Senior level designer Miles Tost also talks about blocked doors in Night City.
With the latest episode of Night City Wire, CD Projekt RED delved more into the different choices that players can make in Cyberpunk 2077. Whether it’s what Life Path to choose and how that influences one’s journey or the different weapons and how to obtain them, there’s a number of distinct ways to play the game. In fact, senior level designer Miles Tost considers it a “much, much deeper roleplaying experience” next to The Witcher 3: Wild Hunt.
Speaking to Netrunner 2077 in a new interview, Tost said, “I don’t know, there’s a lot, there’s a ton of weapons. How I would summarize this is… I think people tend to forget that Cyberpunk 2077 is an RPG first and foremost. Right? So customization and equipment choices, making choices in the skills you have, the talents, how your character looks, how you choose dialogue, it’s the center stage of this experience.
“I think some people look at this game and think ‘Oh man, it’s first-person and has guns! It’s a shooter!’ and that’s a very surface-level assessment. I think in many ways, it’s a much, much deeper roleplaying experience than The Witcher 3.”
Tost also talked about blocked doors in Night City, noting that “Not everywhere is like that. We can’t put a bouncer in front of every door in the world. But in areas we feel it’s super obvious, like if there’s an area in the main quest with a door you can’t enter, in that context, we’ll try to put something extra there.”
“But the amount of doors we have in Cyberpunk 2077 will completely dwarf the amount of doors we have in The Witcher 3. At one point in The Witcher 3’s development, I counted the amount of doors we have. We have around 2,500 doors for that game. Naturally in a game like this, compared to The Witcher 3, there are far more doors in the world of Cyberpunk.” If nothing else, this indicates the number of potential places that can be explored.
Cyberpunk 2077 is out on November 19th for Xbox One, PS4 and PC with day one support for Xbox Series X and PS5. Though the game looked more polished, the developer admits that it’s not “100 percent happy” with melee combat and is still working to improve it. It also spoke about how it’s handling bullet-sponge enemies – you can read more about that here. Another episode of Night City Wire will debut in the coming days so stay tuned for even more information.