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Cyberpunk 2077 är som att göra 20 filmer samtidigt

Vi har pratat mycket om Cyberpunk 2077 senaste tiden, väldigt mycket. Det beror helt enkelt på en sak; spelet är fruktansvärt hett och något vi verkligen ser fram emot här på redaktionen. Under E3…
Kim Orremark 21 juni 2019

Vi har pratat mycket om Cyberpunk 2077 senaste tiden, väldigt mycket. Det beror helt enkelt på en sak; spelet är fruktansvärt hett och något vi verkligen ser fram emot här på redaktionen. Under E3 förra veckan passade vi på att snacka med lead quest designer Paweł Sasko om spelet och han berättade om det omfattande arbetet som ligger bakom Cyberpunk 2077.

"I have [a friend] in the company who, he's an actual movie producer, we asked him once 'hey dude, how is it to work on a game in comparison to movies?' and [he said] 'it's absolutely like making 20 movies at the same time', because you have so many different locations, so many different actors, like we are doing versions in 18 different languages. It's like, imagine how much casting you have to do for this, right, and basically it's like making 20 movies"

Vi frågade också om själva vidden på Cyberpunk om man direkt jämför med The Withcer 3: Wild Hunt (studions tidigare megahit):

"Oh wow, well that's a really deep question, so the thing is that the game is absolutely massive. We have main quests, we have side quests, we have minor quests, and we have street stories, and all that, those are quests that have the same rules, so they are non-linear, you can use your life paths, use your play styles actually to play through them, and they're absolutely non-linear, you can do multiple choices when you walk through that."

"Now, you have asked me about the scope, and that's a really, I would say, tricky question, because the game is, comparing to The Witcher 3, our team is way bigger than it is before, like now we're like 400 something people, like slightly below 450 working on Cyberpunk, which is way more than The Witcher. And the thing is, in terms of play time, it's absolutely impossible for me right now to even say how much it's going to be, because the problem is, because of all the non-linearities, you can play in very different ways. You can be stealthy and you can play totally without killing anybody - that may result in players having way more hours on the clock than someone who's going guns blazing and so on - and now all your choices are actually triggering different branches on quests, and those branches are of course of a different size, because everything is story-driven."

Cyberpunk 2077 verkar verkligen bli ett monsterprojekt, se hela vår intervju med Pawel här nedan.

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