recent Q&A with CDPR Senior Quest Designer Philipp Weber recently went into greater detail regarding how exactly your various choices and actions can alter the course of the game so dramatically (via VG247). He revealed that both lifepaths and any companion characters you may have by your side at the time can greatly alter the flow of a quest, forcing you to adapt to how you might approach certain situations.

Cyberpunk 2077 logo
Cyberpunk 2077 logo
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"As quest designers we were already used to nonlinear stories, so having a character like V gave us more of what we already like to do," Weber wrote. "The lifepaths are actually one of my favorite features, because they just give us more roleplaying opportunities. A Nomad can of course solve some problems much better than a Corpo, but put him into a board room and he might not really have the best way to lead a conversation the way he wants to."

Leaving aside the thrilling review that Cyberpunk 2077 will have both gangland shootouts and board room showdowns, Weber continued, "So when we come up with challenges, we also like to think how different lifepaths could solve them effectively. This will hopefully give players lots of motivation to play the game multiple times, because they can have a completely new experience."

Weber further explained that it's not just lifepaths and your own decision-making that will affect the outcome of certain scenarios in Cyberpunk 2077. Apparently, your optional companions will also be able to influence the world - sometimes whether you want them to or not. Be careful when picking your friends, I guess.

"It essentially means having to implement a good chunk of this quest two times, because we of course want to have a very different experience if you have someone with you," Weber reveled. "They will take part in dialogues and the whole story can go into a different direction if they're there or not. So in some ways it can feel like playing a completely new quest."

Weber concluded that it's an awful lot of work to try and implement all these varying scenarios, but made it clear that it's ultimately worth it so that the team can make quests that offer different experiences depending on who's playing. Cyberpunk 2077 lands April 16 2020, and I cannot wait.

Featured Image Credit: CD Projekt RED

Topics: Technology, Cyberpunk 2077, CD Projekt Red

Ewan Moore

Journalist at GAMINGbible who still quite hasn’t gotten out of my mid 00’s emo phase. After graduating from the University of Portsmouth in 2015 with a BA in Journalism & Media Studies (thanks for asking), I went on to do some freelance words for various places, including Kotaku, Den of Geek, and TheSixthAxis.

 

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