Still shaken by the long and dense gameplay of Cyberpunk 2077 that we witnessed as soon as we opened the E3 in Los Angeles this year, we found ourselves after a few moments from the end of the presentation sitting in a cubicle in the company of Stanisław Święcicki prolific writer of CD Projekt Red celebrating its fifth anniversary this year in the team's offices. Impressed by what we saw in the company of other journalists we tried to rearrange all the ideas, doubts and curiosities arising from the first meeting with what, most likely, will be the biggest video game of this generation. Or, if nothing else, the swan song of PlayStation 4 and Xbox One . And at that point we started to question the poor Święcicki, who had the misfortune of being assigned to this interview in our solitary company. There are still many elements of Cyberpunk 2077 that remain obscure or not very detailed and we have put it all to try to steal some additional information on this promising and complex role-playing game with first-person view based on the license of the printed RPG Cyberpunk 2020 . From the choice of the camera, the most criticized element of the unveiling of the game, to numerous details about the city, the dialogues, the movements and also the management of classes and missions, the following is really an all-round interview about the game too thanks to the availability of Stanisław Święcicki who has never limited himself in the answers. It is almost 25 minutes of talk that, hopefully, will keep you with your eyes glued to the screen with the same passion that has kept stuck on the chair of that room who writes these lines. And when you have finished reading the interview do not get too sad because, if it is true that we will probably not see the game in stores before two more years, in less than two weeks we will get another taste thanks to Gamescom Cologne and we will once again be there, in the front row, to try to collect some new details. And anyway, if you really want something else to read, take a leap on our very long preview of Cyberpunk 2077.

    

        
    
        

    
        

Cyberpunk 2077 and the first person view

    
    

I saw the demo and the first question obviously concerns the camera. It is in first person but it is possible to move to the third during the driving phases. Why is it not possible to make this choice even outside the vehicles?

For starters Cyberpunk 2077 is a first person role-playing game set in an open world. We chose this point of view for narrative reasons: our goal is to offer the player a smooth experience, without interruptions, to make him really immerse himself in the character and let him live this setting. I understand your question perfectly and when we chose that it would be possible to move around the world of gaming even in cars and motorbikes, we realized that there are many players who do not feel comfortable driving a vehicle from the inside and for this we offered the option to position the camera even outside the vehicle. Among other things, you can also better see what surrounds us.

I asked you this question because I think you can not see much of your character in a first-person title and Cyberpunk 2077 mi it seems like a game where the avatar personalization component, even if only of its aesthetic aspect, is a fundamental element. Something to boast about. For this reason I expected to "see myself from outside" all the time.

Think of it this way: in real life you can not see yourself "from the outside". Wear this gorgeous shirt and these magnificent shoes but you can not see from the outside yourself wearing them. And anyway in every reflective surface and during some crucial intermezzo sequences, you can see your character and the same applies to the inventory screen where you can see in detail your equipment and how it is while you are wearing it.

First you told me that it will be possible to drive cars and motorcycles. Will there also be flying or moving in water?

Cars and motorbikes are the main ways to get around the city, but as you have also seen in the presentation, flying vehicles are an important part of Cyberpunk's imagery. It will happen that you can find yourself inside of them, but as far as flying them is concerned, it is not possible at the moment.

During the dialogues will it be possible to see your character from the outside?

You have certainly noticed during the presentation that our goal with Cyberpunk 2077 is to mix the parts of gameplay in a very fluid way to the parts where you are talking to someone, without ever moving the camera. We do not want to place the point of recovery away from you and the people you're talking to: you do not have to be an observer of that dialogue, you have to be the one doing it. In this way you can also better observe your interlocutor, notice maybe that has a bracelet and refer to it during the conversation or you can talk about a certain tattoo or, again, you can take out the gun to intimidate the other person …

… yes I saw during the demo that you can change in a moment the tone of the conversation starting to threaten the other.

…exactly. We never want to get out of context, we want to make you feel constantly in the game. Part of it.

Both in the trailer and in this long presentation I noticed that you have chosen to show Night City, the city of the game, by day. With the sun high and shiny. But the moment I think of cyberpunk, I think of the night and the rain. Is this something that we will see sooner or later in some piece of the game?

Obvious! We wanted to make you feel an integral part of the city from the first moment, and as in all the cities there are day and night. We wanted to show players how we were able to recreate a dystopian and obscure future, even in the full of daylight.

But concretely will there be rain?

Sure! There will be variable weather conditions.

        
            

        
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Night City: the city of Cyberpunk 2077

    
    

I still want to talk about the city. What are you doing to make it really alive, believable.

First of all Night City will be dense, highly populated. And then no part of the city is generated in a procedural way: it is all designed and built by hand by our artists. And it will be inhabited by people of all cultures, there will be shops, banquets and while you go around you can find yourself involved in discussions and fights with the criminal scum or you will notice some interesting activity and choose to investigate. But the most important thing is the verticality of Night City. It is not just crossing it far and wide but the buildings, such as the "megabuilding" that you saw in the demo, are real ecosystems in themselves that live independently of the rest of the city: there are merchants, there is crime, there are poor people and rich people. It is this density of population and activity that makes Night City alive.

Will it be possible to completely explore the city from the beginning of the game or will we have to first unblock some parts of it by carrying out the campaign?

You can cross it freely almost immediately. And there will be no uploads, except when you use fast travel. You will be able to roam the six districts of the city without any interruption. It will really be a fluid experience.

Ok, I understand perfectly but confirm that it will be completely accessible. There will be nothing blocked?

Well of course you can not go anywhere but yes, the city will be entirely at your disposal.

As soon as I saw the demo, the first game I thought of was Deus Ex. It's a game that somehow influenced you?

Personally I loved Deus Ex, especially Human Revolution; but I speak for myself. What we are trying to do is a hard and pure role-playing game that is extremely focused on storytelling and storytelling. This is why we have created a fluid class system in which you can freely switch between the various abilities and create exactly your ideal character so you can shoot or proceed with hacking according to your preferences. And that's why we've created that system of active dialogues that you've seen and talked about before. The game is truly unique: it is a great challenge for us to make it happen and we are convinced that it will give enormous satisfaction to the player.

        
            

        
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The Cyberpunk classes 2077

    
    

Since you mentioned it, tell me something more than this fluid class system. I guess you can level up quite classic and then?

Since it's a pure role-playing game, you have the skills. Some are directly inspired by the paper role play [ Cyberpunk 2020 ] but at the same time we have given ourselves a lot of creative freedom because not everything can be perfectly transposed from paper to a video game. Of course, those who played the paper will recognize many references or statistics on the fly such as strength or reflexes and then there are the skills you will develop using them in the game world as melee combat or technological skills. In practice we started from the archetypal roles of Cyberpunk but we thought that those adaptable in the best way to the game were only three: the technician, the netrunner and the solitary. However we do not oblige the player to follow one of these classes all the time but it is possible to move freely between them and create exactly your ideal character.

So we can expect three different skill trees including be able to choose the skills that we like choosing from dozens of skills?

Yes you can expect a huge variety of skills that heavily affect the gameplay but I can not go into detail about how you can choose them or how they will be divided effectively, because we are still working.

But if I understand well there will be some skills that will level up simply using them as it happens with Skyrim while others will be purchased with experience points, right?

I prefer not to answer you at the moment.

        
            

        
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<p><em> All right. I have seen during the demo that it is possible to kill the enemy with a blow reaching him behind, so I suppose that ample space is given to the stealth. Can you tell me something more? </em> </p>
<p>The enemies will always be well aware of your presence and you can take advantage of this information to your advantage. Thanks to the fluid system of the classes you will always have a lot of variety on how to face the challenges offered by the game. So it will be up to you to choose between setting up traps, installing viruses or doing something else. The planning phase in Cyberpunk 2077 is at least as important as the execution of the plan. </p>
<p> <em> And as for the missions, we can also expect quests that can only be solved by talking, or by stating everything on the stealth so to avoid any combat? </em> </p>
<p>Because of the world we are building and designing, a world that is brutal and dangerous, there will be several situations in which you will be forced to use weapons. Violence is an integral part of Night City, this mega futuristic city. Of course the dialogues are and remain extremely important. </p>
<p> <em> I asked you this question because many Cyberpunk 2020 players have played the paper playing the corporate that can always remain out of the fighting. </em> </p>
<p>I understand perfectly. The corporations are a fundamental part of the setting and will have a very important role in the game but as I told you, when we started drawing 2077 we have long reasoned about which roles could work well according to the gameplay and that's why we thought to the netrunner, the technician and the solitary.</p>
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Cyberpunk 2077 and multiplayer

    
    

My next question is a bit 'strange, I realize but I want to do it anyway. Do you think that the Cyberpunk 2020 license is still very important today or is it a decisive element of the game and its "rules" or have you purchased the rights only to use the word cyberpunk which has a very specific value in the collective imagination?

We have chosen this license. When we got our hands on The Witcher we breathed and lived in that universe, we made it our own. And when we decided to focus on something else, to start a new journey, we sat down to think about what other product or license could have stimulated us or could represent a challenge up to the previous one. Many of us were paper-based players and when we started talking about Cyberpunk in the studio, it seemed a very sensible choice.

As a writer, how much do you think will become great Cyberpunk 2077? Precisely in terms of the size of the game and the quantity or length of the dialogues.

Throughout the whole question of the interactive dialogues that I explained to you earlier, the ways in which the conversation can evolve are many and all constructed and designed by us. Our goal is to never limit the player and allow him to do anything. For example, it may happen that you stop and look at something while you are moving in Night City and a non-player character may notice this activity of yours and tell you something or just comment on it. Or it could talk about time or your actions or, even better, react to what you're doing or what you've done. There are a lot of things to keep in mind for the guys who are writing the story. Me too! [ride fragorosamente]

I clearly remember that in one of the very first statements about Cyberpunk 2077, you mentioned that there would be some kind of multiplayer. Now it seems to have become a single player only game. But in short, will there be or will not be a multiplayer?

What we are working full time at the moment, is a wonderful single player campaign, gigantic and full of details and possibilities. We are now focusing on it. As for multiplayer, it is not currently in production but our research and development team will analyze it in the future.

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