Cyberpunk 2077’s Shades Of Gray

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We just recently had the fantastic chance to go hands-on with Cyberpunk 2077, which you can check out in our full playthrough impressions in addition to our greatest takeaways post. We also sat down with some of CD Projekt Red’s gifted developers, knowing more about their innovative procedure and how they approached this enthusiasticproject One subject that regularly appeared was the team’s signature shades-of- gray storytelling and how it boosts the experience.

During our four-hour demonstration, we battled with who to trust, never ever feeling totally positive in our decisions or what the repercussions would be. If you played CD Projekt Red’s Witcher series, you know this feeling all too well, however with each death project, the developers just appear to be improving at keeping you on your toes and making you second- think your actions. To find out how much care and believed enters into these interactions, we asked lead quest designer Paweł Sasko for more insight into the complicated procedure.

“It’s a very complex thing,” Sasko says, laughing. “It’s extremely simple when you design things to just fall under one [extreme] or another, and this is how our production design enters into play.” According to Sasko, every quest gets created with the author, quest designer, and cinematic designer collaborating and challenging each other to show various sides to the character. “We’re always keeping each other in check… to figure out the correct way to present elements or the character when you look at it from their perspective,” hesays “We always look at it from a perspective of balance.”

Sasko says it comes down to feedback from both testers and designers. If they feel highly against a character, the designers come together to believe of ways to much better display the character’s point of view and give more context for their actions. Sasko worked on the popular Bloody Baron quest from The Witcher 3, where you find out the guy who used his hospitality to Ciri also has a violentpast “One of our objectives was to find a parallel between Geralt as a father and Baron as a father, but also throw enough bad things in there so the player will like him and dislike him at the same time,” Saskosays “This is what we are almost constantly playing with in Cyberpunk 2077, having it be like in real life where people say one thing and then do another.”

CD Projekt Red goes to great lengths to pull this off in its games, using body language and dialogue to throw you in various instructions. Just like in real life, you can never ever truly know somebody’s true intentions or what they’re believing. Cyberpunk 2077 uses a world of danger, where it feels like everybody is out for themselves, just waiting to pull one over on you. As personalized protagonist V, you need to attempt to browse these dubious people to the best of your abilities, and offer with the effects. “It might be that a character is speaking in a very convincing manner, but through the animations, through their poses, and through the setup of the scene, we are showing that the character is not like that,” Saksosays

A character in our demonstration called Evelyn is a good example of this. Evelyn is shrouded in secret when you satisfy her; she’s a positive, lovely young lady who contracted Dex, the fixer you get one of your first big tasks from. All your interactions with her prove she has some connection to Night City’s high circles, however whenever you ask her concerns, it feels like you’re just getting half thestory At one point, she uses to just cut Dex out of the offer so just you 2 divided the riches. It’s suspicious, however then again, you do not know Dex that well. Still, are you all set to cross a famous fixer who could make your life hell?

” When you’re satisfying Evelyn in Lizzie’s [Bar], she’s doing extremely particular things in the particular minutes and there are things she is not particular about that she’s talking about,” Saskosays “The way she’s moving in that scene, that’s specifically designed to present that character in the best possible way, and to give the player lots of different interpretations and hypotheses.”

Sasko says the team then tosses in more potential hints to give players a specific point of view or vision of the character. in the next conference with the character, the team attempts to twist this a bit by including more components to the photo that test or confirm the player’s hypothesis. It’s a difficult balance in between communicating a sense of who that character is as an individual, however also showing the intricacy of people and their capability to leave out, forget, or change information. memory is a difficult thing, and people’s variations of events often change as they communicate them.

The audio and dialogue also play a substantial role in discovering new information and providing you various ways to translatecharacters “When you talk to the characters and ask more questions, they can actually throw things in that are contradictory or will give you some more clues to what they really think to make you question things,” Saskosays “It’s just really fun because that makes the player be conscious and look at the characters. Of course, we cannot be all over the place with that, because if you go completely random, then it won’t work. It has to be designed very specifically.”

People are complicated, multi-dimensional beings, and CD Projekt Red definitely likes to show that in itsgames In Cyberpunk 2077, there are no appropriate responses–just a lot of options and seeing where theylead Either way, we can’t wait to see more of the interesting people and quandaries V will face.

Neela
Neela
I work as the Content Writer for Gaming Ideology. I play Quake like professionally. I love to write about games and have been writing about them for two years.

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